The follow-up to Resident Evil ’96, the original Resident Evil 1 that came out on PlayStation (PS1) a year or so into the height of 32bit glory.
Resident Evil 2 promised to take everything that made the original Resident Evil great and supercharge the package. Larger environments to explore, more new characters, an all-new storyline that would delve deeper into the Resident Evil mythology than ever before, a gigantic quest spanning two discs, two major characters with two minor characters, and four different scenarios to play, even more computer-generated movie scenes to enjoy than the first game (sans the live-action), more voice-clips with better voice acting, eerie new music, all-new enemies to fight, new weapons to unlock, literally HORDES more zombies than the first game, more epic boss battles to take on, all-new city environments and new areas to explore beyond a single mansion environment, and last but not least, tons of extras and unlockables; greatly extending the replayability of the game, including a Ranking system once you beat it.
All of this combined to make Resident Evil 2 the biggest PlayStation game of all time when it came out, selling boatloads of copies.
But how does the game fare in 2012? Read the rest of this review to find out!
Resident Evil 2 starts off with a bang, and essentially brings the player an action-movie style that is different than the slower pace of the first Resident Evil game.
The opening movie is an action-packed feast (although not by today’s standards) and really blasts you right into the thick of things.
The opening moment of the game is actually one of the most interesting, as the game simply plucks you right into the middle of city streets CRAWLING with literal hordes of zombies. So many in fact that they can be hard to dodge and it is very easy to die if you aren’t careful or are trying not to get hit.
Sadly these city streets offer an interesting environment, but you don’t get to explore them (that was saved for the sequel, Resident Evil 3: Nemesis) as you quickly enter a Police Station where the bulk of the gameplay takes place. It essentially replaces the Mansion from the first game.
It’s arguable as to what enviornment is funner to explore. The Police Station is kind of more drab when you think about it, and has a modern look to it, like a modern building. Well, modern in 1998. Meaning you’ll encounter a fax mashion, talk to the other character via rocky talkie, and develop photos on *gasp* FILM. Via a dark room. You know, like in the stone age.
It’s really funny to think about that. Not only do modern kids probably have no idea what a typewriter and ink ribbon are (devices used to save your file in the game, a staple of the Resident Evil series), modern kids also have no remembrance of physical photo film and developing it via a dark room (heck, I barely remember those days even though I’m 26 and was born in 1984).
The gameplay of Resident Evil works just like the first game. You make your way through a series of interconnected rooms with many locked doors from a fixed-perspective, where the camera is static and offers different angles as you walk through an area.
You can use the Action Button (A Button on GameCube, X Button on PlayStation) to check your surrounding area, which will give you some information on what your character sees in front of you. You can use this same button to open doors, fire your weapon (once you Ready yourself by holding the R Button to point), and pick up items set on desks, tables, the floor, etc. You can then add them to your inventory if you have enough space on your Inventory Screen.
As you are exploring you will encounter zombies, as well as other enemies like crows and zombie dogs that will impede your progress (although, technically, they can be avoided and dodged if you are good enough). Alongside these enemies is a deformed and deadly new beast coined “Licker”, thanks to it’s razor-sharp tongue which it can use to, quite literally, slice you in half (be sure your health is green for “Fine” before approaching a Licker).
You can fight these enemies with various guns you will encounter at certain points along the way, such as the Grenade Launcher for Claire, or Shotgun for Leon found in the STARS Office on the second floor of the Police Station inside a metal cabinet. You’ll also come across lots of ammo scattered about the environments. It’s important to conserve ammo when possible, as you can run out if you are careless. You’ll also come across Health items in the form of different colored herbs (Green, which heal you, Red which makes green more potent, and Blue which heal poison) and First-Aid Spray cans (heal you all the way in one go).
Press the Y Button (GCN version) to open your Inventory. Here you will see a number of Item Slots, most items take up one slot to pick them up and carry them, a few items will take up two slots. You can use an item on-the-spot (So use an herb to heal yourself for example), Examine an item to learn more info about it, or combine items (mostly ammo with guns to load them, or herbs with other herbs, occassionally two items, such as two halfs to make a whole).
On the Inventory Screen you can also check your Status (how badly you are hurt. Green is Fine, then it goes to Yellow Caution, Red Caution and finally Deep Red is Danger, and will cause your character to limp), and use your character’s exclusive Item located in the upper right corner (Lighter for Leon, Lockpick for Claire). The Inventory also has tabs that allow you to access your Files (that you pick up as you play) and a Map. You can also press the Z Button to quickly and easily bring the map up (I think its the Select Button on PlayStation).
