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Chamaeleonx

Banned
Oct 27, 2017
2,348
Honestly, RE2 generally gives you enough resources to face Mr. X down every time he attacks you. I don't think I've ever run from him.

Same goes for the Nemesis (on non-easy difficulty too!) except for the brutally hard option of actually fighting him at the gates of the RPD (which counts as the same 'encounter' as when you fight him inside the RPD so it's not really worth it whatsoever).
I meant this more in a way of that there aren't that many fixed "encounters" with these enemies but they can show up between story related encounters as well because they can persistently hunt you through the level. This could make resources more scarce in comparison to the old game.
For example, we already know the first Licker encounter is at a different place than old RE2. If he stays around, returns, flees and presistently lingers in the shadows to increase tension you will loose more ammo and stuff due to mistakes, etc. .
 

Ryan7556

Member
Oct 27, 2017
1,081
Ontario, Canada
After what happened with RE7, I'm really anticipating seeing Carcinogen speed run this game at Games Done Quick on the highest difficulty. If its approved, it's going to be legendary.
 

badcrumble

Member
Oct 25, 2017
3,734
I meant this more in a way of that there aren't that many fixed "encounters" with these enemies but they can show up between story related encounters as well because they can persistently hunt you through the level. This could make resources more scarce in comparison to the old game.
For example, we already know the first Licker encounter is at a different place than old RE2. If he stays around, returns, flees and presistently lingers in the shadows to increase tension you will loose more ammo and stuff due to mistakes, etc. .
It seems like this game actually persistently preserves enemy health/levels of injury/limb and body damage, which is really really cool if true. Knowing which enemies to finish off and which ones to merely kneecap will be essential to an efficient playthrough.
 

Chamaeleonx

Banned
Oct 27, 2017
2,348
It seems like this game actually persistently preserves enemy health/levels of injury/limb and body damage, which is really really cool if true. Knowing which enemies to finish off and which ones to merely kneecap will be essential to an efficient playthrough.
Also you should probably keep track of where you dropped enemies that you shot the legs off and try to estimate how far they will move once you leave. Especially since it is so dark everywhere.

Another thing is, will dead zombies come back as crimson ones? Then it gets even more important to know where you drop bodies.
 

badcrumble

Member
Oct 25, 2017
3,734
Also you should probably keep track of where you dropped enemies that you shot the legs off and try to estimate how far they will move once you leave. Especially since it is so dark everywhere.

Another thing is, will dead zombies come back as crimson ones? Then it gets even more important to know where you drop bodies.
I'm also super curious about how the window boards are going to work - is it going to function like the shutter in classic RE2 (seal off one hallway in scenario A, it becomes unsealed later on in the scenario, it also unseals itself in Scenario B)?

I wonder if (as you make progress through the game's goals) there are going to be periodic dumps of additional zombies through the RPD's windows.
 

Chamaeleonx

Banned
Oct 27, 2017
2,348
I'm also super curious about how the window boards are going to work - is it going to function like the shutter in classic RE2 (seal off one hallway in scenario A, it becomes unsealed later on in the scenario, it also unseals itself in Scenario B)?

I wonder if (as you make progress through the game's goals) there are going to be periodic dumps of additional zombies through the RPD's windows.
I would make the stream of Zombies endless and the boards simply slow them down a specific amount of time (like a varying range). Would put a timer on the whole game, but would seem cool.
Kinda like in Project Zomboid or other Zombie survival games where the Zombies continue to stream against windows and get lured to your position by sound. Would happen here as well if you have to backtrack a lot, lights get used, etc. .
 

erlim

Member
Oct 26, 2017
5,513
London
I really love that there's no auto-aim in this game.
Every bullet is precious and you have to do a steady aim. Perfect.

I would imagine they begin to ramp the amount of ammo and action it up a little more as the game progesses, like RE4. I would have to guess that the difficulty and the type of enemies ramp up too.
 

Dreamboum

Member
Oct 28, 2017
22,869
Another thing is, will dead zombies come back as crimson ones? Then it gets even more important to know where you drop bodies.

No Crimson Heads as far as I know but zombies can fake their death even though they're not even halfway through their health pool. Basically even shooting enemies on the ground and in the head several times doesn't guarantee they will not wake up later
 

badcrumble

Member
Oct 25, 2017
3,734
No Crimson Heads as far as I know but zombies can fake their death even though they're not even halfway through their health pool. Basically even shooting enemies on the ground and in the head several times doesn't guarantee they will not wake up later
there better be an equivalent to the classic big old pool of pixelated blood that lets you know they're REALLY dead
 

Miamiwesker

Member
Oct 25, 2017
4,675
Miami
So do you think the delay of the licker is just for the demo or is the first pass of the RPD going to be licker free and the second pass will be filled with them? I think they are going to pace the game differently and lickers start to show up later in the RPD. Rooms like the interrogation room are still locked early on so that gag will probably still happen or a new take on it.
 

