Being a Resident Evil fan, I’m fond of the Resident Evil
Deck Building Game, a highly customizable card game about inventory management
featuring screenshots, characters and monsters spanning all the Resident Evil
games up to 5. I have 4 of the 5 sets
available and it’s a great game I never run out of new ways to play with.
After seeing how well Resident Evil could be made into a
deck builder, I was really intrigued about the Resident Evil 2 board game by
Steamforged Games, who previously made the Dark Souls board game. I haven’t played that one, in fact I haven’t
played any of the Dark Souls video games either, but from what I can tell audience
reactions were mixed. Looking past that,
the developer’s blog detailing the way the RE2 board game translates the video
game as well as how they balanced and tested it really drew me in with the
level of detail and thought they were putting into the board game.
I wanted to contribute to the Kickstarter, but was only one
week late for the deadline by the time I even found out it existed so I ended
up getting the core game and the “B-files” expansion at retail prices online
because it doesn’t seem like any game stores are selling it yet. Being a highly detailed board game, it costs
a premium. In total those two boxes cost
me $130 dollars and that was after I found lower prices and got some shipping
and tax off. How much it’s really worth
will vary from person to person, but even if it’s a bad game, it might be worth
it for the collector’s value. It’s a
good thing then that it’s a great game as well.
The game’s core rules are similar to games like Arcadia
Quest with a little bit of Zombicide, where on each turn the player gets 4 actions
to move, shoot, pick up an item, open/close a door and whatnot. Like those games, each weapon has a number of
dice to roll for attacks, the results of which determine what effect the shot
has, but instead of the dice determining the numerical damage, weapons have
specific effects for the “hit” and “double hit” sides of the dice. For example, the handgun pushes an enemy back
on single hit result and does 1 damage on a double hit whereas the shotgun does 1 damage
for either. It also has an inventory
system for keys, healing items, key items and, more unique to this game,
ammunition.
In keeping with the pre-Resident Evil 4 style in which
shooting your way through the whole game is probably not going to happen, all
weapons except the knife have an ammunition dial counter. Each time you use up ammo, you lower the
counter by the amount used and ammo pack items can replenish it. Rather than feel frustrating, it gives
weapons and ammo the same kind of value they did in the games so it’s more
rewarding when picking up items that can potentially have them. Even though the video game
version’s hallway-filled map structure with little room for maneuvering is faithfully retained, there is enough in the combat and methods of maneuvering that allow for some flexibility in the situations players can be in.
For example, when an enemy is pushed, such as when they do
damage to you while on the same square, the push can be in any direction. It’s a very useful tactic to push an enemy
through an open door and then close it.
As long as there are no players on the same tile or a tile connected by open
doors, enemies are completely frozen. If
it was a room you know you’re not going back to, that just saved you from any
more grief.
It’s almost like the game doesn’t have the memory capacity
to process the actions going on in every room at once.
You can double team a large group with another player, wait
at the end of a hall until the enemy is in your line of sight and keep a safe
distance for a while or just go for it and try to evade them with an evasive
roll system that’s harder to pull off the more enemies there are around. Being a co-op game also gives it the feel of
the more modern games like Resident Evil 5 or 6. There are a lot of options open and players
are forced to think on their feet with the unpredictability of dice rolls and
the game’s unique tension deck system.
Every scenario has its own specially-made tension deck
players have to draw from each turn. It
serves two purposes: random events and a timer.
Most of the cards in the tension deck are green cards that do nothing,
but a few will cause an event like making enemies do more damage, summoning a
monster or making an enemy do their special attack listed on their reference
card. If the tension deck runs out, you
lose, but it can be reset if a player uses their limited supply of ink ribbons
on typewriters on the maps. Not only is
it impressive that they worked in Resident Evil typewriters in a way that
doesn’t feel forced, but it adds a further layer of strategy on using them
efficiently.
Everything I explained is pretty much the core of the game
and never really changes, but the game is impressively elaborate on how it uses
all these aspects to make each scenario wholly unique. A few tension cards are only in the tension
decks of specific scenarios, there are some points where a specific card is
shuffled in mid-game and in one scenario there must be two players, each with
their own smaller tension deck, separated by an electronic lock and after the
power is turned on using the fuse case item, the decks are combined.
This is all coupled with these unique scenarios being based
on the games almost to the letter. The
police station has its card suit keys that need to be found to unlock new areas
and get new items, lickers turn into evolved lickers in the Umbrella labs, G’s
third form mutates into the fourth form after you reduce his health to 0 if you
have the expansion and I’ve only read this secondhand, but apparently in the
Retro Style expansion featuring new art for the cards, the 50th card
is a picture of Rebecca, referencing how you could find it in the original game
by searching Wesker’s deck 50 times. The
T-103 in particular has a long series of details regarding its name, use of the
rocket launcher and how it’s implemented as a recurring enemy before being
fought as a boss. Its correct name is
also used and it is never referred to as “Mr. X.” That is not its name. People need to stop calling it that. The attention to detail is excellent all around. I recommend reading Steamforged’s blog to see
how they went about translating everything into a board game format, especially
the bosses.