The basic gameplay of Resident Evil has you finding items found in one location, such as a Key or object, and using it in another location to proceed and open the way to a new area. For example, one section features the stone busts of two women. You must set Red Jewels, located in separate parts of the mansion, into the busts. Once you find the jewel, you stand in front of the Bust, press Y to open your Inventory, highlight a Jewel in your Inventory to select it and select “Use” to put the jewel from your inventory into woman’s chest (so it looks like she is wearing a necklace). Once both jewels are placed, the statue in the middle will open and give you a new item.
When you first start the game, half of the doors you encounter will be locked. Like in the first game, you will be required to find specific keys to open these locks. While the first game had keys modeled after Medieval Times (Armor, Sword, Shield, Helmet), this game features keys modeled after a deck of playing cards (Spade, Diamond, Club and Heart), and you will need to find these keys in order to access all of the areas behind the locked doors of the Police Station and progress into the basement, Parking Lot, jails and second and third floor, and eventually from the Police Station to the Sewers beneath.
At the outset of Resident Evil 2, you will watch the intro CG cutscene from one of two perspectives, that of Leon S. Kennedy, a Raccoon City Police Department cop, or from the vantage point of Claire Redfield, a citizen on a mission to find her brother, Chris Redfield, from the first Resident Evil game.
Resident Evil 2 is made up of four scenarios, two for Claire and two for Leon. Depending on what character you select to play as, you will start off on their A Scenario, and then play the B Scenario of the opposite character. So Leon Scenario A leads to Claire Scenario B, and Claire Scenario A leads to Leon Scenario B.
If you play the game from Leon’s perspective, you will watch as he arrives in town for the first time driving his cop car, and encounters a “dead” zombie in the road. As he approaches it, the living dead goes into motion as other zombies come in from all sides.
From Claire’s point of view, she arrives in town on her motorcycle and enters a Diner, where she approaches a man who turns out to be eating another man, and turns his head to face her (in a basic reenactment of the infamous first zombie encounter from Resident Evil 1). Frightened she backs up into a wall as the zombie comes toward her, only to turn around and see hordes more zombies on the other side of the glass. That’s when she makes a beeline for the exit…
Upon pushing the door open she comes face-to-face with Leon and the tip of his pistol. “Wait! Don’t shoot!” “GET DOWN!” yells Leon, as he shoots the zombie behind her through the forehead. “You can’t stay out here. Head to the Police Station, it’ll be a lot safer,” says Leon as he reaches his hand out to her.
From there, the duo climb into Leon’s Police Car and speed off. Claire explains who she is and why she is in Raccoon City, and Leon introduces himself to her, adding that it’s his first day on the job (“Great, huh”) as he tells Claire to open the glovebox, and take the gun inside. Just then, a zombie pops up from the back of the seat, causing Leon to swerve out of control and ram into a Lightpole with the zombie flying through the front window and smashing into the pole. Just when they thought it was safe, an out of control trucker who got bit earlier in the scene comes barreling towards them from behind. “That maniac’s gonna ram us!” As they bolt from their respective sides of the car, the oil truck slams into their vehicle, tipping and bursting into flame. Leon yells across to Claire to meet him at the Police Station, and the two go their separate ways….
You will then pick up gameplay directly after the crash and play from the viewpoint of either Claire or Leon, depending on what character you selected. Each of them has completely different encounters and somewhat different paths through the game, and each will encounter characters that are exclusive to their playthrough, will have exclusive conversations that reveal different parts of the game’s story, will pick up different weapons, and will be able to make a few choices to leave behind items for the other character (this was dubbed the “Zapping System”, but was played up to be more consequential than it really is).
Each character also gets a different main item of major consequence. Leon gets the Lighter, and Claire gets the Lockpick, these items echo their function in the first game and are divided between boy and girl just like in Resident Evil 1.
Each item has major uses, the Lighter is required to get a couple quest items that are needed to solve “puzzles” and proceed in the game, while the Lockpick is used to open several locked drawers that contain ammo as well as one locked cabinet that contains a quest item.
Who you decide to pick should really come down to what types of Weapons you want to have to defend yourself against the zombie hordes, and what storyline and characters you find more interesting.
