The House of the Dead 2 & 3 Return
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Two arcade horror shooters on one Wii disc
The House of the Dead 2 & 3 Return brings two of Sega's arcade shooting games to Wii. Both use a moving first-person viewpoint that carries you along a set route while enemies approach from the surrounding scene. You concentrate on aiming, firing and surviving rather than steering a character through the environment. Zombies, experimental creatures and large bosses turn each chapter into a sequence of urgent targets, with the next attack often demanding attention before you have finished reacting to the previous one.
The compilation gives you a choice between the two games from the menu. The House of the Dead 2 and The House of the Dead III share the rail-shooter foundation, but each has its own campaigns and additional modes. That structure makes the disc suitable for repeat arcade runs: you can revisit a route, work on a particular encounter or switch to another challenge without treating the collection as one long uninterrupted campaign.
Point at the screen and manage each reload
The Wii Remote supplies screen-directed aiming. After calibration, you point at the target you want to hit and use the firing controls; aiming away from the screen lets you reload. The Wii Zapper shell is supported as an optional way to hold the Remote and Nunchuk. Standard Remote play remains available, and the controller calibration can be adjusted for the individual player. The setup brings the central arcade action to the television without requiring an original arcade light gun.
A good run depends on choosing threats as well as firing quickly. Several enemies can occupy the scene, and a creature preparing an immediate attack may deserve attention before a less dangerous target. Reloading interrupts your ability to shoot, so an empty weapon at the wrong moment can leave a threat unanswered. Watching the remaining ammunition and using a brief opening to refill it gives the shooting a rhythm beyond constant trigger presses. Accuracy also matters around civilians, who need to be rescued rather than caught in your fire.
Learn routes and boss encounters
The stages branch, giving repeat play more variety than a completely fixed sequence. In The House of the Dead 2, actions such as successful civilian rescues can affect the path you follow. The House of the Dead III also presents route choices. Exploring another branch changes the encounters on the way through the chapter, making it possible to discover a different sequence during a later run. The games retain an arcade emphasis on improving your performance through familiarity.
Major encounters culminate in boss fights with attack patterns and vulnerable targets to recognize. Learning when an opening appears is as useful as learning where to aim. Returning to a boss lets you put that knowledge to work, interrupt threats more reliably and pursue a stronger result. The horror presentation surrounds the encounters with grotesque enemies and bloody effects, but the player's task remains immediate and concrete: identify the next target and stop its attack.
Explore The House of the Dead 2's four modes
Arcade mode supplies the direct campaign run. Original mode adds collectible support items that you can equip before taking on the stages, giving that version of the campaign a separate preparation layer. You have a reason to consider which support will help your next attempt rather than relying only on shooting skill. The two formats therefore share the game's routes while offering different ways to approach a difficult section.
Training mode breaks the action into exercises, and successful completion opens further sessions and harder versions. Boss mode lets a solo player focus on the major enemies and try to defeat them efficiently. Together, these modes make repeated practice more specific: a full campaign works on the entire run, a training session isolates a task, and a boss challenge concentrates on a large encounter. This is arcade progression built around mastery and accessible repeat attempts.
Take on The House of the Dead III's extra challenges
The third game offers its Arcade campaign and Time Attack, where the remaining time becomes the resource you are trying to preserve. Successful shooting and useful pickups can extend the clock, while damage reduces it. A familiar section consequently asks for a different priority: efficient action matters because hesitation spends time. Time Attack is a single-player challenge, rather than another two-player cooperative campaign.
Clearing the required content opens Extreme mode in The House of the Dead III. Enemies attack faster, and the shotgun's narrower effective blast demands more precise aiming, while reloading becomes faster. Extreme also introduces Guard Attack, a close-range action that can strike or protect against an incoming blow. Because it requires recovery before reuse, it is a timed tool rather than unlimited protection. This mode gives players who know the original run a reason to revisit it under changed combat demands.
Play cooperatively or try two-Remote shooting
The campaigns support one or two local players. With a partner, you can cover different threats and share the work of responding to a crowded screen. Separate calibration helps both players aim from their own positions. Solo players can also use the documented optional two-Remote arrangement for dual-wield shooting. These setups preserve the same central target-and-reload action while changing how many firing inputs are available and how you divide attention between them.
North American Wii release
Published by Sega for Wii in North America on March 11, 2008, the game carries an ESRB Mature 17+ rating for Blood and Gore and Violence. The disc supports Progressive Scan output and Dolby Pro Logic II audio. Local play uses compatible Wii controllers; a Zapper shell and any additional controllers are separate accessories unless expressly listed in the selected merchandise condition.
