bonescraper
Guest
I knew you'd see the light, Morgy.
Still wondering why 2 is half the price? Did the first tank badly? And, if so, why keep the price at $50?
Revelations was nothing like RE6, and Revelations 2 will continue the style of its predeccesor. That's why they are getting their hopes up.I don't understand why people are getting their hopes up for this. Looks exactly like RE6 to me, which was mostly popamole.
I can get it for you for mere 20$And, if so, why keep the price at $50?
Wouldn't even buy the first at this point if the second is allegedly better.I can get it for you for mere 20$And, if so, why keep the price at $50?
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The question Revelations 2 poses through stuff like this is why it's being released in the way it is. This doesn't feel like an episodic game, it feels like a game that's been portioned unnecessarily - and this in itself wouldn't bother me, except it has negatively affected the initial feature set, and down the line will reward people for waiting until the retail release to buy it. This is crazy.
Nevertheless, this should not overshadow the fact that the first episode of Revelations 2, on its own merits, does a lot of good things. It takes parts of Resident Evil history - Resi 2's Sherry, Resi 3's dodges, the 'Hook Man' Resi 4 flashlight mechanic, Resi 5's co-op - and brings them into the present day as a coherent whole. It focuses on mechanics like darkness and vulnerability that, arguably, couldn't or wouldn't be risked in a numbered entry. And Raid mode looks like the best implementation of this fantastic game type yet.
So we come back to the nature of a spin-off, and why Revelations 2 works. For me a spin-off has a responsibility to do different things, to take the core subject-matter and do something that for whatever reason the 'main' games can't. By these lights Revelations 2 is a good spin-off. But if you hold off for a month, it might yet turn out a great one.
Yes, there was. It was called "dashing".Putting all of the emphasis on one character to take down enemies is an unusual move, but it works for the most part because Revelations 2 tends to focus on smaller engagements over huge tear-ups. Acting as a distraction is more fun than it sounds, particularly with Moira, thanks to the new importance placed on dodging attacks. This mechanic was first seen in Resident Evil 3: Nemesis, and has reappeared subsequently, but Revelations 2 is the best implementation yet, dedicating a whole button to getting out of tight spots and alongside this making the enemy attack animations unpredictable in their timing. In previous Resident Evils, if a massive thing has you backed into a corner, there aren't many options - but here it's thrilling to duck out with perfect timing, and leave the monster flailing while your partner unloads.
I'm suspicious about the "100 raid maps" number.