Weapon-wise, Leon gets the much more powerful and useful Shotgun, while Claire gets the pretty weak and hard-to-aim Bow Gun. But instead of a Shotgun, she gets the extremely powerful Grenade Launcher. She will also find an exclusive electric-based weapon later on. Leon however gains the extremely powerful Magnum (although not until you find the third key and are about to enter the Police Station Basement) and gets the ability to upgrade his Pistol, Shotgun and Magnum with powerful enhancements at certain intervals throughout.
Each character will also encounter a point in the game where you can choose between two items, a Side Pack or a Submachine Gun. The latter tacks up two slots, while the former adds two slots to your Inventory. You can take one item and leave the other for your second character, or take both. The choice is up to you. And this is an example of the “Zapping System”. You’ll also have a point where you can barricade off a section of windows in a hallway (where the first Licker encounter is, or in the room where Leon finds the Magnum, where the stairs that lead to the basement is), the windows you pick will block zombies from entering in your current quest, but will short-circuit in Scenario B, and the opposite hallway of the one you blocked will end up full of zombies during that second scenario, making that adventure a bit more difficult.
The major difference between the two characters comes from the partner characters you will encounter the story threads that develop from encountering them.
Leon encounters a mysterious girl named Ada, who is searching for her boyfriend and a reporter who she thinks encountered him last. However you find out that there may be more than meets the eye to Ada.
Claire meanwhile meets up with a child named Sherry Birkin, the lost young daughter of two scientists who developed the G-Virus, the follow-up virus to the one encountered in the first game.
Both characters will encounter William Birkin and Annette Birkin, while Claire meets up with a major character, Chief Irons (the Police Chief of the station), that is completely absent from Leon’s scenario. I find Claire’s scenario to be more interesting, although most people consider Leon’s to be the more interesting storyline.
Both of them really pick up in the latter half of the game, and there are many relationship threads throughout that make the proceedings more interesting. Such as the relationship between Leon and Claire, the relationship between Leon and Ada, the relationship between Annette, William and Sherry, and what exactly the Umbrella Corporation, Chris Redfield, Jill Valentine, Barry Burton, and Albert Wesker have to do with all of this…. Resident Evil 2 is, afterall, a sequel to Resident Evil 1. Right.
Overall, the storyline has a lot of different threads, and there is more to it than you initially realize (rats… Hunk…. agents…. Jon… Mr. X). I think the storyline in Resident Evil 2 is interesting, even if it plays out in somewhat simple terms, at least during the first half. The dialog isn’t very complex or very smartly written, but it works well and in the end it gets across what needs to be said. You’ll also learn a lot more about the game’s backstory, the characters, and existential relationships as you find various notes, letters, files, faxes, etc. scattered about that fill more exposition in if you read them. And it provides an extra layer of story that players who rush will not pick up.
Although the storyline in Resident Evil 2 is an interesting one (only once you combine all four scenarios) it does not have the complexity to stand up to any of the more modern entries in the series; including Resident Evil Remake, Zero, Code Veronica, RE4 or RE5. But it shouldn’t have to, considering the age of the game (1998, same year as the original Metal Gear Solid and The Legend of Zelda: Ocarina of Time). The characters here are also more memorable than arguably any other game in the series, even if the dialog is simple, and the spoken audio is somewhat hokey (especially near the end of Leon’s quest).
Gameplay-wise, Resident Evil 2 is a fun game. The game is much more faster-paced than the original Resident Evil, and unlike that game you will get surrounded by zombies in this game on multiple occasions, and will often fight more than one enemy at a time. The Weapons are powerful, and you can aim up with the shotgun to blow off zombie heads, and even blow enemies in half on occasion (at which point their torso will still crawl towards you!).
The weapons fire faster as well, and overall the game just feels more action-oriented. Sadly, this is somewhat of a bad thing. Resident Evil 2 is NOT a horror game… it is an action game. There are a couple parts where something will invoke a possible jump scare, but that’s really the extent of it. The game is quite simply not scary, and its become even less so by today’s standards.
Nowadays, Resident Evil 2 looks outright cartoony. The game just has this kind of… painting-look to it. It’s a far, far cry from the extremely grisly and realistic look of Resident Evil Remake or Resident Evil 0, much like Resident Evil’s 4 or 5. And even though the latter two are more action-oriented than RE2, the mood, ambience, environments, and encounters are much creepier and eerier than what you get in RE2.
RE2 though does feature a few creepy tunes, if anything that is what makes the game the most scary is the music. However none of the music is really “good”, outside of the absolutely awesome and iconic Police Station music that still gives me nostalgic butterflies to this day.
