Jump to content

Resident Evil 2

This is a good article. Click here for more information.
From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by Unused000702 (talk | contribs) at 16:34, 17 April 2011. The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Resident Evil 2
A monochrome image showing the right side of a decaying zombie face, placed in the upper right corner of the box art and superimposed over a black background. The game's title is written in red capital letters of the sans-serif font Haettenschweiler.
European box art
Developer(s)
Publisher(s)
Capcom
  • PS / Win9x / DC
    Game.com
    Nintendo 64
    Nintendo GameCube
    • AUS: Nintendo Australia
    Windows XP
Director(s)Hideki Kamiya
Producer(s)Shinji Mikami
Artist(s)Isao Ohishi
Ryoji Shimogama
Writer(s)Noboru Sugimura
Composer(s)Masami Ueda
Shusaku Uchiyama
Shun Nishigaki
SeriesResident Evil
Platform(s)PlayStation, Game.com, Windows 9x, Nintendo 64, Dreamcast, Nintendo GameCube, Windows XP, PlayStation Network
Release
January 21, 1998
  • PlayStation
    Dual Shock Ver.
    Game.com
    Windows 9x
    Nintendo 64
    Dreamcast
    Nintendo GameCube
    Windows XP
    PlayStation Network
Genre(s)Survival horror
Mode(s)Single-player

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 by Capcom originally released for the PlayStation in 1998. The second installment in the Resident Evil series, its story takes place two months after the events of the first game. It is set in Raccoon City, a Midwestern American mountain community whose residents have been turned 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.

The gameplay of Resident Evil 2 primarily focuses on exploration, solving puzzles, and fighting enemies, although the title also contains typical elements of the survival horror genre, such as limited saves and ammunition. The main improvement over the predecessor is the "Zapping System" that provides each playable character with a different scenario featuring unique storylines and puzzles. 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, deemed too dull and boring by the producer. The resulting redesign introduced different settings and a more cinematic story presentation, supported by a soundtrack that employs "desperation" as the underlying theme of the musical compositions.

Following the initial success on the PlayStation, Resident Evil 2 was ported to Microsoft Windows, the Nintendo 64, Dreamcast and Nintendo GameCube, and was released as a modified 2.5D version for the Game.com handheld. Well-received by critics, the game was praised for its atmosphere, setting, graphics, and audio, but criticized for its controls, voice acting, and some of its gameplay elements. Years after its first release, Resident Evil 2 was included in several lists of the 100 best games, has become a million-seller, and is the franchise's most successful title on a single platform. The story of the game was retold and built upon in several later games, and adapted into a variety of licensed works.

Gameplay

A survival horror title, Resident Evil 2 follows the same basic gameplay mechanics as its predecessor, Resident Evil.[1] The player explores different locations while solving puzzles and fighting numerous monsters.[1] The two selectable protagonists may be equipped with a variety of firearms, but limited ammunition adds a tactical element to weapon use.[1][2] On the status screen, the player can check the condition of the characters, use medicine to heal wounds inflicted upon them in battle, and assign weapons.[3][4] Additionally, the current health of the protagonists can be determined by their animation and the speed of their movement.[1] For example, wounded characters will hold their stomach in pain, whereas they will limp slowly when they are on the verge of death.[1] The protagonists can carry only a limited number of items at a time, requiring the rest to be stored in and retrieved from boxes scattered across the locations.[1][5] Both characters are joined by a support partner who aids them in their survival and becomes playable for a short time.[6] The game may be saved at some select rooms with a typewriter, though one-time-use ink ribbons are necessary to do so.[7][8] The graphics are composed of real-time generated polygonal character and item models, superimposed and movable over pre-rendered backgrounds using fixed camera angles.[1][9]

The main addition to the gameplay is the "Zapping System":[10] Each of the two playable characters is confronted with different puzzles and storylines in their respective scenario.[1] After finishing the "A" scenario with one protagonist, a "B" scenario is unlocked in which the events are depicted from the other character's perspective.[1][11] Actions taken during the first playthrough affect the second scenario, for example in the availability of certain items.[1] After each game, the player receives a ranking based on the total time taken to complete the scenario, and the number of saves and first aid sprays used.[12] Depending on the player's accomplishments, bonus weapons and costumes are unlocked as a reward.[11] Additional minigames are available in the form of "The 4th Survivor", "The To-fu Survivor" and "Extreme Battle", three stand-alone missions featuring an extended cast of characters.[13]

