|System: PC*, PS4, Xbox One, PS3, Xbox 360|
|Release: March 11, 2015|
|Screen Resolution: 480p-1080p||Blood and Gore, Intense Violence, Strong Language|
by Angelo M. D'Argenio
Resident Evil Revelations 2: Episode 3 Judgement continues the ongoing story of RE:R2, once again switching up the tone and feel of the game. While Episode 1 felt like something of a tutorial and Episode 2 felt like a more hardcore combat challenge, Episode 3 swings to the other side and focuses on puzzles. Once again this makes the game a joy to control, but the fact that each episode is focusing on such incredibly different gameplay mechanics makes me feel as if the entire game when put together may start to feel inconsistent.
Much of the framework here is the same as the past two episodes. We are looking at the same controls, same enemies, same characters, same voice actors, and same incredibly boring grey-brown environments which have really started to grate on me at this point. If you simply looked at screenshots of Episodes 1, 2, and 3, you wouldn’t be able to tell the difference. If anything feels uninspired, it’s definitely the environments, and you feel that even more in Episode 3 because of how many puzzles there are.
That being said, the renewed focus on puzzles actually does quite a bit to change the way the game plays. First of all, it gives a much needed rest from the combat oriented Episode 2. Second, it gives the game a sense of horror, which no other episode really managed to do up until this point. The slow moving progress through mind-bending segments makes you wonder when the other shoe is going to drop. Enemies usually only interrupt you at the worst of times, so you are always looking over your shoulder, waiting for someone to ambush you when you are pushing a box or flipping a switch.
So now RE:R2 has managed to give up one episode of survival and one episode of horror. Perhaps the next episode will finally bring them both together?
The puzzles also make this game a blast to play in co-op, far more than any previous episode. One of the glaring shortcomings of the game so far was that the combat character was far more fun to play in co-op mode than the secondary character. The special abilities of these characters came into play a little in previous episodes, but they still only served to make the combat character more effective.
However, both characters are pretty much equal when it comes to solving puzzles. Ether character can pull switches or push boxes. In fact, the secondary characters sometimes have extra abilities that the combat characters don’t, like the ability to fit into small spaces and access extended portions of certain levels. In a way, they take center stage this time around, doing more than the combat characters do, and when you and a friend figure out the solution to a puzzle, you get the rewarding eureka moment.
Unfortunately, the same thing that makes this episode fun to play in co-op makes it a slog in single-player. The puzzles seem designed for two players to work in tandem. Working alone makes them feel like they take twice as long. They aren’t any harder, they just take longer to get each character where they need to be with only one human behind the wheel. It’s not torturous, it’s just nowhere near as fun as it is with two-players.