Resident Evil 2

Resident Evil 2

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Denys Nov 21, 2022 @ 11:02pm
Enemy spawns
Is every enemy a scripted spawn? So if you replay then there are no surprises right?
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Showing 1-9 of 9 comments
Hold the MAYO Nov 21, 2022 @ 11:16pm 
Yup, most of the enemies spawn at the same locations each time you play. There is some variation, but after playing through it once or twice you should remember where most of them are
Denys Nov 21, 2022 @ 11:29pm 
Originally posted by Joseph:
Yup, most of the enemies spawn at the same locations each time you play. There is some variation, but after playing through it once or twice you should remember where most of them are
That is a shame, thanks for the reply!
pauldiazberrio Nov 22, 2022 @ 5:51am 
Enemies are loaded via hex code, using preset numbers and enemy types. The problem is that to modify them, you have to unpack the compressed game file and it is huge. I would only recommend that if you have a large hard drive and a lot of patience. Some time would be needed to allow the process to complete.
Bullett00th Nov 22, 2022 @ 12:05pm 
Originally posted by Denys Rys:
Originally posted by Joseph:
Yup, most of the enemies spawn at the same locations each time you play. There is some variation, but after playing through it once or twice you should remember where most of them are
That is a shame, thanks for the reply!
really it's not. I'm a big fan of Left 4 Dead with its AI director generating different spawns for every game, in RE the fixed spawns really work and the game remains highly replayable due to adaptive difficulty and your personal evolution as a player
dustbiter Nov 22, 2022 @ 1:53pm 
Some enemies have random starting position in a room while some are fixed. At least that's how it is on hardcore, not sure if it applies to standard.

At 18:20 of this video:

https://www.youtube.com/watch?v=AD-32XMvcf0&t=1100s
Denys Nov 22, 2022 @ 1:55pm 
Originally posted by Bullett00th:
Originally posted by Denys Rys:
That is a shame, thanks for the reply!
really it's not. I'm a big fan of Left 4 Dead with its AI director generating different spawns for every game, in RE the fixed spawns really work and the game remains highly replayable due to adaptive difficulty and your personal evolution as a player
Adaptive difficulty? Can you explain please?
Bullett00th Nov 22, 2022 @ 4:28pm 
Originally posted by Denys Rys:
Originally posted by Bullett00th:
really it's not. I'm a big fan of Left 4 Dead with its AI director generating different spawns for every game, in RE the fixed spawns really work and the game remains highly replayable due to adaptive difficulty and your personal evolution as a player
Adaptive difficulty? Can you explain please?
The game is monitoring your performance: how much health items and ammo you have, how much of it you waste, how well you aim, how often you hit, how hurt you are, how often you get bit and even how often you die.

Depending on these it may ever so slightly adjust how much ammo you find in an ammo box, how aggressive the zombies are and how hard they bite.

There are several 'levels' of challenge adjustments on each difficulty, with Hardcore only having two. If you die a few times, Hardcore can become slightly more forgiving, but it will immediately go back to full throttle once it sees you doing fine. Normal and Easy have more leeway in terms of difficulty going up or down.

This is done to keep a fair challenge and prevent less skilled players on Easy and Normal from softlocking themselves out of ammo or health - TO AN EXTENT - while more skilled players face better challenge so as not to make the game too easy.


Now before you call BS like many do upon discovering dynamic difficulty is in the game - it's not the first Resident Evil game to do it, or many other games as a matter of fact. If done in a subtle enough way - like here - you won't really notice it. It's the reason sometimes two zombie bites take you to orange health status while some other times a single bite will take you to red. Same with zombie HP and crit chance.


Don't think it will make your skill irrelevant. Aim well, explore thoroughly, pick your fights, manage your resources and you will finish the game healthy and packed regardless of dynamic difficulty trying to make things harder for you. Likewise, if you miss too much and use all healing items, you may end up in unwinnable situations despite dynamic difficulty cutting you some slack. It's very subtle and well-balanced.
Last edited by Bullett00th; Nov 22, 2022 @ 4:33pm
Denys Nov 22, 2022 @ 5:18pm 
Originally posted by Bullett00th:
Originally posted by Denys Rys:
Adaptive difficulty? Can you explain please?
The game is monitoring your performance: how much health items and ammo you have, how much of it you waste, how well you aim, how often you hit, how hurt you are, how often you get bit and even how often you die.

Depending on these it may ever so slightly adjust how much ammo you find in an ammo box, how aggressive the zombies are and how hard they bite.

There are several 'levels' of challenge adjustments on each difficulty, with Hardcore only having two. If you die a few times, Hardcore can become slightly more forgiving, but it will immediately go back to full throttle once it sees you doing fine. Normal and Easy have more leeway in terms of difficulty going up or down.

This is done to keep a fair challenge and prevent less skilled players on Easy and Normal from softlocking themselves out of ammo or health - TO AN EXTENT - while more skilled players face better challenge so as not to make the game too easy.


Now before you call BS like many do upon discovering dynamic difficulty is in the game - it's not the first Resident Evil game to do it, or many other games as a matter of fact. If done in a subtle enough way - like here - you won't really notice it. It's the reason sometimes two zombie bites take you to orange health status while some other times a single bite will take you to red. Same with zombie HP and crit chance.


Don't think it will make your skill irrelevant. Aim well, explore thoroughly, pick your fights, manage your resources and you will finish the game healthy and packed regardless of dynamic difficulty trying to make things harder for you. Likewise, if you miss too much and use all healing items, you may end up in unwinnable situations despite dynamic difficulty cutting you some slack. It's very subtle and well-balanced.
A yes I remember while playing re5 the game managed the ammo in a similar way. Thanks for the info much appreciated!!!
EF_Neo1st Nov 22, 2022 @ 7:35pm 
Originally posted by Denys Rys:
Originally posted by Bullett00th:
really it's not. I'm a big fan of Left 4 Dead with its AI director generating different spawns for every game, in RE the fixed spawns really work and the game remains highly replayable due to adaptive difficulty and your personal evolution as a player
Adaptive difficulty? Can you explain please?
https://www.youtube.com/watch?v=zFv6KAdQ5SE

To where even Dark Souls 3 and Elden Ring have some sort of "adaptative difficulty, 2 examples being Sister Friede at DS3 and Malenia at Elden Ring, where if you are too aggressive the boss will be more aggressive and depending on how aggressive you was being the boss can be over the top so aggressive that leave you no room to even recover stamina (what will inevitably result in you being taken in a long combo or some special attack that will kill you) so a good "exploit" on these is to take your time and dont rush into the boss (a thing I saw over and over, hosts aggroing the boss so much while you try to control the flow of the battle that the boss enter a rage state that may very well kill the entire party of 3 players in mere seconds with long strings of special moves that not only leave no room for error but also may not leave room for stamina recovery and without stamina you can not even run or dodge attacks).
That is also another adapative difficulty for multiplayer that I noticed at Malenia, where if I am helping, controlling the flow of the battle and I am dodging everything, suddenly, even Malenia being far from the host and the host not attacking her, she will turn into the host that is doing nothing from distance (more like "I will bring some challenge to this one", what forces me to be more aggressive to try and lure her back to me).
Most of the times it happen if the host get close but I already saw her change aggro for no reason when the host was on the other side of the boss room.
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Date Posted: Nov 21, 2022 @ 11:02pm
Posts: 9