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•: December 16, 1999 •: August 25, 2000 •: September 12, 2000, Mode(s) Parasite Eve II ( パラサイト・イヴ2, Parasaito Ibu Tsū) is an released for the. The game was developed by and published in Japan in 1999 and in both North America and, unlike the previous game, in PAL regions in 2000. It is the sequel to and the second game in the. Parasite Eve II is set several years after the events in the original game. The protagonist from the first game,, also features in this game as the playable character. She becomes involved with another outbreak of Neo-Mitochondrial creatures.

Gameplay diverges from the previous game: battles take place in real time and the area of action is less restrictive. The approach is more typical of traditional games, although some role-playing elements are retained. The title was written and directed by Kenichi Iwao, who wrote (1996). The game was well received by critics, although it was criticized for using a control system that was seen as being outdated. Contents • • • • • • • • Gameplay [ ] Parasite Eve II is an action role-playing survival horror video game. Character control is accomplished in a traditional survival horror manner: Aya is able to move forwards, backwards, and pivot left and right. Camera movement is limited, generally being confined to a single view of a room or area, and cannot be altered by the player.

Unlike, there is no Active Time Bar that governs the order of actions during a battle. Battles take place in real time, so the player is free to act as they see fit. Another contrast is the absence of the 'range dome' seen in the first game, allowing the player to shoot at off-screen targets and engage targets from a safe distance. There are also no random battles; enemies will be found wandering in plain view, hence allowing the player to avoid confrontations and plan strategies. Aiming, as with most other games of this genre, is accomplished by cycling through the various 'lockable' targets within Aya's range. Equipment can be obtained through various methods, including finding, purchasing and 'creating' items such as body armor, weapons, ammunition and tools. Unlike most other survival horror games, ammunition is almost never in short supply.