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Resident Evil 2 Remake - no spoilers pls


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13 hours ago, Colonel Panic said:

Regarding Mr X when he first shows up: :(

 

So, you just have to run away whenever he shows??

 

You can stun him with a stun grenade, or a few pistol shots to the head will put him down for a few seconds. I chucked a grenade at him once and it knocked his hat off and I got an achievement :D

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Made a lot of progress last night, must be near the end of the first playthrough now.

 



My terror of Mr. X was much diminished last night once I found out I could outrun and avoid him. Of course he still added a brilliant  tension to exploring the station but I wasn't running around in a panic (at least most of the time!). If he showed up I'd just leg it out of there, and I took great care in sneaking around trying not to alert him. Still, I had to do big loops around the station to avoid him, which was made much easier once I found the library tool and unlocked the upper hall balcony. That lets you quickly get to the other side of the station. Even so there were still some very hairy moments where zombies would come back to life at just the wrong moment, or smash through a window just as Mr X was on my heels.

 

I grabbed the relevant bits and bobs left in the station and went back to the prison, where it quickly turned into a massive clusterfuck once I turned on the power. Low on ammo and completely overwhelmed, I pretty much got through the horde of zombies by getting munched on - and then of course Mr X turns up to join the party as well! Then Ada saves you and runs over Mr X but I could remember that wasn't the last we'd see of him...

 

Nice little interlude out at the gunshop with a surprisingly tender moment with father and daughter. I like the new spin on Ada now, her dialogue's pretty good - at least until she starts fawning over Leon later on.

 

The sewer was just like all sewer levels - looks crap and plays a bit crap. Every horror game has one and I'm just bored of them, I dont like the aesthetic (browns and greys, boring design). The crocodile chase was unexpected and a laugh right from the Resi 4 playbook, very silly compared to the more serious tone from earlier though. Then Ada's mission kind of compounds that, being pretty cheesy with silly dialogue, gimmicky mechanics and trap cliches (conveyor belts, furnances and crushers!). Gotta admit she's still looking mighty fine though. Still it was a nice change of pace from Leon. 

 

Back with Leon the merely passable sewer grind continued, the sludge monsters being kind of over the top and annoying to fight. The most memorable bit was the little cage maze where you gotta use the electronic plugs to make a path and get the flamethrower. Why this was more interesting to me than most people is that I ran out of ammo getting past the sludge monsters - so there was still a zombie at the cages I couldn't kill. Of course he taunted me with the nearly full condition knife I had stabbed him with. So I had to figure out this maze puzzle but factoring in this zombie in the tight space, luring him into tiny sections of the cage to shut doors on him so I could safely get to another plug. It took much faffery and last second dodges but I got there in the end, and when I got the flamethrower I couldn't bring myself to waste the ammo on him just to get my knife back, so he's still locked up there to this day!

 

The boss was pretty annoying but I did him second try (the first time I of course knocked myself off the edge with the container). My suspicions about him being William Birkin are definitely true because I saw a snippet of the character gallery in a Resi 2 review video!

 

Finally made it to the cable car with soppy Ada in tow (maybe she bashed her head during the fall?). I had wanted to backtrack to the police station to develop the last roll of film, but couldn't be arsed to plod through the sewers yet again to find where to use the sewer key. In fact I don't know if it's even possible once you drop into the typewriter room? So I said sod it and hit the lever.

 

Now this next area I can get into. I couldn't remember if there was a proper lab in this Resi game, but there is and that makes me happy. I love the lab sections in Resi games, the visual designs and layouts are always cool in them. And damn this one looks good - I had a quick gander around the lobby area and the side rooms before I turned off for the night.

 

So the end of the police station was a nice tense tactical affair playing around Mr X, it's just such a shame he loses his fear factor after a while. I feel like they should make him more aggressive as you go on, or make it so he can hear you better. I'd also prefer him to show up in the sewers for Leon, not just Ada (where he's just kind of an annoyance as you try to hack shit before he gets you). Maybe this happens in other scenarios but I feel like he's underutilised, although I know he will show up again in the labs or the end of the game. The sewers were fine, but just like the original game in no way as interesting or memorable than the police station. I wish they'd overhauled this part of the game a lot more. Underground water treatment plants and shit are just so bloody dull on every level, including the layout in this case. There aren't even any scary enemies lurking under water (at least in this playthrough), those blob things are just generic mutant meh-balls.

 

Really looking forward to the lab though, hoping its not really short!

 

Now I'm curious what Claire will run into when I do the B scenario, I know she gets to see inside the Heart doors in the police station, but I'm curious about how Mr X plays out with her and what other bosses/surprises will be along the way.

 

One thing is for sure though, on a mechanical gameplay level, this game is great fun. The dynamic difficulty is spot on, I've been low on, or out of ammo for most of the game. The zombies are amazing enemies, really adept at ducking at weaving, lunging unexpectedly, a threat even once they've been downed. Mr X adds a whole new dimension to the actual strategy of navigating the station and the station layout is still a fantastic bit of level design. The sewers much less so but the fundamentals of combat and resource management stay the same. I do think they have been a bit too generous with inventory space, and I would have liked to see ink ribbons in Normal, but on the whole I've still been enjoying it a lot.

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Careful what you wish for... Hardcore halves the upgradeable inventory, there's no autosave and every enemy is a right bastard who does obscene amounts of damage. X has a much quicker walking speed so unless you're at full health it's much more difficult to lose him. And one hit takes you straight to red danger urk 

 

Still fun as heck though, despite getting hammered on Leon B at one point over and over and over again 

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Faster Mr X must be stressful as hell! Yeah I think this game is going to be really fun to replay. Once you get past the initial scares and wow factor of the new, underneath there's a lot of depth in the challenge. Picking optimal routes, deciding what enemies to kill and leave alive, what windows to board up, what gunpowder and herb combos to use, when to save the game. And that's all way better fun than old Resident Evils because there's no room to room loading screens to endure and the enemies can break through doors.

