Resident Evil Revelations 2, Ch. 1: Penal Colony -- Part 3: Jimmy Rustlers

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In my ever-futile quest to remain "relevant" to anything, if only the little oft-disapproving voices in my head, I have this bizarre notion that I can do what so many YouTube-tethered beings are constantly taunted with, but almost always subject to failure in search of a successful rendezvous with the ever-elusive "Finish February" phenomenon... okay, fine, that notion is BEYOND absurd, because THIS game is pretty big, and I'd be lucky to finish ONE episodic chapter of Revelations 2 before the month is up. But wait, didn't my Halloween-themed introduction forewarn that I'm only playing the part of the game that's FREE? Yes! A preposterously slim hope presents itself!

...wait, what? Who said anything about Halloween? Get out! Don't you DARE mention how long ago that was or whatever else I got started on before randomly dropping all the balls at once. (No, nothing broke! That loud shattering sound was nothing, I swear!)

---

Chapter 1: Penal Colony
Part 3: Jimmy Rustlers

So, when last we left our... heroines (I guess?), we got our hands on a gun for Claire and a... flashlight for Moira. A bizarrely effective and renewable flashlight, but an underwhelming tool for the purposes of fending off evil and the residents of this uninviting place to say the least... (Wait, wasn't there some OTHER, lesser-known game series about light-sensitive, criminally-negligently big pharma-unleashed, ultimately plant-based virulent and mutated monstrosities wreaking havoc on unlikely and unsuspecting civilian populations? ... ... ...don't worry, I won't tell if you don't!)

Some vague and unclear signs of what's possibly to come (or perhaps our plucky duo's diminishing control over the situation... which incidentally STARTED with both of them in a cell) later and we're gifted rather suspiciously with the ever-popular biohazard-obliterating pump-action shotgun. Unfortunately, Moira is flat out incapable (and story-leadingly, if frustratingly so) of handling either of these firearms we've found thus far. It's okay, ladies. You just don't WANT to survive. That's fine, it totally excuses not leveraging the resources at hand to their utmost effectiveness. It's okay, because Claire clearly has deeper pockets for hammerspace-held inventory.

Oh wait! What's THIS?! It's Ms. Crowbar! ...and her best friend, who is ALSO a crowbar! Welp, let's just call it, folks, because I've seen how these kinds of things play out... we've got dual-fronted player agency... a renewable and reliable stun weapon, and now UNLIMITED melee potential from both playable characters. Yep, evil's officially toast. Prepare to get jimmied by a jimmy!

Ever since Resident Evil 4, it's been more possible than ever (if a bit bizarre and comical) to focus on exposing a window of opportunity, an action command, and copious amounts of formerly near-useless (or at least less-than-effective) bladework to eliminate enemies with a minimum expense of munitions. The next two games only made protagonists even deadlier and more capable of laying down the hurt... and Revelations 2's lack of the sixth-numbered entry's token gesture to make all-powerful melee tactics operate on a stamina refresh gauge makes me suspect that we're back in business now! (Well, unless dogs show up... or bigger mutants... or deathtraps... or killer-cutscene quick-time button-prompt events... but how often is this series known to employ THOSE?!)

Not to overshadow the potential of my mind racing to consider all manner of fun (purely theoretical) infinite co-op combos that can be specifically and safely initiated by a focused beam of stunlock on a stick, the flashlight is also given another fun and no less insane function... Moira can shine light and reveal extra items, which we will presumably funnel straight into Claire's unseen Bag of Holding, hopefully hungry to accommodate items faster than we can consume them. Y'know, el hoardo. Tote life. Whatever you want to call it.

The nefarious hands of those who would keep us here retaliate with... sinister and deliberately unenlightening communication! ...or at least I assume it is, since SOMEONE as clearly been watching us, and the ramblings of egomaniacs, while endemic to the series at large,don't just come from nowhere! Oh, and... let's... hopefully not worry much about the sounds coming from all these mostly-locked cells... I'm sure we won't have to deal with that eventually. How silly you are, those doors are SHUT and can't be opened, and so they must stay. Obviously.

Now, if you'll excuse us, we've got to tackle the mortal enemy of every excessively combat-ready force for... not-evil... nonviolent navigation and inventory puzzles!




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Tags:
Resident
Evil
Revelations
Revelations 2
Claire
Redfield
Moira
Burton
Barry
Chapter
Chapter 1
Penal
Colony