The House of the Dead 2


There is a Columbia Pictures film festival going on at a New York City movie theatre, and I've been there for the past week seeing restored prints of such classics as "Mr. Smith Goes to Washington", "Tootsie", "Bridge on the River Kwai" and "Dr. Strangelove" (plus many others) for $9 a pop... ouch! They also have four arcade machines, and they're all souped-up shooters: Namco's "Time Crisis 2", Atari's "Carnevil" and Sega's "The Lost World: Jurassic Park" and "The House of the Dead 2" (which replaced the first "HOTD"). To say that the debut title on Sega's new Naomi arcade board holds its own against the other big guns of the genre is an understatement; except for "Lost World", which is first-generation Model 3, "HOTD2" improves on every aspect of the Model 2 original and pumps out the blood/guts and polygons like there's no tomorrow. Not a tremendous revolution gameplaywise, but a quarter-dropping good time for those lucky enough to live next to a decent arcade (unlike certain website editor that I know).

GRAPHICS / VISUALS: A+ (97)
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The title of the game is misleading because this time our heroes James and Gary (any relation with the cartoon characters in Saturday Night Live's "Ambiguously Gay Duo" is purely coincidental) must travel through a series of stages that are set inside a city that looks straight out of a Venice postcard, complete with water canals and water transportation vehicles (which give plenty of opportunity for flashy transparencies galore). A great deal of detail was taken by Sega programmers into making these environments as photorealistic as possible, and the result is a phenomenal blastfest in which zombies, monsters and hostages have to be spotted, saved and/or slaughtered with a split-second between their brains on your suit or one of your torches going out. Textures covering the zombies bring the disgusting undead to freightening realism (check out the clothing and facial expressions) and their bodyparts flying throughout the screen at 60 frames-per-second in high-resolution arcade monitors is just too sweet; for family-friendly reasons (too many kids walking through the lobby) the arcade machine at the movie theatre is sometimes sanitized without the exploding guts and blood, replaced by a simple spark where your bullets hit... but other days the gore is turned back on and kids are playing the game. Go figure!Many elements in the presentation of "HOTD2" are taken directly from the prequel (from the design of the logo in the arcade cabinet to certain scenes during the game like the death animation/map layout when James or Gary give up the ghost) and that's fine by me because, after the graphical downgrade I experienced playing the Saturn version of "HOTD", I could use a sweet dose of pleasing eye-candy. The bosses are a huge collection of bio-mechanical freaks (some, like The Magician, are returning from the original "HOTD" for an encore) that would give the monsters in the "Resident Evil" series a run for their dough; the addition of two sidekick characters, Harry and Amy, to give the two main guys lifts through the city's water canals and other assorted guidance toward the game's many paths (through your standard cut-scenes using game graphics) gives "HOTD2" more camera angles and twists/pans across the stage that keep you on the edge at all times. Can't wait to see what Capcom will do when "Resident Evil: Codename Veronica" takes the visuals of this Sega arcade shooter and takes them off their fixed and uncontrollable paths... can you say 'Grrrrrr'?

MUSIC / SOUND EFFECTS: B- (84)
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Better dialogue than the first game, but still nothing resembling a convincing emotion can be heard from the characters in "HOTD2". There's something funny about horror videogames in 32-bit systems and arcades in that, although the visuals have gotten better and the depiction of gore has gotten more graphic, the voices always end up being crappy and attached to the B-horror legacy of the content. Sound effects are outstanding and are on par with Sega's best audio efforts to date: flesh being torn into pieces, the echo of the chamber as it unloads lead, the ricochet of the bullets, the breaking of objects throughout the backgrounds, the splash of the water as monsters emerge from the deep, etc. Music is as techno-funky and weird as the tunes in the first "HOTD" (some remixes are even recycled from the first game), and get the background filled with distracting beats; very hard to remember that music when those monsters/zombies yell shrieks of agony as their vocal chords get severed, and the other three arcade shooter machines are also blasting away their stuff.

GAMEPLAY / FUN FACTOR: A- (94)
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Three simple words: hard as hell! The first "HOTD" was a simple "Virtua Cop"-type game with pattern-based movement on its monsters that brought to the genre different traveling paths and a cool H.P.Lovecraft-meets-"The X-Files" scenario; "HOTD2" keeps the moody scenery, throws in a new villain (a wealthy industrialist named Goldman, which is as enigmatic and paranoid as the villain from the first game, the fashion-conscious Curien), makes the bosses move and shake like a Brazilian samba dancer (to protect their weak spots), rewards you with extra lives ONLY if you save all the innocents in your path (good freaking luck!) and increased the IQ of the undead to the point that they are aware of how vulnerable their heads are to your bullets. This is easily the best part of the game, because in the first "HOTD" you could shoot the arms or heads of the enemies and keep them away at a relatively safe distance; the sequel only allows for body shots or head shots, and the baddies cover their rotten brains well-enough to only allow you a brief window of time in which to aim your weapon (usually when they're about to bury the hatchet and have raised their arms). Aside from the increase in the difficulty saving the hostages, taking out enemies and the new date (we're in 2/26/2000 now, as opposed to the 2/18/1998 date of the first "HOTD"), "HOTD2" features nothing but cosmetic changes and visuals upgrades to the arcade shooter genre... but what a joy to look at!.

OVERALL: A- (92)
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If this is only the first title that can be turned from Naomi arcade game into Dreamcast console title, we're in for the time of our lives this upcoming Sept.'99 when we get Sega's machine here in the States. Whatever "The House of the Dead 2" lacks in gameplay innovations and/or polished depth (the enemies still attack in patterns and the game takes you for a ride in which you don't really control where you're headed) it more than makes up with a finger-leaking visual treat that is bound to make Sega bundles of cash. More of this, please!
- J.M. Vargas