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Resident Evil 2 Remake

Valestein

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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here Strap Yourselves In
Just cleared Claire A on HC. I could've done it with one less save but forgot about the typewriter located after going down the clearance 4 elevator in NEST. I will start Leon B on HC soon.

20190205061928-1.jpg


I would say the only thing truly challenging (and irritating) are the Birkin 2-4 boss fights.
 

Wunderbar

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Joined
Nov 15, 2015
Messages
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Just cleared Claire A on HC. I could've done it with one less save but forgot about the typewriter located after going down the clearance 4 elevator in NEST.

20190205061928-1.jpg


Will start Leon B on HC soon.
Leon B is probably the hardest scenario in the game.
 

Kitchen Utensil

Guest
Just cleared Claire A on HC. I could've done it with one less save but forgot about the typewriter located after going down the clearance 4 elevator in NEST.

20190205061928-1.jpg


Will start Leon B on HC soon.
Leon B is probably the hardest scenario in the game.

Yeah, Leon B hardcore was hard.
Have you played Claire B yet? Is it easier?

Also nice time for a first run, Seboist.

Just finished my second Claire A hardcore run with an S, and I don't think I'll be going for S+. I think I'll do Leon A, Claire B hardcore next, then do some SMG runs, spend some time with hunk and then wait for the DLC.
It's the best OTS RE game by far. Unfortunate that they've cut so many corners, because it could've been so much more. Every area feels just slightly underdeveloped, missing like one or two sections, a puzzle or two and a couple of files. All 4 scenarios are way too similar and the Sherry/Ada sections are also lacklustre.
 

Deleted member 7219

Guest
Just cleared Claire A on HC. I could've done it with one less save but forgot about the typewriter located after going down the clearance 4 elevator in NEST. I will start Leon B on HC soon.

20190205061928-1.jpg


I would say the only thing truly challenging (and irritating) are the Birkin 2-4 boss fights.

Sup bro. What are your system specs?
 

Ventidius

Arbiter
Joined
Jul 8, 2017
Messages
552
Just finished the game with both Leon and Claire on Hardcore. Here are some thoughts on it.

What I liked:

- Non-linear level design is back. The thing I feared the most about the remake was that Capcom had completely lost the ability to design interesting levels with detailed exploration involving key items, shortcuts, save stations, backtracking, multiple routes, etc. However, they absolutely have delivered on this. The police station has, of course, been modified, but overall retains the degree of complexity and elegance of the original's design. It also feels more “Mansion-like” this time around, not necessarily a bad thing. The station remains the centerpiece of the campaign, but the both the Sewers and the Lab seem to have been deepened a bit and feel like an improvement over the originals. Also, the Lab looks great aesthetically, and genuinely Umbrella-like.

- Resource management is back. Overall, the game's resource management is satisfactorily tight, I rarely felt like I was swimming in ammo like I did in a few of the classic games. Knife degradation also helps with this. However, I did have plenty of gunpowder that I had saved up for the final fights, it turns out I did need it, but mostly for high-grade ammo. However, I did end up with a lot of normal gunpowder both times, and the game showers you with handgun bullets in the end, so maybe I shouldn't have knifed so many zombies...

- It is an old-school RE game design-wise. The game is unique in the series in that it combines for the first time the design school of the classic games and the modern shooter controls and mechanics of the post-4 games. Mind you, there was a half-hearted attempt at this with the Revelations games, but it was mostly surface-level. Resident Evil 4, too, still retained some of the nuance of classic RE level design, but is ultimately a more linear game than not only the old ones, but this remake as well. Mind you RE4 was a great game on its own right, but it was different kind of game, this on the other hand, is classic RE through and through, just with updated mechanics, effectively the game many of us had been expecting since around 2005.

