The Typing of the Dead 2

The Typing of the Dead 2 Logo

Description

The Typing of the Dead 2 is an educational action game that serves as a PC-exclusive sequel and a unique adaptation of the rail-shooter The House of the Dead III. Set in a post-apocalyptic 2019, players join characters Lisa and ‘G’ as they infiltrate a research facility to uncover the origins of a zombie outbreak. Instead of using a light gun, players must type words and phrases displayed on approaching zombies to defeat them. The game is structured into chapters with boss battles and is designed to improve typing speed and accuracy through its fast-paced, survival-horror gameplay.

Gameplay Videos

Patches & Mods

Guides & Walkthroughs

Reviews & Reception

mobygames.com (78/100): Players Average score: 3.9 out of 5

gog.com : TOTD 2, based on House of the Dead III, took the original idea into a darker, more intense direction. It had more serious graphics, shotgun gameplay, and longer word chains.

The Typing of the Dead 2: A Relic of a Bolder, Stranger Era in Gaming

In the annals of video game history, few concepts are as gloriously absurd and unexpectedly brilliant as The Typing of the Dead. The premise is simple, yet insane: take a visceral, B-movie light-gun shooter, strip out the guns, and replace them with keyboards. The sequel, 2008’s The Typing of the Dead 2, represents both the peak and the swan song of this specific, niche madness—a Japan-exclusive PC port of a 2007 arcade game that refined the formula with a darker aesthetic and a staggering depth of educational content, all while remaining one of Sega’s most wonderfully bizarre creations.

Development History & Context

The Typing of the Dead 2 was developed by Smilebit (credited on some sources as H.I.C. Co., Ltd.), a Sega studio renowned for its technical prowess and creative flair, responsible for titles like Jet Set Radio Future and Panzer Dragoon Orta. By the time of its release in March 2008, the gaming landscape had shifted dramatically. The era of the arcade-centric, quirky Japanese title was waning, supplanted by the rise of high-definition, narrative-driven console experiences from the West. The PC market in Japan, while niche, was a fitting home for this specific kind of experiment.

The game is not an original creation but a “typing-version” of The House of the Dead III, a 2002 arcade and Xbox title known for its faster pace, shotgun-centric combat, and grimier, more industrial aesthetic. The developers’ vision was to replicate this experience with meticulous accuracy, preserving the graphics, level design, and enemy patterns, but transposing the core interaction from pointing and shooting to typing words and phrases. This was not a simple reskin; it was a fundamental re-engineering of the game’s input soul. The technological constraints were those of the late 2000s PC market—the game was distributed on CD-ROM with modest system requirements (a Pentium 4 and 512MB RAM sufficed). However, its most significant technical hurdle, as noted by the PCGamingWiki, was its region-locked nature, requiring tools like Locale Emulator to prevent text garbling for Western players who managed to acquire a copy, a testament to its fiercely Japanese target audience.

The Creators’ Vision

Led by Director Junji Kurihara and a team of over 50 developers, the goal was evidently to create the ultimate typing tutor disguised as a survival horror game. The credits reveal a team with experience on diverse projects, from Phantasy Star Online 2 to Medieval II: Total War, suggesting a blend of online infrastructure knowledge and deep, systems-driven design. Their ambition is clear in the exhaustive feature set: this was to be more than a novelty; it was a comprehensive educational package.

Narrative & Thematic Deep Dive

The narrative of The Typing of the Dead 2 is lifted directly from The House of the Dead III. Set in a post-apocalyptic 2019, the story follows Thomas Rogan’s daughter, Lisa, and her partner, the enigmatic “G”, as they infiltrate the EFI Research Facility to discover the origin of the zombie outbreak and find the missing Rogan. It is a quintessential B-movie plot, filled with ham-fisted dialogue, inexplicable scientific disasters, and towering bio-horror bosses with names like “Death” and “Wheel of Fate.”

Thematically, the game’s brilliance lies in the violent juxtaposition between its grim setting and its core mechanic. The act of typing words like “corporate sabotage” or “arcane rituals” to dismember a shambling corpse creates a unique cognitive dissonance. The horror atmosphere—dark corridors, groaning zombies, and a sense of desperate survival—is constantly undercut by the frantic, almost academic exercise of keyboard proficiency. This absurdity is the game’s central theme: the idea that in a world overrun by the undead, the ultimate weapon is not firepower, but literacy and typing speed. The characters, now wielding keyboard-shotgun hybrids and wearing backpacks containing a Dreamcast (a wonderful in-joke), become unlikely champions of education, fighting lovecraftian horrors with the power of correct punctuation and home-row technique.

Gameplay Mechanics & Systems

The core gameplay loop is deceptively simple. As a first-person rail shooter, the game moves the player automatically through environments. Zombies and monsters appear, each with a word or phrase displayed above their heads. To defeat them, the player must type the text correctly before the creature reaches them. Mistakes incur penalties, and faster, more accurate typing yields higher scores and bonus items.

