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After its initial release for the PlayStation in January 1998, Resident Evil 2 was reissued and ported to other systems, often gaining new features in the process.

Dual Shock Ver. Edit

The first re-release was the Dual Shock Ver. on PlayStation, which incorporated support for the vibration and analog control functions of the DualShock controller. Other additions include a new unlockable "Extreme Battle" mini-game and an "Arrange Mode" sub menu with unique gameplay difficulties. One of these is "Rookie" mode, which shares the same difficulty as the original "Easy" mode but enables the player to start the main story with the S. Machine Gun in the inventory and the Gatling Gun and R. Launcher in the item box. All three weapons have unlimited ammo. A "U.S.A. Version" mode exclusive to the Japanese release featured the gameplay additions of Resident Evil 2's North American releases.[1]

Nintendo 64 Edit

The Nintendo 64 version of Resident Evil 2 differs most from the other releases. Over the course of twelve months and with a budget of $1 million,[2] Resident Evil 2 was ported to the console by a staff of about 20 employees from Capcom Production Studio 3, Angel Studios, and Factor 5.[3][4] This version offers features that were not included on any other system, such as different alternate costumes and new blue tinted results screens, the ability to adjust the degree of violence and to change the blood color, a new gameplay mode that randomizes resorative items and ammo pickups during each playthrough, and a more responsive first-person control scheme.[4][5][6] Additionally, the port features 16 new in-game documents known as the "Ex Files",[5][6] written by Tetsuro Oyama.[7] Hidden throughout the A and B scenarios, they reveal new information about the series' lore and connect the story of Resident Evil 2 to those of the other installments.[5][6] The Nintendo 64 version adjusts its display resolution depending on the number of polygonal models currently on screen, and supports the console's Expansion Pak accessory for a maximum resolution of 640×480 during gameplay.[8][9] Other visual enhancements include smoother character animations and sharper, perspective-corrected textures for the 3D models.[8] The music of the Nintendo 64 version utilizes Dolby Surround, and was converted by Chris Hülsbeck, Rudolf Stember and Thomas Engel.[4] The team reworked the sound set from the ground up to provide each instrument with a higher sample rate than on the PlayStation, thus resulting in higher-quality music.[10] Despite these improvements, some game elements suffered due to the limited space on the cartridge which are absent from other versions of the game. All in-game textures and backgrounds are smaller and need to stretch, full-motion video scenes are lower quality, and streamed sound samples such as voice acting have less clarity. Some features from the other enhanced ports do not appear in the Nintendo 64 version, such as the "Extreme Battle" minigame and "Data Gallery" menu.[11]

Game.com Edit

File:4 - Gameplay

Tiger Electronics released a sprite-based 2.5D version for their Game.com handheld in late 1998. It included only Leon's story path, and removed several of the original game's core features.[12][13] Despite the severe technical limitations of the system / having had to have been built from the ground up, the game does manage to retain many of the original screens and puzzles from the game (albeit in a completely re-drawn, monochrome color form).

Perhaps the most noticeable feature missing from the game is any semblance of a story past the intro slideshow (which recounts the events of the original Resident Evil). No attempt is made to recreate any of the cutscenes in the game, either the FMVs or the conversations between characters. Without a previous knowledge of the events of the full game, players are left with little context for their actions or a sense of what location they are in.

All in all, while the efforts to port the game to the underpowered handheld are technically impressive for the console (similar to the case of the Game Boy Color remake of the original Resident Evil), it leaves for a game which only vaguely resembles the original. Like many Game.com games, critics were harsh in their reviews of it, and no other entries in the series were ever planned to be ported to the system again.

Game Boy Advance: Tech Demo Edit

Sometime in 1999, Raylight Studios developed an unofficial tech demo of Resident Evil 2 for the Nintendo Game Boy Advance utilizing their Blue Roses engine to test it's capabilities, the game starts with the full length intro prologue and proceeds in-game, there are 2 playable rooms, a semi-working inventory and one type of zombie enemies.