The way this game got it right while Revelations failed was that, by actually using the template of 2, its developers implicitly understood that the the two elements that made RE were not survival and horror, but rather survival (resource management) and level design. Meanwhile, the Revelations games and 7 were more concerned with imitating generic modern horror games with shitty stealth mechanics than actually crafting detailed, non-linear levels and tightly balancing the resource management. RE was never Silent Hill or Clock Tower, so the fan battlecry of “bring back survival horror” actually sent a mixed message to Capcom. Of course, it would have helped if Capcom had copied Silent Hill 2 instead of The Last of Us, but at the end of the day Resident Evil should be neither, it should be Resident Evil.

-The game on Hardcore is harder than RE2 without feeling cheap or unbalanced. It is definitely at the high-end of difficulty both for RE games and modern action games.

- Enemy variety could have been better, instead of adding new enemy types like REmake did, they missed some that were in the original. However, I did very much like how they implemented the enemy types they did, each of them feels like they have their own nuance and mechanics that require different approaches to them, both tactically and strategically.

I especially liked the newfound emphasis on using stealth for lickers, the only lickers I ever killed in the whole game were the two blocking the way to the Signal Modulator in the lab. Sneaking past the fuckers a few times while X was hot on my trail was also tense and fun. The G and Ivy enemies also feel more mechanically nuanced. Even the zombies are much more interesting adversaries now that the new combat system really brings out their nuance: knowing when to destroy their legs or go for their head, knowing when to use the knife, things like keeping a degraded knife equipped for counters and equipping a new one for the actual hacking, knifing them and watching their reaction (or lack thereof) to know they are really dead, knowing when to just use a flashbang and run, or heck even when to just let them bite you and run, waiting still for the reticle to focus to get more crits, etc. There are just so many tactical options that you have now to consider for what is the most basic-bitch enemy in the game, and the resource management on hardcore really feels like the game expects you to use at least a few of these options strategically instead of spamming bullets, or even going knife-only for that matter.

Overall, it seems fair to me that they sacrificed quantity (and not even that much, let's face it, most of the enemies in both games were zombies) for quality, and mechanically deepened the enemy pool instead of expanding it.

- Combat system is clearly better than that of the older games.

- Bosses are overall good.

- Controls and moment-to-moment gameplay are smoother than in the old games, and even most of the new ones.

- Game looks gorgeous for the most part, Claire non-withstanding.

- Ada is hot. She is the #1 Resiwaifu again. However, REmake 3 is probably coming, giving Jill a chance to reclaim the top spot once again.

What I am ambivalent about:

- Couple of gimmicky bosses, e.g. Phase 2 Birkin and the croc. I don't know what is it about giant animal fights in RE that so often ends in gimmicks (e.g. Neptune). Mind you, I am glad to see the croc at all, and judging by how he was implemented it feels that they weren't even planning to get him in, so, can't complain too much.

- Mr. X. Don't know how I feel about them going Alien: Isolation with him. On the one hand, it is a great idea on paper, and it feels like this is how it should have been (and what they were going for) in the original: an unstoppable Terminator-style pursuer hunting you dynamically throughout the station, ready to throw a wrench in your exploration and potentially getting you into all sorts of embarrassing situations while a couple of lickers or zombies happen to be around. To a large extent, I think they succeed in making it feel like this. On the other hand, unless you are speedrunning, there are ways, especially once you know what your safe spaces are, of gaming him so that you can explore almost unencumbered. There are a couple of tricky scripted encounters, and there was this one situation in which he chased me trough a room with a licker that was one of the most tense in the game, but other than that, I managed to get things done without his interference more often than not.

Another problem with X is that since he is now invincible, he paradoxically seems less threatening, as once you know there is no point at all in fighting him (and he will drop no loot) and you start just running away from him, the tension borne out of the risk-reward element present in the original goes away. However, it should be noted that making him destructible would be very difficult to implement, because now you can lure him into an spacious battlefield in places like the roof near the helicopter crash and the station's main hall, where avoiding and damaging him is extremely easy. Mr. X fights work best in confined spaces. The scariest encounter I had with him was the final fight with Leon, and the elevator was cramped enough that it allowed his moveset to really shine and become a threat (oh man, that one-shot attack). Maybe his marauding version would be scarier if he just one-shotted you on contact.