However, The Typing of the Dead 2 is a game of astonishing depth beneath its surface. The “Story Mode” is just the beginning. The game features a robust suite of modes designed to train every facet of a typist’s ability:

  • Tutorial Mode: An exhaustive series of lessons covering everything from basic home-row positioning to mastering symbol keys and shift functions. This is a full-fledged typing course.
  • Course Lesson: A mission-based mode with progressively difficult clear conditions, pushing players to improve their speed and accuracy under specific constraints.
  • Survivor Mode: A collection of sub-modes that test specific skills:
    • Vs Boss: Timed battles against the game’s monstrous bosses.
    • Mission Impossible: Task-based challenges within specific level segments.
    • Drill Maniax: Mini-games focused on speed, accuracy, reflexes, and durability (the latter requiring perfect typing to keep enemies at bay).
    • Brain Shock: Arguably the most innovative mode, these mini-games test memory and calculation alongside typing. Players might have to recall sequences of letters, solve math problems presented in text, or type only words of a specific color, adding a layer of cognitive load that is both challenging and unique.

Character Progression & Personalization

The game features a deep “Personal” system where players create a profile that tracks their “Typing Ability” across metrics like speed, acceleration, accuracy, and judgment. This data is presented in detailed graphs, and the game offers personalized recommendations for improvement. An “Item Equip” system allows players to equip different backpacks and consumable items that provide in-game bonuses, adding a light RPG element. The now-defunct online service even allowed for “Typing Clone Data,” where players could download and compete against the typing patterns of others, a pioneering, if short-lived, social feature.

The UI is functional but dated, a product of its time. The main innovation is the on-screen keyboard that can be displayed during gameplay, a crucial aid for learners. The primary flaw, as noted by players and technical guides, was the sometimes-unintuitive handling of symbols and punctuation, which could vary based on keyboard layout and cause frustration during high-pressure sequences.

World-Building, Art & Sound

Visually, the game is a direct port of The House of the Dead III. The aesthetic is darker and more industrial than its predecessors, trading the gothic mansions and city streets for grim research facilities, bio-contamination zones, and monstrous machinery. The character and creature designs are quintessential early-2000s Sega: bulky, detailed, and oozing with a distinct, polygonal charm. The art direction successfully creates a tense, oppressive atmosphere that makes the typing-based combat feel even more surreal.

The sound design is equally critical. The game features the original voice acting and sound effects from The House of the Dead III—the cacophony of zombie groans, shotgun blasts (replaced by keyboard clacks), and the dramatic, often-cheesy dialogue. The soundtrack is a mix of pounding industrial rock and eerie ambient tracks that perfectly complement the on-screen chaos. These elements are not merely window dressing; they provide the visceral feedback that makes typing a word feel as impactful as firing a shell. The contrast between the horror-themed audio and the educational goal is a key part of the game’s unforgettable identity.

Reception & Legacy

Upon release, The Typing of the Dead 2 was met with a mixed but intrigued reception. Japanese critics, such as those from Game Watch, praised the significant expansion of modes and improved interface over the original, as well as the innovative network features. However, they and players noted technical issues, including performance problems on contemporary hardware and a perceived lower difficulty curve compared to the first game. The game remained a Japan-exclusive curiosity, never receiving an official Western localization, which severely limited its commercial reach and mainstream critical attention. The MobyGames page reflects this obscurity, with an average user rating of 3.9/5 based on only three ratings and no critic reviews.

Its legacy, however, is more significant than its initial reception suggests. The Typing of the Dead 2 stands as the most comprehensive and feature-rich entry in the “edutainment-shooter” genre—a genre it essentially invented. It demonstrated a commitment to its core premise that goes far beyond a simple gimmick. The game’s influence can be seen in the continued cult status of the series, culminating in the 2013 release of The Typing of The Dead: Overkill. It remains a benchmark for how to seamlessly blend learning with legitimate, compelling action gameplay. In an era of homogeneous game design, it is a shining example of Japanese arcade-era eccentricity—a title that asked “why not?” and built an entire, deep game around the answer.

Conclusion

The Typing of the Dead 2 is a time capsule from a bolder age of game design. It is a flawed gem, hampered by its regional exclusivity and technical quirks, but it is also a masterpiece of its kind. It takes an absurd premise and executes it with a level of depth, polish, and sheer earnestness that is utterly disarming. More than just a novelty, it is a genuinely effective and engaging typing tutor wrapped in a legitimately tense and atmospheric horror shooter.

Its place in video game history is secure as one of the most creative, bizarre, and wonderfully executed experiments ever produced by a major publisher. It is a testament to Sega’s willingness to take risks and a reminder that fun and learning are not mutually exclusive. For those willing to navigate its technical hurdles, The Typing of the Dead 2 offers an experience that is, quite literally, unlike anything else—a frantic, horrifying, and unforgettable lesson in keyboard proficiency.

Scroll to Top