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The Evil Within 1
- mostly linear gameplay with some exceptions
- focused on killing enemies
- non interconnected level design
- cinematic action moments alternating with slower pace moments
Resident Evil 2 Remake
- non linear gameplay with some exceptions
- focused on avoiding enemies
- interconnected level design with hub areas
- slow paced with action intensity steadily rising throught the game all until the end
TEW 1 = die a lot from one hit kills , learn from your mistakes, try again, die again, learn, progress to next chapter.
RE2 = mess around for a bit, explore , get bitten, take herb, solve the puzzles, odd boss fight, progress the story.
I might be a bit blasé here but both games have their own take on how they do survival horror , both are great
Ich hätte mir mehr Level gewünscht
Lol dude, why do you reply in German to some Pakistani guy asking something in English?
Bist du behindert oder so?
TEW2 is a shame and i hope RE2 will not let a survival horror genre to die (or become Outlast/ Alien Isolation RE7 wink wink). Or maybe, just maybe Bethesda will produce a third part of TEW with allfather Mikami as director....
I think the major thing to stress here is that if you're a fan of the original RE2, it is absolutely not that game. That out of the way, if you play on hardcore, it feels much more like classic RE than TEW1 does, even though it doesn't feel specifically like RE2.
Evil Within is hands down the more challenging and divisive game. You have to be comfortable with dying more in Evil Within, though I don't think it's quite so guaranteed as people make it out to be if you keep thinking about how to handle yourself in each situation.
RE2 is a safe game in that I don't think many people would dislike it. Hardcore is kind of hard not like Evil Within's level of difficulty. Standard and Assisted difficulties in RE2 I haven't tried but I have to assume that between the three of them, there's something for everyone in terms of being comfortable playing the game. TEW1 on the other hand is often considered too hard regardless of difficulty setting (or too cheap, but people that think that are usually misunderstanding how to play).
Evil Within has a much better story but a lot of people find it needlessly complex. RE2 again has a safe story, and unlike past RE games, you'd probably say the acting and dialogue are really good. It has plot flaws, but the lines written to support that plot are generally well written and well acted.
I disagree that there's a focus to killing enemies in TEW that isn't in RE2. You can avoid everything from ch1-4,6-9,10,13 and 14 in TEW1 and are rewarded for doing so by getting to keep your ammo. Once enemy confrontation becomes complex and interesting I'd say it's fair game to be used in the same way a boss is. There's enough shotty ammo in RE2 to decap every zombie from the moment you get it to the end of the game. There's no reason not to shotgun every zombie either because it means zombies can't hurt you on return and that gun isn't your boss killer so it has no other major competing use. I'd argue slipping past mobs is less worthwhile most of the time in RE2. Not that any of that is a plus or minus to either game just that it's nonsense to say one does it and the other doesn't, they both do in different ways.
Other than that agree with EPD except on the new RE2 story which I think traded goofy charm for bland cliche.
Also RE2 didn't translate what made RE4's combat system worthwhile to the survival horror realm, it only used the camera angle, which is part of a consistent problem of the game playing everything very safe. That wears on the replay value although I think it's a better speedrun.
You definitely can avoid enemies in TEW1 but it's set up in a way that a lot of people don't realise you can. Similarly, you have to know that you will get enough shotgun ammo in RE2 to decapitate all the zombies. I didn't, so I dodged a lot of them, definitely more than I avoided enemies in TEW1 on my first go. I liked finding ways to trap them in a room, maybe shoot off their legs with the handgun to seal the deal. This is unfortunately not the best use of ammo, which in my opinion wasn't the best design choice. I don't think being able to shotgun every zombie's head off is ideal, at least on the hardest difficulty. I think feeling forced to think tactically like that enhanced my enjoyment.
I didn't want to expose myself for the true classic RE fan I am and risk being called nostalgic, but it's time for some real opinions from a real human: I prefer the original RE2 in almost every way. And that absolutely includes the story. I am only praising the acting and natural approach to dialogue here. It feels much more serious, but yes, in many cases bland. I miss the juxtaposition of laughing at every cut-scene and document and then being terrified for my (digital) life the moment I resumed playing, which holds true for most classic RE games. The other thing is I can't stand Ada now, and she was my favourite character in the original game. Some of the story even legitimately made more sense in the original game. I could go on, but I don't know that everyone wants that, haha.
Also having it be split into 4 campaigns means after the first one you know what you can get away with in the others. So when I got to Claire the moment I picked up the grenade launcher I never used the pistol again. It's plain better to decap with the shotty and save the pistol ammo for in case you run out just because of how the decap mechanics work more in the shotgun's favour. I don't even think that's a problem really it's just a part of the game and I did have fun getting an S rank on Leon purely by accident because I was trying to kill zombies as fast as possible.