Anyway, at the end of the day I don't think his implementation was a downgrade per se, just different and with some unfulfilled potential, and I hope they get some feedback and learn some lessons when Nemesis's time comes. At the end of the day I still shit my pants when I am in a delicate situation and I hear the fucker's footsteps across the walls, and the one time he Kool-Aid Man'd through a wall in this game was as memorable and unexpected as I hoped it would be.

- Game feels short. Again, REmake added new content. Then again, RE2 was always very different from RE1, and the latter put more emphasis on exploration, while the former was more geared towards speedrunning and tighter resource management, not to mention the shift towards greater scenario diversification which substituted content density with replayability. Still, even given that, I ended up wanting more, I guess I'll have to wait for REmake 3.

- They nerfed dogs. Or rather, the increased player mobility and space to maneuver made them less of a threat, and it's relatively simple to just run past them. Still, can't say I am too mad about it, always found the fuckers obnoxious. Then again, that was the point. Maybe a good idea to make them more dangerous would be having them get you on “Danger” with their jump attack.

What I didn't like:

- Feels like they cut out some lore and story elements. I am not a storyfag by any means, but I am a longtime Resi fan, and in all honesty this annoys me a bit, especially since REmake did such a great job of incorporating 1's events into the greater universe of the franchise while adding all sorts of bits of lore that were interesting in their own right.

- The fuck did they do to Claire?

- The soundtrack ranges from worse than the original to non-existent. To add insult to injury you have to pay for DLC to get the classic soundtrack unless you pre-ordered. Well, at least G's third form still gets a remix of that badass theme we all know and love, but the original is still better.

- Inventory interface looks bland.

- The Ada and Sherry sections were not very good, but it was nice to play as them at least, I suppose.

Overall, this is the best RE game that has been released in a very long time. Since 4, to be exact. There is still some room for improvement, to be sure, but in the areas that matter, they nailed it. If they keep this up and work on the rough edges we are looking at a full return to form for the franchise.
 
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Adon

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Joined
May 8, 2015
Messages
667
My issue with Mr. X isn't inherently that there is no risk/reward system for him; Nemesis was always superior when it came to this. No, ultimately, my issue is that he's around too much on top of everything else.

I'm just now going through Claire B, and I felt very disappointed that he shows up in both scenarios. Ignoring how similar progression is in both scenarios (it feels like for Claire B they just decided to gut out a chunk of Leon A while adding the orphanage to make up for it, at least so far where I'm at) one the things that made the A and B scenarios feel different in OG RE2 was the fact that Mr. X only showed up on one of the two campaigns. However, in that game, Mr. X was just more of a pesky annoyance that was easy to avoid. In REmake 2, he's a legitimately terrifying and dangerous enemy, but when you have an unstoppable enemy around for too long that basically teleports -- guess what? He becomes an annoyance that overstayed his welcome. I was pleasantly surprised that he gets killed by Birkin in Claire B so at least I know I don't have to worry about him now.

Nemesis works amazingly because despite being able to chase you through different areas, he's not always around like the alien in Alien: Isolation. Yeah, I'm sure technology limitations had something to do with it, but it worked to the game's advantage.
 

Viata

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Nov 11, 2014
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If Nemesis is always around in REmake 3(aka to act like Mr. X from REmake 2), players are going to be killed every fucking time. You are not going to be able to run from him and after you got no bullets anymore, you are dead. If you are not killed by his rocket launcher, that is.
 

Swigen

Arbiter
Joined
Dec 15, 2018
Messages
1,014
Nemesis is always gonna be around in REmake 3 and they’re definitely gonna make it super vague as to what you’re supposed to do to avoid the insta-death screen when he catches you.