More game data: releases, identifiers & technical details
Regional release records and identifiers for The House of the Dead 2 & 3 Return | Nintendo Wii.
Release and technical facts
| Fact | Value | Release / platform | Source |
|---|---|---|---|
| Published by | SEGA of America, Inc. | United States | MobyGames |
| Developed by | Sega AM1 R&D Division | United States | MobyGames |
| Ported by | Sonic Team | United States | MobyGames |
| Ported by | H.I.C. Co., Ltd. | United States | MobyGames |
| Published by | SEGA Europe Ltd. | France | MobyGames |
| Developed by | Sega AM1 R&D Division | France | MobyGames |
| Ported by | Sonic Team | France | MobyGames |
| Ported by | H.I.C. Co., Ltd. | France | MobyGames |
| Published by | SEGA Europe Ltd. | United Kingdom | MobyGames |
| Developed by | Sega AM1 R&D Division | United Kingdom | MobyGames |
| Ported by | Sonic Team | United Kingdom | MobyGames |
| Ported by | H.I.C. Co., Ltd. | United Kingdom | MobyGames |
| Media Type | Wii Optical Disc | Wii | MobyGames |
| Video Modes Supported | Progressive Scan (480p) | Wii | MobyGames |
| Video Modes Supported | PAL 50Hz | Wii | MobyGames |
| Video Modes Supported | PAL 60Hz | Wii | MobyGames |
| Sound Capabilities | Dolby Pro Logic II | Wii | MobyGames |
| Input Devices Supported/Optional | Light Gun / Attachment | Wii | MobyGames |
| Input Devices Supported/Optional | Nunchuk | Wii | MobyGames |
| Input Devices Supported/Optional | Wii Remote | Wii | MobyGames |
| Light Guns / Attachments Supported | Wii Zapper | Wii | MobyGames |
| Multiplayer Game Modes | Co-Op | Wii | MobyGames |
| Number of Offline Players | 1-2 Players | Wii | MobyGames |
| Original game disc count | 1 | North America | MobyGames |
| Genre | Action & Adventure | North America | PriceCharting |
| Also compatible on | Wii U | North America | PriceCharting |
| Developer | Sega AM1 R&D Division | North America | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | North America | PriceCharting |
| ESRB rating | Mature | North America | PriceCharting |
| Player count | 1 player | North America | PriceCharting |
| Publisher | Sega | North America | PriceCharting |
| Developer | Sega | Japan | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | Japan | PriceCharting |
| Genre | Arcade | Japan | PriceCharting |
| Model number | #RVL-RHDJ-JPN | Japan | PriceCharting |
| Player count | 1 player | Japan | PriceCharting |
| Publisher | Sega | Japan | PriceCharting |
| Also compatible on | PAL Wii U | PAL | PriceCharting |
| Developer | Sega | PAL | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | PAL | PriceCharting |
| Genre | Arcade | PAL | PriceCharting |
| Player count | 1 player | PAL | PriceCharting |
| Publisher | Sega | PAL | PriceCharting |
Regional releases
| Release date | Region / edition | Source |
|---|---|---|
| 2008-03-11 | United States | MobyGames |
| 2008-03-28 | France | MobyGames |
| 2008-03-28 | United Kingdom | MobyGames |
| 2008-03-19 | Japan | PriceCharting |
| 2008-03-28 | PAL | PriceCharting |
| 2008-03-11 | North America | PriceCharting |
| March 11, 2008 | North America | PriceCharting |
| March 19, 2008 | Japan | PriceCharting |
| March 28, 2008 | PAL | PriceCharting |
Catalog identifiers by release
| Identifier | Code | Region / edition | Source |
|---|---|---|---|
| UPC-A | 010086650167 | United States | MobyGames |
| Nintendo Media PN | RVL-RHDE-USA-B0 | United States | MobyGames |
| eBay Product ID | 64113665 | United States | MobyGames |
| EAN-13 | 5060138437234 | France | MobyGames |
| EAN-13 | 5060138437234 | United Kingdom | MobyGames |
| Nintendo Media PN | RVL-RHDP-EUR | United Kingdom | MobyGames |
| upc | 010086650167 | North America | PriceCharting |
| asin | B000WCQWR6 | North America | PriceCharting |
| epid | 64113665 | North America | PriceCharting |
| upc | 4974365142124 | Japan | PriceCharting |
| upc | 5060138437173 | PAL | PriceCharting |
| ean | 4974365142124 | Japan | PriceCharting |
| model | #RVL-RHDJ-JPN | Japan | PriceCharting |
| ean | 5060138437173 | PAL | PriceCharting |
Data by MobyGames.com · Catalog data: PriceCharting