Having taken a trip through Claire A of Resident Evil 2, I can confidently claim that the conventional wisdom about Resident Evil 2 being one of the easiest games in the series is bunk. Sure, during the second half of the game, you're relatively well-armed and equipped to survive the horror, but the first half has no compunctions about throwing you in a hall with six zombies in close quarters and nothing but a handgun and letting you, God, and the damage you will inevitably take sort it out. RE2 is considerably more action-oriented than its predecessor, a Hollywood blockbuster rather than a tale of horror and suspense, but the first half hasn't quite adjusted its ammo drops to compensate; as a result, I was at my wits' end a good way through the initial stages of the game, beset on every side by undodgable walls of zombies but stuck with RE1-level ammo stockpiles and wondering what the hell I was supposed to do.
The answer, by the way, is to drain your ammo reserves nearly dry and hope the game takes care of you in the rooms ahead. It does, kind of, but the fact that the game expects you to act irresponsibly, waste your resources, and just hope something comes up around the corner signals that we're far afield from the it's-all-on-you careful weighing of options of the first game. (This, after a tutorial level that sends you on a straight sprint through the zombie-infested Raccoon City streets to the RPD, which is clearly meant to leave you with the impression that, in the tradition of its predecessor, you're not going to have enough ammo to finish everyone off and have to learn to dodge & evade to survive.)
The grapevine says that the original build of RE2 was scrapped in part for being too much like its forebear, and as detailed above, the finished product certainly made a break with precedent in certain gameplay decisions, but damned if I didn't get déjà vu in other areas. Your character's trapped in a big, stately, abandoned building for the bulk of the game, eventually explores a couple rougher ancillary locations, and ends up in a sleek & modern secret underground laboratory that's the source of the viral outbreak at the heart of the mess. There's a big emphasis on plot this time around, which is a bad decision, as the plot is a big rehash. "There's a virus that makes monsters" is not a revelation at this point in the franchise, game! RE2 also treats the fact that Umbrella big shot William Birkin, a (nominally) human being, has transformed into a monster as a BIG SHOCKING TWIST, but that's how zombies are made anyhow, so, um? (The game makes a lot of its plot but doesn't have much actual plot, if you follow me. It expends a lot of documentation on, say, laying out how Brian Irons is a crazy murderer and rapist who sabotaged his own police force, but that's clear from the very first file you get on him.)
To drill down here: the whole action-blockbuster tack seems like an ill-advised approach given the production values on tap (PS1 polygons and RE voice acting). RE1, despite its awful cutscenes, traded mostly on suspense and mood to tell the meat of its tale: the stillness of the mansion, offering no initial answers, paired with that unsettling music; the scenes where you find the bodies of your former teammates and the gruesome fates they met; the famous "itchy, tasty" diary, climaxed by you having to execute author's reanimated corpse - that's good storytelling, done in an interactive way that's unique to the genre and medium and is still effective even if you know the broad strokes of the plot. RE2's story is a slender retread told mostly in the style of a movie, eschewing avenues of storytelling unique to videogames for a heavy reliance on cutscenes; while we're not at a "master of unlocking" level of voice acting here, the work on tap still ain't enough to support that sort of story. (Claire, for example, always seems weirdly sarcastic, even when she's supposedly comforting a little child.) The cutscene editing is also a bit wonky.
And it ain't scary. I'm not saying Resident Evil 2's a bad game by any means - it's smoother and sleeker and gives you more weapons with which to toy. I also liked the game's gimmick of giving you two plotlines and letting you choose which character you want to star in each, as well as all the little changes to the plot depending on who's the lead in which story and how things one character does in the first scenario will affect the obstacles with which the other character has to deal in the second.* It's just that the sequel traded in its predecessor's smart stuff for a relentless assault, and that's not for me.
(* - Not that I've gotten to experience any of it directly; I started up a Leon B game, thinking that maybe my familiarity with the map would give me an advantage, and in the first 5 minutes: TYRANT. Deal with it with your handgun, fool! Then the game shoved me into another room with six zombies immediately at my throat, and I thereby resolved to come back to the game later.)
.
The answer, by the way, is to drain your ammo reserves nearly dry and hope the game takes care of you in the rooms ahead. It does, kind of, but the fact that the game expects you to act irresponsibly, waste your resources, and just hope something comes up around the corner signals that we're far afield from the it's-all-on-you careful weighing of options of the first game. (This, after a tutorial level that sends you on a straight sprint through the zombie-infested Raccoon City streets to the RPD, which is clearly meant to leave you with the impression that, in the tradition of its predecessor, you're not going to have enough ammo to finish everyone off and have to learn to dodge & evade to survive.)
The grapevine says that the original build of RE2 was scrapped in part for being too much like its forebear, and as detailed above, the finished product certainly made a break with precedent in certain gameplay decisions, but damned if I didn't get déjà vu in other areas. Your character's trapped in a big, stately, abandoned building for the bulk of the game, eventually explores a couple rougher ancillary locations, and ends up in a sleek & modern secret underground laboratory that's the source of the viral outbreak at the heart of the mess. There's a big emphasis on plot this time around, which is a bad decision, as the plot is a big rehash. "There's a virus that makes monsters" is not a revelation at this point in the franchise, game! RE2 also treats the fact that Umbrella big shot William Birkin, a (nominally) human being, has transformed into a monster as a BIG SHOCKING TWIST, but that's how zombies are made anyhow, so, um? (The game makes a lot of its plot but doesn't have much actual plot, if you follow me. It expends a lot of documentation on, say, laying out how Brian Irons is a crazy murderer and rapist who sabotaged his own police force, but that's clear from the very first file you get on him.)
To drill down here: the whole action-blockbuster tack seems like an ill-advised approach given the production values on tap (PS1 polygons and RE voice acting). RE1, despite its awful cutscenes, traded mostly on suspense and mood to tell the meat of its tale: the stillness of the mansion, offering no initial answers, paired with that unsettling music; the scenes where you find the bodies of your former teammates and the gruesome fates they met; the famous "itchy, tasty" diary, climaxed by you having to execute author's reanimated corpse - that's good storytelling, done in an interactive way that's unique to the genre and medium and is still effective even if you know the broad strokes of the plot. RE2's story is a slender retread told mostly in the style of a movie, eschewing avenues of storytelling unique to videogames for a heavy reliance on cutscenes; while we're not at a "master of unlocking" level of voice acting here, the work on tap still ain't enough to support that sort of story. (Claire, for example, always seems weirdly sarcastic, even when she's supposedly comforting a little child.) The cutscene editing is also a bit wonky.
And it ain't scary. I'm not saying Resident Evil 2's a bad game by any means - it's smoother and sleeker and gives you more weapons with which to toy. I also liked the game's gimmick of giving you two plotlines and letting you choose which character you want to star in each, as well as all the little changes to the plot depending on who's the lead in which story and how things one character does in the first scenario will affect the obstacles with which the other character has to deal in the second.* It's just that the sequel traded in its predecessor's smart stuff for a relentless assault, and that's not for me.
(* - Not that I've gotten to experience any of it directly; I started up a Leon B game, thinking that maybe my familiarity with the map would give me an advantage, and in the first 5 minutes: TYRANT. Deal with it with your handgun, fool! Then the game shoved me into another room with six zombies immediately at my throat, and I thereby resolved to come back to the game later.)
.