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Shan

Member
Oct 27, 2017
7,967
Ok.... why there are no music in the background?

Did they decide there will be no background music in the remake :/

What happened to these:




They play the biggest part of creating RE2 atmosphere.... would be beyond disappointed if they weren't in the game because there is no reason to take out such iconic soundtracks :/

Getting the deluxe edition of the game lets you swap the game soundtrack with the old one so it will most likely be there when its release.
 

Dreamboum

Member
Oct 28, 2017
22,871
The radio is playing out here and it is hinting at the helicopter rescue arriving on the RPD roof. Also his hand reload animation can be seen going over the flashlight, very nice touch.

residentevil2remakegai0kkp.png


The four suits doors are still there, the club key is required for this door, as the club symbol can be seen. I think Martin is in this poster. The man is probably a hint of the dead body with the licker scene, though with no licker this time.

residentevil2remakega5sx5a.png


Keen-eyed people might remember that a decapitated head is hanging off the ceiling in RE2. It only appears after the licker scene and disappears afterwards. It's a relic of a scrapped scene where the head was supposed to fall off with the licker being introduced, but they replaced it with a FMV and kept it as an easter egg. Maybe there will be something similar in your second visit of this area when you get the club key ?

Image2.jpg
 

RedSwirl

Member
Oct 25, 2017
10,066
The gated transitions are loading screens.

What's funny is, part of me misses gated transitions. I understand they're the result of the technology of the time and have gameplay implications, but they also helped create suspense and eventually felt sort of like a marker of the art form or something. Even Resident Evil 4 and 5 maintained them a bit, simply with larger areas between them.
 

Deleted member 2618

User requested account closure
Banned
Oct 25, 2017
2,176
I never played RE2 and was never super wild on Resident Evil in general but this looks super good. I'm getting this. Should probably play the original first.
 

Dreamboum

Member
Oct 28, 2017
22,871
again, I'd love to see a quote from a resident evil developer confirming that tank controls are intentionally designed to add tension and scares to the game.

I also don't think you know what a fallacy is.....

Ok, let me put it simply: lighting does not replace tank controls. X being good for one thing doesn't mean it replaces Y. I don't give a single care about what developer thinks, full 3D controls were already available for years when games like Code Veronica were released and they still haven't done it, so I can put two and two and realize that tank controls are part of the level design of those games and there is a reason many fans considers that modern controls in REmake trivializes its design and makes the game considerably easier.

In any case, I am not advocating for tank controls in RE2R, I just think that your attitude is frankly weird considering you haven't even finished Resident Evil 2. I played the whole series in 2015 and had a blast, so tank controls were good then and still good now. And even if they weren't I can accept that tank controls were a huge part of the design of classic REs as well as RE4 and 5 and can't be easily replaced with modern controls.
 

Dreamboum

Member
Oct 28, 2017
22,871
From the local zoo? Why only apes then

The lore according to the RE wiki

The story behind it, as suggested in the Archives, was that a number of local animals (including horses and zoo animals) were infected, with apes being such victims. However, they were scripted to make their first appearance in the game by bursting out of an Umbrella truck in the RPD's parking lot, suggesting that they were instead bio-weapons undergoing transportation. More apes were to appear in the laboratory, dropping through ceiling panels from the ventilation ducts.
 

Loganclaws

Banned
Nov 14, 2017
384
What's funny is, part of me misses gated transitions. I understand they're the result of the technology of the time and have gameplay implications, but they also helped create suspense and eventually felt sort of like a marker of the art form or something. Even Resident Evil 4 and 5 maintained them a bit, simply with larger areas between them.
It also weirdly enough adds pacing and makes the game feel bigger and longer to me...
 

DarkSora

▲ Legend ▲
Member
Oct 28, 2017
6,186
spot_g8-residentevil2-2.jpg

we need the blue, and the blips and bloops

And idk if it's just for demo purposed but the inventory menu actually pauses the game??
This guy gets it. I'm all for revamping the graphics and engine and gameplay style but they could at least bring back the awesome menu and "blips and bloops".
 

