schennmu said:
I'm about 3/4 through the game and while I like it a lot, I can't help but feel a little bit disappointed. Overall it's just not as good as DR1
. The only huge advantages over DR1 are the survivor AI and the combo weapons. Story, tech and overall design feel inferior to me.
Story isn't really a strong suit in either of the games, but I think DR1 had the stronger characters overall. Chuck is great, but Stacey is kind of generic, and Rebecca is very grating.
The motivations for antagonists were stronger in the first game. DR2 seems to
know its bad guys have weak motivations, and it continually calls attention to that.
Things feel a little less fresh the second time around, and despite the sequel's tighter focus and improved systems it comes off as very samey more often than not. There is a parallel to Kent, there's a similar final boss, the mall setting returns, and another love relationship blooms, this time more tenuously and with a weaker payoff.
But the mechanics are undeniably improved. It controls better, it looks better, and it performs better. There are more things to do and the timing of case files allows tasks to be easier to manage. Three save files just about invalidate any complaints about the save system.
I really enjoyed it, even if DR1 was the more immediately impressive and memorable game. DR2 is a lot of what came before, but with more polish.
Plus I've always had a soft spot for hidden stuff, and DR2 is absolutely bursting with that. Zombrex stashes, combo weapons, bike combos... had a good time figuring out how to do a lot of that stuff on my own.
Biggest problem I had was the 8 survivor limit. Got frustrated sometimes with the repetitive walking back and forth, but I think it's a necessity in a game like this. What would have been nice is if vehicles were more readily available near the exit to the safe house, and if motorcycles could move between indoors and outdoors.
Psycho battles had some touchy controls, but I've mentioned that earlier. They're not ruined by that, but there are imprecisions inherent in the control scheme that really get brought out when you're fighting enemies who are faster than three-toed sloths. I wonder if Capcom and Blue Castle intended the controls to limit the abilities of the player. It's a similar contrivance as what we got in RE5, where, sure, the majority of the game is built around this specific control scheme, but does that really benefit the experience? What if we didn't have to struggle with the clunkiness of Chuck's movement? What if he were more fluid?
That's not really a complaint as much as it is conjecture.