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Resident Evil 2 Remake | Official Thread of 20 Years of Jump Scares (mark spoilers, please!)


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Just now, Bacon said:

I can't stand not killing everything or at least the majority of things on my first play-thru.

I bet if we get a developer interview about this, that'll probably be one of the main things they were trying to target and "break," the idea of "clearing" a Resident Evil game. I wonder how people in general will feel about the change. I really, really like it personally. It keeps the horror vibes very strong. It keeps that sense of helplessness even though you CAN kill them and have safe areas.

 

Also there are totally safe zones. You can't just walk out of a room to be safe, but the main hall for example, zombies literally cannot enter it even if you try to force them.

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I don't kill them for safe areas. I just want to kill them all. Like, in dark souls, I kill every enemy once before I start skipping enemies.

 

And while there are safe zones

Spoiler

the main hall eventually has 1 zombie in it and MrX can enter the main hall

 

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32 minutes ago, Xbob42 said:

I bet if we get a developer interview about this, that'll probably be one of the main things they were trying to target and "break," the idea of "clearing" a Resident Evil game. I wonder how people in general will feel about the change. I really, really like it personally. It keeps the horror vibes very strong. It keeps that sense of helplessness even though you CAN kill them and have safe areas.

 

Also there are totally safe zones. You can't just walk out of a room to be safe, but the main hall for example, zombies literally cannot enter it even if you try to force them.

I personally don't like it. I'm extremely OCD about 'doing everything' in games and leaving zombies alive doesn't heighten my sense of horror but simply makes me anxious like a checklist item I didn't cross off for my daily chores. 

 

I've been killing everything that moves on Normal at least. My ammo is pretty low in turn obviously so maybe I'll ultimately fuck myself with that but I really wasn't enjoying trying to avoid enemies. 

 

I'll be honest, I find quite a few design decisions so far to simply verge on being annoying rather than tense for my personal tastes. I really liked the demo and was obviously insanely excited for it in general but somehow I have a nagging feeling of disappointment after my session last night and I can't even pinpoint why exactly. I re-played OG RE2 only last year, or maybe two years ago, and totally loved it still. 

 

Gotta add that I really think the Lickers suck to fight. I don't know if I have to simply git gudder, but their speed vs. my aiming vs. massive bullet sponge = either death or massive health hit, every time so far. 

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26 minutes ago, Bloodporne said:

I personally don't like it. I'm extremely OCD about 'doing everything' in games and leaving zombies alive doesn't heighten my sense of horror but simply makes me anxious like a checklist item I didn't cross off for my daily chores. 

 

I've been killing everything that moves on Normal at least. My ammo is pretty low in turn obviously so maybe I'll ultimately fuck myself with that but I really wasn't enjoying trying to avoid enemies. 

 

I'll be honest, I find quite a few design decisions so far to simply verge on being annoying rather than tense for my personal tastes. I really liked the demo and was obviously insanely excited for it in general but somehow I have a nagging feeling of disappointment after my session last night and I can't even pinpoint why exactly. I re-played OG RE2 only last year, or maybe two years ago, and totally loved it still. 

 

Gotta add that I really think the Lickers suck to fight. I don't know if I have to simply git gudder, but their speed vs. my aiming vs. massive bullet sponge = either death or massive health hit, every time so far. 

I really like killing everything as well.  Maybe that is why I love RE4 so much.  The gunplay of the demo and movement as well as the atmosphere is why I was interested in this remake.

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1 hour ago, Xbob42 said:

Yeah, zombies take a lot to go down. Don't try to permanently down every zombie you come across. That's just crazy. Put down zombies in rooms you'll be frequenting, don't worry, even on hardcore there's a shitton of ammo. Don't play it like you're playing the original game. It's not that game and trying to make it that game is only going to frustrate you. Adapt to the changes! You're not here to wipe out the zombie infestation! That was actually one of my biggest problems with the series. The zombies were a huge threat that wiped out a city and you, a rookie, show up and clean up house. Now it's not quite that simple. You can fuck up and make rookie mistakes like trying to pop every head you come across.

 

You weren't supposed to eradicate all zombies in the original one either. :p

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1 hour ago, Xbob42 said:

I bet if we get a developer interview about this, that'll probably be one of the main things they were trying to target and "break," the idea of "clearing" a Resident Evil game. I wonder how people in general will feel about the change. I really, really like it personally. It keeps the horror vibes very strong. It keeps that sense of helplessness even though you CAN kill them and have safe areas.