Dreamboum

Member
Oct 28, 2017
22,869
So do you think the delay of the licker is just for the demo or is the first pass of the RPD going to be licker free and the second pass will be filled with them? I think they are going to pace the game differently and lickers start to show up later in the RPD. Rooms like the interrogation room are still locked early on so that gag will probably still happen or a new take on it.

Idk if you want to be spoiled but I theorized with another user that

The first licker will appear outside the STARS office, I have no reason to doubt the demo will remain as is in the final game.

This screenshot makes me believe it gives it away, look at the plaque

licker-2-e1528843876875.png
 

Miamiwesker

Member
Oct 25, 2017
4,675
Miami
I would imagine they begin to ramp the amount of ammo and action it up a little more as the game progesses, like RE4. I would have to guess that the difficulty and the type of enemies ramp up too.

RE2 really ramps up the ammo as well, by the end of RE2 I'm usually Rambo. OMG I just remembered, the super shotgun in this REmake, with this level of zombie dismemberment. It's going to be glorious.
 

Chamaeleonx

Banned
Oct 27, 2017
2,348
So do you think the delay of the licker is just for the demo or is the first pass of the RPD going to be licker free and the second pass will be filled with them? I think they are going to pace the game differently and lickers start to show up later in the RPD. Rooms like the interrogation room are still locked early on so that gag will probably still happen or a new take on it.

If I remember correctly they said they will change the encounters because players that played the original game know where what happens. To keep the suspense and surprise intact they move things around, change things up.

Idk if you want to be spoiled but I theorized with another user that

The first licker will appear outside the STARS office, I have no reason to doubt the demo will remain as is in the final game.

This screenshot makes me believe it gives it away, look at the plaque

licker-2-e1528843876875.png

Well, he could have just moved there. There also was an attack from him in one of the trailers in the corridors.
As mentioned above, they will change things to surprise old players. Otherwise they will go "ah, the Licker shows up at this window after I did x" and it will ruin the game for a lot of people.

No Crimson Heads as far as I know but zombies can fake their death even though they're not even halfway through their health pool. Basically even shooting enemies on the ground and in the head several times doesn't guarantee they will not wake up later

Could simply be that Crimson Heads are not in the game yet and a surprise later. Everybody expects them not to be in until they suddenly encounter one while backtracking. Matches up with the boards and more zombies entering the building over time. I am sure the halls will be filled with enemies during most visits.
 

Chamaeleonx

Banned
Oct 27, 2017
2,348
RE2 really ramps up the ammo as well, by the end of RE2 I'm usually Rambo. OMG I just remembered, the super shotgun in this REmake, with this level of zombie dismemberment. It's going to be glorious.
What about grenades and stuff?
Will a magnum blow a hole into the side of a zombie?

Guess we will see showers of blood and bone.
 

DvdGzz

Banned
Mar 21, 2018
3,580
You could cut pieces off of hanging zombie legs, I wonder if you can dismember zombies with your knife when they are "dead" on the ground. If you can chop them up while they're on the ground maybe you won't have to worry about them coming back ever. Of course you still have to worry about the durability of your knife.
 

Chamaeleonx

Banned
Oct 27, 2017
2,348
You could cut pieces off of hanging zombie legs, I wonder if you can dismember zombies with your knife when they are "dead" on the ground. If you can chop them up while they're on the ground maybe you won't have to worry about them coming back ever. Of course you still have to worry about the durability of your knife.
Doubt you have the resources for that. Would seem strange because they added durability for the knife as well. You would probably need like 1 knife for 1 zombie and I doubt you find enough to continue such a strategy.
 

potatohead

Banned
Oct 28, 2017
3,889
Earthbound
Not only does it look high production value it also looks just so so 1990s and campy at the same time like it's developed from a smaller team

I don't know how they did it but it looks fucking magical

In day one and I was on the ride or die the isometric view bandwagon too, it just looks too perfect
 

Encephalon

Member
Oct 26, 2017
5,857
Japan
I've managed to limit the footage of the game i watch and won't play through any demos, but i can't seem to stop obsessively refreshing this thread. The road to January is going to be a long one.

Every time i read something, it's looking better and better. The only thing I'm concerned about now is the music.
 
Dec 6, 2017
11,004
US
I had a really funny holy-shit-I'm-getting-old moment when they pointed out, to paraphrase, how retro and unfamiliar it will be to newer audiences that there are things like *gasp* film rolls, VCRs, tapes and so on XD

I've managed to limit the footage of the game i watch and won't play through any demos, but i can't seem to stop obsessively refreshing this thread. The road to January is going to be a long one.

Every time i read something, it's looking better and better. The only thing I'm concerned about now is the music.

Sadly the marketing worked on me and I pre-ordered the Deluxe edition for that original OST swap so I can avert a potential face-melting existential crisis on my end. If it turns out it's not a real 'swap' per say, no thanks.

This game is quickly becoming the best direction for Resident Evil moving forwards.

I can't help but think of the RE7 dev team sitting next to their office like "really? fucking really guys?"
 
