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Resident Evil: Revelations 2 has had some great moments over the course of two episodes, but not consistently so. In Episode One, Barry and Natalia stole the show with an eerie trip through the woods, but only after you suffered through fetch quests and awful dialogue as Claire and Moira. However, when those two were confronted by mobs of enemies and had to fight their way out of a logging village in Episode Two, their side of the story was suddenly the interesting half, as Barry and Natalia did little more than retrace their counterparts' steps.

Coming off of Episode Two's dull second half, Episode Three is pure delight, if you can apply that word to the trials and horrors that lie within. It kicks off when Claire and Moira wander through a derelict meat processing plant, a location that's rife with ghastly sights left over from the factory's final days. Blood is in steady supply, and you eventually find yourself waist dee p in pools of the red stuff as pig carcasses dangle overhead, a cheerful sight if there ever was one. You get a strong sense of dread as you work your way through the plant, all the while contending with puzzles and mutants. This is par for the course in Resident Evil, but for the first time in Revelations 2, the puzzles are actually interesting, which is more than can be said for those in episodes One and Two.

Food safety practices just aren't what they used to be.

At one point, an eye scanner prevents you from progressing, and if Hollywood is anything to go by, you know what you must do: steal someone's eye! That's technically the case here, but it's a little more complicated than that, with smaller puzzles to tackle along the way. When you enter a room with red security lasers crisscrossed about, you might expect that you nee d to contort your body and slip through the gaps, and while that would be an interesting feat, this scenario is actually a good chance for Moira to prove her worth, using her flashlight to highlight a path that will take her safely through. Of course, Claire's perfectly capable of using a flashlight, so it's still weird that only Moira can take advantage of her torch, but given that, using her in this way is far better than simply using her as a second set of hands to pull a lever. That's not to say this doesn't happen in Episode Three; it does. However, at least it's not the only thing she's good for.

As in so many Resident Evil games, you rely on conveniently but unexplainably placed objects or features to resolve puzzles in Episode Three--a clear reminder that you're playing a video game--but this habit has a certain charm to it when handled properly. I don't know why there's a room with spikes on the ceiling that slowly drop towards the floor, bu t here, it's an opportunity to use your intellect in a way that's different than simply managing ammo and working on your aim, so you embrace its existence rather than question it. It's not immediately apparent what you need to do, but you ultimately need to put yourself in harms way and take advantage of the spikes. It's only by the powers of deduction that you arrive at this conclusion, and the risk involved adds an appreciable layer of tension, which makes it easy to forgive and forget the unrealistic and contrived nature of these scenarios.

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