Also EVERY boss fight is gonna be a different take on the “crane battle”. Sometimes you’ll have to lure the Nemesis under an air conditioner dangling outside a window, other times you’ll have to run out into traffic and pray every car misses you and two hit him.

Also every time you die the “You Died” screen will say something really cute like, “try not to get hit by the car” and ask if you’d like to play with assisted aim from now on.
 

Momock

Augur
Joined
Sep 26, 2014
Messages
666
Also EVERY boss fight is gonna be a different take on the “crane battle”. Sometimes you’ll have to lure the Nemesis under an air conditioner dangling outside a window, other times you’ll have to run out into traffic and pray every car misses you and two hit him.
Hmmm... sometimes in RE3 the game pauses to ask you how you want to deal with the nemesis and Jill uses something in the environement, dunring a cutscene, to beat him if you choose the right option. They could make this gameplay instead, it will certainly be more interesting.
 
Joined
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Do you honestly think that people would even know that there was a special choice? I mean choices in the cafe bit was either "run into the basement" or "hide in the kitchen", the latter was more like hide in the seating booths and jill throws a oil lamp to blow some shit up.
 

Valestein

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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here Strap Yourselves In
Yeah, Leon B hardcore was hard.
Have you played Claire B yet? Is it easier?

Also nice time for a first run, Seboist.

Just finished my second Claire A hardcore run with an S, and I don't think I'll be going for S+. I think I'll do Leon A, Claire B hardcore next, then do some SMG runs, spend some time with hunk and then wait for the DLC.
It's the best OTS RE game by far. Unfortunate that they've cut so many corners, because it could've been so much more. Every area feels just slightly underdeveloped, missing like one or two sections, a puzzle or two and a couple of files. All 4 scenarios are way too similar and the Sherry/Ada sections are also lacklustre.

It's actually my third run, I've beaten Leon A and Claire B on normal previously, so i basically knew what to do with regards to items and puzzles. Speaking of Claire B, the start of it was more challenging than Leon A, but after you get the M79 and Mac-11 it becomes no different than Claire A. Hardcore is made slightly easier if you have the samurai edge and the infinite knife (from destroying all the mr raccoons).

Sup bro. What are your system specs?

Intel I5-4690K
Geforce GTX 1070
16GB Ram
 

Ventidius

Arbiter
Joined
Jul 8, 2017
Messages
552
My issue with Mr. X isn't inherently that there is no risk/reward system for him; Nemesis was always superior when it came to this. No, ultimately, my issue is that he's around too much on top of everything else.

Well, that was not my experience at all. For the most part I was able to shake him off by taking him for a spin over at the library or going through the East side of the building and going up or down the fire escape. In my experience, he leaves well alone after you have put a few doors/rooms/corridors between you and him. Getting rid of him is not that much of an annoyance unless you are doing a speedrun. There is then also the fact that he just sods off once you go into one of the "safe spaces", of which BTW there are a lot of. OTOH, there's the S.TA.R.S. office, the Clock Tower, the room with the licker coming out through the glass, plus pretty much every save room. There was only one time he seems to have stuck around, and I think that was because he was trying to get out through a barred door and just stood in front of it instead of heading for the other one (this happened in the area outside the Clock Tower), but I think that is a bug, or simply AI derp.

Talking about AI, his AI is derpy indeed and easy to game. In the library for example, I found out that when I went up the ladder and ran towards the stairs, the guy would follow my trail up the ladder instead of taking a straight line towards the end of the stairs. He would only take the 'smart' approach if I was way down the stairs and pretty much on his face. It is odd that his AI is so goofy, given that most enemies have solid AI. Phase 1 Birkin, in particular, surprised me by consistently trying to 'ambush' me by appearing on the opposite side of a piece of cover instead of just blindly following me. I guess the fact that X's behavior is 'emergent' probably makes it harder for the devs to get his AI to perform as well as in the more scripted boss fights. In any case, his AI might require some patching, but as of now, it is quite exploitable.

