Resident Evil 2 Remake was good. Just beat Leon's campaign.

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hanselthecaretaker:

B-Cell:

Johnny Novgorod:

How did you like playing as Claire?

havenot played as claire yet. leon is so damn boring so far.

Is there any game that you enjoyed playing as a female protagonist?

Portal and thats it.

B-Cell:

hanselthecaretaker:

B-Cell:

havenot played as claire yet. leon is so damn boring so far.

Is there any game that you enjoyed playing as a female protagonist?

Portal and thats it.

Claire gets a MAC-10 Submachine Gun and a M79 Grenade Launcher

For people who've played it, have you found any of these Easter Eggs?

Spoiler warning of course if you're into that.

I have to disagree with B-Cell. Just because something else is an FPS does not make it superior to everything else. RE7 is a good game, but it's simplistic FPS that had its extra content held back and then rereleased in the Fold Edition. Though if I remember correctly, the all of the DLC became free if you bought and installed the base game. RE2RMK has more content going for it from the start, with free DLC on the way with Ghost Survivors. RE2 is getting the proper recognition it deserves and is not "overrated". I know you're not going to agree with me on this B-Cell, but I had to throw that out there.

Casual Shinji:

votemarvel:
I'm enjoying the game as well, about halfway through scenario A as Claire, but the game while having many improvements over the original has also brought across the thing I disliked the most.

Go to one side of the map to get a key, to go to the opposite side to get a crest, to go back to the other side to use it to open a door.

I remember how annoying I found this in the original and I kind of hoped we could have had some actual puzzles this time around rather than a continual tedious back and forth across the map in the remake.

The back and forth was a good way to extend the game's length back then, I would have liked to have seen something different this time around.

Taking that out would've gotten rid of most of the tension in this game. It's not so much about padding the game's length, but forcing you across monster-infested hallways because you either forgot a key or overlooked an unopened door. It also makes repeat playthroughs that much more enticing, because you know where to go, what to get, and when to get it. Along with the enemy placements it encourages a sense of a strategy that the game is designed around.

The thing is for me it has the complete opposite effect, if I know where everything is then what reason do I have to go back, especially since RE2R tells me when I've completely cleared a room. If I know where everything is and a near ideal route to go and get it, then all is left for me is the occasional jump scare.

votemarvel:
The thing is for me it has the complete opposite effect, if I know where everything is then what reason do I have to go back, especially since RE2R tells me when I've completely cleared a room. If I know where everything is and a near ideal route to go and get it, then all is left for me is the occasional jump scare.

Yeah, but you don't know where everything is. Not on your first playthrough. You only have limited inventory, you don't know what items to use where, and you don't know what or how many monsters you'll find on your way. You might've stored away the bolt cutters to make room in your inventory and then come across a chained door, or know you need to use the valve lying in the office but not be able to pick it up because you decided to hold onto the ruby instead of storing it. Juggling all of this is the puzzle element. Once you've played through the game this won't be much of an issue anymore, but if RE2 remake had "actual" puzzles they wouldn't be much a challenge either once you figured out the answer. Subsequent playthroughs become more about efficiency and speedrunning.

To sum up, I like the game. But I do not love it any more. It ticks off just enough 'Cheap' Boxes in design that prevents me from having that level of fondness still.

ObsidianJones:
But that brings up another issue. RNG. Now, I'm a severely unlucky person, but I do like some RNG in my games. But not like Resident Evil does it. The RNG likes you to have maybe two bullets per pick up. And that in itself wouldn't be that bad... if shot placement mattered. With RNG, it really does not. I've emptied non-upgraded Matilda magazines in legs and heads alike with not even a stumble. Health RNG makes getting 3-5 bullets per pick up kind of pointless.

Seeing as the Matilda has a standard clip of 12 rounds that would have to make you really unlucky. Zombies can take a lot of shots to go down, but 12 shots to the head or leg without a stumble.. Can't say I've ever had that happen to me on Hardcore.

But the damage to you is only variable one way. From 'Fine', you're either going to get 'Caution' or you're going to get 'Danger'. I've never had a grab that I could walk away from without any damage. That used to happen every once and again in the original. Not enough that you'll consider soaking grabs, but enough that you'd see it at least a few times per playthrough.

