Main characters are designed well - principal negative being a little derivative from TLOU's bland style - and their animations are smooth. The fundamental underground laboratory has returned, a monolith of a tower that's foreboding on the island, radio towers as hope, a self-destruct timer as a classic feature and a memorable cliffside battle - all setpieces to combine for a distinct Resident Evil experience which is not limited to dull plateau or repetitively undescript corridors. Environment design is an improvement to the drab nature of 5 or the insipid details of 6, exploring a mine which isn't chainlinked tunnels and a wooded area that has enemies as unpredictable in their location through the disorientation of dense treelines. Revelations 2 continues the Resident Evil storyline with camp dialogue and an b-movie plot, nothing bombastic or pretentious as either 5 or 6, and although it doesn't have the grace of Code Veronica, it certainly has an equal appeal as a scenario: a desolate island hosting subjects to experience their worst fears in the machinations of a bioweapon fare. diving, sliding, quick-shot), it's restored CQC to not be excessive at detriment of the overall experience. Revelations 2 continues the Resident Evil storyline with camp dialogue and an b-movie plot, The fluid combat of 4/5 - each shot meaningful, staggering/disabling/stunning with accuracy - have returned and although it's not retained a few positive mechanical improvements of 6 (e.g. ![]() ![]() The fluid combat of 4/5 - each shot meaningful, staggering/disabling/stunning with accuracy - have returned and although it's not retained a few positive mechanical improvements of 6 (e.g.
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