There are no loading screens in the game apart from the first build up; it's all in one seamless experience.
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 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.
The inventory in the game is similar to Resident Evil 7: Biohazard, which start out with 8 slots but can be expanded to the maximum of 20 slots by collecting the Pouch scattered throughout the game.
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 game to store the items.
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.
Windows Boarding Edit
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 boards can be used on windows to block zombies from passing through them, and there are several throughout the game that can become quite handy once the player knows which windows spawns zombies when they walk by them and when the zombies would break in.
Weapon Parts UpgradeEdit
The weapon are upgradable by finding weapon parts as the game progressed, they can be added in or removed by player's choice.
A mechanic return from Resident Evil 3, it doesn't require a Reloading Tool to make ammo however. Player simply have to combine two gunpowders item together. The outcome depends on the type of gunpowder.
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.
Weapon are scattered in the map, some would requires player to solve a puzzle to get them. There're some unlockable weapons in game as well as DLC weapons available for purchasing on the stores.
Another feature based on an earlier Resident Evil game 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 takes the enemy off of the player. The defanse weapons are equipped without going into the inventory menu provided there's no previously equipped defensive item before it.
There're currently two types of defensive weapon: Knives and grenades.
- Also See: Combat Knife (RE2_remake)
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 needs to be acquired. However, in this game, the knife can always be acquired back by killing the enemy that was stabbed and interacting with it, something that wasn't always possible in the other remake.
There's a special knife with unlimited use if player fulfil the game requirement.
There're two types of grenade in this game: Flash grenade and Hand Grenade.
Grenades are perished upon use, when using as defensive items, their blast is reduced to affect on the the grabbing enemy. There's only a limited supply of them in game. While Hand Grenade can instant kill most of enemies in its blast. The flash grenades only disable the enemies for a short while.
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.
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.
Thanks to the RE Engine, 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.
Similar to Resident Evil 0, more than one zombie can grab the player at a time.
Lickers also return, they detect players by sound and too fast to outrun. As a result, it is recommended to sneak past them. Some weapons are designed to reduce the sounds and can be take advantaged of to distract them from the player.
Ivy zombies gameplay is unique is that once grabbed, without defensive item, the character will be killed instantly. It's recommend to keep distance from them. They can only also be killed completely by burning with the incendiary weapon like flamethrower or Fire rounds.
This creature is now able to poison the character. Their weakness is on the eyeball like William Birkins. Unlike the original, in which it is only a sub-boss, this creature is now prominent enemies.
The T-103 Tyrant, dubbed unoffically as Mr.X by fans, return with a new mechanic as pursuer to the player. He can't be killed, but can be temporarily disabled when enough damage is done on him. He will continously pursue the player once encountered. The player will be alerted by his heavy footstep when he's nearby.
Playable character uses a flashlight that behaves similarly to that of Resident Evil: Revelations. It will turn on automatically when the player gets to a darker place, 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.
Most enemies can pursue you from room to room. Only some rooms or area are flagged as "safe" when it's for saving or having important puzzles, even the Tyrant cannot enter these rooms and will leave once they player enter the room.
Other gameplay element
Difficulties modes Edit
There thre difficulty modes: Amateur, Standard and Hardcode.
- Enemies are tougher in harder difficulties.
- Saving is limited.
- Ammo and Health Items are scarer.
- There is no change in puzzles between these modes.
Extra modes Edit
There is a 2nd scenario available after the first one is finished, the differences are the represent of a new type of handgun, item placement, puzzle solution, the starting point and ending point of gameplay. Plotwise, The Zapping is no longer take account. The other character experience the same event no matter what was previously done in the 1st screnario.
There are a free update called "The Ghost Survivor", they have some unique gameplay as new enemy types appears.
Another feature that is purchasable on the store was to unlock the all of the unlockable weapons.
- ↑ 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."