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By the time I finished Claire’s chapter, and vanquished the gruesome boss, I had a Magnum that I could fire a charged shot with. What this means is that a linear game with small areas becomes rewarding to explore. The fact you are constantly finding BP that allows you to upgrade, combined with the weapon parts means you’re always upgrading. Whether that’ll play into Claire’s final chapter or not is up for debate, but it seems unlikely.

Having died on my first attempt, I managed to use a smoke explosion to blind the enemies, and quickly get the power on and escape. I’m not sure if you’re supposed to be able to dodge the battle entirely, but I did. The entire section revolves around powering up multiple conveyor belts in a disused mine area, and that final boss area also has a power-point. It’s just extremely slow, and although Capcom attempt to up the ante with a looming boss, after the first encounter (whereby it scarpers, the chicken-shit) the return leg is pretty much avoidable. Sadly, Barry’s chapter is (by far) his worse yet, purely because it’s tepid in comparison to Claire’s chapter. The coupling of circumstance and music make for a strong opening. In fact (and go with me on this, I’m almost scared to say it), as Barry’s chapter opens, there’s emotional resonance that I’ve not actually seen before in a Resi game. But the back-story from the books and notes you find is most welcome. It’s a small complaint, but the new weapons to episode three don’t really add much variety, all of them being alternate versions of ones you’ve already upgraded and grown accustomed to.

The lengthier Claire chapter is full-on breakneck action, and there’s barely a second that goes by where you’re not firing your gun at something weird. Moreover, the story picks up this time, and throws firecrackers at you from every angle. It’s probably because at a very base level, the gunplay satisfies in every way. I still can’t quite get my head around how they’re doing it, but my time with Revelations 2 is just flying by.
