Resident Evil 2 (or Biohazard 2 in Japan) is a survival horror game that was originally released in 1998 by the company Capcom. Resident Evil 2 primarily utilizes the same mechanics and gameplay styles as the previous Resident Evil, but with updated graphics and a new story set only three months after the original.
The original version of Resident Evil 2 released on January 21, 1998 in North America. One week later, Biohazard 2 would be released in Japan. The content was spread across two discs and featured considerable improvements to the mechanics and graphics from the preceding Resident Evil (see "Gameplay" section above).
Supposedly, the Japanese release was considerably easier than its North American counterpart, featuring different item placement, better firepower and auto-aim enabled by default. Additionally, the Japanese version did not include scenes of player characters being eaten by zombies after death and gore was diminished along with some violent depictions.
Resident Evil 2: DualShock Version (Sony PlayStation)
Virtually the same as the original PlayStation version, but with added functionality to accept the DualShock Controller released after the game's original release date. The game featured vibration functions and analog controls. This release also saw the addition of Extreme Battle, an unlockable mini game where the player needs to reach the police station and find four anti-biohazard bombs. Also, a cheat code for unlimited ammo was added.
The Japanese DualShock version featured a "USA Version" mode, bringing the difficulty up to par with its overseas counterpart; this release also had feature parity with the North American version and sported the same add-ons and DualShock-only functions. The violence scenarios and gore, however, still remained censored, edited or omitted.
In 2009, the DualShock Version was released on the PlayStation Store at a $5.99 price point and is compatible with both the PlayStation 3 and PSP.
Resident Evil 2 Platinum (Windows '98 PC)
Contained the same content as the PlayStation releases, except the Dualshock Version's mini games were unlocked from the start. The game was spread across two CD-ROMs.
After commercial success on the PlayStation, Capcom commissioned Angel Studios (later renamed to Rockstar San Diego) to handle the Nintendo 64 port. The two-disc PSX version, however, had 757 MB of data spread across its two discs (according to PlayStation Store data) and the highest capacity for a Nintendo 64 cartridge was a paltry 64 MB. Despite the software media limitations, the N64 port was comparable to the PSX version with the omission of the DualShock Version's Extreme Battle mini game. This version also added EX files, which referenced numerous plot details and the then-unreleased Resident Evil Zero.
Thanks to the Expansion Pak, the game displayed at a higher resolution at times, switching between 640x480 and 320x240 (the PSX version's native resolution) depending on how many enemies were in the area. If the player defeated the enemies, then the game would automatically switch to the higher resolution. Without the Expansion Pak, the game's visuals closely resembled the PSX version.
Audio from this version suffered the most compression despite the addition of surround sound (which was absent from previous releases). All content fit on one cartridge and did not force players to switch between two different pieces of media.
A Japanese-exclusive release that came out one year after the DualShock version and in the same year as the PC and N64 ports. It was bundled with a disc with a demo of Resident Evil: Code Veronica and assorted music from various games in the series. Since the Dreamcast ran on a Windows CE operating system, this version of Resident Evil 2 was identical to the PC release (see above). However, if the player had a VMU, they could see their character's health on the display.
Resident Evil 2 (Sega Dreamcast)
Resident Evil 2 on Dreamcast in territories other than Japan is a two-GD ROM set with each disc being a campaign for the two characters, not unlike the PlayStation edition. The Dreamcast version is known for having no drops in the game's framerate and having higher resolution backgrounds than the Playstation, Nintendo 64 and GameCube versions. It also had an "Extra" option in the main menu that allowed the player to view concept art and in-game cutscenes. Like the Japanese version, if the player had a VMU, they were able to see their character's health status on the VMU screen.
Biohazard 2 PC (Windows XP PC)
The same as the PC version released in 1998, except now compatible with Windows XP machines and on one DVD-ROM with uncompressed CG scenes. This particular release is a Japanese exclusive.
Some note this as the definitive version of Resident Evil 2, and while it does not feature any of the EX files on N64, it comes complete with the Battle Game minigame. Although it did sport slightly better graphics, background resolutions were worse than the Dreamcast and PC versions. Minor differences such as the voice on the main menu are present. All content is available on one disc.
Along with the release of Resident Evil 3: Nemesis on the Gamecube, this particular version is considered a rarity for the system because of a low circulation.
Overview & Controls
The gameplay of Resident Evil 2 is virtually the same as the gameplay of the first one, and features a mix of combat, exploration, and puzzle solving. Players move via a series of pre-determined camera angles and control their character with 'tank controls', much like most survival horror games of the era. Combat as such is a rather simple affair, as players simply aim their weapon with R1 and shoot with X (default PS1 controls). They can aim up or down this way as well, though with the assistance of auto-aim (which can be turned off) combat is a relatively simple affair. To make up for it, however, ammunition is scarce, and thusly forces players to choose between whether it's worth engaging in combat or attempting to flee.
The story is largely portrayed via cutscenes, both in-game and CG, however there are also a number of Files (diaries, memos ect.) players can collect. These will often provide additional insight into the goings on across the overall narrative, but some are more vital as they will provide information pertaining to solving puzzles or maybe hinting as to where to go next.
Like the original Resident Evil, there are two playable characters to choose from -- Leon S. Kennedy, and Claire Redfield, sister of Chris Redfield. However unlike the original, the two characters do in fact coincide and have varying storylines from one another, whereas both Chris & Jill's where essentially the same minus a few details.
As such, mechanically-speaking the two characters are now practically identical to one another. They both can withstand the same degree of damage and have the same maximum inventory slots. The story itself dictates the differences, as it'll take each in slightly different directions of the Raccoon Police Department, and they each feature their own set of unique puzzles to solve, weapons to collect, and characters to meet.
Leon's story will bring him into contact with femme-fatale, Ada Wong. Claiming to be a civilian on the search for her boyfriend, she will provide assistance to Leon throughout the game. On two occasions she will follow as an invincible AI companion for a short time, armed with a HP browning pistol. Alongside being invincible, she has infinite ammo (though must at least reload when necessary) and will help kill any enemies the two encounter through their travels.
