Note that this is the third in a series of four informal pieces which will detail my experiences with each individual episode of Resident Evil Revelations 2. Following this, a full more “traditional” review will be posted at the end of March to coincide with the game’s retail release. As such, no score will be assigned to the game until all episodes are available to the public. 3x50b
Of the three episodes of Revelations 2 that I’ve played so far, I’ve got to say that the third episode, called “Judgement”, is possibly my favourite. It’s got a good combination of tension and build-up. Some subtle tinges of horror. Even some action packed encounters that really force you to look at managing your ammo properly rather than just unloading carte blanche. In fact, it’s the first time since Lost In Nightmares that I truly thought the old style of Resident Evil could properly be mixed with the new style. Judgement isn’t a perfect example, mind you, but it’s pretty close.
When we left Claire and Moira in the second episode, she’d just lost sight of Natalia and through some vague messages was told to head to a mysterious tower to confront the overseer. Having lost some of her friends previously, Claire is fuelled by feelings of vengeance more so than ever. But as most of us have learnt, evil is always watching, and the overseer has grander plans for Claire and Moira.
In typical Resident Evil fashion, the door out of the first factory area is blocked by a ludicrously flamboyant mythological depiction of Prometheus. It’s bizarre and weird, but it reminded me of how much fun it was to approach similar situations in the Spencer Mansion back in the first Resident Evil. The overseer has a penchant for mythology and philosophy, it would seem, although the incessant quoting of Kafka probably eluded to that fact already.
This is where the story takes a bit of a weirder turn as yet another major revelation is brought to the surface. We obviously won’t spoil it, but it’s nice to see that the story doesn’t lose steam despite revealing the identity of the overseer at the end of the last episode. Claire’s scenario culminates into something every old-school Resident Evil fan will appreciate. A grotesque mutation and boss battle. One which requires both Claire and Moira to work together. And it’s great!
Through some idle dialogue between Barry and Natalia, we begin to learn more about why the father and daughter are so estranged now – including the obvious question of why Moira doesn’t use guns or only uses blunt weapons. Personally, I kind of understand why Moira might not after what happened – but at the same time I still can’t see myself being in the same situation as these characters and not being willing to use a gun.
Barry’s episode ends in an abandoned quarry which once again provides more backstory to the area and why it’s the way it is. Most of this connects to other stories told in other files elsewhere so it’s great to see the team focusing on building a story for the location and how the overseer eventually moved in and took over the area.
The boss in this area appears twice and follows the design you’d really expect to find from Resident Evil 5. Lots of long and oozing tendrils and of course, in typical Resident Evil fashion, insta-kill moves too. Surprisingly, it wasn’t too much of a hard battle although towards the end of the chapter resources will definitely be slim and you may only get through it by a hair.