On Standard I've had grabs not deal any damage. But even on Hardcore no attack will kill you unless you're in 'danger', except for one particular Boss attack. I haven't tested it extensively, but I never got killed by anything while I was in 'caution', just knocked into 'danger'. It is uneven since the same attack that would send you to 'danger' from 'caution' will equally send you into that state from 'fine'. But this does mean the game will nearly always give you one last chance to either get out of harms way or heal, even if you are in 'caution'.

image

beat it. the game is short. damn short. theres only 2 locations and thats it..

its fairly decent game but chore to play too. althought its best third person RE game but thats not saying much. its just better version of 4, 5 and 6 in the end.

Pros

It looks nice
It control nice unlike other third person RE games
Limited ammo
some good puzzles

Cons

Terrible combat once again like its a norm in RE game
Zombies are bullet sponges and takes multiple headshots
Bad boss fights
Cant break a light
Little to no variety

so all in all i rate it 6.5/10.

B-Cell:
image

beat it. the game is short. damn short. theres only 2 locations and thats it..

its fairly decent game but chore to play too. althought its best third person RE game but thats not saying much. its just better version of 4, 5 and 6 in the end.

Pros

It looks nice
It control nice unlike other third person RE games
Limited ammo
some good puzzles

Cons

Terrible combat once again like its a norm in RE game
Zombies are bullet sponges and takes multiple headshots
Bad boss fights
Cant break a light
Little to no variety

so all in all i rate it 6.5/10.

What do you mean by can't break a light?

Samtemdo8:

B-Cell:
image

beat it. the game is short. damn short. theres only 2 locations and thats it..

its fairly decent game but chore to play too. althought its best third person RE game but thats not saying much. its just better version of 4, 5 and 6 in the end.

Pros

It looks nice
It control nice unlike other third person RE games
Limited ammo
some good puzzles

Cons

Terrible combat once again like its a norm in RE game
Zombies are bullet sponges and takes multiple headshots
Bad boss fights
Cant break a light
Little to no variety

so all in all i rate it 6.5/10.

What do you mean by can't break a light?

you shoot light and nothing happen. thats lazy design as game is set in corridors and rooms and you cannot shot them.

Samtemdo8:
What do you mean by can't break a light?

Haven't played the game, but I know you can't shoot zombies through windows. Maybe you can't shoot out lights either?

Not really sure why you'd want that in a Resi Evil game tho.

B-Cell:
image

beat it. the game is short. damn short.

It's longer if you play as the lady as well.

Johnny Novgorod:

B-Cell:
image

beat it. the game is short. damn short.

It's longer if you play as the lady as well.

Lay-dee?

Just beat Claire A Leon B on Hardcore (not tried standard yet). Awesome game in terms of survival horror and gameplay. I missed this style of RE so much where you just to have run and conserve ammo. RE7 did it well but I think this Remake did it better. It's a massive thumbs up from me. Resident Evil is back.

My only negative is I wish the A and B scenarios were more different like in the originals, with slightly different bosses and having each story a bit more connected. But you can't have everything. All in all - an outstanding return to form. I think Capcom has managed to appeal to many old and new fans with this, which I never thought possible tbh. Great job.

Really not sure why i'm responding but...

B-Cell:

Terrible combat once again like its a norm in RE game

You are supposed to avoid encounters if you can and only shoot when you need to. They are trying to make it hard for you.

Zombies are bullet sponges and takes multiple headshots

That's the point. You aren't meant to kill them if possible - and if you can't get around them, cripple them instead and then run around them.

Bad boss fights

Subjective - it's a remake so I imagine they didn't want to stray too far from the originals. This game is not really about the boss fights anyway.

Cant break a light

Sorry?

Little to no variety

Variety in terms of what?

I'd say overall, stop playing survival horror games and stick to normal shooters if they aren't your thing rather than criticising a genre you clearly don't like. Or try it on hardcore and see how it's meant to be played.

B-Cell:
snip

It's not short. You've played less than 25% of the game in 6.5 hours. You have to play through as Claire, and both character's have a 2nd game mode that changes everything about the game including the story. Plus there is a Hunk and Tofu playthrough.

