Resident Evil 2 (2019) Catch-All

Dyni wrote:

Edit: See it in action at 1:50 here:

That chick got a raccoon on her head.

Dyni wrote:

All hope might not be lost. RE2 has adaptive difficulty like previous games, so dying a few times might remove some of the enemies, increase the amount of ammo you pick up, and allow you to catch up on inventory

FYI, I am on the road to recovery after a bit of trial and error. I don't think the adaptive mode is on by default.

Spoiler:

Eventually I made it to the gun shop which got me some ammo breathing room. When I got to the sewers I died 3 times to alligator monster. After that it asked if I would like to turn on assisted difficulty with the catch that if I chose to I couldn't revert. Since the game was mocking me I said "hell no" and died 1 more time then realized it was a pattern and made it through on the 4rth go.

EvilDead wrote:
Dyni wrote:

All hope might not be lost. RE2 has adaptive difficulty like previous games, so dying a few times might remove some of the enemies, increase the amount of ammo you pick up, and allow you to catch up on inventory

FYI, I am on the road to recovery after a bit of trial and error. I don't think the adaptive mode is on by default.

Glad to hear you're starting to turn it around

Assisted mode is basically easy mode. It offers some stat bonuses and aim assist. The game will ask if you want to turn it on after dying a few times in a row.

Adaptive difficulty is a system built into the game by default for everything but Hardcore difficulty. It automatically adjusts difficulty on the fly based on your performance. I'm not sure of the exact triggers and consequences of the system, but it might work out something like this. You just died a 4th time in the same room with next to no ammo. On your next attempt, the total number of zombies in that room has been reduced from 5 to 4, all zombie health has been reduced by 10%, and handgun ammo pickups now give you 10 rounds instead of 8. If you've haven't died once and are swimming in ammo, it might increase the difficulty in a similar way.

Here's a great video explaining how the system works in Resident Evil 4. It seems like the implementation is very similar in RE2 Remake.

Edit: Just found this:

Dynamic Difficulty
RE2 has a difficulty mechanic separate from the difficulty selection similar to RE7 where the better you do ingame, the more enemy attacks will hurt and the less damage you will do. More info on the RE7 version of it is on the wiki at https://residentevil.fandom.com/wiki...(RE7)

This 'Rank' will go up from dealing damage and progressing in the game. It will go down from such things as taking damage, missing shots, and dying.

The effects of the Ranks are:
Rank 0: 180% Damage Dealt 70% Damage Taken Lowest Assisted Rank
Rank 1: 160% Damage Dealt 70% Damage Taken
Rank 2: 140% Damage Dealt 80% Damage Taken
Rank 3: 120% Damage Dealt 80% Damage Taken Lowest Standard Rank
Rank 4: 110% Damage Dealt 90% Damage Taken Highest Assisted Rank
Rank 5: 100% Damage Dealt 100% Damage Taken
Rank 6: 90% Damage Dealt 120% Damage Taken
Rank 7: 80% Damage Dealt 160% Damage Taken
Rank 8: 70% Damage Dealt 200% Damage Taken Highest Standard Rank/Lowest Hardcore Rank
Ranks 9-12: 65% Damage Dealt 300% Damage Taken Rank 12 is Highest Hardcore Rank

As you can see, the effects are very significant. It also looks like even Hardcore mode has some adaptive difficulty, but since there's no auto save, it resets every time you die.

Ah, OK.

Rank 8: 70% Damage Dealt 200% Damage Taken Highest Standard Rank/Lowest Hardcore Rank
Ranks 9-12: 65% Damage Dealt 300% Damage Taken Rank 12 is Highest Hardcore Rank

That's just mean!

RE3 Developer Diary with some info.

Not much additional but just nice to see.

That looks terrifying.

This remake is working off a much weaker original game foundation than RE2, so I'm very curious to see if they make bigger changes to improve it.

Wondering if we should just have a Resident Evil Franchise Catch-All. There are rumors regarding Resident Evil 8 and that it'll be revealed at a Sony Event this year (perhaps a reveal during a State of Play like the RE3 reveal). Granted, my approach to any and all rumors is to come equip with a thermos-sized salt-shaker, but there has been truth in rumors these days.

Thus far the rumors indicate that Resident Evil 8 will continue with Ethan as the protagonist, that Chris Redfield will feature in some fashion, and that he'll be approaching some snowy castle of sorts that's infested with proper zombies again. There will also be werewolf-style foes, and a recurring female enemy that dissipates like an apparition. The game will be in first-person once again, which once more checks me out since I far more prefer third-person for my horror. It's also rumored to be a PS5 launch title, though I'm expecting it will also be released on Xbox and PC unless there's some timed exclusivity. I could see that being a possibility since Sony has helped fund Capcom projects in the past (see: Street Fighter V) and they'd likely want something like RE8 to showcase next-gen PSVR capability.

Of course, who knows if any of it is true. I'm curious where the more action-horror style of Resident Evil will go once the remake of 3 is complete, personally. It seemed like Revelations was going to carry that torch, but RE2 and 3 have kind of cut Revelations short.

