Resident Evil Revelations 2: Set Piece Syndrome (Game Design)
Game Design is apparently a very tricky thing for Capcom. Especially when it came to Resident Evil Revelations 2, as it had absolutely no clue what it was doing in this area. I mean, it's one thing to be bad at designing a game. It's a whole another to actively go against your own base design during it. In this Game Design episode, I explain how RER2 fell into "set piece syndrome", where the spectacle of cutscene and the story took precedent over gameplay in bad ways, where what you did in the game made no effect on the story, and how the player is just being led along the entire time.
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