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Resident Evil 2

A game for the original Playstation

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A Quick Tip by Madpenguin

  • Feb 2, 2012
  • by

Capcom out did themselves with this sequel. It was a fantastic idea to use two different characters to tell two alternate stories, and the tales would have different turns. The replay with this game is through the roof. Resident Evil 2 is no doubt one of the better games in the franchise. Some still consider it the best.

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February 03, 2012
My fav in the series
February 04, 2012
It's a toss up for me between this and four.
 
February 02, 2012
still one of my favorite games....EVER.
February 02, 2012
Mine too, and one of my favorite franchises as well. I've been pondering on replaying and reviewing the entire main series.
 
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Resident Evil 2, known as Biohazard 2 (バイオハザード2, Baiohazādo Tsū?) in Japan, is a survival horror video game originally released for the PlayStation in 1998. Developed by Capcom as the second installment in the Resident Evil series, its story takes place two months after the events of the first game, Resident Evil. It is set in Raccoon City, a Midwestern American mountain community whose residents have been transformed into zombies by the T-virus, a biological weapon developed by the pharmaceutical company Umbrella. In their escape from the city, the two protagonists, Leon S. Kennedy and Claire Redfield, encounter other survivors, and are confronted by William Birkin, the mutated creator of the even more powerful G-virus, a variation of the T-Virus.
The gameplay of Resident Evil 2 focuses on exploration, puzzle solving and combat, and features typical survival horror elements such as limited saves and ammunition. The game's main difference from its predecessor is the "Zapping System", which provides each playable character with unique storylines and obstacles. Developed by a team of 40 to 50 people over the course of one year and nine months, Resident Evil 2 was directed by Hideki Kamiya and produced by Shinji Mikami. The initial version of the game, commonly referred to as Resident Evil 1.5, differed drastically from the released product and was scrapped at a development stage of 60–80 percent, after being deemed "dull and boring" by the ...
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