Based on everything you've said, you clearly were trying to play the game like an action shooter (because you seem to only have one mind-set when it comes to gaming) and that defeats the entire purpose of this game. If you treat it like an action game, you are simply wasting your time and ammo.

Yet again you criticize a game without knowing anything about what you are doing.

CritialGaming:

B-Cell:
snip

It's not short. You've played less than 25% of the game in 6.5 hours. You have to play through as Claire, and both character's have a 2nd game mode that changes everything about the game including the story. Plus there is a Hunk and Tofu playthrough.

Based on everything you've said, you clearly were trying to play the game like an action shooter (because you seem to only have one mind-set when it comes to gaming) and that defeats the entire purpose of this game. If you treat it like an action game, you are simply wasting your time and ammo.

Yet again you criticize a game without knowing anything about what you are doing.

Eh, I wouldn't say the B-run changes everything, I'm actually kinda disappointed how little is changed and their individual stories still doesn't make sense. For an example, when I'm playing as Leon B, how did Claire get to the underground without solving the statue puzzle?

And the Hunk game mode takes ~10 minutes to complete, unless you're a speedrunner I don't think you want to complete it more than once.

BabyfartsMcgeezaks:
Eh, I wouldn't say the B-run changes everything, I'm actually kinda disappointed how little is changed and their individual stories still doesn't make sense. For an example, when I'm playing as Leon B, how did Claire get to the underground without solving the statue puzzle?

The way you are supposed to look at it is like an interweaving web. Because they originally had limitations on content so they needed each scenario to have puzzles in them. Which meant they had to reuse the puzzles. So the way they want you to look at things is (if i remember correctly) the B scenario is the true order of events, so everything you do in the B scenario is what's cannon. So you have to picture the two playthroughs interweaving in such a way that whomever is doing the "B side" is the person actually solving the puzzles and clearing the way forward. While the A scenario person is trying to follow and pick up the pieces.

But as far as the scenario itself, it changes most things. Item placements, enemies, adds story elements. I mean it is the same areas but it's like a remix of those areas, because of original limitations.

It's funny how backtracking these days in game design is considered lazy, but old games like the first two Resident Evils made the backtracking make sense. Sometimes you can just be locked in a crazy mansion and be fine with trying to remember where everything is. RE 2 is the first game I've played in a long time in which I memorized the map, and find myself able to know exactly where to go for certain things. That exploration element that has you remembering "Okay I got this key so I can go back to that door on the east side 2nd floor and finally unlock that door which should have a puzzle piece I need to go back to the basement and solve that puzzle." and on and on.

CritialGaming:

The way you are supposed to look at it is like an interweaving web. Because they originally had limitations on content so they needed each scenario to have puzzles in them. Which meant they had to reuse the puzzles. So the way they want you to look at things is (if i remember correctly) the B scenario is the true order of events, so everything you do in the B scenario is what's cannon. So you have to picture the two playthroughs interweaving in such a way that whomever is doing the "B side" is the person actually solving the puzzles and clearing the way forward. While the A scenario person is trying to follow and pick up the pieces.

But as far as the scenario itself, it changes most things. Item placements, enemies, adds story elements. I mean it is the same areas but it's like a remix of those areas, because of original limitations.

It's funny how backtracking these days in game design is considered lazy, but old games like the first two Resident Evils made the backtracking make sense. Sometimes you can just be locked in a crazy mansion and be fine with trying to remember where everything is. RE 2 is the first game I've played in a long time in which I memorized the map, and find myself able to know exactly where to go for certain things. That exploration element that has you remembering "Okay I got this key so I can go back to that door on the east side 2nd floor and finally unlock that door which should have a puzzle piece I need to go back to the basement and solve that puzzle." and on and on.

As much as I loved the game, I have a similar problem with the A and B scenarios. OK, it was remixed (I knew they'd do at least that much), and I like that, but it was very different in the originals - it was loads better the way they did it originally with different bosses and how what you did in scenario A affected some elements in B to tie in better. You could also see completely different cutscenes in all 4 scenarios in the originals - that's not the case here. For sure multiple playthroughs would have been fresher if there have been more of a differentiation.

I think it would have been better if they kept it like that - although maybe some modern gamers would have been confused. not sure. I still absolutely love the game, don't get me wrong. It's a minor problem I have with it.

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