Double team! |
In most board games of this kind, bosses, if there are any
in the first place, typically amount to either a minigame of some sort or a
stronger enemy with some abilities that are otherwise the same as any other.
In the Resident Evil 2 board game they’re very specifically made as a
boss battle and have completely different methods and behaviors to them thanks
to the behavior deck.
When you enter a boss arena room (the biggest ones), you
stop drawing from the tension deck and instead draw from the boss behavior deck,
which lists what attack they do, its range, its evasion level required to avoid
it and its effect if it hits. On their
character card each boss has its own rules and methods of moving and reacting. For example, G’s third form’s rule is that if
he draws a behavior card and no one is in range for it, he uses the reflex
slash move instead, where he jumps right over to the next player to go and does
a difficult to avoid basic hit, replicating how if you run too far away from
him in the original game he’ll zero in on you with a jump.
The T-103 in the final battle of the B scenario has no such
ability so if you keep your distance he might miss, provided he doesn’t use his
sprinting slash, but every time he’s attacked he makes a move toward his attacker.
The final boss, G's final form in one of the expansions, is even made into a boss breaking the convention of the other ones, where in the game it was little more than an advancing wall to unload on. It does keep that aspect with the stage being made up of tiles 2 squares wide and its slow advance being a threat, but it's made into more of a fight. Instead of tracking health remaining, it's health counter goes up and if specified values on the action cards have been reached by that number, they're removed from its deck after they resolve until there are none left. That the figure is a gigantic mass taking up 6 spaces only makes it even more intimidating.
The final boss, G's final form in one of the expansions, is even made into a boss breaking the convention of the other ones, where in the game it was little more than an advancing wall to unload on. It does keep that aspect with the stage being made up of tiles 2 squares wide and its slow advance being a threat, but it's made into more of a fight. Instead of tracking health remaining, it's health counter goes up and if specified values on the action cards have been reached by that number, they're removed from its deck after they resolve until there are none left. That the figure is a gigantic mass taking up 6 spaces only makes it even more intimidating.
The bosses are a lot of fun to play against and a highlight of the game. The problem is that I wish there were more included.
Apparently due to the expense of the miniatures, the core
game only has two boss creatures: the G embryo mutant and G’s third form. If they had to choose one of G’s forms I’m
glad they went with the third because it’s my favorite and the figure is
awesome, but it still feels like a good chunk of the game is left out. G’s other forms are in the Malformations of G
expansions. One more boss in the core
set might’ve felt just a little bit more complete. The two forms of the T-103 in the B files set
only helps a little bit.
Enemies such as Ivies, spiders, crows and moths are also
sold separately, but those aren’t that important and the game builds their
presence through the tension deck.
Even without the expansions this is a large game. The core game has 8 scenarios based on the A
side of Resident Evil 2, starting with a tutorial of going to the police station
from the streets after the truck crash at the beginning of the game and ending
with the fight with G’s third form (again, unless you buy the expansion that adds the
fourth).
The B files adds another 6 scenarios based on the B side,
culminating in the final battle with the T-103’s final form. They weren’t strict on which character’s A
and B scenarios they were basing it on, but it’s mostly Leon A and Claire B,
since you fight the embryo mutant in the cess pool in the core game and in the
B files one mission is clearing the wreckage to the chief’s office. One of the rules in the book for the final B files scenario is also titled "you lose, big guy", which is Claire's line. The B files does take a bit from Leon’s stories,
however, with one mission having a player suffer from the “mortally wounded”
condition while everyone else has to find a medical kit, meet up with the
wounded player and treat them before they die, which is based on Ada treating
Leon after he’s shot.
All these scenarios can be played on their own with specified
starting equipment for each one, but there’s a more in-depth experience to be
had playing it as part of the campaign mode.
In campaign mode, weapons and health carry over with a few provisions in
between levels. Not only does that make
playing the whole game a more adventurous-feeling experience, but it’s also the
only way to use certain items found in the game. Some items don’t have a use until a later
level so it’s useless if you aren’t playing campaign mode. Some even affect the B files scenarios.
A good example is the armory, which is used exactly like in the
original game. In one scenario you can
find a card key to open the armory in a later level where there’s a side pack
to increase your inventory and a submachine gun that takes up an extra
inventory space. Whichever one you take,
you have to take the other if you get to the armory in the B files scenario.
To add on to that sense of consistency, the map layouts are
designed to be consistent throughout the game.
Rooms to access may be added or removed, but when you play a scenario
that is supposed to be taking place in the same place as another scenario, it is laid out so that it is still that place.
Their structure in the first place is largely taken directly from the
game’s maps too, give or take some changes for balance. The attention to detail all over this board
game makes me light up smiling when playing it.
This is the antithesis of board games with a franchise name slapped
on. They made damn sure that this is as
Resident Evil 2 as it gets and fans of the franchise will love it.
