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Obviously, the generation has crushed "Resident Evil", the 2nd generation has to change it like this, and now it's cold, right?

As the first work of Tango Studio founded by the father of Resident Evil "Shinji Mikami", the performance of "Evil Spirit Possession" did not disappoint, and the strong "Resident Evil" style of the Mikami Shinji era also captured many fans, and the sales were naturally not bad, so the Tango Studio led by Shinji Mikami also released the second generation of works.

In "Evil Spirits 2", the design policy has changed a bit, and the levels have moved to an open-ended position, rather than the pure chapter style of the previous game (which should also be the foundation for the ghost line Tokyo). The map is much larger than the previous game, and it can still move freely, which raises the exploration component. It takes a lot of time to play, after all, it will be a long time in the same area.

As the superintendent was replaced by Shinji Mikami to John Johanas, the combat in this game was a bit closer to the cool feeling, and the ammunition was often used up compared to the previous game to save resources for assassination. This work because the map is very large, there are many resources, the bullets in the middle and late period are basically not used up, and it is more like the bullets of "Resident Evil" to fight zombies, it is almost impossible to beat people, so that I feel a little less taste, I like the previous game to pay attention to the strategicity of saving ammunition. In addition, the story of this work is completely focused on the background and past of the protagonist Sebastian, and finally reveals some mysteries of the previous work, allowing people to get a glimpse of the mystery. Therefore, this game is deeply related to the previous game, it is recommended to play this game, first pass the previous game.

Artistic expression

Some of the themes of this work use a very attractive artistic serial killer, so some scenes can be said to be very artistic. Although the scene seems to be very different, but there is a kind of beauty that cannot be hidden, those sculptures that use a lot of blood and corpse pieces to piece together, those paintings hanging on the wall, the eyes and mouth that are constantly shaking, I know that this should be very scary, but I can't help but let people look at it a few times, because he is really artistic. And this is the visual impact that the game gives to the player from the very beginning. After that, entering the main line of towns, you will admire the brain hole of this work even more.

The background is that the world of consciousness is collapsing, so it appears as a fragmented town. Like no gravity, fragments of the town floated in the air, some upside down, some tilted. So after experiencing the art gallery at the beginning, you will be greeted by a town tilting in the sky, brightly lit and looking particularly spectacular. Because it is an open design, the scene is much broader than before, in addition to being able to see farther, the sense of pressure is also reduced, and only in the "bone marrow space" will feel a little stressful.

To be honest, in terms of atmosphere, this game is completely inferior to the previous game, but the transition is very cool. The Bone Marrow Space is a kind of secret space that connects the entire town, which can be imagined as an underground passage that can lead to various areas of the town. The visual style is like a research facility, mainly narrow, narrow and long, the sense of oppression is relatively large, and from time to time you have to worry about whether there is a squat ghost in the corner in front. Therefore, in the bone marrow space, the tension is even tighter than outside.

Finally, let's talk about their monster design, which still makes people San value crazy, and this work is even more uncomfortable than the previous game. The guy who looks like Junji Ito", who looks like Junji Ito, was once named one of the most terrifying enemies in horror games. Coupled with that eerie laugh, it will definitely make people linger. I feel that their team is really one of the best in terms of dropping San values.

Plot of the work

Compared to the accident of being implicated in the previous game, this work focuses on the protagonist Sebastian himself, and the entire plot revolves around Sebastian, understanding his past and how to lose everything. After the confusing plot of the previous game, this time, you can finally spy the secrets of the entire structure. The causes and hidden causes of the eerie world are behind greater ambitions. But it's all about two terms: the Stem system and the Möbius organization.

An uninvited guest three years later

Sebastian wakes up in a bar, and he has a nightmare in which his daughter is buried in a fire. It is also a knot that lingers in his heart and lingers. At that time, he did not save his daughter. Today, he is just a former police detective who has been fired for mental problems. The Lighthouse Psychiatric Incident three years ago was so illusory that the police department simply didn't buy it. Despite his constant search for clues, he found nothing, so he had to borrow wine in a broken bar. And when he woke up, he saw a man in front of him, the guy he had been looking for for three years, the novice agent who had experienced the lighthouse psychiatric hospital incident together- Kimman.

Invitation from a secret organization

Keyman tells Sebastian that his daughter was not dead, but was abducted as a test subject by the secret organization Möbius and is now in need of his help. Mobius created a device called "Stem" that could connect each other's consciousness. It is intended to connect everyone and create a perfect virtual world. The Lighthouse Psychiatric Hospital incident is the result of problems at the core of this system. They want to continue to refine the system by finding a child with an innocent heart to be the core. The girl who scored the highest score on the test was Chosen, Sebastian's daughter: Lily. She then used her brain to create a perfect town called "Hop Lok Town".

But now something has happened to Stem. The entire system collapsed, not only could not be disconnected, but also caused a large number of deaths, even the maintenance team sent in was not heard from. So in desperation, they decided to send Kiman to find the previous survivor, Sebastian. Sebastian certainly didn't believe it, after all, who would believe such an inexplicable lie. But in the midst of the argument, he was knocked unconscious. It seems that this trip to find the door request, must go.

Step into Stem again

Forced into Möbius's base, it was the first time he had seen the Stem machine so clearly, and her daughter was inside it. It had been three years since he had come out of this thing, and that time he had been inexplicably involved, and he could not have imagined that he would go in again. After the line configuration was completed, as Kimman's explanation gradually drifted away, he came back to the Stem. But there is no perfection and happiness as they say; on the contrary, the smell of blood is directly coming from the face, and the town of Hele has not only fallen apart, but also filled with a large number of monsters, and the most ridiculous thing is that there are mentally ill people who engage in the art of killing people here!