Another area that Resident Evil 2 absolutely fails in is the puzzle department. This game is truly a giant fetchquest, and the most complex puzzle you’ll encounter can be solved with “Up, Down, Up, Down, Up”, a formula that just about anyone and everyone guessed their way through. This is extremely disappointing and kind of boggles the mind… If you played Resident Evil Remake or Zero before this one, you will especially notice the lack of puzzles and be severely disappointed.
You will encounter a few cool boss fights throughout the four Scenarios, and things get extremely hairy during Scenario B, at which several jump scares are provided that are absent from the first Scenario. Let’s just say you will definitely want to have some heavy firepower on hand, and if you manage to win each time you’ll be rewarded with some extra ammunition that gets better and more powerful with each defeat.
Graphically, Resident Evil 2 looks extremely laughable by today’s standards. I literally laughed out loud the first time that I started playing the game at the quality of the ingame graphics. It’s not that the environments aren’t detailed, they are, but they appear… let’s just say the opposite of high-definition. They aren’t quite blurry per se, but it feels like you want to strain to see it more clearly.
I also literally forgot how funny and ridiculous it looks to play a game where the characters mouths don’t move when they talk… and I’m a fan of Power Rangers. ;) It just looks outright weird at first, and young gamers who are used to today’s games will definitely be taken aback by this lack of technological prowess.
And have you seen the knees on these guys? You’ll know what I mean when you see it…. It’s BAD. Really BAD.
However, despite all of this, you will quickly get used to the state of things and after a while of playing you won’t even notice the bad graphics anymore or the fact that the characters don’t move their mouths when they talk. You will definitely get lost in the world of Resident Evil 2 after playing it for a few hours, and even if you are turned off by the graphics and how the visual portion of the game has aged, I would urge you to keep playing.
Despite the fact that the graphics haven’t aged well, the gameplay is still great and I still really love the Police Station environment. The other environments you explore later on are not as interesting, but all of them are pretty well designed and the layout of the Police Station (and a later environment) will become second nature before long, which is always a sign of great design.
Of course, if you are NOT a fan of the conventions of early Survival Horror genre games that Resident Evil popularized, including slow door-opening sequences you have to sit through everytime you enter a new room, having to pick up Ink Ribbons and use them to save at specific Typewriters found throughout, the fetch-quest heavy focus on collecting one item at one location and using it at another location, the focus on locked doors and finding the keys to open them, having to combine Ammo into a Weapon to load it, or “Tank-style” controls where Up moves you forward, Down moves you back, and you have to “rotate” to turn around (by holding Right or Left), then Resident Evil 2 is definitely a game you’ll want to avoid; As it contains all of these Survival Horror conventions in spades.
That, though, comes with the terroritory and you should be pretty familiar with these conventions coming in, given the popularity of Survival Horror games and the amount of games that used these conventions back in the old days and even into modern times. But if you can get beyond it, there is a great game underneath.
Overall, I recommend Resident Evil 2. It’s a good game and shows how great and cohesive of an experience the 32bit systems were able to pump out, and speaks to their exceptional nature that they still stand the test of time today and are still fun to play and experience once you get beyond how they have aged.
Releases, Versions and Platforms:
RE2 for PS1 was so successful that it was the fastest-selling videogame of all time when it first released for PlayStation on January 21st 1998 (debuting in North America first, releasing 8 days before it hit Japan).
In only its opening weekend, the game sold 380,000 copies and grossed $19 million dollars. Surpassing that of the epic RPG Final Fantasy VII and topping all Hollywood films released at the time outside James Cameron’s Titanic. Resident Evil 2 would go on to sell over 5 million copies for the PlayStation platform alone.
The game was later updated and ported to different platforms. A “Resident Evil 2: Dual Shock” version was released for PS1 a year later on and contained an all-new “Extreme Battle” mode alongside an easier Rookie setting (giving you unlimited ammo) and support for the PS1 rumble controller (the force-feedback Dual Shock) and control-stick support for new controls using the Dual Shock’s analog sticks. This version also featured a “Randomizer” mode that unlocks after beating it, mixing up the location of the items for an all-new challenge.
A 16bit-style 2.5D sprite-based version of Resident Evil 2 was released on for Tiger’s portable black-and-white Game.Com platform, it was heavily modified (missing most of the major features of other versions and only featuring Leon’s A Scenario) and is considering the worst version of the game by far. But a unique one. It was also highly panned for not using any of the Game.Com system’s unique features like it’s touch-screen or Internet capabilities. Regardless it was arguably the biggest and best game released for the Game.com.