Furthermore, if you have your routes well-planned out, have escape plans, and you know the station's layout (which you should by the time X starts pursuing), it is not that hard to prevent him from catching you with your pants down, and the only situations where you are really in danger are licker areas, and at least two of those have a safe room nearby (the S.T.A.R.S. office in the case of one, and the photo room in that of the other). I only really had three "Oh shit!" moments with him, and two of those were scripted (when you grab the Mechanic Jack Handle and getting out of the prison area), and thus cannot really be blamed on his systemic behavior, which is what is being discussed here.

Overall, I think to the extent that he disrupts the player's leisurely exploration he is working as intended and, in my view, well-designed. He introduces an element of unpredictability to your campaign that prevents you from letting your guard down, even on replays and when you know the layout of everything by memory, thus enhancing replayability. I think the unpredictability is good because it amps the tension in the game. This is necessary more than ever because they really have toned down the scripted jump scares and ambushes that the franchise used to rely so heavily upon, up to and including 6. Mind you, I think this is a good thing, I was never a fan of them, and actually I think QTEs were the natural development of that kind of mindset. But without them it has to be admitted that things can feel too predictable and safe, so it's a good thing that X is now around to supply that element, but in a more systems-based and logical way. Still not perfectly logical, mind, I haven't quite figured out what's up with his teleport patterns, and I do wish Capcom did a better job of communicating his mechanics. Nevertheless, it still beats scripted "Gotcha!" moments.

I'm just now going through Claire B, and I felt very disappointed that he shows up in both scenarios.

It doesn't help the scenarios differentiate, that's for sure, but I think it was for the best overall. When you get back to the station from the parking lot, the place is pretty much empty, at least if you were thorough in cleaning it up the first time around. There are no respawns, or OTOH even new spawns in most areas . I think there is a new licker in the western corridor, and maybe some more zombies too if you didn't board up certain windows, but that's pretty much it. Of course, you get access to new areas with fresh zombies, but overall I feel that X is kind of essential for keeping the challenge up during that section (especially since a few of the new zombies can be killed before activating X). Also, there is no lore reason why X shouldn't pursue Claire too, especially in Claire A. After all, the T-00 has orders to eliminate all witnesses/survivors, not just Leon, plus recovering a G sample which, if anything, makes it more likely that it would bump heads with Claire and Sherry than Leon.

As for Nemesis, I have no idea of how they plan to implement him, sounds way more challenging to pull off than Mr. X. As has been mentioned, Nemesis is not just a brick approaching you in slow motion in order to punch you. Dude's hardcore and packs stuff like a gatling gun and a rocket launcher in some sections, not to mention those tentacles of his. The mechanic of the dynamic pursuer works well in Alien: Isolation because it is a very different kind of game to RE, it is a stealth/horror hybrid, where combat, level design, and resource management all took a back seat to, and supported, the stealth-horror gameplay. You were never meant to fight the Alien, you had to sneak past it and, at best, you were expected to repel it with a flamethrower on occasion.

With Nemesis, you have an enemy that is arguably more versatile than not only Mr. X, but even the Alien (ranged attacks), and you would be stuck trying to balance him in a campaign where the player cannot use stealth to avoid him. Seems impossible on paper, tbh, unless of course, they make some of the Nemesis sections stealth-based. They actually did this in - of all places - Resident Evil 6, where there is a section in which you have to sneak past Ustanak (the Nemesis clone) inside a mine. This is hilarious because RE6 was a game in which your chars are OP anyway and there is no real reason to make that section stealthy instead of a full-blown boss fight, except perhaps variety. Anyways, the section itself was lame and gimmicky, but perhaps they could make things more interesting for Nemesis.

