Compare RER2 Episode Four: Metamorphosis prices across 50+ stores and find the best deal. Developed by Capcom. Published by Capcom. Released on 3/17/2015. Available on PC. Genres: Action, Adventure.

The finale to Capcom's episodic survival horror has a Barry campaign worth finishing for and a Claire chapter so short speedrunners have clocked it under seven minutes. Know what you're buying.

I came into Episode Four expecting a payoff after three weeks of increasingly solid horror-action. What I got was lopsided in a way that's genuinely hard to ignore. Claire and Moira's section wraps up in roughly thirty frantic minutes, a countdown escape from a self-destructing tower that is tense but abrupt. Barry and Natalia's campaign is more than double that length, dragging you through a toxic gas mine, a crane puzzle, stealth sections against Revenants, and eventually into a mansion area that echoes the Spencer estate in ways longtime fans will appreciate. The contrast between the two halves is stark enough that reviewers at the time flagged it as the weakest pacing of all four episodes. The core combat loop still holds up. You swap between a gun-user and a support character: Claire fires, Moira illuminates targets with her flashlight and spots items; Barry shoots, Natalia senses invisible Glasps and tags enemies through walls. That asymmetric co-op dynamic is the game's best idea, and it carries even here where the writing stumbles. The dual-ending structure is a real issue, though. Getting the good ending, which adds a helicopter boss fight with an RPG and actually closes the arc, depends on a choice made back in Episode Three that runs counter to a character's established personality. Most players going in fresh will hit the bad ending and feel shortchanged. That is a design problem, not a content problem. Raid Mode is the pressure valve. Now fully unlocked, it delivers additional characters, new stages, and loot-driven wave combat that plays completely differently from the campaign. If you and a friend have been co-opping through this on local splitscreen, Raid is where the session really opens up. Online co-op also became available post-launch. The arcadey scoring system, challenge medals, and three difficulty variations per episode, including an invisible enemy mode where only Moira's flashlight or Natalia's ESP can locate threats, give the replay loop genuine teeth. That is where the value lives long-term. The performance on PC is cleaner than earlier episodes reported to be, with frame rate issues that had cropped up in previous chapters largely absent here. Controls are stiff in the clock-racing sequences, and the toxic gas sections in Barry's mine are the kind of mechanical irritant that exists to slow you down rather than challenge you meaningfully. The camera cooperation during stealth sections can also fight you when the AI partner decides to stand in the worst possible spot. This episode is impossible to evaluate solo. As a standalone chunk it is flawed and uneven, the weaker end of the four-part run. As the conclusion to a series you have already invested three episodes into, it does enough to close the loop, and the Raid Mode additions push it past the finish line for anyone who stuck with the formula. If you haven't played Episodes One through Three, starting here makes no sense whatsoever. Fred, Scout Team

RER2 Episode Four: Metamorphosis
ActionAdventure

RER2 Episode Four: Metamorphosis

Mar 17, 2015Capcom
GamerScout Says

The finale to Capcom's episodic survival horror has a Barry campaign worth finishing for and a Claire chapter so short speedrunners have clocked it under seven minutes. Know what you're buying.

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About RER2 Episode Four: Metamorphosis

I came into Episode Four expecting a payoff after three weeks of increasingly solid horror-action. What I got was lopsided in a way that's genuinely hard to ignore. Claire and Moira's section wraps up in roughly thirty frantic minutes, a countdown escape from a self-destructing tower that is tense but abrupt. Barry and Natalia's campaign is more than double that length, dragging you through a toxic gas mine, a crane puzzle, stealth sections against Revenants, and eventually into a mansion area that echoes the Spencer estate in ways longtime fans will appreciate. The contrast between the two halves is stark enough that reviewers at the time flagged it as the weakest pacing of all four episodes. The core combat loop still holds up. You swap between a gun-user and a support character: Claire fires, Moira illuminates targets with her flashlight and spots items; Barry shoots, Natalia senses invisible Glasps and tags enemies through walls. That asymmetric co-op dynamic is the game's best idea, and it carries even here where the writing stumbles. The dual-ending structure is a real issue, though. Getting the good ending, which adds a helicopter boss fight with an RPG and actually closes the arc, depends on a choice made back in Episode Three that runs counter to a character's established personality. Most players going in fresh will hit the bad ending and feel shortchanged. That is a design problem, not a content problem. Raid Mode is the pressure valve. Now fully unlocked, it delivers additional characters, new stages, and loot-driven wave combat that plays completely differently from the campaign. If you and a friend have been co-opping through this on local splitscreen, Raid is where the session really opens up. Online co-op also became available post-launch. The arcadey scoring system, challenge medals, and three difficulty variations per episode, including an invisible enemy mode where only Moira's flashlight or Natalia's ESP can locate threats, give the replay loop genuine teeth. That is where the value lives long-term. The performance on PC is cleaner than earlier episodes reported to be, with frame rate issues that had cropped up in previous chapters largely absent here. Controls are stiff in the clock-racing sequences, and the toxic gas sections in Barry's mine are the kind of mechanical irritant that exists to slow you down rather than challenge you meaningfully. The camera cooperation during stealth sections can also fight you when the AI partner decides to stand in the worst possible spot. This episode is impossible to evaluate solo. As a standalone chunk it is flawed and uneven, the weaker end of the four-part run. As the conclusion to a series you have already invested three episodes into, it does enough to close the loop, and the Raid Mode additions push it past the finish line for anyone who stuck with the formula. If you haven't played Episodes One through Three, starting here makes no sense whatsoever. Fred, Scout Team

Tags

singleplayermultiplayercoopachievementscontroller-supporttrading-cardscloud-savestier:sub-5Asymmetric Co-opDual EndingsInvisible Enemy ModeRaid ModeSurvival HorrorEpisodicLocal SplitscreenCharacter Swap Mechanic

System Requirements

Minimum

OS
Windows® 8.1 / Windows® 10

Recommended

OS
Windows® 8.1 / Windows® 10

Reviews & Ratings

No ratings available

Game Info

Developer
Capcom
Publisher
Capcom
Release Date
Mar 17, 2015

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