PC ports Edit

Like the original Resident Evil, Resident Evil 2 was released multiple times onto PCs. The Dual Shock Ver. served as the basis for the majority of ports, such as the Windows 9x-based PC-CD release, which was titled Resident Evil 2 Platinum in North America. Aside from retaining all previously added features, the PC version can be run in higher resolutions.[14] A "Data Gallery" was added to the main menu, allowing the player to view movies, rough sketches, illustrations and 3D models.[14][15]

The first port was made by Capcom, and released in February 1999 for the Windows 95 and 98. This version ran steadily using 36MB RAM, though could work with a minimum of 24MB.[16] Later, possibly the same year, Capcom collaborated with the manufacturer Canopus to publish a version to be sold alongside the Canopus Spectra 2500 graphics card. PCHome also published their own PC version.[17] MediaKite published one PC port in 2000, followed by an "Ultra" version in 2001, which increased RAM usage to 64MB for Windows ME users, and 32MB for Windows 95/98 users.[18]

In 2006 the Japanese developer SOURCENEXT released an enhanced port of the game, using 64MB as the standard RAM usage.[19] This version is known for its higher-quality FMVs encoded at a resolution of 640×480 pixels.[20][21]

Dreamcast Edit

An image showing a video game peripheral for Sega's Dreamcast console.

A re-release of Resident Evil 2 for the Dreamcast added support for the console's Visual Memory Unit, enabling the peripheral to display the current condition of the playable character.

The Dreamcast version keeps the additions from the original PC release, runs at 60 frames per second during gameplay, and incorporates real-time display of the character's condition on the Visual Memory Unit peripheral.[22][23] The Japanese edition of the Dreamcast port was given the subtitle Value Plus and came with a playable demo of Resident Evil CODE:Veronica.[15]

Sega Saturn Edit

A port of Resident Evil 2 for the Sega Saturn was developed internally at Capcom for a time, but technical difficulties led to its cancellation in October 1998.[24] According to Hideki Kamiya, the port was difficult to run on the console,[25] while Shinji Mikami added it was noticeable graphically inferior to the PlayStation version.[26]

Other versions Edit

An unmodified port of the Dual Shock Ver. was released for the Nintendo GameCube.[27] The initial PlayStation version was re-released on the Japanese PlayStation Network in 2007, while the service's North American counterpart received the Dual Shock Ver. two years later.[28][29][30]

Remake Edit

Main article: Resident Evil 2 (2019 game) 

Since the original release, many fans of the series asked Capcom to create a remake of Resident Evil 2 similar to the one they had done with the original Resident Evil. In a 2012 interview with Gamespot, Capcom producer Yoshiaki Hirabayashi stated that the studio was not currently working on a Resident Evil 2 Remake but that avenues would open if fans were interested enough.[31] Following many online petitions, in 2015, Capcom producer Yoshiaki Hirabayashi announced that Capcom had approved development of a remake[32].


Resident Evil 2 Remake was finally released in 2019.