I do forget standard first run in TEW is different beast but when I did no upgrades nightmare the next run ammo was tight and I ran from a lot of stuff. So the reverse of my RE2 experience oddly. At times in TEW, and even og RE2 nightmare, I felt ammo was precious and new RE2 never had that. I think because of the greater combat nuance in TEW I found it easier to think up new challenges to keep testing myself but with RE2 I'm not sure where to go. I'm pushing TEW harder then and that might not make it a fair comparison.
I think a lot of people don't understand the criticals thing, or can't do it in the moment, so maybe that was intended to offset the fact that it seems to take the same amount of ammo to critical a zombie head for a kill as it does to take out their legs to immobilise them a bit. Also, you really need to give them a wide berth when they have no legs. That's a good concept, but it again translates to making headshots easily more valuable.
Yes, I love these zombies. I love that sometimes I'm putting six critical-chance headshots into one and it's not dead. I love that they stay down for minutes at a time sometimes and suddenly start getting up. It feels exactly like a classic zombie film. It's fantastic. It just needs the tiniest bit of rebalancing. I would love to see the shotgun repurposed for knockback or stun value rather than instant kills. That or make the ammo much less common.
In the original RE2, the 4 campaigns were quite different. I still get mixed up about what happens in which game when I play. So far, I've seen very few differences between the two A scenarios, and have not touched B yet. I did Leon A first, and my girlfriend is after arriving at the lab in Claire A.
I ran from enemies in TEW1 when I was doing my speed run and probably my no-upgrades as well, but before that, I didn't even think to try most of the time. TEW1 does have superior replay value, which is very important, but my favourite games are the classic RE games, and that's all because of my initial experiences with them and later on my knife runs. Unfortunately, their replay value isn't fantastic. Because they're simply so good, you can just replay them a couple of years later and enjoy them, but they're not built to change dramatically on every run or be able to be changed dramatically by the player for challenge runs. It's not impossible, but it's not like RE4 and RE5 or TEW1 in that regard. Though they do often have extra modes that help with that. I'm sure very few people got through 4th Survivor, Tofu Survivor, or Ex. Battle 3 on their first tries.
As much as I bemoan the game being safe, safe remake is more likely to produce quality than a whole new game. I enjoy RE2 a lot and now that 7 is in its shadow I like it even less. There's also an element where they recycle things so much anyway, like the shotgun puzzle, that they may as well just remake an entire game.
I'd like the shotgun buffed for group killing and then get less ammo. Or delimbing but not decapitating which is stun value like you say. Specialised in a way that doesn't conflict with the pistol since then any time you see a lone enemy you'd view the shotgun as too good. That I suppose is moaning it's not like the original. Or just dump more elite enemies in so you need to save shotgun ammo. They remind me of the Dino Crisis dinos so the new zombies do, chasing you through rooms, that's high praise as those dinos are the king of the basic enemy. Mr X was great too when he roams the station, that was a meaningful addition.
It's true I don't know enough about the damage mechanics myself beyond focusing boosting damage a great deal. I thought zombies were better balanced on normal with 2-3 leg shots bringing them down. The higher you make that number the more people are going to view it as 5 possible crits wasted. As much as I also like a zombie surviving multiple headshots that's a balancing issue too where the pistol was debuffed on higher difficulty but the shotgun is untouched.
You are right about having to put RE away for a while for it to get its edge back. I liked 4th survivor in new RE2 but it made me want that kind of enemy layout in the main game. Some of the set ups were very clever and did push you to alternate what weapon you used. I can't pretend to be too bothered by all the campaigns being the same, I was fine when I thought there was only one. I'll look forward to playing it again years from now and hopefully it messed up my memory of the original layout.
You're making me miss Dino Crisis, and also really want to play RE2 1998 on nightmare. I'm really not happy I lost my Dreamcast copy without ever realising that difficulty was on there. I played the PS1 one more because of some sentimental attachment and being a child. But I had that game on PS1, GC, DC, N64, and I think I remember rebuying the PS1 version because the booklet was ripped or something...
You're right about the shotgun-pistol balance on hardcore. It needed just a bit of work. It's a shame because I really see the germ of some incredible, perhaps even perfect zombie mechanics here. But maybe next time. It's not unreasonable to think they may perfect it in the next RE. It's almost where I would want it.
Do you think the second half of the game was rushed? It feels a little unfinished to me. The lab in particular feels like much less of an impact than in the original.
The major reason I liked the 4 scenarios in the 1998 RE2 was the way it played with your expectations. The licker jumping through the mirror actually gets triggered by different things in each scenario, and to this day I do not remember which is which, and I don't want to. There's stuff like that all over the game. I would have been fine with 1 scenario, I suppose, but if there's going to be four, it would be nice to make them different enough to get a similar effect. For years I had high hopes for an improved zapping system, but...yeah, that's not happening.
We started the 2nd Run a little while ago. Seems interesting so far.