I'm having trouble playing this game. It is scaring the sh*t out of me.

Grenn wrote:

I'm having trouble playing this game. It is scaring the sh*t out of me.

Oh good, I'm feeling constipated so this will be perfect for me. Usually I have to watch trump videos to get things moving.

ccesarano wrote:

Wondering if we should just have a Resident Evil Franchise Catch-All.

There doesn't seem to be a ton of interest for RE here, so that's probably not a bad idea. I see no need to create a new thread for RE3. Though it looks like Certis created it, so he'd have to be around to do it.

RE3 demo on the 19th folks.

And I guess a beta for Project Resistance on the 27th.

So anyone else grab the demo? I imagine those that are actually paying attention to this thread are likely already sold on the game and may wish to be going in blind. I played it Monday and it, uh... it was intense. Felt like shooting zombies in the leg was less effective and shooting them in the face moreso.

Definitely looking forward to it, though boy is it going to be stressful.

I really enjoyed it, but it feels like Nemesis is going to be more annoying than Mr X. Anyone know if there is way to dodge his tentacle that knocks you down?

I played half of the RE3 demo, then immediately went and bought RE2 for an on-sale price, and am thoroughly enjoying it!

Mr E.B. Slugworth wrote:

I really enjoyed it, but it feels like Nemesis is going to be more annoying than Mr X. Anyone know if there is way to dodge his tentacle that knocks you down?

I dunno about "more annoying". They don't establish if he's constantly wandering the environment, and if anything it has me wondering if he's more scripted than Mr. X was. It's clear you're supposed to try and shoot him enough to stun him, though. First try I attempted to run past like I would Mr. X, but yeah, that tentacle basically made escape impossible.

ccesarano wrote:
Mr E.B. Slugworth wrote:

I really enjoyed it, but it feels like Nemesis is going to be more annoying than Mr X. Anyone know if there is way to dodge his tentacle that knocks you down?

I dunno about "more annoying". They don't establish if he's constantly wandering the environment, and if anything it has me wondering if he's more scripted than Mr. X was. It's clear you're supposed to try and shoot him enough to stun him, though. First try I attempted to run past like I would Mr. X, but yeah, that tentacle basically made escape impossible.

I'll have to try that. I just automatically entered flight mode as soon as he showed up. I know in the original I would choose to run away from him any chance I got.

I was a bit lukewarm on the RE3 demo, still good, just less so than RE2 Remake demo.

I wish Capcom would streamline the way they handle the drawn out zombie attacks, once they get a hold of Jill. The worst offender is when they grab her leg, just stamp on their head with the other foot already! Its like a mini cutscene & gets tedius.

One of the new features, the duck & dash is something I just didn't master in the slightest. Every time I thought I was the right distance, waiting for the zombie to stumble forward into their grab attack, I end up moving into them like a skilled dance partner.

The Nemises is a serious step up from Mr X, he next level stalks you. I'm not actually sure if he can vault barriers, jump down from a good height off stairs etc because I'm looking straight ahead running for my life.

You can run for ages seemingly putting distance between you both but he's absolutely no problem closing that distance.

Lastly the slower build up of RE2 & the Police Station as a location have the upper hand over what I've experienced in 3 so far.

https://kotaku.com/resident-evil-3-t...

https://www.ign.com/articles/residen...

I've started to get a little burnt out on Animal Crossing so the good reviews for this are starting to get me pretty excited.

I've only watched the Skill-Up review, and it listed a couple of things that I expect people will respond negatively to. At least, depending on how much you're expecting from the original RE3 to carry over.

I have no attachment to the original Nemesis game on PlayStation so it's an all new Resident Evil experience for me either way, but I do feel like Project Resistance was thrown in exclusively to try and cash-in on the Dead By Daylight and Friday the 13th "popularity" (in other words, a Twitch-friendly multiplayer game) and to justify a $60 price-tag.

Regardless, I'm still looking forward to its Friday release.

ccesarano wrote:

I have no attachment to the original Nemesis game on PlayStation so it's an all new Resident Evil experience for me either way, but I do feel like Project Resistance was thrown in exclusively to try and cash-in on the Dead By Daylight and Friday the 13th "popularity" (in other words, a Twitch-friendly multiplayer game) and to justify a $60 price-tag.

I read an article back when RE3 was first announced that said that originally RE2 and RE3 were supposed to be a package deal, but apparently Capcom didn't feel like waiting for 3 to be finished so they released them separately. I think Resistance was added in to kind of add more value to the package.

PC Gamer's review was nowhere near as kind as the other 2 reviews I posted.

https://www.pcgamer.com/resident-evi...

ccesarano wrote:

to justify a $60 price-tag.

Does Resident Evil 3 have significantly less to it that Resident Evil 2? I felt like RE2 "earned" its full price tag just fine, and I expect RE3 to offer a similar experience. Am I going to be disappointed?

Don't know! I expect to be pleased, but RE2 at least had the A/B route thing going for it. The differences are slight enough between the two to "justify" a replay, but really, you're playing the same game each time so... uh... I dunno.