 

Also there are totally safe zones. You can't just walk out of a room to be safe, but the main hall for example, zombies literally cannot enter it even if you try to force them.

What's your strategy or play style keeping this in mind? Do you disable them in any fashion, aka shoot off a leg or something like that? If so, how many bullets does that generally take versus a kill? 

 

Maybe just taking away their mobility is the good middle ground? I haven't really tried that due to the ammo pressure, didn't want to waste it on anything but head shots. 

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1 hour ago, Keyser_Soze said:

 

You weren't supposed to eradicate all zombies in the original one either. :p

You weren't, but it was easier since they'd go down much easier, so people did it anyway. But gamers have chronic OCD and it drives them crazy, which I always find amusing. Let it go, boys!

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I played like maybe 2 hours. Enjoying it a lot. I played RE2 a long time ago so I don't remember too many specifics about the story, but I'm pretty sure the beginning is very different. :p

Game looks amazing though. Funny we were running through low res prerendered backgrounds back in the day and now the game looks like that (well better) and we can run around in 3D.

 

Here's me staring longingly down a hallway

 

Spoiler

501870589E376A304771A94757D9DB72EB6141FA

 

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18 minutes ago, Keyser_Soze said:

I played like maybe 2 hours. Enjoying it a lot. I played RE2 a long time ago so I don't remember too many specifics about the story, but I'm pretty sure the beginning is very different. :p

Game looks amazing though. Funny we were running through low res prerendered backgrounds back in the day and now the game looks like that (well better) and we can run around in 3D.

 

Here's me staring longingly down a hallway

 

  Hide contents

501870589E376A304771A94757D9DB72EB6141FA

 

How'd that hallway work out for ya approximately 10 seconds later?

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7 hours ago, Bloodporne said:

Gotta add that I really think the Lickers suck to fight. I don't know if I have to simply git gudder, but their speed vs. my aiming vs. massive bullet sponge = either death or massive health hit, every time so far. 

I think 4 shotgun blasts is fair in terms of killing lickers. Too bad it takes more than 4. :/ 

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12 hours ago, 5timechamp said:

I miss Crimson Heads..

 

This time around we get respawning enemies unless you board up the windows. kinda the same thing, right? RIGHT?

 

I couldn't figure out how to get back to the police station last night after my fight with Birkin. I was pretty tired though, so my brain wasn't thinking things through all the way. I probably just missed a door or an object in the jail somewhere. 

 

Also, if you're not playing this game with headphones, you're not doing it right.

 

Also also, I miss the music. While silence is still unnerving, the old school music always had lended an air of mystery to a room when you entered.

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Got about three hours in last night.  So far I'm LOVING this game.  It perfectly combines the atmosphere and general structure of the early games with all of the modern gameplay touches found in Resident Evil 4 and on.  The graphics, setting, and sound design in particular are incredible; the last game I played that sounded this good was Hellblade, where the sound was basically the primary mechanic.  I'm excited to play through it again and swap the original soundtrack, but the minimal ambience of the OST is appropriate and unnerving.

 

Probably too early to say, but so far this is exactly what I've always wanted from a Resident Evil game.  It seems to combine all of the best elements from across the entire series into a tight, exceptionally designed horror experience.  Bravo Capcom.

 

 

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On 1/23/2019 at 10:15 PM, P-Love said:

I loved the demo and never played the original RE2, but after reading the reviews this Mr. X thing is making me not want the game.  I don't like the idea of an unkillable character following me around the entire game.  That is not the type of survivor horror game I enjoy.  I want to at least be able to fight back.  Do you think this one part will ruin the experience?

Ok, so now that I'm done with the first major section I can say actual play time wise he wasn't around for long at all in the police station and I haven't seen him since.

 

I spent probably 4 hours without and maybe 20 to 30 minutes with him, 30 being tops. Honestly, he was justed used to put some pressure on you as you clean up loose ends SO FAR. I don't know about later sections mind you but I'm like 6 hours in and I know the game isn't all that long.

 

What I will say is that his implementation is really quite boring and didn't add anything for me but essentially a 'hurry the fuck up' timer which I didn't find necessary. At this point you're fairly strapped for ammo anyway so you'll mainly be evading shit as it is so the gunfire attracting him wasn't an issue for me it seemed. He's actually really slow on the hit wind-up and it's not terribly hard to just out-circle-run him if he DOES catch you. Seeing how short my actual time with him around was, he only really caught up to me like twice or three times and I only ever got hit once in a rather stupid scenario that I won't spoil.

