>>11968058
>>11968074
I played all 3 of the PS1 RE games in 2000 roughly around the time I was a poorly supervised 10 year old. Even back then, it was obvious playing them back to back on rentals that they were 3 very different games and that 2 was arguably the weakest. The older kids at school and my older cousin wouldn't ever shut up about how great 2 was and how it was the best, but I don't think any of them actually played 3. Playing them in release order and going from 1 to 2, the first thing I noticed was that the first game is very well designed around a number of non-linear locations you visit in linear order. 3 captures this well, despite there only really being 1 correct path, so by the time I got to 3 I really appreciated that we were back to that. But the second game... It just felt short and rushed and lazy despite being longer than RE3 technically. It feels like the police station is completely linear. The weird police station is just a shitty excuse to re-use the mansion gimmick, but the design is inferior to the original and more linear. Once you get out of the police station, the game is basically over, you take a nonsensical path to the laboratory and the game just ends. Umbrella's corrupting influence on Racoon and all the secret labs around town makes sense the way it's presented in 3, but in 2? It's very very very video gamey that there's all these sewer tunnels under the police station that lead to a tram that leads directly to the secret umbrella facility.
And having been alive at the time it released I have a hunch why it's like this. Crazy sci-fi environment renders in PS1 games were the hot fad at the time after FF7 released in 1997. Resident Evil 2 was developed during peak FF7 cutscene-mania where people were acting like the game was photorealistic or something. So I think the only goal they had for the entire second half of RE2 was, "just make it look as cool and trendy as possible." And it worked on my cousin/older friends.