Beyond those sequences, players will also be forced to take control of Ada on two occasions for story purposes. She controls exactly like Leon and Claire, and has available her HP Browning pistol and a single first aid spray. However her weapon stance is different from both characters, and it gives her an increase in firing rate with her pistol.
Claire too has a playable supporting character, however her's is the twelve year old Sherry Birkin. Like Ada, she too will function both as a friendly NPC and as a playable character. However because she is only twelve, she has no means of attack available. When following as an NPC, players cannot run off too far otherwise Sherry will crouch down and cower, awaiting Claire's return. When standing still Sherry and Claire will hold hands, though they will let go once Claire starts moving again.
As a playable character she once again has no means of attack (she does at least have a first aid spray) and must attempt to avoid enemies. Though because of her small stature, zombies at least will not be able to bite her and will only attempt to vomit acid on her instead, which does considerably less damage. As well as having no means of attack, Sherry has a slower running speed than all the other characters in the game.
For the PS1 version their stories are restricted to their own disc--one for Leon, one for Claire--however most physical ports since then have compiled them onto one.
The A and B Scenarios
Resident Evil 2 featured four different scenarios; the first two were labelled as Leon A and Claire B scenarios, where Leon entered the police station through the front entrance and Claire through the back door. The second two scenarios, labelled as Claire A and Leon B, had the roles reversed with the plotline slightly altered. Each scenario provided a different experience such as meeting with Robert Kendo and Marvin Branagh on Scenario A, and being stalked by the T-103 'Mr. X' Tyrant during Scenario B.
Players first only have access to Leon & Claire's A Scenario, though upon completing either will then be asked to create a new save slot for the alternate character's B Scenario.
There are a handful of player choices that can carry over from A Scenario to B. As either character, they will eventually stumble upon a minipack and submachine gun. The A Scenario character can choose to take it with them, or they could instead leave it for the B Scenario character to collect instead. There is also a room located within the Umbrella Lab near the end of the game that requires two hand print IDs to open. As such, it can only be opened once both Scenario characters have registered their hand print and then placed their hand on the scanner, allowing the B Scenario character to its contents.
They are the two most notable crossovers, though there are smaller effects as well, such as leaving the zombified Marvin Branagh alive in Scenario A, which will then have him continue to persist in the alternate character's B Scenario.
Since Resident Evil 2 featured several different combinations of events and endings, it was for a time left ambiguous as to which ordering was the true version. However it was eventually confirmed by Capcom via the official Resident Evil timeline in Resident Evil 5 that the canon order is the Claire A & Leon B telling.
During Claire's B Scenario, there is only one segment of the game where players must control Sherry, as opposed to two in the A Scenario.
There are two difficulty settings available across most ports of Resident Evil 2 -- Rookie and Normal. Normal plays much like how the game was intended, whereas Rookie lessens enemy health and gifts players some additional handgun ammunition and first aid sprays in the item box.
The PC version features a Hard difficulty setting, which increases enemy health and damage. The N64 version also has available an Arranged mode that mixes all of the items in the game around, similar to the mode found in Resident Evil: Director's Cut.
Health & Herbs/First Aid Sprays
A character's health can be seen via the inventory menu, with an Electrocardiograph Machine showing a character's status. The different statuses are:
- Fine (Green) - The character is in good health.
- Caution (Yellow) - The character is roughly at half health.
- Danger (Red) - The character is approaching death.
- Poison (Purple) - The character is poisoned and their health will slowly deplete.
Besides the EKG, players may also note the character's stance. If a character is in the Caution zone, they'll hold their chest, but move at the same speed as if they were perfectly fine. On the other hand if they're in the Danger zone they'll hold their chest and limp, moving incredibly slower than before.
Carrying the tradition set by the original Resident Evil, characters use a small variety of herbs to heal themselves and cure poisons. First Aid Sprays are also available, though they only have the singular purpose of healing the character fully. There exist three herb types, all of which can be combined in some way for different degrees of healing:
- Green Herb - On its own will restore 25% of health.
- Blue Herb - On its own will cure poison, though will not restore any health.
- Red Herb - On its own does nothing.
- Green + Green Herb - Mixed will heal the character by roughly 50% of health.
- Green + Green + Green Herb - Mixed will heal the character completely, though not of any poisons.
- Green + Blue Herb - Mixed will heal the character 25% of health and cure any poison.
- Green + Green + Blue Herb - Mixed will heal the character 50% of health and cure any poison.
- Green + Red Herb - Mixed will heal the character completely, though not of any poisons.
- Green + Red + Blue Herb - Mixed will heal the character completely including poisons.
- Red + Blue Herb - Mixed will do nothing.
All characters across the game carry the same inventory space of eight slots, though each character also has a unique item in a static ninth slot. Leon at first has a lighter, which must otherwise be acquired within the RPD as Claire, and Claire has a lockpick. Though unlike Jill's capabilities in Resident Evil, Claire can only use it to open up locked drawers to acquire some additional supplies. Leon must instead locate small keys to open the drawers. Leon will also eventually replace his lighter with a G-Virus vial, though it is only carried for narrative purposes, serves no mechanical use, and is only temporary at that before he throws it away and finds himself with his lighter again.
Supporting characters Ada & Sherry each only have a photograph; Ada's is of her and her boyfriend John, while Sherry's is of her and her parents, William and Annette Birkin. The photographs serve no mechanical use, however.
There are certain weapons that will take up 2 slots as opposed to one like everything else. These are:
- Submachine gun
- Spark Shot
- Gatling Gun
- Rocket Launcher
Besides the character's inventory, there also exist a number of item boxes where players can store unwanted items. Item boxes are often located within save rooms (though not always) and items will persist throughout all item boxes across the game.
Like the original, Resident Evil 2 requires that players find one of the many typewriters located throughout the environments to save, and must also have at least one ink ribbon item in their character's inventory.