That said, I am not a big fan of introducing stealth elements into RE; I liked how it was done with the lickers (especially since it did not involve any popamole 'crouching mode' stealth) since it fits their lore, sets them apart, is well-integrated with the overall systems and level/encounter design, and does not make them feel less threatening at all. If anything they now feel more foreboding due to them now being an ever-present menace rather than a mere 'resource tax'. However, making Nemesis sections stealthy would cheapen him somewhat IMO and also make him feel more generic. Not to mention that this would defeat the point of making Nemesis more systemic, as the stealth sections would have per force to be scripted, unless they are planning to turn the entire game into an Alien: Isolation style stealth game built around Nemesis, which would be ridiculous. If they are going that route they might as well use the system from OG 3, which quite frankly seems like the easiest and best way to go, but I doubt they'd go for that.

There is also, of course, the possibility that they will simply nerf Nemesis and make him more like Mr. X. But that would frankly be quite lame.

- Inventory interface looks bland.
That is something I really hate in this game and in RE7. I wish they did the same thing as in REmake.

Pretty much, I wish games these days paid more attention to little details like that, they can add a lot of charm and character to a game as they pile up. This is an area in which both OG RE2 and REmake are definitely cut above the remake of 2.
 
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Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,577
Played Claire first scenario. It's good. I agree with everything that has been told so far.

I still prefer fixed camera of the original, or first person like RE7 (by the way, some modder agree).

Also, I think I am the only one, I liked the modern take to the background music more than the classic one. Mind me the classic music is better, more atmospheric, creepy and in general memorable. However the modern approach blends better in the game, is more dynamic, less repetitive. I also liked that the most part of the time there is no music at all. The moments of absolute lack of music are important too in a game: the music happens only when it matters, its not a filler. I think it is the best use of background music from the time of Half Life or Portal.
 

sullynathan

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Dec 22, 2015
Messages
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Not Europe
Played Claire first scenario. It's good. I agree with everything that has been told so far.

I still prefer fixed camera of the original, or first person like RE7 (by the way, some modder agree).

Also, I think I am the only one, I liked the modern take to the background music more than the classic one. Mind me the classic music is better, more atmospheric, creepy and in general memorable. However the modern approach blends better in the game, is more dynamic, less repetitive. I also liked that the most part of the time there is no music at all. The moments of absolute lack of music are important too in a game: the music happens only when it matters, its not a filler. I think it is the best use of background music from the time of Half Life or Portal.
weren't you one of the doubters?
 

Morgoth

Ph.D. in World Saving
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Clogging the Multiverse with a Crowbar
The game started to degrade a bit in quality towards the end. Especially the labs felt rushed. Also the Ada & Leon dialogs where so cheesy... Nonetheless, the police station and surroundings easily made up for this.

And now on to a RE3 Remake please!
 

Machocruz

Arcane
Joined
Jul 7, 2011
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Hyperborea
I think do Nemesis right, they have to rethink their entire design. The low environmental interactivity, corridor dominant design, and poor PC mobility won't work, and frankly are retrograde in light of games like Project Zomboid and Cataclsym DDA.
 

TheHeroOfTime

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Nov 3, 2014
Messages
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S-pain
https://pastebin.com/qpNDasmU

Here you have a document with information about the game's dynamic difficulty, weapon damage, enemies health and more. Here's some highlights (I realised about some of them after all my playthroughs):

- Having your reticle shrinked increases your damage and critical hits too.
- Shooting against the body (Torso) of a zombie with a pistol is more worth it than trying to shoot to the head and miss.
- Blowing a zombie's head works with a damage threshold. With pistol only critical hits can achieve that, its more useful to use the shotgun or the magnum if you want to blow a head regularly.
- Flame rounds don't only inflict damage per impact, they do with the flames too (Burning the enemies). That's why they can kill with one shot a Licker on the floor, but not one on the ceiling (Using acid rounds against them on ceilings and walls is better).
- Knifes are incredibly useful for causing damage, since they cause damage during every frame of their attack animation.
 
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