They just won’t stay extinct.
Having adamantly poo-pooed the previous Dino Crisis
  foray into the ring as yet another Resident
  Evil clone (and a bad one), I had little if any expectations for its sequel.
  I feared it would be yet another cowpat upon the fertile field of gamedom. Alas,
  my malice for the spore of Satan’s nostril that is Dino Crisis was to
  be mildly ebbed by something almost…new. While conceptually flawed, Dino
  Crisis 2 seems to bequeath (albeit sparsely) something the previous one
  never could…fun.  
The story involves several crypto-military groups with uncharasmatic acronyms
  being sent to another time to investigate an experimental “accident” at a government-run
  energy lab. Their job: To rescue any victims from the area of effect. 
You play as two would-be heroes, Regina and Dylan. Regina, returning from the
  original Dino Crisis, is “an expert in stealth missions” with pink hair
  who wears a Danskin leotard with guns strapped to her thighs (uh…I really don’t
  think she’s sneaking up on much of anything). Dylan is a big corn-fed Kansas
  farm boy apparently stricken with microcephalia, since his head is the size
  of a walnut.
The non-interactive pre-rendered backgrounds and the graphics in general are
  much more interesting than those in the first game. Much of the game takes place
  in a jungle, which, of course, has more opportunity to provide eye candy than
  redundant, sterile corridors. And let’s face it, it’s a more realistic place
  for dinosaurs to be hanging out. 
There are more varieties of thunder lizards than the paltry few dim bulbs parceled
  out to us in the first game. And some of these guys actually take a stab at
  being smart. Raptors not only gang up on you but they also attack from all sides.
  Allosaurs will duck and dodge to protect their vulnerable flanks. Pteradons
  attack in packs like a flock of vicious vultures. My personal favorites are
  the evil little bastards who attack in numbers, spit poison, and do the crazy
  Jet Li no-shadow-kick off the side of your head if you give them half the chance. 
The combat is actually fun in a run-and-gun kind of way. You can actually run
  while shooting two machine guns – with each gun locked onto a different enemy.
  This is an improvement by light years over the original game. 
Weapons and ammo are shamefully easy to get a hold of, and you’ll need them.
  Even the most devout pacifist among you will find yourself bagging unwary lizards
  left and right. The predator-to-prey ratio is off by miles; you’re doing them
  a favor. 
In normal mode you don’t have to worry much about your health, and you’re not
  in any real danger of dying (or staying dead). Health packs are as easy to come
  by as bottles of Advil. Resuscitation packs have returned from the original
  to bring you back to life, fully healed, and typically out of danger…just like
  in real life.
However,
  while the whole Resident Evil clone genre relies on locked doors, DC2
  has found other ways to keep you locked out and running back and forth between
  areas. Regina can open doors that Dylan cannot and vice versa (she can short-circuit
  locks, he can cut through vines) and, of course, you can’t toggle back and forth
  between these two characters at your leisure. That might actually have been
  convenient. No, you just continue with this linear affair until the computer
  permits you to switch to the other character. Pretty cheesy, huh? 
DC2 is a great deal more action-oriented than its predecessor. In fact,
  throughout the game you will need to hunt dinosaurs for “extinction points”
  which can be exchanged for goods at save stations (say…who’s counting these
  points anyway?). While fun, it’s also very arcade-like and detracts a bit from
  the whole “survival-horror” theme. But then again dinosaurs never were exactly
  scary…not for several hundred million years, anyway. 
DC2 has also pumped fresh blood into an anemic series by adding more
  play varieties than any RE clone to date. You’ll be battling dinos on
  land, under water, and via arcade style first-person shooting…not to mention
  playing hide and go seek with a greedy little Compsognathus that can’t be harmed. 
The original was key crazy. Often you would have to run all over the place,
  not just looking for keys but components of keys. Dino Crisis 2
  has dispensed with much of this nonsense. You’re still looking for keys, just
  not nearly as many and they’re easier to find. 
The back and forth gameplay gets tired after a while. You’ll likely be bored
  after you’ve triumphed over your 10,000th raptor while trying to save up for
  some nifty little item you saw in the shop. It’s very easy to get distracted
  from the storyline and get sucked into the process of amassing an arsenal. I
  don’t know about you, but if I were caught in an industrial accident and waiting
  to be rescued, I wouldn’t want my rescue party out shopping. 
Dino Crisis 2 is a nice surprise and a general improvement over an original
  which left a great deal to improve upon. The additions to combat, varieties
  of gameplay, and throngs of enemies who are serious about doing you harm make
  this infinitely more playable than most of the self-styled “survival horror”
  games.
  

- 
				Pre-rendered still looks good
 - 
				Lush outdoor environments
 - 
				More action, less keys
 - 
				Repetitive action & gameplay
 - 
				Still running back and forth
 - 
				Just not scary or horrifying at all
 