One of two protagonists, Leon is a rookie cop who managed to avoid the massacre of the Raccoon City police force--as first detailed in Resident Evil 3--via serendipity after sleeping in on the day he was supposed to show. Despite his lack of experience as a police officer--with this literally being his first day on the job--Leon is a surprisingly capable individual, and has underwent weapons training for a number of firearms at the academy -- crediting to his variable weapons skills.
While he can be aptly described as 'wet behind the ears' and even a little naive, Leon is still a good-natured soul, and will try with all of his might to assist any fellow survivors in any way he can.
Sister to S.T.A.R.S. officer Chris Redfield and fellow protagonist to Leon, Claire is wrapped up into the Raccoon City nightmare by unfortunate happenstance. Arriving by motorbike in her attempts to find Chris, who unbeknownst to her had left for Europe to investigate the Umbrella Corp., she must quickly adapt to the horror and use all of her instincts to survive.
Being something of a tomboy, Claire had spent many a time practicing with firearms at a firing range, and has also been tutored by Chris himself. Claire is as such strongly independent and resourceful, and will also have to exercise her motherly instincts whence she comes into contact with twelve year old Sherry Birkin.
A mysterious young woman whom Leon eventually encounters amidst his search of the Raccoon Police Precinct, she claims she is but a lost civilian that is trying to locate her boyfriend, John. The aura of mystery that surrounds her, however, hints at an ulterior motive.
Exceptionally capable and a fine marksman with a pistol, Ada quickly proves to be a valuable ally throughout the game, regardless of what her true intentions may be.
A lost twelve year old girl, Sherry has managed to evade danger and get around via the air vents. However she is eventually cornered by Claire, who takes it upon herself to try and protect her. The daughter of Umbrella scientists William & Annette Birkin, she is completely unaware of their involvement with the Raccoon City disaster.
Before the outbreak Sherry was rarely given any attention from her parents, whom were always far too enveloped in their work. As such, Sherry is shy and finds it difficult to open up to people.
A journalist and contact of Ada Wong, Ben has willingly locked himself up in a Police Department jail cell in the hopes that it'll better provide safety against the zombies and other monsters that have plagued the station.
Ben was originally working on uncovering corruption within the R.P.D., and as such is weary and standoffish towards police officers.
The Chief of Police for the Raccoon Police Department, Brian at first presents himself as someone merely trying to survive and make sense of the horror that has engulfed the city. However it is soon revealed that he is not only something of a sadist, but is in fact receiving bribes from the Umbrella Corporation.
His closing of the case surrounding the Mansion Incident from Resident Evil--while refuting any accusations towards Umbrella's involvement--is what lead to the remaining S.T.A.R.S. members to disband and investigate on their own.
An Umbrella scientist, mother of Sherry Birkin and wife to William Birkin, Annette is riddled with grief over the Raccoon City disaster. In part because of what has happened to William, but also as she frantically tries to locate Sherry for reasons that aren't entirely the instincts of a loving mother.
On the surface she seems like any sympathetic mother trying to find her daughter, but her paranoia concerning the enigmatic G-Virus, and her devotion to William, slowly begins to consume her.
One of Umbrella's top researchers and the creator of the G-Virus, William is soon betrayed by Umbrella, and in a desperate act to survive an attack by their agents he injects himself with his own creation. As such, William has become something other than human, and will continually come into conflict with Leon and Claire throughout the game.
Resident Evil 2 follows the story of rookie cop Leon Kennedy and Claire Redfield during the zombie outbreak in Raccoon City. On his first day on the job, Leon finds a dead body on the road as he enters the city and leaves his car to investigate. He becomes surrounded by zombies and runs into Claire Redfield after his escape. The two jump into an abandoned police car and begin driving away only to be caught in an accident due to a zombie in the car's backseat and a zombified truck driver. The accident forces Leon and Claire to split up and they decide to rendezvous at the police station.
In the police station, Leon finds the area abandoned save for a lone, injured police officer who gives Leon his key card and tasks him with escorting survivors outside of the city. However, the only remaining people have been zombified or killed, and numerous journal entries illustrate the survivors' diminishing state before Leon's arrival. Among all the documents, Leon finds Chris Redfield's journal and informs Claire of her brother's business in Europe when she arrives at the police station. The two split up again to find other survivors and a way out of the city.
While inside the police station Leon meets a woman named Ada Wong, who is in search for her missing boyfriend John. Leon and Ada then accompany each other for a good part of the game. While Claire on the other hand meets a little girl named Sherry, while checking out the police Chief's office. Sherry is the daughter of the scientist William Birkin, who was over the G-Virus, which leaked out into the city and turned everyone into zombies. Claire and Sherry then run into William Birkin in a mutated monstrous state, after he was nearly killed when Umbrella forces were sent to retrieve the virus from him and he injected himself with the virus.
Birkin plays the role of the main boss throughout the game, and terrorizes Leon and Claire at certain intervals. After Leon and Claire make their way through the sewers and into the underground Umbrella research facility beneath Raccoon City, they learn all about the secrets that the corporation were hiding, and experiments they were doing. After genuine Resident Evil puzzle solving and zombie shooting, Leon and Claire set the facility to self-destruct and destroy all that's in it. They plan their escape by using the facility's subway system to get outside.
With every end to a Resident Evil game, comes the final boss. Just as they're preparing to leave, Birkin crashes their plans as Leon, or Claire has to deal with him. Depending on what scenario you're on, you'll fight Birkin 2 or 3 times until he's out for good. After Birkin is out of the way Leon, Claire and Sherry all make it out on the subway, as the facility explodes, ending the zombie terror, for this Resident Evil.
Depending on which character you're playing scenario B as, the ending note will be on the search for Chris Redfield or putting a stop to Umbrella's experiments once and for all.
A starting weapon for both Leon & Claire, the knife is traditionally a last resort tactic and even then the player should probably choose to run away instead. It does minimal damage, has a short reach of attack, and the player may often accidentally have it collide with the scenery leaving the player vulnerable for a second.