Depends on the person.

I only did Claire's route in RE2, so I expect I'll be plenty happy with the new one. Looking forward to it!

I started RE2 yesterday, and even though I only played for about a half hour, I really enjoyed it and can't wait to continue playing.

Fun fact: despite loving horror movies and games, this is my first RE ever!

This game has to have one of the best, most informative, most useful, most clear maps I've ever seen. So, so good.

So I just finished Resident Evil 3. As usual with games like this, my completion time was longer than the average. Clear Time given was 7.5 hours, though the "full time played" clock in the upper right listed 9 hours. I'm guessing it's 9 hours with cut-scenes factored in, or retries due to death. Depends on how the play clock operates.

Speaking of, died 12 times, most of that towards the end of the game. In fact, let me see if I can tally them all up.

Spoiler:

At least three times to the first Hunter you encounter. At least twice when multiple Hunters break out of the glass tubes in the lab. At least once to regular ol' Nemesis early on. At least once to Nemesis outside the Clock tower. At least twice in the second-to-last battle. Once in the final battle. That's a minimum of 10 deaths I can account for, and the majority of them are in the final stretch of the game.

I'm pretty sure I didn't die nearly so much on my first route through RE2, but then again, I had played that on Assisted because I was a coward. Perhaps Assisted is the mode for me, though after I had completed both campaigns in RE2 I wanted to try on Normal. Here, I feel like if I play it again it'll be Assisted.

Regardless, the game's difficulty mode actually doesn't really factor into my final feelings on the game. The best way I can phrase it is that I had a similar feeling when I completed Resident Evil 2 on GameCube following my completion of the Resident Evil Remake, my introduction to the series. I loved exploring the Mansion, I loved the story of the mansion, and while there was certainly action in the game, it didn't feel like an action game. When I played the port of Resident Evil 2, I wasn't sure if I liked it less simply because the REmake was an evolution of the gameplay of those early games, or if it was because the focus seemed to shift closer to action. Given interviews with Hideki Kamiya and the fact that he wasn't really a big fan of horror, I imagine it's at least in part the latter.

Resident Evil 3 feels like the same thing. Never having played the original Nemesis game, I can only view this as a follow-up to last year's Resident Evil 2 remake, which felt very much in line like an evolution of the original Resident Evil remake. Exploration, ammo conservation, careful plotting of one's route... it made up the bulk of the game, with the sewers and lab being less expansive offshoots. RE3, in comparison, offers up Downtown as a condensed version of that non-linear exploratory puzzle environment, then pushes the player through linear environments and confrontations broken up by other off-shoot destinations. The sewers here are like the GameBoy adaptation of the sewers of RE2 in terms of scale and not-really-that-difficult-big-monster. The return to RPD was a linear progression, and while the Hotel wasn't so bad, the heightened combat focus and ineffective nature of the assault rifle just made it feel more tiresome than any comparable section in RE2.

Does this make the game bad? Of course not, but when I scroll through all the game's challenges it's clear that the only reason to return to this game is to unlock some of them and to try and get a better rank. While I could certainly try for a better rank in RE2, I'd want to go back to it because the Police Station is reason enough to come back.

Still, I can't say I disliked the experience, and I probably will go back for some of those challenges, if only so I can unlock some of the weapons and other abilities that will make the experience more enjoyable as an action game. It's one of those disappointments that has me feeling it wouldn't have been had I not played last year's RE2 first.

I have a question for all of you, RE2 experts:

I finished the game with Claire back in April, and last night I thought I'd go back for my second run with Leon. I played for about an hour or so, and while some details are clearly different, this run strikes me as being pretty much identical to the first one. So, my question for those of you who have done both runs is: is the second run really just an abbreviated version of the first one but with a different character and a couple different elements? (Or, even worse: a non-abbreviated version.) Am I going to go through different environments, or am I going to find myself in the sewers and the lab after I'm done with the police station? Because if that is the case, that's it for my second run.

The answer is both yes and no. Just like the original Resident Evil 2, each route is largely the same game map with some minor modifications. There are also differences between side-characters and some of the boss fights.

Some of the differences I remember off the top of my head:

Spoiler:

If you're doing proper "Route B", then as soon as you enter the Mansion Mr. X ought to be walking around. If Mr. X isn't walking around immediately then you made IGN's mistake and started a new game rather than continuing your save file into Route B.

If you're not doing Route B, then you won't be able to fight the proper final boss which then leads into the proper ending of the game.

The biggest difference between the two is that Leon has an extended segment in the sewers where you play as Ada in contrast with where you play as Sherry in Claire's campaign. Admittedly, playing as Sherry is better and more effective than playing as Ada.

There are other minor, small differences but otherwise it's the same environment.

Thank you. That is exactly the information I was looking for!

Spoiler:

And yes --Mr. X appeared pretty much immediately, so I did that right!

It sounds like there is not enough new stuff for me to commit to a second run. At least, not right now.

That was very helpful!