 

Ultimately, I don't think he's a reason to not buy the game. I should add I also cleaned out the station and play very methodically collecting everything so I don't know if maybe you could be doing it backwards. What I mean is I wonder if some players didn't do many of the extra little puzzles etc. until he already entered and therefore had more time with him around? For me it was just the tail-end really.

 

He also doesn't OHKO you, thank fuck. On Normal, he puts you down to Caution but not even Danger with a swing.

 

Not trying to talk you into a purchase but I was super worried after impressions because I hate that shit big time and I was honestly not phased by it in my playthrough at least. I hear he's more present in Claire's scenario and maybe he'll pop up more later but so far, no biggie at all. If you liked the demo that much, I don't think this will kill it for ya. Just remember he's actually a lumbering idiot that can easily be out-maneuvered and there are multiple paths out of most areas and rooms on purpose. Also, I didn't wsste one bullet on him even on top of it

 

:shrug:

 

 

 

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35 minutes ago, Bloodporne said:

Ok, so now that I'm done with the first major section I can say actual play time wise he wasn't around for long at all in the police station and I haven't seen him since.

 

I spent probably 4 hours without and maybe 20 to 30 minutes with him, 30 being tops. Honestly, he was justed used to put some pressure on you as you clean up loose ends SO FAR. I don't know about later sections mind you but I'm like 6 hours in and I know the game isn't all that long.

 

What I will say is that his implementation is really quite boring and didn't add anything for me but essentially a 'hurry the fuck up' timer which I didn't find necessary. At this point you're fairly strapped for ammo anyway so you'll mainly be evading shit as it is so the gunfire attracting him wasn't an issue for me it seemed. He's actually really slow on the hit wind-up and it's not terribly hard to just out-circle-run him if he DOES catch you. Seeing how short my actual time with him around was, he only really caught up to me like twice or three times and I only ever got hit once in a rather stupid scenario that I won't spoil.

 

Ultimately, I don't think he's a reason to not buy the game. I should add I also cleaned out the station and play very methodically collecting everything so I don't know if maybe you could be doing it backwards. What I mean is I wonder if some players didn't do many of the extra little puzzles etc. until he already entered and therefore had more time with him around? For me it was just the tail-end really.

 

He also doesn't OHKO you, thank fuck. On Normal, he puts you down to Caution but not even Danger with a swing.

 

Not trying to talk you into a purchase but I was super worried after impressions because I hate that shit big time and I was honestly not phased by it in my playthrough at least. I hear he's more present in Claire's scenario and maybe he'll pop up more later but so far, no biggie at all. If you liked the demo that much, I don't think this will kill it for ya. Just remember he's actually a lumbering idiot that can easily be out-maneuvered and there are multiple paths out of most areas and rooms on purpose. Also, I didn't wsste one bullet on him even on top of it

 

:shrug:

 

 

 

Thanks for the info. Downloading now!

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I've been more tactical about what to kill and what to simply maim and it's definitely the way to go. Two critical hit bullets lop off a leg which not only forces them to crawl but their reaction time is much slower for a grab while doing so. Also, I think damage is less if bitten in the leg.

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30 minutes ago, Bloodporne said:

I've been more tactical about what to kill and what to simply maim and it's definitely the way to go. Two critical hit bullets lop off a leg which not only forces them to crawl but their reaction time is much slower for a grab while doing so. Also, I think damage is less if bitten in the leg.

What counts as a critical hit?  Just when the reticle closes in?  I feel like I've gotten more than two of those into a leg and not had it come off, but maybe I'm not hitting a weak spot (knee?).

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Just now, ShreddieMercuryRising said:

What counts as a critical hit?  Just when the reticle closes in?  I feel like I've gotten more than two of those into a leg and not had it come off, but maybe I'm not hitting a weak spot (knee?).

The zoomed in reticle, yes. You have to hit the lower leg specifically, the thigh or even slightly above the knee doesn't work. I hit the shin. Two to three tops each time so far.

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49 minutes ago, Bloodporne said:

I've been more tactical about what to kill and what to simply maim and it's definitely the way to go. Two critical hit bullets lop off a leg which not only forces them to crawl but their reaction time is much slower for a grab while doing so. Also, I think damage is less if bitten in the leg.

A word of warning: Even lopping off both arms and both legs where they're just kinda wiggling around on the ground can still get you bit if you put your leg in their mouth lol

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