DanteMenethil

Member
Oct 25, 2017
8,062
I'm a bit wary about the controls (not being tank controls like 4, you can strafe and walk backwards like 6). I like restrictive controls in a game with slow zombos otherwise it's too easy to dance around them. We'll see though, everything else looks excellent and I can't wait to try it.
 
Oct 27, 2017
1,099
RE2 is my favourite RE game followed by 4 and then REmake but I have to say Remake 2 has left a very sour taste in my mouth despite some interesting concepts such as the defensive items, limited items, bordering windows and the classic map system. Yes, this is mainly because the game doesn't use fixed cameras (as was said many times it would), tank controls (another essential ingredient) and the bastardisation of the typical modern shooter. This is another dudebro shooting RE game where the core aspect of the combat is getting thrills shooting zombies seeing all the gore with an OTS perspective, whilst the feeling of claustrophobia is encompassed by the darkness and tight FOV. This, TO ME, enhances the action and power fantasy feeling of getting the satisfaction of successfully shooting to killing zombies. What would have been better was using fixed cameras intelligently to inherently create feelings of nausea, claustrophobia and the psychological play of anticipation of the player's expectations. For example, the camera suddenly changes so that it's outside the building facing inwards toward Leon, despite nothing actually changing within the game itself. Things like this are essential in a classic RE game.

A disgrace to Capcom for not knowing what the fuck a remake of a classic game is suppose to do; both a nostalgia trip and a warm welcome to newbies looking for a "better" version of the original. There is literally no excuse why they can't do fixed cameras and tank controls in 2018 with all these game engines to pick from.

I will ever play or buy this game and that's a damn shame because I love RE2.

Yes you will.
 
Oct 26, 2017
6,261
Looks incredible. I'm so happy with it being different after hoping for a REmake style makeover - I'm thinking this will be better. The zombies look genuinely harrowing.
 

Dreamboum

Member
Oct 28, 2017
22,871
I don't think the person playing did it with headphones. This part made me TENSE.

The person also made a cut during this moment and there was blood around Leon's neck, apparently he was bitten many times by that surprise zombie



I think my favourite addition is the possibility of boarding windows
 

Deleted member 1162

User requested account closure
Banned
Oct 25, 2017
3,680
please please please! Remake have the upgrade shotgun parts that blows your stereo speakers out and kick back so hard =)
 

Crossing Eden

Member
Oct 26, 2017
53,406

RedSwirl

Member
Oct 25, 2017
10,066
It also weirdly enough adds pacing and makes the game feel bigger and longer to me...

Yeah, the fixed camera angles and room transitions had a major effect on your perception of the size of the environments in classic RE games. What really reveals this is the extra prequel chapter of RE5 where you revisit basically the same map as RE1 but in OTS with no door transitions. It's the same size but feels way smaller.
 

We_care_a_lot

Banned
Oct 27, 2017
3,157
Summerside PEI
Ok, let me put it simply: lighting does not replace tank controls. X being good for one thing doesn't mean it replaces Y. I don't give a single care about what developer thinks, full 3D controls were already available for years when games like Code Veronica were released and they still haven't done it, so I can put two and two and realize that tank controls are part of the level design of those games and there is a reason many fans considers that modern controls in REmake trivializes its design and makes the game considerably easier.

In any case, I am not advocating for tank controls in RE2R, I just think that your attitude is frankly weird considering you haven't even finished Resident Evil 2. I played the whole series in 2015 and had a blast, so tank controls were good then and still good now. And even if they weren't I can accept that tank controls were a huge part of the design of classic REs as well as RE4 and 5 and can't be easily replaced with modern controls.
I never said lighting replaces tank controls.

And my attitude is based on the gameplay demo I just watched, which uses an over the shoulder view and is still just tense and frightening as the original games.

Also you're critiquing me for my assement of a game I haven't played....while making blanket stamenents about a game you haven't played.

Lol