Last edited:

Encephalon

Member
Oct 26, 2017
5,857
Japan
I had a really funny holy-shit-I'm-getting-old moment when they pointed out, to paraphrase, how retro and unfamiliar it will be to newer audiences that there are things like *gasp* film rolls, VCRs, tapes and so on XD



Sadly the marketing worked on me and I pre-ordered the Deluxe edition for that original OST swap so I can avert a potential face-melting existential crisis on my end. If it turns out it's not a real 'swap' per say, no thanks.



I can't help but think of the RE7 dev team sitting next to their office like "really? fucking really guys?"

I feel like the original soundtrack won't quite match the new level of tension early into the game. Then there's the matter of what they'll do with new areas.

I really hope other parts of the game do a better job of incorporating some of original music into the game, including the 1.5 tracks.
 

Ryan7556

Member
Oct 27, 2017
1,081
Ontario, Canada
Imagine having a campaign as meaty as RE4 or RE5 (at least they felt meaty to me) in RE2? Good God

Something that just occurred to me, assuming that the game is getting significantly expanded. So in RE4 you had the Village, Castle, then Island. So what if Resident Evil 2's remake ends up doing something similar here in terms of length between areas?

City/Police Station -> Industrial Area/Sewers -> Laboratory

If the areas after the police station are given enough expansion, the game could have more of a 3 part feel to it like RE4 did.
 

Lukemia SL

Member
Jan 30, 2018
9,385
I can't help but think of the RE7 dev team sitting next to their office like "really? fucking really guys?"

Hahaha, I love Resident Evil 7 and the fact it is in First Person perspective. 2's scenario is just a better one and the gameplay looks really tense with a waaay better variety of enemies and we haven't even seen the rest.
What I can say is they seem to be meshing many different things from other Resident Evils into this remake.
 

Dreamboum

Member
Oct 28, 2017
22,869
I really hope we can go outside again *after* you get to the RPD. Not RE3 Nemesis level of outside environments but some beefy side-quest that leads to something like a Lisa Trevor sub-scenario
 

ZeoVGM

Banned
Oct 25, 2017
76,219
Providence, RI
This is a bit off topic, as it has nothing directly to do with the e3 demo, but I just discovered the Russian RE3 PC cover and had to share it

latest

That's metal as fuck.
Dear god,is that jill? i can't watch this anymore.

Jesus fucking Christ... I wish you didn't point it out.

Just did a quick Google search with this image. It's fan made using artwork that a guro artist made.

And yes, the full image makes it clear that it's Jill.
 

ThatMeanScene

The Fallen
Oct 25, 2017
9,860
Miami, FL
I was just thinking of something neat they could do. It would be nice if they included some unique scenes that trigger based on your actions like saving Richard with Jill in REmake. Cutscenes or events that you could miss on one playthrough and see in another without knowing exactly how you triggered it or failed to trigger it. I really liked that about RE1.
 

Geeked

Member
Oct 26, 2017
46
There's a Deluxe version on amazon, wonder what that includes.
Most likely the same stuff as the PSN deluxe:
  • Leon Costume: 'Arklay Sheriff'
  • Leon Costume: 'Noir'
  • Claire Costume: 'Military'
  • Claire Costume: 'Noir'
  • Claire Costume: 'Elza Walker'
  • Deluxe Weapon: 'Samurai Edge - Albert Model'
  • 'Original Ver.' Soundtrack Swap
 

Diodejenero

Member
Jan 18, 2018
94
United States
common internet mistake, you'll grow stronger

If you think of a subject, there is a 95% chance that hentai exists for it and about an 80% chance that guro exists for it.

I'm less scared about what's floating out on the internet than I am for the day that it stops surprising me.

Edit: Back on topic, I wonder what the PC specs for RE2 are going to be. That'll be the deciding factor for if I go PC or Xbox One X
 

VaporSnake

Member
Oct 28, 2017
4,603
I'm also super curious about how the window boards are going to work -

I wonder if (as you make progress through the game's goals) there are going to be periodic dumps of additional zombies through the RPD's windows.
I was thinking that maybe boarded windows won't only counteract zombies but probably against lickers as well. If burning bodies in Remake was to prevent crimson heads, maybe the boarding mechanic is to prevent new lickers from coming in. Technically a Crimson Head is the first stage of a zombie's transformation into a licker so it wouldn't surprise me if the lickers themselves fill that role in this reimagining.

Imagine a licker with the speed and aggression of a crimson head crawling on the roof/walls towards you, and now you can't just open the closest door to be clear of them.
 

Sargerus

▲ Legend ▲
The Fallen
Oct 25, 2017
20,866
I was thinking that maybe boarded windows won't only counteract zombies but probably against lickers as well. If burning bodies in Remake was to prevent crimson heads, maybe the boarding mechanic is to prevent new lickers from coming in. Technically a Crimson Head is the first stage of a zombie's transformation into a licker so it wouldn't surprise me if the lickers themselves fill that role in this reimagining.

Imagine a licker with the speed and aggression of a crimson head crawling on the roof/walls towards you, and now you can't just open the closest door to be clear of them.
lamedor.gif

Yes please