Resident Evil 2’s Finale Gets Lost in the Laughter

Rating

Video Reviewed
Rating8.1/10
Our First Time Playing Resident Evil 2 (Part 3)

Sherry’s escape from the orphanage gives the group an effective change of perspective before returning to Leon’s story. The block puzzle initially becomes an excuse for chaotic teamwork, but the mood shifts once the police chief begins hunting Sherry through the building. The hosts respond well to the helplessness of controlling a child who can only hide and flee, and the sequence also provides useful context for Sherry’s connection to Claire and her parents without requiring a complete second playthrough.

Once Leon returns to the foreground, the group reaches Resident Evil 2’s underground laboratory and the major revelations surrounding William Birkin, the G-virus and Umbrella. Spencer does a useful job periodically translating the story into simpler terms for Amanda and Angela, particularly when explaining Birkin’s role, the attempt to seize his research and the circumstances behind his transformation. The others ask enough questions to keep the narrative accessible even when their attention has wandered, making this surprisingly workable as a casual introduction to the game’s convoluted final act.

Comedy remains the dominant attraction, however, and the trio’s chemistry is frequently stronger than their engagement with what is happening onscreen. Recurring jokes about their matching shirts, Spencer’s inventory management, Ada and Leon’s relationship, parking garages, old movies and increasingly elaborate improvised one-liners routinely take over the playthrough. Some tangents produce genuinely funny exchanges because the three are quick at building on one another’s ideas, but others continue long after the original joke has run its course. The repeated attempts to end bits become a bit of their own, which is amusing in moderation but also demonstrates how easily the game disappears underneath the conversation.

That lack of focus is most noticeable in the laboratory. Files explaining Umbrella’s research and Birkin’s dispute with the company contain important information, yet passages are skimmed, interrupted or immediately followed by questions about material that was just presented. The hosts themselves repeatedly acknowledge that they are barely paying attention, and Spencer occasionally has to reconstruct the plot afterward. For viewers primarily interested in the personalities, this looseness is part of the appeal; anyone hoping to follow Resident Evil 2’s story closely may find the constant diversions frustrating.

The playthrough becomes much more focused once Birkin and Mr. X force the group into direct action. The Birkin battle creates enjoyable controller-sharing chaos, while the countdown escape and final confrontation with Mr. X generate some of the strongest reactions of the installment. The hosts clearly respond to the escalating music, the approaching detonation and Mr. X’s relentless presence, and their excitement gives the finale the urgency that was sometimes missing during the laboratory exploration. The eventual arrival of the powerful weapon against Mr. X provides an appropriately triumphant payoff.

Ada’s apparent betrayal and fall also give the group a story development substantial enough to temporarily overpower the tangents. Their reactions capture Leon’s predicament while still finding comedy in his attachment to someone who has deceived him. Showing the additional ending afterward is a sensible editorial choice as well: it provides a clearer sense of Claire and Sherry’s place in the conclusion without forcing viewers through another complete campaign, and it allows Amanda and Angela to react to the broader resolution they otherwise would have missed.

Pros

  • Sherry’s orphanage sequence adds useful context while introducing a tense, mechanically different section of the game.
  • Spencer periodically clarifies the G-virus, Birkin family and Umbrella storyline when the others lose track of events.
  • The trio’s established chemistry produces energetic improvisation and several genuinely funny running jokes.
  • Birkin’s battle, the laboratory escape and the final Mr. X confrontation generate enthusiastic reactions that complement the game’s escalating action.
  • Showing the additional ending helps complete Claire and Sherry’s side of the story without requiring another full playthrough.

Cons

  • Extended tangents repeatedly overwhelm the gameplay and make important laboratory story developments difficult to follow.
  • Several running jokes are stretched well beyond their strongest moments.
  • Important files and dialogue are sometimes skimmed or interrupted, leading to confusion that could have been avoided by paying closer attention.
  • The pacing becomes especially loose during quieter exploration and inventory-management sections.

Strong chemistry and an exciting final stretch make this an entertaining conclusion to the group’s Resident Evil 2 run, especially once Birkin and Mr. X push the action into high gear. The relentless improvisation is both the playthrough’s defining strength and its biggest weakness, producing plenty of laughs while too often burying a surprisingly important portion of the story.

Related Reviews