Resident Evil 2 Remake | Review Scores Within Stranger

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mic
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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by mic » Sat Feb 09, 2019 2:00 pm

So... what weapon should Claire use against the plant people? The flamethrower made the labs piss easy, but they just shrug of bullets and I don’t really want to waste my flame grenades.

Speaking of which, can you make flame grenades and enhanced handgun ammo? Can you ‘recharge’ the electric gun?

Can’t believe I haven’t finished Claire A!

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by Tafdolphin » Sat Feb 09, 2019 2:06 pm

mic wrote:So... what weapon should Claire use against the plant people? The flamethrower made the labs piss easy, but they just shrug of bullets and I don’t really want to waste my flame grenades.


Sorry if you already know this...but they definitely don't just shrug off bullets. If the bullets are shot at the right place...

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mic
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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by mic » Sat Feb 09, 2019 2:20 pm

Tafdolphin wrote:
mic wrote:So... what weapon should Claire use against the plant people? The flamethrower made the labs piss easy, but they just shrug of bullets and I don’t really want to waste my flame grenades.


Sorry if you already know this...but they definitely don't just shrug off bullets. If the bullets are shot at the right place...


In the head! Or not? Have to go back and forth a few times, so I don’t want them getting up again...

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by Tafdolphin » Sat Feb 09, 2019 2:23 pm

mic wrote:
Tafdolphin wrote:
mic wrote:So... what weapon should Claire use against the plant people? The flamethrower made the labs piss easy, but they just shrug of bullets and I don’t really want to waste my flame grenades.


Sorry if you already know this...but they definitely don't just shrug off bullets. If the bullets are shot at the right place...


In the head! Or not? Have to go back and forth a few times, so I don’t want them getting up again...


Each one has 4 yellow pustules on them. Shoot all of them to make them go down. I don't think they stay down, but they won't get up until you leave the room.

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Wedgie
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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by Wedgie » Sat Feb 09, 2019 2:24 pm

look at those bright orange blobs...

....although that doesn’t kill them. The grenade launcher is actually the best weapon for them.

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by Skarjo » Sat Feb 09, 2019 2:31 pm

So I've been away for a week and so I'm pretty behind and Mr X has only just turned up and... Is it just me or does he make the whole game a bit gooseberry fool?

It drains all the tension and tactics. Before I was scared of sounds through the walls and each and every fight was a measure of balancing resources with safety and it was horrific.

And now it's just he turns up and run run run run turn a corner run run haha see ya licker run run run... repeat. There's no atmosphere.

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mic
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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by mic » Sat Feb 09, 2019 2:35 pm

Orange pustules - gotcha :-)

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by Tafdolphin » Sat Feb 09, 2019 2:37 pm

Skarjo wrote:So I've been away for a week and so I'm pretty behind and Mr X has only just turned up and... Is it just me or does he make the whole game a bit gooseberry fool?

It drains all the tension and tactics. Before I was scared of sounds through the walls and each and every fight was a measure of balancing resources with safety and it was horrific.

And now it's just he turns up and run run run run turn a corner run run haha see ya licker run run run... repeat. There's no atmosphere.


Like I mentioned earlier I disagree.

By the time he shows up, the station has become predictable, secure even. There might be a few lickers around but they're limited to specific areas and if you move slowly they aren't an issue. There're enough boards to secure all the windows and enough ammo to put all the zombies down. It reaches a point where the station almost feels like...a place to start again?

And then Mr X shows up and wants to hug you into submission. Suddenly, all those corridors you spent ages making secure, all those areas you'd meticulously cleared out... danger zones again. Even the unassailable heart of your mission, the one place you could truly feel safe? Yep, he can invade the lobby too.

If he's chasing you there's plenty you can do to shake him off. A few shotgun rounds will stun him, as will a grenade. Then run. Like Alien Isolation sound cues mean you always know approximately where he is. Also, minor spoiler here, the game makes sure he's never around for too long.

I found he added to the tension, almost unbearably so, and some of the most frightening incidents in the game were due to me getting distracted and seeing him burst through a door unexpectedly. If you try to brute force your way past him, or to hide from him in rooms you know he can't enter, then yes the mechanic becomes boring. But that's the point. It forces you to change up your tactics, not to abandon them.

He's strawberry floating great.

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Skarjo
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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by Skarjo » Sat Feb 09, 2019 3:00 pm

Tafdolphin wrote:
Skarjo wrote:So I've been away for a week and so I'm pretty behind and Mr X has only just turned up and... Is it just me or does he make the whole game a bit gooseberry fool?

It drains all the tension and tactics. Before I was scared of sounds through the walls and each and every fight was a measure of balancing resources with safety and it was horrific.

And now it's just he turns up and run run run run turn a corner run run haha see ya licker run run run... repeat. There's no atmosphere.


Like I mentioned earlier I disagree.

By the time he shows up, the station has become predictable, secure even. There might be a few lickers around but they're limited to specific areas and if you move slowly they aren't an issue. There're enough boards to secure all the windows and enough ammo to put all the zombies down. It reaches a point where the station almost feels like...a place to start again?

And then Mr X shows up and wants to hug you into submission. Suddenly, all those corridors you spent ages making secure, all those areas you'd meticulously cleared out... danger zones again. Even the unassailable heart of your mission, the one place you could truly feel safe? Yep, he can invade the lobby too.