 

I really had a lot of fun, even though it was challenging at the end of the police station as the game throws more enemies at you than you have ammo for, whilst Mr X is on your ass. Because you've opened up most of the station and know what's where you have to make tough choices about what route to take. "I know there's a licker in this corridor but Mr X is far away, I think I have enough time to sneak through... but do I have enough ammo to spend on this zombie that's blocking the corridor... maybe I should loop around the upstairs instead". That's one of the reasons the sewer for me is way less interesting, because it's so linear and there are far less strategic elements to consider.

 

I think it's telling for the series that the best fun levels have always been the more open plan ones - like Resi 1's mansion, Resi 7's house, Resi 2's police station and the village areas in Resi 4. The linear bits and set pieces are fun but the survival gameplay is best when you have to think not only about shooting stuff but where to go and when to spend your resources.

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I got the unbreakable knife to have a go at Hardcore but I suspect it won’t make much of a difference to how far I actually get.

 

Three Ghost Survivors appear to be up.

 

EDIT: Fuck I can’t even do the lowest difficulty one!

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I’ve been thnking about what should come next, assuming Resi 8 is a given anyway. Most of us have been falling between Nemesis or Code: Veronica but I’ve just had a better idea...

 

..Dino Crisis!

 

The original was kind of dull and had limited dino selection, boring grey corridors by the bucketload so go crazy, full on, all out Isla Sorna with all kind of weird dinos and overgrown, reclaimed buildings and labs. Tear it apart and make something beautiful.

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What i want more than anything is for them to add Mercs, in this engine, with this spectacular gore.  :eyebrows:

 

But, truth be told, it wouldn't work as well as RE6, because despite what people think, the movement and combat in that game is fantastic! (disclaimer: for an action-based Resident Evil, not a "this cog fits there" bullet scrounger). 

 

I know this is an unpopular opinion (outside of Spainkiller, who still flies the flag), but nobody saw past the cheese of the RE6 campaign. Trust me, i play Mercs on my PS4 and its so simple, yet so good: Score attack! Ridiculous shotgun carnage! Burst gameplay at its finest.

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3 hours ago, Alan Stock said:

So I finished Leon A, great game and will post more on the final bit later. So now should I do Claire B (I.e. the extra New Game mode you unlock after finishing the game the first time)? Or should I be doing Claire A first and then the Bs?

 

Claire B

This scenario is what Claire does based on what you’ve just done as Leon A

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7 hours ago, Curtis said:

What i want more than anything is for them to add Mercs, in this engine, with this spectacular gore.  :eyebrows:

 

But, truth be told, it wouldn't work as well as RE6, because despite what people think, the movement and combat in that game is fantastic! (disclaimer: for an action-based Resident Evil, not a "this cog fits there" bullet scrounger). 

 

I know this is an unpopular opinion (outside of Spainkiller, who still flies the flag), but nobody saw past the cheese of the RE6 campaign. Trust me, i play Mercs on my PS4 and its so simple, yet so good: Score attack! Ridiculous shotgun carnage! Burst gameplay at its finest.

 

Likewise Raid mode on Resi Revelations 2. I was surprised to see this was my second most played game this gen, all down to Raid mode.

 

Also the multiplayer on Resi 5 is incredible. The single player modes on the lesser Resis hide some of the best gameplay modes around.

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ugh, I don't think I can finish hardcore mode on Leon B. (late/end game spoilers)

I've just run out of ammo! After beating G in the lab, All I've got left is a few boxes of .45 handgun ammo, and one frag grenade. I thought that the last tyrant fight would be a case of just avoiding his attacks until the rocket launcher dropped, but he does this instant kill attack that I can't seem to repel with my pistol or grenade. I might just have to start over and hope I don't have to waste all my ammo on zombies this time.

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10 hours ago, deerokus said:

Ghost survivor mode is hard, fuck me. 

I did them on Training (easy) mode but the standard mode on the two star is just Hunk with drops and you can't leave the room until you kill the enemy with the key. Not bad at all for free but I'm finding even the easiest one frustrating. That new white zombie type is the fucking worst.

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3 hours ago, Kayin Amoh said:

Modding really does substantially improve this game.

 

 

 

I don't want to watch that for fear of spoilers.

 

There's nothing much wrong with the base game is there? Or would it be best to jump in with a modified game from the get go? I've yet to get around to this one.

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1 minute ago, Fallows said:

 

I don't want to watch that for fear of spoilers.

 

There's nothing much wrong with the base game is there? Or would it be best to jump in with a modified game from the get go? I've yet to get around to this one.

 

Jump ahead to 40 seconds and watch ten seconds, you'll get the gist of it.

 

Base game's fine to just hop into, though I wasn't as keen on it overall as many people were. Some of the mods are genius though.

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4 hours ago, chris on the moon said:

ugh, I don't think I can finish hardcore mode on Leon B. (late/end game spoilers)

 

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I've just run out of ammo! After beating G in the lab, All I've got left is a few boxes of .45 handgun ammo, and one frag grenade. I thought that the last tyrant fight would be a case of just avoiding his attacks until the rocket launcher dropped, but he does this instant kill attack that I can't seem to repel with my pistol or grenade. I might just have to start over and hope I don't have to waste all my ammo on zombies this time.

 

Spoiler

Don't know how much this will help but that instakill move you do have to interrupt by attacking him, Your grenade may work better? Also I think you're supposed to concentrate fire on his exposed heart rather than his head (which I didn't realise initially)

 

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