It is clear that the Lighthouse Psychiatric Hospital incident is repeating itself, and this time it is even more intense. In addition to the monsters, there is a serial killer who is constantly searching for prey, including his daughter Lily. In order to save Lily, Sebastian can only continue to look for clues in Stem, find the reason for the collapse of Stem, and then find a way to escape from here with his daughter. As Stem also connected his consciousness, he gradually reflected his unforgettable past in the town of Hele.

The plot of this work is less charming, and it is confusing compared to the previous work, and may not be understood to the end; this work is very straightforward and very kingly. At the beginning, the main line was clearly explained, and there was almost no suspense. The big problem is that the second half of the rhythm is very tight, suddenly there are a lot of supporting roles, the speed of advancement is too fast, so the amount of information in the second half of the game is a bit large. It felt like the rhythm was a bit weird, but it was ok. At least it ended well.

Game system

The previous system basically has reservations, the same is able to stealth assassination, there is a pain crossbow, gel enhancement, and a wall of supply safes waiting for you to find the key, but the matches have been deleted. In the previous game, matches were a good way to save ammunition and dispose of zombies once and for all, which was the core of the previous game, but this game is missing. The guess was that because the map was large and resourceful, there was no need to save ammunition with matches, so it was simply unplugged. Personally, I feel very sad, matches are a great feature of the previous game, and it is very strategic to use. In fact, there is also a hiding system is gone (that is, the mechanism that can hide in the cabinet and under the bed), but after playing the previous game, you should be able to understand, the system is a bit chicken ribs, this work is actually not unexpected.

Safe house

There are many rooms in the town of Hele that monsters cannot enter, and the symbol of the safe house is painted on the door. In the Safe House, you can use the workbench to craft items, enhance weapons, and enhance your abilities. In addition, the safe house is equipped with a coffee machine, which will be replenished every once in a while, which can restore energy for free. Therefore, it is often used as a base for safe houses, going out to go back and forth, and when it is embarrassing, drinking a cup of coffee is immediately full, and you can also save a lot of recovery props.

Production station

The game has made some improvements to the crafting system, the previous game can only simply make the ammunition of the Crossbow of Pain, this game covers the entire range of functions. Contains ammo, healing items, and even weapons that can be built by themselves. In response to the open map of this work, the space for exploration is huge, and various materials are sprinkled everywhere for the player to rummage through the boxes and cabinets. In contrast, the amount of resources in this game is very rich, and there is less of an embarrassing situation of running out of ammunition. This production system is also very elaborate, which can consume less material on the production stage; if it is made outside and anywhere, it will waste more. It depends on whether the player wants to covet temporary convenience or endure it, and then go home.

Weapon enhancements

This game takes the weapon enhancement function apart, and the player can no longer use the green gel to strengthen the weapon, (after all, the gel enhancement weapon in the previous game is unscientific enough) instead of the weapon parts. He's everywhere like the Green Gel, and the weapon is upgraded with this stuff. There is a threshold for upgrading to a certain extent, in which case you must use an upgrade kit to continue, and this upgrade kit is very rare, and you must carefully consider which weapon to use.

Unique skills

In the previous game, the upgrade concept was simple, just to increase the ability points; this game has more tricks, in addition to the ability points, it can also unlock special skills. Want to play Assassination? You can unlock corner ambushes, dash assassinations, and more powerful assassination techniques; want to get rid of your enemies? Bottle Strike Back allows you to escape unscathed when caught; like shooting? Bullet time allows for more efficient handling of scenes. These skills greatly add to the fun of fighting, and by the middle of the day, a one-man army is not a dream. But of course, like weapons, there are also thresholds, and after upgrading to a certain level, you must find the "red gel" to continue, so as to avoid the player being too powerful in the early stages.

Side quests

Because of the open level, there are a lot of extra areas to hang out, and of course you can meet other NPCs, and they will give you some side quests. Side line rewards are mostly upgrade kits or red gels, even new weapons, etc. Some side quests are related to the previous work, telling more stories and filling the protagonist's personality, which is quite good. Judging from the changes, this game is moving in the direction of a more action game. It is a abandonment of the original ammunition-saving tactical control strategy, replaced by more enemies and more powerful protagonist abilities. Simply put, it is to make you more enjoyable in doing a positive job.

Whether this direction is good or not varies from person to person, but it is quite interesting to fight anyway. However, because of these changes, this game is less like a work that focuses on horror survival, but more like a pure action shooter game, with very rare scary bridges and no horror atmosphere as before. After all, when you are too powerful, a few monsters are not afraid.

A masterpiece that has less flavor, but is still fun

In terms of fun, this game is still very good. Special skills make the experience change a lot, various powerful skills make the monster very refreshing, just killing the enemy is very refreshing. The difficulty is a little lower than in the previous game, and in addition to the smooth operation, walking zombies has become relatively simple due to the larger space and the relationship that can be climbed everywhere. And because of the abundant resources, the bullets do not need to be carefully calculated, and they can break through head-on. I still prefer the strategic gameplay of the previous game that requires resources and uses scenes. This game is closer to the action works, a bit to cater to the market and become popcorn flavor. What I regret most is that the match is gone, which is a very characteristic mechanism in the previous game.

In addition, I stress again, the horror atmosphere of this work is weaker than the previous game, perhaps the development team wanted to be partial to the action from the beginning, the whole game was played, the horror of the bridge section was very small, the pressure was not large, to the back I did not even think that this was a horror game, but a simple action shooting work. So if you play against the atmosphere of the previous game, you may be a little disappointed. This work is certainly fun, but personally it is still more forward-oriented, because the direction is not the same, he gives a different kind of challenge and fun, and I expected a bit of a gap. To put it bluntly, fun is fun, but it lacks the original features. It is expected that the 3rd generation can do both, of course, the premise is that there can be 3 generations.

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