If he's chasing you there's plenty you can do to shake him off. A few shotgun rounds will stun him, as will a grenade. Then run. Like Alien Isolation sound cues mean you always know approximately where he is. Also, minor spoiler here, the game makes sure he's never around for too long.

I found he added to the tension, almost unbearably so, and some of the most frightening incidents in the game were due to me getting distracted and seeing him burst through a door unexpectedly. If you try to brute force your way past him, or to hide from him in rooms you know he can't enter, then yes the mechanic becomes boring. But that's the point. It forces you to change up your tactics, not to abandon them.

He's strawberry floating great.


I get what you're saying, but the problem is he's not a very interesting enemy.

You can't defeat him, so he's not a tactical choice like the zombies and lickers. You know you can't kill every enemy in the game, so you make your choices. You leave that zombie standing because you know you can run around that desk. You don't want to chance that licker, so you spend a precious few bullets. You make your own safe spots and pick your own battles based on how you play. But it also means that every new door, every new area ramps the tension right back up because you know you're outnumbered and so what choices and sacrifices will you need to make now?

Then Mr X turns up and he... Walks at you.

He's not like the Crimson Heads of the 1st ReMake, where everything you thought you'd worked for gets thrown at the fire and everything is dangerous again. It's just a thing that walks at you which makes solving the puzzles in front of you frustrating. I'm not scared or tense, just annoyed that the kid from 6th form who thought he was Morpheus keeps walking at me when I'm trying to do gooseberry fool.

He's not scary, he just frustrates progress. And not in a way that increases tension, just in a way that makes you say 'Oh for strawberry floats sake strawberry float off you trenchy bender'.

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by Tafdolphin » Sat Feb 09, 2019 3:13 pm

I've called him many, many derivations of that name! :lol:

I agree he can frustrate but not that he's not scary. Like I said, when you lose him and then suddenly he's there and oh gooseberry fool now what.

I see him as almost an avatar of the game itself, invading your space and telling you to change things up. He's never around for too long, and drops in almost precisely when things start feeling safe. He's a precision instrument wielded by the director to keeps things moving.

I do understand why people don't get on with it, but I found it a great addition.

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mic
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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by mic » Sat Feb 09, 2019 3:40 pm

I just got 1-hit killed from full health by one of those strawberry floating plant bastards! Does that happen on normal?

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by SugarDave » Sat Feb 09, 2019 4:00 pm

mic wrote:I just got 1-hit killed from full health by one of those strawberry floating plant bastards! Does that happen on normal?


If you don't have a counter weapon, getting grabbed by them is an instant death.

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by Captain Kinopio » Sat Feb 09, 2019 4:14 pm

Leon B Assisted - S Rank

Both Frugal and Minimalist checked off in one run. Pretty comfortable in the end. None of the G stages gave me much of a problem, ammo is plentiful and saving plenty makes it a nice not too taxing challenge. Mr X is a pain but I learned to kill off the lickers first so with them out the way you can manage him pretty easy. Not being able to open the chest wasn’t as much of an obstacle as I thought and that was while burdened with an extra handgun. I love this game.

Are we getting proper DLC?

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by Dig Dug » Sat Feb 09, 2019 4:45 pm

Well this explains a lot about Mr X's mechanics.
https://www.reddit.com/r/residentevil/c ... t_when_he/
He doesn't teleport outside of scripted scenes. He just moves, really, really fast.

EDIT:
Image

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by NickSCFC » Sat Feb 09, 2019 5:37 pm

Really enjoying this so far.

After coming off the vast, janky open world of RDR2 this is very refreshing.

I'm in no rush to finish, I spent 15 minutes just exploring the petrol garage at the start, the way every bottle and pair of glasses casts an accurate and detailed shadow is very impressive.

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Image
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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by IAmTheSaladMan » Sat Feb 09, 2019 5:37 pm

BobbyDigital wrote:What are the chances of them releasing the original RE2 on modern consoles?


It’s on PS3 if you consider that modern enough.

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mic
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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by mic » Sat Feb 09, 2019 7:51 pm

SugarDave wrote:
mic wrote:I just got 1-hit killed from full health by one of those strawberry floating plant bastards! Does that happen on normal?


If you don't have a counter weapon, getting grabbed by them is an instant death.


Now you tell me! ;)

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by BobbyDigital » Sat Feb 09, 2019 8:29 pm

IAmTheSaladMan wrote:
BobbyDigital wrote:What are the chances of them releasing the original RE2 on modern consoles?


It’s on PS3 if you consider that modern enough.


I haven't got a PS3 :x :x :x

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by Captain Kinopio » Sat Feb 09, 2019 8:33 pm

4th Survivor Done.

10:28

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PostRe: Resident Evil 2 Remake | Review Scores Within Stranger
by Glowy69 » Sat Feb 09, 2019 8:57 pm

Captain Kinopio wrote:Leon B Assisted - S Rank

Both Frugal and Minimalist checked off in one run. Pretty comfortable in the end. None of the G stages gave me much of a problem, ammo is plentiful and saving plenty makes it a nice not too taxing challenge. Mr X is a pain but I learned to kill off the lickers first so with them out the way you can manage him pretty easy. Not being able to open the chest wasn’t as much of an obstacle as I thought and that was while burdened with an extra handgun. I love this game.

Are we getting proper DLC?


The Ghost stories launches on friday?

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