There are no loading screens in the game apart from the first build up; it's all in one seamless experience.
The game uses the RE Engine, which is the same engine that was created and used to develop Resident Evil 7: Biohazard. Not only are the graphics in both games similar, but its UI and even item design have a striking resemblance. For example, the Handgun Ammo icon in the remake uses the same model that was used in RE7.
Thanks to major graphical improvements with the help of the RE Engine, items, characters, enemies, objects, and even the environment itself have photorealistic rendering and visuals. Unlike in the original 1998 release where the Raccoon Police Station's hallways and rooms are lit, the 2019 remake instead turns the precinct's hallways and some locations far more darker, giving it a chilling and intense atmosphere as the player traverse them. The shadows were greatly improved as well, as opposed to the original's shadows being a small dark translucent circle beneath the characters or enemies.
Features such as photorealistic visuals are possible; enemies react in real time taking instant visible damage, limbs can be ripped off of enemies and the character shows bite marks when they take damage. Using the Chemical Flamethrower or Hand Grenade against enemies will cause their body to turn into charred visually.
Camera & Character controlEdit
For instance, the character control resembles that of Resident Evil 6, with the player being able to move freely toward any direction without needing to face it first. The player can also move while aiming but that will increase the weapon's spread, although some of the weapons are exempt from this mechanic.
Inventory & Resources ManagementEdit
The inventory in the game is similar to Resident Evil 7: Biohazard, which starts out with 8 slots but can be expanded to the maximum of 20 slots by collecting the Hip Pouches scattered throughout the game.
Certain weapons found in the game take up two inventory slots while others only may take one, before upgrades are applied.
Ammo no longer stacks up to 255 as the original, each of ammo type have the maximum stacks of their own. For example, Handgun ammo only stacks up to 60 bullets per slot.
The Item box returns from previous games to store items found throughout the game.
Health & healing itemsEdit
In general, the healing mechanic is similar to its original counterpart. A new herb combination is available in the game: Red Herb + Blue Herb. This gives the character invulnerability to poison and makes their defenses stronger until the effect wears off.
Boarding Up WindowsEdit
A new gameplay mechanic that wasn't featured in the original Resident Evil 2 but is similar to the one in Resident Evil Outbreak File #2 "Desperate Times" scenario is the inclusion of Wooden Boards. These are used to cover up specific windows found throughout the R.P.D. where zombies may be present and can prevent them from entering, making certain areas easier and safer to navigate.
Weapons within the game are upgradable by finding the correct parts for that weapon as the game progresses. Certain upgrades may increase damage dealt or increase ammo capacity. Parts that increase a weapon's inventory space can be attached and removed at the player's discretion in the inventory screen.
A mechanic which was first featured in Resident Evil 3, is the ability to mix different types of gunpowder to create different types of ammunition. The ammo created will depend on the types combined by the player.
As with Resident Evil 7: Biohazard, a lot of the action aspects of RE4-6 have been toned down or completely removed from the combat system. For example, the player cannot melee zombies after stunning them or putting them on the ground.
Both Leon and Claire start the game with their respective handgun but are both able to obtain more powerful weapons throughout the game at certain points.
Each character has specific weapons available in only their scenario's, such as the Shotgun and Flamethrower for Leon and the Grenade Launcher and Spark Shot for Claire.
Another feature which was included inResident Evil, is the return of defensive items. If the character is grabbed by an enemy and they have a defensive weapon in their inventory, a prompt will show up on-screen and if pressed the item will be used as a defense weapon which shakes the enemy off the player. The defence weapons are equipped without going into the inventory menu provided there's no previously equipped defensive item before it.
There are two types of defensive weapon: Knives and grenades.
The knife also has a new gameplay mechanic with a durability rate, similar to the non-knife, melee objects used in Resident Evil Outbreak and Resident Evil Outbreak File #2. In the inventory screen, below the knife icon, there is a small gauge that represents how much the current knife has been used. Once the gauge is empty, the knife will break and a new one must be acquired. However, in this game, if a knife is used for defense during an enemy attack, the player must finish killing that enemy to recover the knife, something that wasn't possible in the RE1 remake.
A knife with unlimited durability can be unlocked by fulfilling certain game requirements.
There are two different types of grenade featured in the game: Flash Grenade and Hand Grenade.
The Hand Grenades found are lethal, shrapnel-based explosives which explode and cause damage to enemies within a certain radius. The Flash Grenades are non-lethal however, and are used to stun enemies for a short period of time, creating opportunities to either evade or attack enemies. The player can carry a maximum of three of a single type of grenade in a single inventory slot. When used defensively, grenades have their efficiency reduced.
Compared to the original, no new enemy is made in this reimagination. However, their gameplay mechanic are heavily altered. In general, most enemies can grab and attack the player. When the character is being grabbed, the camera will zoom into them. However, some of the original's enemies are omitted in the remake such as the likes of Evolved Licker or the Giant Spider.
The zombies are also a bit different from past games. They have more health and are able to get up multiple times after lying on the ground for a while. They don't spawn a small pool of blood when dead anymore and if they detect the player, they are able to chase the character from room to room.
Crawling zombies are also less, but are still dangerous to the player. When grabbed by the feet, character doesn't stomp/kick their heads like in the original game, and will just kick them out instead. Also, if not taking action seriously, the crawling zombie is able to pull the character down with them, make it harder to push them out.
Similar to Resident Evil 0, more than one zombie can grab the player at a time.