Plot

The game is set in the Midwestern American mountain community of Raccoon City,[14] two months after the events of the first Resident Evil.[15] Nearly all of the citizens have been transformed into zombies by an outbreak of the T-virus, a new type of biological weapon secretly developed by the pharmaceutical company Umbrella.[16][17] Having just arrived in the city, Leon S. Kennedy, a rookie police officer on his first day in the local force, and Claire Redfield, a college student looking for her brother Chris, make their way to the Raccoon Police Department, seeking protection from the mutated population.[16] There, they find out that most of the policemen have been killed already[18] and that Chris has left the town some time ago to investigate the Umbrella headquarters in Europe.[19] With no more motivation to stay, the two protagonists decide to split up to look for other survivors and flee the city.[20][21]

A young Caucasian police officer is defending himself against a group of attacking zombies with a shotgun. The scene takes place in a small room decorated with pieces of art.
A screenshot of the police department's interior, showing Leon in battle with zombies. The characters' movable polygonal models are superimposed over pre-rendered still images, allowing for a high level of graphical detail in the background.[6]

In search of an escape route, Claire meets a little girl named Sherry who is on the run from an unknown creature, and Leon encounters Ada Wong who claims to be looking for her boyfriend John, an Umbrella researcher.[20][22] Claire discovers that there is a conspiracy involving Raccoon City's police chief Brian Irons, who was bribed by Umbrella to cover up any evidence of their experiments in the outskirts of the city, and to conceal the development of the new G-virus, an agent capable of mutating a human into the ultimate bioweapon.[20][23] The maniacal Irons is killed by one such G-virus monster roaming the police department while Claire and Sherry escape through the sewers and become separated.[20] Splitting up from Leon, Ada runs into Sherry and picks up a golden pendant the girl loses while running away.[20] Further into the sewers, a middle-aged woman fires at Ada, but Leon dives in front of her and takes a shot himself.[20] Ada follows the assassin who reveals herself to be Sherry's mother Annette, and the wife of William Birkin, the Umbrella scientist who created the G-virus.[20] In an attempt to protect his life's work from special agents sent by the Umbrella headquarters, he injected himself with the virus which turned him into the malformed creature that is now chasing Sherry.[20] Annette recognizes her daughter's pendant, and a battle over it ensues during which she is thrown over a railing.[24] Ada finds out that the golden locket contains a sample of the G-virus, and later – taken over by her emotions – returns to Leon, tending to his bullet wound.[16][20]

Meanwhile, Claire is reunited with Sherry and discovers that the mutated Birkin has already implanted his daughter with an embryo to produce offspring.[20] The protagonists advance through an abandoned factory to Umbrella's secret underground research facility.[20] Ada is heavily wounded by an attack from Birkin, and Leon explores the laboratory to find something to treat her wounds.[20] He is interrupted by a psychotic Annette explaining to him that Ada's relationship with John was only a smokescreen to get information about Umbrella, and that she is really a spy sent by an unknown organization to retrieve the G-virus.[20][25] Just as she is about to shoot Leon, a Tyrant monster appears and she is forced to retreat.[20] Ada shows up again and sacrifices herself to rescue Leon, confessing that she fell in love with him.[20] Trying to escape with another sample of the G-virus, Annette is fatally wounded by her mutated husband, but manages to give Claire instructions on how to produce a vaccine for Sherry and to prevent the embryo from mutating her.[20] After preparing the cure, Leon and Claire reunite at an emergency escape train and inject Sherry with the vaccine, saving her life.[20] Birkin, now mutated into a big lump of flesh and teeth, followed them but is eventually destroyed when the self-destruct system causes the train to explode.[20] Ada is implied to have survived and to have made away with the G-virus in the pendant.[20][26] Having escaped from the city with Sherry, Leon decides to take down Umbrella while Claire continues to search for her brother.[20][27]

The minigame "The 4th Survivor" depicts the successful G-virus retrieval mission of Hunk, one of the special agents sent by Umbrella,[26] whereas "The To-fu Survivor" and "Extreme Battle" are stand-alone missions that are unconnected to the plot of the game.[13][28]

Development

Initial version

A young Caucasian woman in a red and white racing suit is shooting at a pair of undead police officers, while two more enemies sneak up on her from behind. The office of the police station they are fighting in has sheets of paper scattered on the floor, and the whole scene features a bluish tint.
In Resident Evil 1.5, players could control a female protagonist called Elza Walker. The zombies in this version were less detailed and the interior of the police station had a more modern design.

