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But for the main campaign? Hell no. It has to be single player. Capcom wouldn't ever dare to force co-op on it.
I agree man! Its sad that we gotta ask questions like "are we gonna get raid mode". I emplore the new generation who hasn't played the original RE2 to get an emulator and play it. Yes it had extreme battle mode, yes it had a funny game like TOFU mode, but it was still suspensful. I have played through the revelations games, and I was greatly dissapointed, just like RE5 and 6...Trash
Resident Evil 2 originally had the 4th survivor.
4th Survivor is a ancestor of RAID mode. It was, so to speak, the first RAID mode in RE.
The remake will be up to date, so the possibility is very high that 4th survivor adapted to today's RAID mode state or will even be completely replaced. (But I've already read that it has the 4th Survivor, so i think it will be on RAID state or even higher - simply because the old 4th Survivour today would't even be worth it for a demo, because of lack of content.)
[4th Survivour -> Mercenaries -> Raid]
You have to reach the end of a stage. (In 4th Survivors's case to save the virus, and in Raid mode to beat the BSAA emblem)
Your time is stopped.
You have a very specific character.
You get a rank.
You only have a very specific equipment. (in 4th Survivor's case limited to hand gun, shotgun, magnum, bullet, mixed herbs)
And regarding Extreme Battle. It's a late added mode for RE2
http://residentevil.wikia.com/wiki/Extreme_Battle
"Extreme Battle is a minigame that was introduced in the Dual Shock edition of Resident Evil 2, and later implemented in the Dreamcast, PC and GameCube ports of the game; despite coming out around the same time, the Nintendo 64 version of RE2 does not include this mode"
So 4th Survivor was first.
And battle game, well... it's only available on saturn - a fast dying console that almost no one had. (at least in my country)
It's release date was the Oct 1997 - Just ~4 months before RE2's release date. 1+1....... The similarities are unmistakable because they have the same origin (maybe a idea from the 1.x development aka re2 prototype in 1996/7), but they have tried different things - and one thing led to another, while sometimes introducing new things or rejecting them. This is a normal development process. IMO 4th survivor looks more like a base for further development packed with a bit of story than everything else.
e: It doesn't mean anything at all, but btw, Hunk is almost everywhere since then. Be it Mercenaries or Raid mode
-The 4th Survivor is simply an "escape game", your goal is to reach the destination point and you don't need to kill anything unless it helps ensuring your own survival. Your rank is solely based on time taken so the "ideal" way to play 4th Survivor is just learning to dodge like a pro and run past pretty much everything.
In Raid Mode, you have to kill most (if not all) of the enemies in most missions for the BSAA emblem to actually appear, and you definitely have to kill everything if you want extra points from the Genocide bonus. It's more of a hunting game, and allways the more you kill, the better.
-4th Survivor has a fixed loadout. In Raid Mode you have the most customizable loadout in the entire RE mini-games history.
-Raid Mode was also built on the premise of being a grind fest. Multiple missions on multiple difficulties that you have to replay several times for farming/levelling purposes or to get all the bonusses, which will take a lot of hours. The 4th Survivor is just a challenging mini-game to test your skills that, once you get enough practice, you beat in a few minutes and that's it. Even if Raid Mode still requires some skill, you won't go anywhere with skill alone, you still need high levels and getting good weapons to get good results.
e: In other words: Between then and today are over a decade and several modes/versions that have improved again and again.
(This is just as with other games that can suddenly customize characters in their sequel or get new gameplay features, new characters etc. Also, the RE2 remake is generally a good example of how things can change over time, as there are new features, new (user) perspectives, new needs and new possibilities. In a mini-game there's nothing else and the gameplay is still the same, just in a different and improved package.)