Lickers also make a return in the game. They have a much more detailed design thanks to the upgraded visuals. They detect players by listening for any noises they make and let out a loud screech as they strike with lightning-fast attacks and pounces. They can be heard snarling or by the clicking of their claws as they move around.
The Giant Roach in the remake is present, however they were harmless unlike in the original where sometimes they can gang up upon the player character.
Ivy zombies are a new enemy introduced in the game, taking the place of the "Ivys" found in the Laboratory section of the 1998 version. They are similar to zombies but are covered in plant matter such as vines and bulbs. They can kill the player in a single grab if no defence weapon is equipped. They can only be completely killed by burning them with an incendiary weapon like the Flamethrower or Flame Rounds.
G-Adults / G-YoungEdit
This creature is now found several times throughout the later stages of the game as opposed to a single appearance in the original. They are found in the sewers, lurking in the sewage water and ambushing the player by popping up and either by grabbing them or smashing their arm downwards on them. They have the ability like the original, to vomit "G-Young" from a large mouth on a stalk-like neck. They can also now poison the player if they grab them and no defensive item is equipped. The G-Young can now poison the player as well.
The T-103 Tyrant returns with a new mechanic as a type of pursuer to the player, similar to the "Nemesis" in Resident Evil 3 and Jack Baker in Resident Evil 7: Biohazard. The Tyrant cannot be killed, but can be temporarily disabled when enough damage is inflicted on him. He will continuously pursue the player once encountered but can be shaken off if the player moves quickly and gets away from him, moving throughout several rooms. The player will be alerted by his heavy footsteps when he is nearby and can be alerted by gunshots or other loud noises.
He can also transform into his "Super Tyrant" form but serving as a boss exclusively for Leon's scenario only.
The Giant Alligator that lurks in the Raccoon City's sewers make a return in the remake. It rather becomes a timed obstacle boss exclusive to Leon's scenarios only where he was pursued in the entrance of the sewers. Its only way to be defeated is to bite an explosive canister where it can be shot to explode and die, a nod to the other economical way of defeating it in the 1998 game.
- Main article: William Birkin/gameplay
William Birkin's G forms also returned, with G1 being the first boss encounter in the game. G4 is only exclusive to Claire's scenarios while G5 can be unlocked at the end of the 2nd run scenarios of the respective characters.
Both characters uses a flashlight that behaves similarly to that of Resident Evil: Revelations. It will turn on automatically when the player enters a dark or dimly-lit environment and turns off by itself when the player is in a brighter environment. The flashlight cannot be manually turned on or off by the player. Both Leon and Claire can physically hold a flashlight similar to that of the scrapped Resident Evil 3.5; additionally, having the flashlight on won't stop the character from aiming their weapon, even if they are using a bigger weapon such as a shotgun or grenade launcher.
The layout of the maps have also been changed and even brand new areas have been added while also remixing item locations. Both veterans and new-comers alike will have their share of new challenges and scares.
Some enemies can pursue you from room to room, unlike the original. Only some rooms are completely free of enemies, however this may change depending on the scenario being played. There are also some rooms in the game which the Tyrant cannot follow the player into but may pace back and forth outside, waiting for the player to leave the safety of that room.
The map now marks points of interest "!" and shows icons for of items the player has seen but didn't collect yet. Also rooms are colored red while not fully explored, turning blue when all things are checked and items picked.
ther gameplay elementEdit
Difficulties modes Edit
There are three difficulty modes in Resident Evil 2 Remake: Amateur, Standard and Hardcode. The main differences are:
- Enemies are tougher to dispatch and may be more numerous.
- Saving is unlimited in the lower difficulties but require Ink Ribbons in "Hardcore".
- Ammunition and Healing Items are scarcer.
Extra modes Edit
There is a 2nd scenario available to players after the first one is finished, the differences are the availability of a new type of handgun, item placement, puzzle solution and the starting point and ending point of the game. Plot wise, The story canon for the RE2 remake is Claire First - Leon Second but the characters experience the same events in both of their respective scenarios, such as Leon being chased by the Giant Alligator in the sewers and Claire searching the Orphanage for Sherry.
There is a free update for the game called "The Ghost Survivors" which depicts several "What If" scenarios featuring some characters from the main game who were either killed or had unknown fates.
One of the features from the Deluxe Edition, Collector's Edition and Premium Edition of the game is a "Soundtrack Swap" option where the game can be played with the original game's soundtrack including SFX such as the inventory screen opening noise from the original.
Another feature that is available to purchase is the ability to unlock the all of the unlockable weapons without fulfilling the game's requirements for them.
- ↑ E3 2018: ‘Resident Evil 2’ Remake Trailer Announcement - Pop Horror Capcom’s press release: "[...]Resident Evil 2 brings its reimagined brand of horror to the PlayStation 4, the Xbox One and the Xbox One X and Windows PC on January 25, 2019."
- ↑ Capcom: Resident Evil 2 Official Site "The Survival Horror Classic Reimagined"
- ↑ Resident Evil 2 Remake Is Terrifying In New Ways, But It's Still Familiar
- ↑ 『バイオハザード RE：2』シェリーのデザインやシナリオのアレンジを質問。ブルーハーブに新要素が追加!? | DengekiOnline
- ↑ RESIDENT EVIL 2 Demo - Capcom Presentation - E3 2018
- ↑ Exclusive: Tofu and Hunk are back in Resident Evil 2, Capcom confirms | Trusted Reviews Hiarabayashi: "Of course! Yes! Both the Fourth Survivor and Tofu modes will be included in the game."