Resident Evil 2 was then ported to PC on (officially titled “Resident Evil 2 Platinum”) and supported high-definition resolution settings, making the graphics much crisper as well as a new “Data Gallery” mode that allowed you to watch the CG cutscenes and view art sketches, 3D Models and illustrations of concept artwork.
Resident Evil 2 was released for Dreamcast in and contains all of the PC versions features alongside 60 frames-per-second gameplay, making it much quicker with no slowdown, and allows you to view your players condition on the VMU (Visual Memory Unit, a small screen that inserts into the Dreamcast controller).
Resident Evil 2 was finally released for the Nintendo 64 on and is unique because this version contains all-new features not seen in any other version. Before playing the game you can select the level of gore, change the color of the blood (Green, Red or Blue), play on harder difficulty settings, utilize the Randomizer for each separate scenario and the game features high-definition graphics in 640×480 resolution if you use the Expansion Pak Accessory, sharper player models, and Dolby Surround Sound for the highest-quality music of any version of the game. Last but not least, RE2 for N64 features an all-new Analog Stick Control Scheme, offering for true polygonal 3D control (meaning you move where you point the stick, allowing for a 180-turn missing in all other versions by simply moving the stick in the direction you want to go) and, best of all, the game features 16 All-new Collectable “EX Files” hidden throughout the game’s environments. These highly entertaining files provide the player with all-new lore and tie the game to other games in the series (including Resident Evil 3, Resident Evil 1, Resident Evil Zero [in development for N64 at the time before being moved later on to GameCube] and Resident Evil: Code Veronica). The Extreme Battle Mode was axed for the N64 version however and the game features annoying, higher-pitched voices alongside blurrier CG cutscenes, with a few corners cut as well to save on space (but only a hardcore fan would notice), otherwise all of the voice acting and cutscenes were crammed into the largest N64 cart ever released (512Mb).
The final hardcopy version of Resident Evil 2 didn’t come until the GameCube release of the game in . This version runs on the GameCube on a single disc (where you switch at the main menu between Claire’s Story and Leon’s Story) and is thus playable on Wii (unless you have post late 2011 “Wii Family Edition” model which axed the ability to play GameCube games) making it the second easiest way to play the game in modern times (read below for the easiest way). This version supports all of the same features as the Resident Evil 2: Dual Shock PSX version of the game, and is in fact a direct port (although the graphics seem better to me).
Last but not least, Resident Evil 2’s final version was released for the PlayStation Network, the PS3 and PSP/PS Vita’s digital store, where you can purchase and download Resident Evil 2 (Dual Shock Version) at the low cost of $. This is the easiest way to play the game in modern times.
Finally, Resident Evil 2 will be released as part of the PS3 version of the upcoming Resident Evil 6 (which releases on October 2nd). If you buy the Collector’s Edition of Resident Evil 6 (called “Anthology” for the PS3 version) it includes digital copies downloadable from the PlayStation Network of Resident Evil 1: Director’s Cut, Resident Evil 2: Dual Shock Version, Resident Evil 3: Nemesis, Resident Evil: Code Veronica HD, Resident Evil 4 HD, Resident Evil 5: Gold Edition and a hardcopy of Resident Evil 6, giving you the COMPLETE Resident Evil Anthology in one collector’s set. Of course, these are simply the digital versions that are available for purchase seperately on the PlayStation Network, and don’t include hardcopy versions of these games. FOR SHAME!
Still, if you want the complete Resident Evil series or have never played Resident Evil 2, the Resident Evil 6 Anthology Collection for PS3 is the best and easiest way to play Resident Evil 2. It’s worth noting that the Xbox 360 Collector’s Edition of RE6 is called “Archives” and DOES NOT include Resident Evil 1, 2 or 3.
Finally, a Windows XP-supported DVD-ROM version of Resident Evil 2 was released exclusively in Japan (although you can probably find a downloadable ROM online with English patch to play on your PC via an emulator or somesuch) in and contains the highest-quality Resident Evil 2 movie scenes available, encoded at a resolution of 640×480 pixels.
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4. Resident Evil: Code Veronica Review (Dreamcast) [Posted: October 5 2012]
3. Resident Evil 3: Nemesis (PS1, GameCube) [Posted: September 18th 2012]
2. Resident Evil 2 (GameCube) [Posted: September 3rd 2012]
1. Resident Evil Remake (GameCube) [Posted: August 14 2012]
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