Metascore
75

Generally favorable reviews - based on 30 Critic Reviews

Critic score distribution:
  1. Positive: 15 out of 30
  2. Negative: 0 out of 30
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  1. Jun 4, 2015
    70
    It has its strengths, including some pretty cool monster design and fun puzzles, but by and large, almost everything it does has been done better by another RE title.
  2. Playstation Official Magazine Australia
    May 26, 2015
    70
    Doesn't save the series, but doesn't condemn it further. Great with a co-op buddy, or if you like the score attacks. Only passable as a solo, narrative-driven experience. [May 2015, p72]
  3. Playstation Official Magazine UK
    Apr 22, 2015
    70
    Lingering problems from the old PS3 games remain, but this is a return to form for the legendary spookster. [Apr 2015, p.92]
  4. Apr 8, 2015
    70
    Resident Evil: Revelations 2 is a step backward in this new spin-off series. It has a lot of content, but the episodic nature of the game has contributed some problems to the story and the gameplay, both of which are full of fillers.
  5. Apr 3, 2015
    70
    This feels like a B-game. This Resident Evil feels cheap because of the recycling of animations, enemies and locations throughout the four episodes. The coop-experience however, is pretty nice because of the combination of different characters. We also love the way Resi is becoming a bit more creepy again.
  6. Apr 2, 2015
    70
    Merely a pretty decent game. Which, to be fair, is better than some might have expected.
  7. Edge Magazine
    Mar 30, 2015
    70
    The most shameless vehicle for the series' gun fetish yet. [Apr 2015, p.114]
  8. Mar 25, 2015
    70
    Simply put, if you’re playing with a friend who’s sitting beside you on the couch – the campaign has no online co-op – you’ll likely love Revelations 2. If you’re stuck relying on the mostly-useless AI, you’re in for a far more frustrating experience.
  9. 70
    Despite ending on a horribly rushed note, Resident Evil: Revelations 2 provides tons of replayability through extra modes, bonus episodes and a mostly enjoyable campaign.
  10. Mar 17, 2015
    70
    Resident Evil Revelations 2 is an average survival-horror game, that tries to force the IP to move on but doesn't really succeed in doing so.
  11. Mar 17, 2015
    70
    Overall and while we focus on the positive aspects of the game we can see some really encouraging premises built up for a forthcoming major RE title, even though there is some evident lack of identity and some design choices that don’t do justice to the rest of the work that’s been put to the game. Still, Capcom delivered the first almost satisfying RE title in years.
  12. Mar 17, 2015
    70
    Intriguing and captivating at times, only to irritate few moments later. That being said, Revelations 2 leaves fond memories.
  13. Mar 20, 2015
    68
    In the end, the four episodes speak of two different experiences. Barry's campaign has its moments, but Moira's is always trying to keep up, with small success. It's still a Resident Evil experience that might please some of the fanbase (and not even the most nostalgic part, because of the almost action gameplay), but not a great return for the historic saga.
  14. Play UK
    May 6, 2015
    66
    Bad pacing. [Issue#256, p.70]
  15. 60
    Raid mode returns, and while it’s not as exciting or fast paced as what we saw in previous title's Mercenaries modes, it adds an incredible amount of longevity to the game.
User Score
7.7

Generally favorable reviews- based on 521 Ratings

User score distribution:
  1. Negative: 58 out of 521
  1. Apr 28, 2015
    3
    Resident Evil Revalations 2 may seem as a "triumphant" return to the series root but in reallity is just one of the many half-baked attemptsResident Evil Revalations 2 may seem as a "triumphant" return to the series root but in reallity is just one of the many half-baked attempts from Capcom to disguise a very simple shooter as a survival horror game with unnecesary mechanics that just accentuate this game issues.

    For startes Co-op in a horror game does not work, period. All the isolation and sense of helplessness is lost if you have either a player or IA on your side and it does not help that the Co-op is terrible.

    There are 2 main stories: Claire and Barry and each one has a partner, while playing as Claire you are joined by Moira Burton and unlike previous entries the characters play differently wich would be great if the secondary chacters abilities made some kind of sense.

    Claire is your typical RE character, she can carry guns and execute melee attacks when prompted, Moira on the other hand can't use guns, her only method of attack is with a large iron bar and her "special" ability is being able to execute monsters/zombies with it while they are stuned in the ground. So Claire can carry guns, but does not know how to stomp a enemy's head or use a iron bar? Even worse when Claire is finally upgraded she can execute them herself making Moria even more worthless and turning her into a walking prop.