I think I'm just going to make a run for it now. |
The only downsides aren’t so much downsides as they are
things to be aware of. While the core
gameplay is fast-paced and almost never slows down, setup can take about half
an hour or more because of how elaborate the scenarios are. That’s even longer than Arcadia Quest because
here there are more tiles to arrange, two item decks to set up and the tension
deck. I don’t mind because I love how
detailed it is, but for players that just want to take out a game and get
straight to playing, that’s not going to happen.
Some people recommend using environment figures from other games. |
I’ve also seen a lot of complaints about the game’s
components. Other than the cards,
playable characters and enemies, everything is printed on cardboard unless you
buy the 3D terrain pack and many of them are very dark. The doors and corpse tokens in particular are
on black backgrounds when some of the doors are a dark brown and the corpses
are a bit small for the size of the tokens they’re on. Many have complained that it makes them
hard to distinguish, which is a problem when you need to know whether a door is
in the open or closed position. I don’t
know if I got an alternate printing where the brown doors were made brighter or
if I just have good eyesight because I never had that problem. My only disappointment is in some of the art
decisions.
The room tiles themselves, apart from the boss rooms, are a
series of copy/paste environments with two sides depicting a different area
just vague enough to be used in multiple settings. They’re nicely drawn with just enough detail
to set the mood, but there still should’ve been more to choose from among
them. With only two 9-tile indoor room
designs available it means there’s a lot of repeated environments within the
same scenario. The board game is
well-designed enough in setup to make them feel like different rooms despite
the identical looks, but they could’ve gone further with it. I also don’t get why there are so many tiles
depicting the streets of Raccoon
City when only the very
first scenario actually depicts them.
The video games wouldn’t show the street side of things until the next
game.
The character artwork isn’t my favorite either. Good on Steamforged for opting to use their
own art instead of lifting assets like most licensed board games, but I almost
wish they’d have gone with that for the playable characters because they look
like a poor man’s drawing, and this is coming from someone who has the Code
Veronica Hong Kong comic. I get the
feeling the artist specialized more in drawing monsters than humans because the
art for the bosses and monsters make up for the human character’s shortcomings. The monster art is so detailed and finely colored you’d almost
swear it was some lost portrait from the original game’s release.
Finally, I know this is typically petty to complain about, but
the box art on the game and its expansions are awful. They use
the image of the peeking zombie from the original game’s box and slapped the
title on. The rest is a white
featureless void with some scratches on it in a game where people are
complaining about it being too dark. The
B files expansion box just flipped the T-103 art around, making it dextrocardiac. Look at the boxes for the deck building game
near the start of this article. Look at
how each one has a dedicated color scheme and depicts the characters and monsters
in them to indicate how it’s jam-packed with Resident Evil excitement. I’m not an art expert, but when I
look at the deck building game I know at a glance THAT is a Resident Evil
game. The simple Resident Evil 2 cover worked on a PS1 case because it was about a fourth the size and took up most of the space. It’s not like there wasn’t any
exciting content Steamforged could’ve put on that white space.
Box art can be deceiving though as there is a lot of effort
and detail contained within. The
miniatures range from looking good, like the player characters and zombies, to
looking fantastic like the lickers and bosses.
The bosses are clearly where a lot of their attention went because they
have the most fine, chiseled features down to every last tooth and scale. The other figures look good enough, but the
boss figures are more like premium collector’s items and figure painters will
want their hands on them.
The Resident Evil fan in me loves the Resident Evil 2 board
game. It feels like Resident Evil, moves
at a good pace, always keeps things interesting and has a lot of depth built
into the core game mechanics so it’s always kept interesting. It’s clear Steamforged Games put a lot of
work into it and are rightfully proud of it.
However, my cynical side knows that even if this is a great game, it’s
hard to justify the cost.
I know huge board games like this typically cost a lot, and
it may be even less of an issue for the Resident Evil collectors that probably
spend 300 dollars on statues of Chris Redfield, but 80-100 dollars for a game
that feels like some content is missing pushes that leeway. The expansions costing between 25-50 dollars
each only exacerbates the problem, even if the core game does have a good amount of content on its own. I get too distracted
by the fun I have playing to regret my purchases, but if you’re not a fan, don’t
think this is a game you’ll be bringing out at game nights a lot or won’t play
on your own, it’s almost certainly not worth it.
If you can drop that money though, Resident
Evil 2: the Board Game is a shining example of how to utilize a video game
license. At the time of this writing
I’ve gotten to play it with others a few times and everyone thus far has loved
it or at least commend it for being competently made, both from people
who have played the source material and people that haven’t. While it’s definitely made for the fans, it’s
also a strong strategic co-op game in its own right and a lot of fun to play
both solo and with others, especially when you play with me and I give someone
the acid rounds for their grenade launcher by telling them that it’s REALLY
powerful, especially against living things.
I give Resident Evil 2: The Board Game an 8 out of 10.
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