Nothing to get addicted to...
Quality-wise, this holds up as a sequel. Like the original, character development is not neglected and neither is tension, although the build-up could be handled better. The pacing is unusual and it still works. 976-Evil used to be about an oddly assorted bunch of teens and this time around it goes out of its ways to introduce the concept of astral projection.
It makes three unpardonable continuity mistakes. Firstly, returning character Spike and everyone else, strangers to him, start off troubled or traumatized; all separately exposed to the threat too early. Incidentally, the tone is always dark, always too serious. We lost the signature humor and the wit and it’s a shame. Finally, it chooses to humanize an antagonist better left ambiguous.
On the plus side, the sets are atmospheric, well lit and textured. When not inside a 50’s diner or an occult store, we’re swimming alone in a public pool or sucked inside a television set. Despite its many fault, 976-Evil 2 does some good. Like its predecessor, it becomes increasingly creative as you hit the third act. The cast is older, which means the tone is more mature. We lost teenage perk...