SourcesEdit

  1. Bio Hazard 情報 (Japanese). Capcom Co., Ltd. Retrieved on August 14, 2010.
  2. Meynink, Todd (July 28, 2000). Postmortem: Angel Studios' Resident Evil 2 (N64 Version). Gamasutra. United Business Media LLC. Retrieved on October 18, 2010.
  3. "三並達也インタビュー" (in Japanese). Dorimaga (SoftBank Creative Corp) 10 (5). April 2002. 
  4. 4.0 4.1 4.2 "Angel Studios Interview: Resident Evil 2" (in German). Total! (X-plain Verlag): 38–41. November 1999. 
  5. 5.0 5.1 5.2 Casamassina, Matt (November 24, 1999). Resident Evil 2 – Nintendo 64 Review. IGN. IGN Entertainment, Inc. Retrieved on January 29, 2009.
  6. 6.0 6.1 6.2 Error on call to Template:cite web: Parameters url and title must be specifiedFeatures of RE2 N64 – Additions. Angel Studios. Archived from [{{{url}}} the original] on June 9, 2002.
  7. Capcom Co., Ltd; Angel Studios; Factor 5, LLC. Resident Evil 2. (Capcom Entertainment, Inc.). Nintendo 64. Scene: staff credits. (October 31, 1999)
  8. 8.0 8.1 Error on call to Template:cite web: Parameters url and title must be specifiedFeatures of RE2 N64 – Enhancements. Angel Studios. Archived from [{{{url}}} the original] on June 9, 2002.
  9. The Resident Evil 2 Comparison. IGN. IGN Entertainment, Inc (June 21, 1999). Retrieved on October 17, 2010.
  10. "Chris Hülsbeck im Interview" (in German). Total! (X-plain Verlag): 62–65. August 1999. 
  11. Fielder, Joe (November 19, 1999). Resident Evil 2 Review for Nintendo 64. GameSpot. CBS Interactive Inc. Retrieved on January 29, 2009.
  12. Error on call to Template:cite web: Parameters url and title must be specifiedResident Evil 2. Tiger Electronics, Ltd. Archived from [{{{url}}} the original] on October 12, 1999.
  13. Peer Schneider (July 14, 1999). Resident Evil 2 – Game.Com Review. IGN. IGN Entertainment, Inc. Retrieved on August 31, 2010.
  14. 14.0 14.1 Dulin, Ron (March 26, 1999). Resident Evil 2 Review for PC. GameSpot. CBS Interactive Inc. Retrieved on January 29, 2009.
  15. 15.0 15.1 バイオハザード 2 バリュープラス (Japanese). Capcom Co., Ltd. Retrieved on August 14, 2010.
  16. Crimson Ceremony - Lost Releases - BIOHAZARD 2 CPC.BIO21.
  17. Crimson Ceremony - Lost Releases - BIOHAZARD 2 506-9929.
  18. Crimson Ceremony - Lost Releases - BIOHAZARD 2 MKW-213.
  19. Crimson Ceremony - Lost Releases - BIOHAZARD 2 63070.
  20. Biohazard 2 PC (Japanese). Sourcenext Corporation. Archived from the original on February 3, 2011. Retrieved on August 14, 2010.
  21. Funatsu, Minoru (January 24, 2006). ソースネクスト、カプコンのサバイバルホラーをPC向けに再移植、Win「Biohazard 2 PC」2月17日発売 (Japanese). Game Watch. Impress Watch Corporation. Archived from the original on February 3, 2011. Retrieved on July 8, 2010.
  22. Mielke, James (January 28, 2000). Resident Evil 2 Review for Dreamcast. GameSpot. CBS Interactive Inc. Retrieved on January 29, 2009.
  23. "VM Status". Resident Evil 2 Instruction Manual. Virgin Interactive Entertainment. April 28, 2000. p. 13. 
  24. Ohbuchi, Yutaka (October 21, 1998). RE2 for Saturn Canceled. GameSpot. CBS Interactive Inc. Retrieved on August 31, 2010.
  25. Hideki Kamiya's twitter.
  26. Director's Hazard.
  27. Marriott, Scott Alan. Resident Evil 2 – Review (GameCube). Allgame. Rovi Corporation. Archived from the original on February 3, 2011. Retrieved on August 19, 2010.
  28. Capcom Co., Ltd. Biohazard 2 (in Japanese). PlayStation Network. Scene: title screen. (December 26, 2007)
  29. Chen, Grace (November 19, 2009). PlayStation Store Update. PlayStation Blog. Sony Computer Entertainment America LLC. Archived from the original on February 3, 2011. Retrieved on August 15, 2010.
  30. Capcom Co., Ltd. Resident Evil 2 Dual Shock Ver. PlayStation Network. Scene: title screen. (November 19, 2009)
  31. Eddie Makuch (September 27, 2012). Resident Evil 2 remake possible with fan support. Retrieved on June 23, 2019.
  32. Resident Evil Official YouTube Channel (12 August, 2015). Resident Evil 2 Remake – Special Message from Producer “H”. Retrieved on 23 June, 2019.

See alsoEdit

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