Leon & Claire each use the knife differently, with Leon choosing to jab it as opposed to Claire's swipe -- which may have been taught to her by Chris given that it's a similar method as to how he used his.
Leon's starting handgun, the H&K is a reliable enough pistol, though because of its slow rate of fire and lack of stopping power, it's best restricted for lesser enemies such as zombies and zombie dogs. It may be useful for conserving ammo for better weaponry when there's enough distance, but it's otherwise still not very reliable against the larger enemies of the game.
- Maximum Ammo Count - 18 rounds.
- Standard Ammunition - 9mm bullets.
H&K VP70 Burst
An upgraded version of Leon's handgun that now offers the choice between single shot or a three-shot burst fire. While it has no increase in overall power, the burst fire gives it a boost in stopping power and damage output, however because of its faster rate of fire ammo may begin to dwindle quicker than expected. The items required to upgrade it are located within a locked drawer that requires a generic small key to open.
- Maximum Ammo Count - 18 rounds.
- Standard Ammunition - 9mm bullets.
Claire Redfield's starting handgun that she collects from the glove box of a police cruiser. It is slightly stronger in power to Leon's H&K, though it can only hold 13 bullets at a time. Its stopping power is also still very low so it is again best restricted for the lesser enemies of the game. Unlike Leon's, Claire's cannot be upgraded.
Ada Wong is also shown to be equipped with this pistol, only she has a slightly different firing stance than Claire and is able to fire it more effectively with a faster rate of fire.
- Maximum Ammo Count - 13 rounds.
- Standard Ammunition - 9mm bullets.
Colt Single Action Army
An unlockable weapon exclusive to Claire, the Colt S.A.A. has six shots and is fired from the hip. It has an extremely high rate of fire and more stopping power than any other handgun in the game. Though because of its rate of fire, ammo may begin to dwindle quicker as a result, as will reloads be more necessary -- players can still choose to reload via their inventory menu, however.
- Maximum Ammo Count - 6 rounds.
- Standard Ammunition - 9mm bullets.
S.T.A.R.S. Beretta 92FS Custom
The best pistol in the game, this weapon is exclusive to Chris Redfield in the Extreme Battle minigame (see below to Unlockables). Because of Chris' expertise with handguns, it has a faster rate of fire than other handguns (though it isn't faster than the Colt) and has a high chance to score a critical hit against zombies and pop their head akin to a magnum.
- Maximum Ammo Count - 15 rounds.
- Standard Ammunition - 9mm bullets.
A shotgun exclusive to Leon, and what'll likely be a solid contender for boss battles for most players across the game. As is custom with video game shotguns the remington is very powerful at close-range, but has a slow rate of fire and its damage output decreases the further away an enemy is.
It can be used to completely destroy a zombie's head or legs whence a player aims up or down respectively if one is close enough. There is also the chance that a zombie's torso will fall off after being shot and will then proceed to crawl towards the player. Players will commonly first encounter the shotgun at the very beginning of A Scenario, though there is another one located in the locker of the S.T.A.R.S. office. This is so players can still collect a shotgun whilst also attempting to trigger the Brad Vickers zombie (see below at Unlockables).
- Maximum Ammo Count - 5 rounds.
- Ammunition - 12 gauge shells.
Remington Shotgun (Upgraded)
Later in the game the player will come upon ''shotgun parts'', that when combined with the basic remington will upgrade it with a stock and longer barrel. This will increase the weapon's power significantly and allow it to hold more rounds, however the recoil is also drastically increased.
- Maximum Ammo Count - 7 rounds.
- Ammunition - 12 gauge shells.
A crossbow misnamed due to a localization era as a 'bowgun', this is essentially the shotgun equivalent for Claire Redfield. It functions similarly as it shoots out three bolts at once and does a fair amount of damage. However unlike the shotgun the bowgun is powerful at any range so long as the bolts hit, but the overall damage isn't as high. It has a decent amount of stopping power and can push back certain enemies the amount of force is so high. Some enemies such as crows can even get stuck to a wall by a bolt when shot.
Like Leon's shotgun, the bowgun will often be first encountered during the beginning of A Scenario, though there exists another in the S.T.A.R.S. office locker.
- Maximum Ammo Count - 18 bolts.
- Ammunition - Bolts.
Besides secret weapons, the grenade launcher is Claire's most powerful firearm and is a popular weapon to use against boss monsters. Much like the bazooka from the original, there are multiple grenade types available: grenade, fire, and acid. Grenade is the stock ammunition and deals heavy explosive damage; fire does less damage overall but is especially powerful against certain enemies like plants; and acid also does less base damage but has the benefit of a splash radius and deals continuous damage over time.
One convenient quirk is the weapon's ability to carry as much ammo as possible, so long as it's one grenade type. When changing grenade types the specific grenade type will also stack together and will only take up one space regardless of how much ammo it carries.
- Maximum Ammo Count - N/A
- Ammunition - Grenade, Fire, and Acid rounds.
Desert Eagle Magnum
An incredibly powerful magnum-pistol that is exclusive to Leon. Besides secret weapons, this is undoubtedly Leon's most effective weapon amongst his arsenal. It is suitable for most enemies and bosses across the game, and will notably destroy a zombie's head completely whence shot with it.
- Maximum Ammo Count - 8 rounds.
- Ammunition - 50. caliber rounds.
Desert Eagle Magnum (Upgraded)
Much like the shotgun, the player can find magnum parts that once combined with the magnum will increase the weapon's barrel significantly. It now does even more damage, but it also now suffers from a significant increase in recoil.
- Maximum Ammo Count - 8 rounds.
- Ammunition - 50. caliber rounds.
A fully-automatic firearm, the submachine gun is effective at keeping enemies stunlocked, though the actual damage output isn't especially high. There are two submachine guns across the game, though there is no additional ammo to collect for either. The first is encountered in a weapon's locker during Scenario A; the player could take it then and there, or leave it for the alternate character to collect during Scenario B.
The second is located in an Umbrella Lab. To access it, however, requires each character of Scenarios A & B to register their handprint, and then place their hand on the door's scanner. It as such is only accessible for the Scenario B character to collect. This weapon takes up two slots within a character's inventory.
- Maximum Ammo Count - 100%, with roughly 3 bullets counting as 1%.
- Ammunition - N/A.
A weapon exclusive to Claire, the Spark Shot is an unorthodox weapon that fires electrical charges. Like the submachine gun it requires two free slots to carry and its ammunition is represented with a percentage -- no additional ammo can be found. Its effectiveness isn't especially great, however, though it may prove useful against crowds due to the charge passing through all within close vicinity.
- Maximum Ammo Count - 100%, with each charge representing 2%.
- Ammunition - N/A.
A weapon of limited use, the flamethrower is exclusive to Leon and takes up two inventory slots. Its ammo is also represented by percentage. Its primary use is against the mutant plants the player will encounter amidst the Umbrella Lab, as they are extremely resistant against most other forms of damage. However beyond that it is weak and deals little damage -- its fuel also rapidly runs out, and like other two slot weapons has no additional ammo to spare.
- Maximum Ammo Count - 100%, with each second of flame output representing 1%.
- Ammunition - N/A.
A secret weapon that is only used by unlocking it with infinite ammo. It requires players to complete each set of a Scenario A & B with at least an A rank, and will then reside within the Scenario A's item box as well the Scenario B's whence Scenario A has been completed again. Though while it has a bit of a build up, it can rip through everything with enough time.
- Maximum Ammo Count - Infinite.
- Ammunition - N/A.
Within a narrative-context the rocket launcher is used to destroy the mutated T-103 tyrant during Scenario B, though like the gatling gun can be unlocked with infinite ammo under the same requirements. It can kill nearly every enemy and boss in the game besides William Birkin in his canine form and his shapeless blob form.
- Maximum Ammo Count - 2
- Ammunition - N/A
Like the original, zombies function as the most common enemy encountered throughout Resident Evil 2. Though they have a more varied set of animations, and there is a greater variety of models now too -- which includes the series' debut of female zombies.
Slow and sluggish in movement, but dangerous up close, zombies are durable enough against gunfire that they can prove to be extremely dangerous even just in small numbers. When encountered on their own, however, zombies can be dispatched relatively easy so long as the player has enough ammunition to spare. As per usual, zombies are best dealt with the pistol or sometimes the shotgun, which can kill a zombie with a single shot if the player aims directly at its head once close enough, or can at least reduce the zombie to a literal crawl by destroying its legs.
Zombies attack by grabbing and biting the player when close, but will also puke out acid instead if they can't quite reach the player. Some zombies will be encountered lying on the ground, seemingly pretending to be dead, and will grab at a character's leg should the player get close enough. However, the leg bite does little damage and will always result in the character killing the zombie with a single stomp or kick. Zombies also have a slight chance of splitting in two after being shot with a shotgun. Their torso will collapse onto the ground and will then proceed to crawl towards the player, though if the player leaves the area the torso will be gone the next time the player returns.
Returning from the original game are zombie hounds, only these are of accidental infection and aren't the specifically designed Cerberus B.O.W.s. Though they otherwise function very much the same, and are likewise always encountered in packs. They contain the same agility and brutality as a standard dog, though are easy to stunlock as any shot from even a pistol will knock them off balance; continued shots will be able to keep them locked to the ground until death.
Much like most Resident Evil iterations, Crows only act as more of a nuisance than a genuine threat. They are always found to be in a large number, however, and can be very hard to avoid.
They only have one attack by way of pecking at the player, which while does little damage will keep the player stuck in a short animation of trying to wave them off.
An advanced mutation of zombies, mostly recognizable for their long tongue and claws. Lickers are extremely agile and fast, have an attack that can commit an instant-kill against the player, and can withstand more damage than the typical zombie. Lickers also have the added advantage of being able to climb up and rest upon flat surfaces, including ceilings. However they often tend to make a breathy growl of sorts, that along with the squishy noise of their movements makes them easy to pick up should one be close by.
A licker usually takes between 2-3 shotgun or crossbow attacks to kill one. Though because of their lack of sight, players can potentially avoid encounters with one should they walk past rather than run. However if a player gets close enough, a Licker will always catch on to their presence and give chase regardless of their movement speed. While they can sometimes be encountered alone, they will more often than not be found in groups of at least two.
Their attacks often involve their claws; they will swipe the player's leg when close, and when encountered at a distance will give off a loud shriek and then leap through the air in an attempt to maul the player. They will alternatively strike with their tongue and attempt to strangle the player; if the player's health is in the Caution state, there's a high chance the Licker will rip off the player's head completely.
This is a tougher variant of the Licker that'll be encountered later in the game. They are of a noticeably different shade of color from the regular red Lickers, with a more murky green color to them. They utilize the same attacks as a regular Licker, however they will deal--and can withstand--more damage.
Much like zombie hounds, these are to be found in nearly every Resident Evil game to date. They are primarily just spiders, though they all also have the ability to poison the player with a gush of poison spit.
Ordinarily should a giant spider die with its sack still intact, hundreds of miniature spiders would begin to seep out and attack the player. However for whatever reason this is not the case in Resident Evil 2.
A smaller, smarter iteration off of Plant 42 from the original Resident Evil. Though while significantly smaller in size, they are still quite resistant to most forms of damage. However they are terribly weak against fire. They primarily attack by spewing a gob of acid at the player from their gaping mouth, though they especially dangerous up close as they will grapple and trap the player with their vines while pouring their acid all over them.
There is another variant of the creature that's acid will also poison the player should it hit. They are otherwise the same, and are visually distinctive by their 'head' being of a red color as opposed to green.
While there is only one to be found in the game, the giant moth isn't technically a boss battle. It is encountered within an Umbrella lab and has grown itself a nest. It attacks the player by charging towards them, or spitting poison. While it still has its wings, it is not strong enough to fly very efficiently and can only hover. It is nonetheless quite sturdy and requires around 4 shots from an upgraded desert eagle magnum to down.
It's also worth noting that it is completely optional to fight, and is only necessary should players desire to register their handprint to access the locked laboratory door.
The first boss encountered in Scenario A, G was once a small parasitic larvae that was implanted by the mutated William Birkin into either Ben Bertolucci or Brian Irons, depending on which character's story it is. After an allotted time, however, it grows into a much larger, more humanoid creature.
It is slow in speed, so its primary source of attack is to vomit out several small larvae to then seek out the player and attempt to force themselves down their throat. Otherwise it can punch the character when close enough, but the primary tactic is to keep a good distance and keep shooting at it, while also trying to shoot any of the swarming larvae on the ground. After enough damage it will ultimately disintegrate.
This aptly titled boss is encountered in the sewers. It will surprise attack the player from beneath the sewage water and slowly makes its way through the tunnel; its size means it is impossible to run past it. There are two methods to killing it: first is the basic path of simply unloading whatever the player has into the creature; alternatively the player could drop the gas canister that resides within the middle of the tunnel, and then shoot it once the alligator picks it up with its mouth killing it instantly. If players choose to kill it the old fashioned way, there will be a small stash of ammunition awaiting them next to the tram later in the game.
The alligator will always be fought in Scenario A, however if it is killed via the gas canister it will stay dead for the alternate character's Scenario B. Otherwise it must be fought again in much the same way, complete with the gas canister still available; it will also visually be shown wounded to account for the previous battle.
T-103 'Mr. X'
A mass-produced successor to the T-102 from Resident Evil, the T-103 is only encountered during Scenario B. It is encountered multiple times throughout at scripted moments in the story, often bursting through walls or ambushing from around a corner. A clear way to note if it is about to arrive is if the theme music for the area has stopped.
It is usually designed to block the player from progressing, forcing them to kill it before it reaches them. Though it will always walk, and when attacked with a powerful enough weapon such as a shotgun will slow down even further. If it gets close its attacks will do a noticeable amount of damage and can potentially kill the player with only about 4 attacks. It will only use its fists to attack, usually using a hook punch to knock the player back as a method of again forcing players to fight it. Though it will also sometimes do an overhead smash with both hands clasped together -- it's most powerful attack.
After enough damage has been dealt it will begin to slightly sway before toppling to the floor. Searching its body afterwards will gift the player some ammunition.
T-103 Mutated Form
Upon inadvertently falling into a vat of molten liquid, the tyrant will re-emerge now mutated and of a completely different boss design. It is only fought once nearing the end, again only during Scenario B, shortly after the player is powering up the escape train. It's trademark jacket has now completely burnt away, revealing a growth in mass, as has its hands formed into large claws.
It is now considerably faster and will frequently rush and slash at the player. Its attacks are thusly difficult to avoid, likely forcing most players to simply brute force their way through the fight and hope they have enough healing supplies. Upon enough damage, from around 4-5 upgraded magnum shots for reference, a silhouette of Ada Wong will arrive to drop the player--as either Leon or Claire--a rocket launcher.
The player must then quickly rush and equip it, and then fire at the tyrant -- one shot is all it will take to destroy it.
William Birkin First Form
Upon injecting himself with the G-virus, William Birkin has now transformed into a horrible monstrosity -- one that grows more hideous as the game progresses. Similar to the T-103 he is thusly fought multiple times throughout the game, though each time is a different form, and unlike the T-103 is fought across both Scenarios. Though his first is only fought during Scenario B, in place of where players faced G in Scenario A.
His first form is of course his most comparatively mundane, as he still retains many of his human physical qualities. Though he still has access to incredible strength, and will pull off a nearby pipe which will govern his attacks. He is slow moving, similar to G, and will primarily swing the pipe around randomly -- any attack that hits does a significant amount of damage, however. Similar to G, the primary strategy is keep at a distance and fire whatever the player has. He can withstand a fair amount of damage, roughly taking about 8 grenade rounds. Once enough damage has been inflicted, the boss theme will cut off and he will then seemingly accidentally fall over the edge into the sewers below.
William Birkin Second Form
This form is the point where Birkin now literally begins to shed his human qualities in favor of something more monstrous, and is the first William boss for Scenario A. Now discarding his pipe, his right arm has grown into an enormous claw, now making him somewhat resemble a tyrant.
The battle ground is now set on a tram platform descending down into Umbrella's underground laboratory. Birkin still only walks, but the arena is of a U shape, with the possibility of the player finding themselves at a dead end. Though area is also wide enough that players should be able to potentially rush past.
Birkin of course now attacks with his claw, which has a slightly greater reach than the pipe but roughly does the same amount of damage. He will also take about the same amount of damage to down as before, so as long as players again keep their distance he will eventually begin bleeding and ultimately slump to the floor after receiving enough damage.
William Birkin Third Form
At this point William now resembles something more demonic than human, and has access to two equally large claws protruding from his shoulders along with what is now another pair of claws that were once his hands. This form is fought in the B Scenario on the same tram platform as his previous form was fought.
He still only walks but each step will now cover more distance, allowing him to more quickly catch up to the player. His attacks also now have a much larger reach than before, and he will periodically enter a stance with all four of his claws raised up. If attacked amidst this stance he will unleash a powerful combo with all four claws and can potentially kill the player outright with this attack. If he isn't able to strike the player with this attack, after so long he will revert back to his default stance
This form is naturally tougher than the last and can withstand even more damage. Though this time when the battle is over Birkin will leap away onto the wall rather than pass out.
William Birkin Fourth Form
The final boss of Scenario A, Birkin has how transformed into some sort of monstrous canine. His shoulder claws have morphed into his front legs, and he has grown considerably in mass with a large maw for a mouth.
Now running on four 'legs', this form is his fastest by a great deal, and he will commonly rush at the player and grab them with its maw and shake the player around like a ragdoll. It won't kill the player outright but still does a high amount of damage.
The arena offers two tall series of tubes, to which Birkin will occasionally jump onto, potentially allowing players some temporary safety and to get in some extra shots. Though it will eventually jump off and may also attack the player simultaneously.
In traditional Resident Evil fashion, there is a 5 minute timer ticking down during the battle.
William Birkin Final Form
The final boss of Scenario B, William has ultimately become an amorphous blob of a creature, made up of a variety of eyes, teeth, claws, and assimilated corpses all over. Probably the simplest boss in the game, it exists more for spectacle than to serve as a challenge. Set on the cargo cart of the escape train, the player is trapped between a locked door and the slowly slithering horror that is now William Birkin.
The player is simply tasking with unloading whatever they have into it from their position. At this point players should have access to a single shot left for their rocket launcher which, while it won't kill Birkin, will deal a fair bit of damage. After so much punishment Birkin begins to decompose, while the door conveniently unlocks behind the player allowing them to escape. Upon opening the door the game will end, switching to a CG cutscene showcasing Birkin's ultimate demise due to the self-destruction of the train -- after the characters themselves have escaped.
Like most Resident Evil games, Resident Evil 2 is packed with unlockable content to help supply replay value and prolong the game's lifespan.
Ranking & Unlockable Weapons
There is a ranking system dependent on how players finish the game. Ranks are determined by how fast the player finished the game, how many first aid sprays are used, and how often the player saved. The ranks range from D to S, with S being the best.
To attain an S rank the player must complete the game under 2 hours, without using any first aid sprays and only saving once. Upon achieving an S rank, or even A rank, for both scenarios, the player will be rewarded with a submachine gun, a gatling gun, and a rocket launcher, all with infinite ammo, but only for the completed scenario pair. They will be awaiting in the item box should the player decide to play through the completed scenarios once more.
S.T.A.R.S. Alpha team pilot Brad Vickers is killed by the B.O.W. monster Nemesis during Resident Evil 3. However because it is initially set before the events of Resident Evil 2, Brad is thusly given time to return in zombie form for Resident Evil 2.
To locate him, players must head from the beginning of Scenario A to the Police Station without collecting any items -- not even the shotgun/bowgun that drops from Robert Kendo. Upon successfully reaching the station, the Brad Vickers zombie will be wandering below in the underpass. He can withstand more punishment than a regular zombie, though an upward shot to the head with the shotgun will still kill him instantly as like any other. Whence killed, his corpse will yield a key that will unlock a locker in the station's darkroom. In it are costumes for Leon and Claire.
Leon unlocks two different outfits, whereas Claire only unlocks one. However, Claire is instead gifted a 6-shot revolver exclusive to her, to tie in with the cowgirl theme of her alternate costume. Leon, while he doesn't obtain a new weapon, will now wield handguns sideways with one hand; this stance then gives Leon increased firing speed with handguns, though can be only be used while wearing one of the alternate costumes. Should players modify Leon's H&K handgun, however, he will lose the stance in favor of the burst-fire.
The N64 version has one additional exclusive costume per character.
If players manage to trigger the appearance of zombie Brad in Scenario A, he will then show up once again in the same location in the alternate character's Scenario B without any other prerequisites.
The 4th Survivor
A small side-story starring U.S.S. agent H.U.N.K., after he was able to escape the clutches of the mutated William Birkin, can be unlocked via attaining at least a rank A for either set of an A & B scenario.
Beginning at the entrance to the station's sewers, it tasks players as H.U.N.K. to make it to the RPD helipad for extraction. However H.U.N.K.s supplies are limited, and no more can be found amidst the story. Furthermore, all of the enemies from the main game make an appearance, including two appearances of the Mr. X tyrant.
H.U.N.K.s inventory is as such:
- H&K Pistol.
- 150 spare 9mm bullets.
- Remington Shotgun.
- 15 spare shells.
- Desert Eagle Magnum.
- 8 spare magnum bullets.
- Mixed herb made up of a single green & blue
- Mixed herb made up of a single green & blue.
- And in his unique inventory slot is the G-Virus vial he successfully stole from William Birkin.
As such, players are to choose wisely as to what to use against what enemies, as there are many more enemies in the player's path than they have bullets. Upon reaching the helipad it shows H.U.N.K. signalling for his escape chopper and flying away. In all ports from the Dualshock version onward, a timer will tick up showing how long it took the player to finish.
The mini-story's title is somewhat inconsistent with the amount of characters whom actually survive, with Leon, Claire, Sherry, and Ada also eventually being revealed to have escaped making H.U.N.K. the technically 5th survivor of Resident Evil 2.
The Tofu Survivor
A parody of The 4th Survivor minigame, Tofu Survivor plays near identical, only instead of controlling H.U.N.K. players instead take control of a sentient piece of Japanese tofu. This mode is unlocked upon attaining at least an A rank for all four scenarios.
The objective is the exact same as The 4th Survivor, as is the enemy placements, however the character of Tofu only but has a combat knife to defend itself with. It does also have some additional herbs, however, and it is noticeably sturdier than the other characters in the game. Nonetheless, The Tofu Survivor is arguably the toughest minigame in the main Resident Evil series.
Because of the lack of reliable weaponry on hand, players are to instead attempt to avoid most encounters, using such tactics as the fan-coined ''wall hug'' of running diagonally into a wall to attempt to pass enemies. Completing the minigame yields the same ending as The 4th Survivor, and this too features a timer to help clock how long it took players to complete from the Dualshock version onward.
The mode itself originated as a joke by the developers, after they would use the Tofu character model to help in designing collision detection.
The third and final minigame of Resident Evil 2, Extreme Battle is something more of a score-focussed mode, complete with multiple characters and difficulty levels -- 3 in total. It is unlocked upon completing either set of A & B scenarios. It is only available in certain ports of Resident Evil 2, however.
Players are tasked in trying to locate four ''anti-virus bombs'' within the Raccoon Police Station--the specific locations of the bombs are randomized--though they first begin at Umbrella's laboratory near the end of the story. Players are to choose from four different characters to determine their equipment, although only two are available at the outset; the other two must be unlocked by climbing up the difficulty levels. Unlike the previous modes, players can locate more supplies amidst their travels and can even save their progress with an ink ribbon & typewriter like in the main game.
There are leaderboards available that'll track how long it took for the player to complete which level, and with which character. However players can only strive to beat the pre-entered scores or their own, as there is no online functionality across any of the ports.
- H&K Pistol
- Remington Shotgun
- Desert Eagle Magnum
- Ink Ribbon
- First Aid Spray
- Blue Herb
- Grenade Launcher
- Flame Rounds
- Acid Rounds
- Ink Ribbon
- First Aid Spray
- Blue Herb
Is unlocked upon completing Level 1.
- Colt Pistol
- Submachine gun
- Bow Gun
- Ink Ribbon
- Mixed herb, made up of a green, red, and blue.
The original hero from Resident Evil, Chris is unlocked upon completing Level 2. His STARS beretta pistol is exclusive to him and has a chance to pop a zombie's head similar to the magnum. Because of Chris' experience, he can handle the recoil of the upgraded shotgun more so than Leon, giving it less kickback. The sound effects related to Chris receiving damage are recycled from the original Resident Evil.
- Beretta Pistol
- Remington Shotgun (Upgraded Version)
- Rocket Launcher
- Ink Ribbon
- First Aid Spray
The three levels each get progressively harder, by introducing new enemies (including William Birkin in his canine form) and remixing old enemy placements, to lessening the amount of collectable supplies out in the environments.
Resident Evil 1.5
After the launch of Resident Evil, work immediately began on Resident Evil 2 and was scheduled for a 1997 release. Nearing the end of development, when the game was about 80-90% done, the creators felt the sequel was more of the same and was scrapped. The previous version of the game had a female protagonist named Elza Walker who was eventually replaced by Claire Redfield. She shared many of Claire’s traits such as being an avid fan of motorbikes and was a student. While Claire is the sister of the Chris Redfield, the Resident Evil 1.5 protagonist, Elza, was completely unrelated to any previous Resident Evil character. Leon Kennedy also had a radically different appearance initially, but that too was altered since Capcom believed it held too strong a resemblance to former Resident Evil hero Chris Redfield. Additionally, the policeman named Marvin who dies early on in Resident Evil 2 had a much bigger role in this incarnation; supposedly he would help the player escape the city similar to the role of Barry in Resident Evil 3.
Furthermore, the design and layout of the police department was modern and resembled a typical police structure. It lacked the gothic elements of the final police station and used the color gray quite frequently; perhaps in a bid to make the area feel sterile. Finally, amongst other things, were the varieties of the monsters. Sketches and screenshots showcase zombies of different races, monsters that resembled the reapers from Resident Evil 5 and two bosses, which made the cutting room floor named Zeiram and Gorgoda. Zeiram and Gorgoda’s elements of design ultimately were used to create William Birkin’s G-form.
A version of the game that looks to be almost complete is in the confines of a private collection, but other than a 10 minute video of previously unseen footage posted on Youtube, nothing else has been released, much to the dismay of fans.
There are two soundtrack CD releases for Resident Evil 2, the first release came out in January 29, 1998 and consisted of 31 tracks and one CD. But since not all music contained in the game was included, a new version was release in August 21, 1998 named Biohazard 2 Complete Track and with 50 tracks and two CDs. The soundtrack was composed by Masami Ueda, Shun Nishigaki and Shusaku Uchiyama.
|Biohazard 2 Original Soundtrack||Biohazard 2 Complete Track|
|CD 1||1. "The Beginning of Story"|
2. "Annette's Recollection"
3. "Normal End Title"
4. "Special End Title"
5. "Credit Line of Whole Staff"
7. "Raccoon City"
8. "The Front Hall"
9. "The First Floor"
10. "The Second Floor"
11. "Secure Place"
12. "Leon With Claire"
13. "The Library"
14. "Sherry's Theme"
15. "The Basement of Police Station"
17. "The First Malformation of 'G'"
18. "Ada's Theme"
19. "The Marshalling Yard (The First Half)"
20. "The Marshalling Yard (The Latter Half)"
21. "The Second Malformation of 'G'"
22. "The Underground Laboratory"
23. "Is Ada Spy!?"
24. "Escape From Laboratory"
25. "Good Bye, Leon"
27. "One More Kiss"
29. "The Third Malformation of 'G'"
30. "And After That..."
31. "Credit Line"
|1. "The Evil Eye"|
2. "Prologue ~To Know The True End~"
3. "Weapons Don't Give Us Relief"
4. "Falling Victim to the Ex-Neighbors"
5. "Drove the Passengers to be the Living Dead"
6. "Left Alone?"
7. "The Buildup of Suspense"
8. "Screaming Target"
9. "Above the Blood Pool"
10. "Nothing More to do Here"
11. "Hope Against Hope"
12. "Who's That Lady?"
13. "Madness Under the Mask"
14. "Now in Two Pieces"
15. "Embryo in its Cradle"
16. "His Final Scoop"
17. "Destined to be Malformed"
18. "Don't Look Up"
19. "Dropping Into the Water"
20. "Wandering Alone"
21. "Dropping Again"
22. "Heads Up!"
23. "Women Squaring Off"
24. "The Gigantic Alligator"
25. "'It' is After You"
26. "This is My Nest"
27. "Like a Shadow"
28. "The Shadow is Gone?"
29. "Wreckage of the Mad Experiment"
30. "Fearful is No Word for It"
31. "Maximize Your Survival Instinct"
32. "To Another Nightmare"
33. "The Daredevil Four"
34. "Your Mission"
35. "Set About the Mission"
36. "Mission Accomplished"
37. "Under Cover of Darkness"
38. "Long and Gloomy Underground Passage"
39. "We Will Never Die"
40. "Find the Final One!"
41. "Dawn Never Fails to Come"
42. "'The Ultimate Bio-Weapon' Medley"
|CD 2||1. Start~Cursor|
3. Foot Step
7. Character's Voice
8. Sound Staff's Voice