    Even worse is Barry's partner wich is some random girl that acts like a radar, allowing you to see special enemies, and that'sit she can't even defend herself making her an Ashley 2.0, why not having an in game radar instead of a useless character that virtually serves no propurse whatsoever.

    Because of that actual Co-op with a friend is practically imposible, If one player chooses Claire the other one is just a pack mule, away from the action ocassionaly killing some enemies, and with Barry well the other player does nothing at all.

    The two player mechaninc does not even work that well while playing by yourself Instead of having one capable character from the get-go you are forced to change to another for insignificant tasks.

    Resident Evil Revelations 2 is just more of the same bland RE, wich fails to deliver a horror experience as well as a Co-op one.
    Full Review »
  2. May 22, 2016
    10
    After initially being turned off and instantly dissapointed because I felt like this game was too "actiony" I gave it another chance becauseAfter initially being turned off and instantly dissapointed because I felt like this game was too "actiony" I gave it another chance because my options were limited in survival horror. (basically played past 1 hour).
    If you rely on your first hour of the game, like me, you will MISS OUT!!!

    I'm a classic RE fan(1-3). And I am hard to please in this regard but I must say the atmosphere and the story/plot was nicely delivered. It was suspenseful and I felt it captured the whole "conspiracy" element the original titles had.

    This was my favorite game on PS4 honestly. I was shocked that it was that good for me.
    Full Review »
  3. Mar 24, 2015
    9
    The fluid combat of 4/5 - each shot meaningful, staggering/disabling/stunning with accuracy - have returned and although it's not retained aThe 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. 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, 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.

    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. 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.

    Main characters are designed well - principal negative being a little derivative from TLOU's bland style - and their animations are smooth. Additionally, mobility of movement has reintroduced the tactical element of 4/5, positioning, and subsequent movement, integral for any battle - moving whilst shooting weak in pace for this to be less negative for this factor - whilst a new dodge function - substituting either diving or invincibility from item pick-ups - embellishes the intensity of gameplay: powerfully tactical, worryingly precise and scarily intense.

    Monster bosses are fantastic, notably Neil Fisher's 'metamorphosis' and the final boss, as ever - animations responsive to attacks, move sets reasonable (forgiving a few instant death moments which are not fair/balanced) and health/damage balanced. They're aesthetically intriguing and each have backstories to not be hollow. Furthermore, bosses - designed to look creepy as they are fearsome - are interesting as ever, movement and shots requiring a certain tactical acumen which create a tense situation.

    The flaws (i.e. interface and characters mainly):

    1 - Blind & Dying alignment - unbalanced and an annoyance. It is a frustration - incapable of clear visuals momentarily - and when combined with the cumbersome changes to the health system for recovery, it's increasingly an annoyance along with being a frustrating experience.

    2 - Bottles, Bottles, Bottles. Cloth, disinfectant, alcohol. The processes are repetitive and the crafting is distracting for the experience to lose a certain flow. Where are grenades which were beautiful for AOE damage aesthetically and also logical in appearance/availability/applications (e.g. incendiary, flash, explosive)? Grenade launchers - staple of Resident Evil? What is with the clutter of different health items for a myriad of states? Complexity is not inherently positive.

    3 - Vapid characters with the exception of Neil Fisher and the main cast (but Barry's daughter). Their costumes are dull and their mannerisms are worse - they have nothing distinctive as Raymond in Revelations as one instance. A few are unlocked in Raid Mode and it's unlikely for anyone to be play them whilst they have neither charisma to personality/actions or individuality in appearance - fundamentally flawed as 'choices' which are (literally) pedestrian.

    4 - Poor weapon customization and weak ability modifiers. The ability/weapon enhancements are superfluous overall, sometimes magical to have the characters as riduculous, and are not addictive/personalised as 4/5; customization or character differences seldom significant and occasionally absurd, cheap innate differentials for power in health or damage with Y as examples. The system in Raid Mode is overly open, too, and specialization is less prominent for each character to have them each feel less unique in their traits or advantages.

    Incidentally, Raid Mode returns and it is absolutely great - progressively difficult and varied: a primary feature of Revelations 2 which should persuade anyone to purchase it. The combat is demonstrated as flawless - blind state withstanding along with dubious specializaion- and the content is immense.

    Co-op campaign is nice as a compromise from both characters being strong and the secondary character having a speciality - lacking any weapons - which does balance well: establishing a fun, interactive dynamic for teamwork with ascertaining enemy vulnerabilities, distracting the enemy, blinding them and locating items.

    Finally: HUNTERS! HUNK! These are excellent and I am excited for further enemies/weapons/costumes in DLC to broaden the experience to Outbreak's level.
    Full Review »