Why nobody talks about this game? Was it bad or shit marketing?
I loved the first game and thinking of playing this but I don't see a lot of opinions on it.
Why nobody talks about this game? Was it bad or shit marketing?
Never heard of it, was gameplay any good?
It's westernized edition of the first game. It still pretty good but not as wild as the first one.
The worst part of the game:
The art department. I do like a lot the vibe they went for, the small American town with it's own community, but it's just the opposite from the art direction the first game which was way more visceral. That's the most legitimate complain the game has.
Otherwise, I it's a great game.
The open world desimg is welcomed and all characters have charisma and they are not annoying.
Even a character that you would expect to be annoying or "muh strong" ends up being likeable.
The game also is not ashamed of what happened in the previous one. Hell, the best part of the game would not be enjoyable without playing the first one.
It's a solid horror game, I absolutely recommend you to play it of you liked the first one.
The first one played liked RE4~RE6 games and even made by Shinji Mikami who directed the classic RE games
I bought it after I played the first game and never got around to playing it.
I know I should, but idk despite the first game being fun I feel no drive to. Maybe I 'll play it this weekend to get it out of the way.
First game sucked because the stealth was obviously a last minute addition. In the second game the stealth is better implemented but it's super fucking broken.
If you didn't mind the stealth in the first game you might like the second game.
Game is alright, but barely feels like a sequel at all. I wouldn't even really call it a horror game.
Enemies are way more aggressive that the first one and they ignored the strongest weapon of the game, the matches.
When you refight 3 bosses from the 1st game was the fucking best part. Then Sebastian gets his old revolver like fucking Excalibur. End was ok, but that shit was kino.
It was pretty ok, the semi-open world aspect of it sucked and it was missing almost all of the well constructed tension of the first game, but it's not enough to drag it down into "bad game" territory.
The open world stuff means you have stupid shit like enemies being leashed to their spawn point, run far enough away and they just turn around and head back, and if you have any kind of inclination to explore when you're playing an open world game you're going to feel like you're running into a brick wall because half the zone will be for story interactions.
The best parts of the game are the linear bits with structured encounters, which honestly don't make up enough of the game.
It's absolutely worth playing for the last section alone, specially if you played the original onax difficulty.
The art department and the characters being, you know, characters, it's the only thing that would not make it feel like a sequel. The events of the first are crucial to the sequel.
Bad sequel.
The gameplay is completely different in 2. The open world is not good for a horror game and you become completely overpowered very quickly.
>The best parts of the game are the linear bits with structured encounters
I absolutely feel it's the opposite.
After being able to move semi freely, the linear segments feel not as good.
Nigger you spoiled the best part of the game, now it won't be as fun.
>Enemies are way more aggressive
Unless there's a nearby bush you can jump into.
You are overpowered in the first game immediately after the first chainsaw boss with the matches.
But I'm the open world you can't kill all enemies with the stealth, where as the first game almost all non wave of enemies sections can be done with stealth
My main problem with it is that enemy encounters don't feel as tightly designed as the first. Stronger stealth and open levels completely evaporated the tension for me.
Mikami stepped down as director and was replaced by a white piggu baka gaijin so it's SHIT.
these games are like the sleeper hits of the decade I don't get why no one talks about them
No the worst was the ridicules amounts of ammo, resources and health you find even on hardest. I practically drowned in them. Part of a good survival horror game is scarce resource management. Being able to pause and craft health and ammo during combat made the bosses piss easy. Stealth was broken thanks to stupid AI. Then there was the coffee stations that give you full health.
The first encounter with Anima is my favorite horror game moment
It would have been better with a female protagonist, unironically.
A female protag with huge ass
Goes without saying
I wish these weren't published by Bethesda because no fucking way am I giving them a penny even indirectly.
>be shinji mikami
>invent resident evil
>leave capcom to make evil within 1 & 2
>resident evil 2 remake steals all your game mechanics anyways
>now work for bethesda
We gotta speak up these days.
>Why nobody talks
Ban all ESL faggots.
re2 remake is way better than either evil within though
Yas Forums has shit taste and can only parrot opinions from other sites or pretend like good games are bad out of pure contrarianism, there are plenty of great games you would never play if you valued Yas Forums shitposting
I feel like the relatively few areas in the first game that let you branch out a bit before you'd have to push forward were the best medium between a totally linear path and an open world.
The sense of freedom that comes with open movement undermined any sort of sense of urgency the narrative tried to push and was also undermined both by how small each area you can explore is and by the general absence of meaningful interactions with things in each zone, certain mundane looking buildings only being of use when you hit a certain point in the story was frustrating as well.
In the first zone there is a warehouse that you need to do a minor puzzle to enter(powering the door), but once inside there is nothing you can interact with, yet. The fence that looks like all the fences you've smashed so far can't be smashed or interacted with in any way until you've gone to the other side of the map and then been led back across the map to the warehouse where a cutscene has to be triggered before you can push a button to walk through.
It's unsatisfying game design to let a player go from point A to point F, to not allow the player to actually interact with point F, and to have them begrudgingly trudge towards point B so that they can go through things in the intended sequence.
The same thing happened in the zone where you have to follow the photographer, exploring the area thoroughly before pressing on with the plot stuff has you wandering through pretty barren buildings only to find things that very clearly stand out and turn out to be significant once you've actually tried to follow him and been sent off to hunt those things down.
The linear segments in 2 were not as strong as they were in 1(though the end of 2 is much better than the end of 1), and opening up the exploration was appealing at first, but I think the semi-open world ultimately falls flat.