Prompts like opening doors, using keys, etc are static but since you are turning all over the place they are constantly behind or off to the side. Also the way the game handled interaction is not good. Lots of elements are not centered so it's hard to know what's going on sometimes. The main thing that keeps this from being playable for me is the way the UI is handled. Also the button mapping on the Oculus controllers is a bit odd. I have an iron VR stomach and they made me feel pretty weird. Sucks that Capcom would never put the resources into actual official VR modes considering what modders can do on their own with the resources they have for free. It's pretty damn cool but it's obviously really rough. I'll use the magnum ammo on the required Nemesis fight there.Played RE2 via Airlink for about an hour. I also found another Gunpowder B elsewhere, a blue herb, a first aid kit, and yet another journal, this time on a fallen mercenary!Īlong with saving my herbs/kits and magnum ammo by skipping the trolley fight, I'll have more supplies going into the chapel. In the truck was his journal, as well as Gunpowder A (x2) and Gunpowder B (x2). I went all the way back to the start and found the man who hid in the truck, killed by zombies. I wonder why?īut the return trip to the city hasn't been fruitless. Apparently this happens after visiting the RPD. I heard there are green herbs on top of a fire escape, but I found the fire escape and it's raised. However, right now I'm revisiting an earlier save, before I escape on the trolley (this time I'm going to skip the Nemesis fight to save resources), and before I do that, I'm scouring the city for supplies. On my main file, I'm currently at the point where I'm controlling Carlos in the chapel. Also maybe add flickering lights to create a more dynamic scene. I think one way to make that wall look more interesting, from the hallway, is to replace the length of it with a long window looking into the STARS office, like you'd see in many real-life Police Departments.
There's only one door along that wall - the door leading to the STARS office - with a second door at the end of the hall. I suspect this is something they will overhaul in the remake.Ĭase in point: The second-floor hallway in the west wing from which you access the STARS office.
They still have have a strong color scheme, cinematic framing and sense of "grit," but there are long hallways devoid of windows or fixtures. Soft IQ and primitive character models aside, the only real weakness in RE2's look, I think, is that some of the interior locations in the RPD are a bit bland. It evokes a particular atmosphere reminiscent of other pre-rendered titles from the mid-to-late '90s, such as a long-time personal favorite of mine, Donkey Kong Country 2. To me, the dated look is part of the appeal in its own weird way. Since this game wasn't part of my childhood, I think it's easier for me to accept its current look at face value rather than trying to compensate for diminishing returns. Games from our childhood always look better in our memories than they do in person today. I guess all of this comparison stuff just flies over my head because I first played RE2 this year and so I don't remember it looking any particular way. Japanese language only (Translation patch available)Īll of these screenshots you guys are posting look rougher than I recall the PS One Classic looking on my HDTV completely unaltered. Hunk, Tofu and Extreme battle unlocked by default *Best quality CG FMVs running 640x480 and 30fps Background resolution is at 320x240 upscaledīased on the Windows 98 Ver with the following notes: Does not include any additions from the Windows 98, Dreamcast or N64 versions Japanese release (Biohazard 2 Value Plus) has Hunk, Tofu and Extreme Battle unlocked by defaultīased on the Dual Shock Ver with the following notes: Arrange mode difficulties retitled to Rookie, Expert and Nightmare At least two music tracks are missing and not replace, these rooms are now silent ("Left Alone" outside the RPD, "The Buildup of Suspense" in Marvin's office) Runs at 30fps for 3D scenes with video interpolation (60fps for menus)
Gallery mode (Character model/concept art/FMV viewer)īased on the Windows 98 version with the following additions: Arrange Mode includes Easy, Normal and Hard difficulties Hard difficulty unlockable under Original Mode Slightly improved graphics for in-engine models Both 320x240 & 640x480 background resolutions Based on the Dual Shock Ver with the following additions: