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These "New" Monsters are So Nice! {Resident Evil 2 Remake} (Hardcore; Claire A, Leon B) [#7] 

Channel: NES1995
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Hey, everybody! Welcome back to my Resident Evil 2 Remake playthrough! We're still alive! And so is Sherry!
We're in the home stretch, guys: the lab, renamed the NEST in this game, is the final area of Resident Evil 2. Our objective is to synthesize a vaccine for Sherry's infection of the G-Virus, and we'll stop at nothing to succeed. Seriously, Sherry is awesome in this game. Not as independent, but still pretty awesome!
Enjoy, and thanks for watching!
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11 сен 2024

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Комментарии : 4   
@rosesrdeath-3160
@rosesrdeath-3160 5 лет назад
I just realized do the flashlights have unlimited power you dont need batterys.
@NES1995_YT
@NES1995_YT 5 лет назад
Yeah, you're right. It's not as unrealistic as Moria's flashlight in Revelations 2, though. That flashlight was actually capable of burning one of the game's bosses with its beam. It's as hot as fire, apparently... Not sure how that works, but hey, it's Resident Evil.
@rosesrdeath-3160
@rosesrdeath-3160 5 лет назад
The lickers don't instantly attack you people actually killed the zombies when they were "asleep" so they wouldn't bother. And pass easy
@NES1995_YT
@NES1995_YT 5 лет назад
True, and I probably would have done better if I had killed the zombies in the area first. I don't know about other players, but for me, in repeat playthroughs (only Claire A, I haven't played Leon's scenarios yet), I am always attacked by these two lickers, even if I don't make any noise whatsoever. This, just like when you grab the maiden medallion in the police station, is an instance of the lickers being scripted to know where you are, sort of so they catch you off-guard in a jumpscare-kinda way. That's something I would expect to see in one of the action RE games, but it really feels out of place in this slow-paced, methodical survival horror game. Scripted encounters with bosses are fine, but with normal enemies--especially lickers, who are supposed to react dynamically to the player (not act on a script), it is a little outputting to me. Now, there is one instance in the original RE2 where a licker is scripted to know where you are. That's in the interrogation room, where it jumps through a window out of nowhere in the B scenario to attack you. But, 1) there's only one licker and 2) it's very easy to escape it without any trouble. This encounter, however, seems like it's more so designed to mess with the player than just scare them; there's two lickers, and there's plenty of open space for them both to attack you. With the agility these new lickers have, and with me thinking to walk, not run (becuase, hey, they're lickers, and it I don't make noise, they shouldn't attack me), I didn't have much of a chance to avoid being attacked. Sorry for the tyraid, I just wanted to explain my original thought process here in more detail! ^^"
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