Development of Resident Evil 2 began one month after the completion of its predecessor in early 1996,[29] with the first actual footage shown a few months later, at the V Jump Festival '96 in July.[30] This early build, later dubbed Resident Evil 1.5 by producer Shinji Mikami, differed drastically from the final release version in its scenario, presentation, and gameplay mechanics.[31][32] The plot followed the same basic outline as Resident Evil 2 and featured a zombie outbreak in Raccoon City, two months after the events of the first game.[33] In this version of the story, however, Umbrella had already been closed down as a consequence of their illegal experiments.[33] The development team sought to retain the level of fear from the original game and thus introduced two new characters lacking experience with terrifying situations to the narrative: Leon S. Kennedy, largely identical to his persona in the final build, and Elza Walker, a college student and motorcycle racer who came to Raccoon City to look for one of her acquaintances.[32][33][34] Unlike the final version, the story paths of Leon and Elza did not cross over in Resident Evil 1.5, and both playable characters had two support partners instead of just one.[34] Leon received help from fellow police officer Marvin Branagh and a researcher named Linda – an early version of Ada – whereas Elza was aided in her survival by Sherry Birkin and a man named John, who was later incorporated into Resident Evil 2 as gun shop owner Robert Kendo.[34][35]

Real-world influences had an impact on several character designs by Isao Ohishi and Ryoji Shimogama.[35] For example, Ohishi based Leon on his bloodhound, and Annette Birkin was modeled after actress Jodie Foster.[35] The police department that served as the setting at the beginning of the game had a more modern and realistic design and was smaller than the final building.[33][34] There were also more encounters with surviving policemen, such as a superior officer of Leon called Roy.[34][35] The number of polygons used for enemy models was far lower than in the released version, allowing an abundance of zombies to appear on the screen, a recurring method to invoke fear in the player throughout Resident Evil 1.5.[31][32] Furthermore, the game employed dynamic music and frequently applied changes to the pre-rendered backgrounds as certain events occurred during the gameplay.[33] The characters could also be equipped with additional gear, such as protective clothes that enhanced their defense and enabled them to carry more items.[36][37] Costume changes and wounds inflicted by enemies were reflected in changes to the characters' polygonal models.[36]

Redesign

The development was handled by a group of about 40 to 50 people, among them more than half of the original game's staff[29] as well as relatively young Capcom employees, all led by director Hideki Kamiya.[31][32] In the initial stages, producer Mikami often intervened because of disagreements with Kamiya, though he eventually stepped back to an overseeing role as producer and only demanded to be shown the current build once a month.[32] Believing the individual assets to be good but not satisfactory as a whole yet, Mikami thought the team would be able to improve the game in the three months leading up to its projected release date in the second quarter of 1997.[32][38] Shortly after, however, Resident Evil 1.5 was scrapped at a development stage of 60–80 percent.[29][31][34][39] Mikami later explained that the game could not have reached the desired quality in the aforementioned period and especially frowned upon the gameplay and locations for being too dull and boring.[29][31][32]

The old story Mikami tried to end the series with was criticized by supervisor Yoshiki Okamoto, who found the plot to be too conclusive to allow for future installments.[32] Instead, he proposed the creation of a whole universe, to turn Resident Evil into a metaseries containing common elements, but in which largely self-contained stories could be told, similar to the Gundam and James Bond franchises.[32] At a time the team did not make any progress on rewriting the scenario, Okamoto was introduced to professional screenwriter Noboru Sugimura who was also a big fan of the first game's story.[40] Though Sugimura was initially consulted on a trial basis, Okamoto was impressed with how easily the writer came up with solutions to the problems that plagued the script and soon pleaded with him to compose the entire scenario for Resident Evil 2.[31][40] One fundamental modification to the story was the reworking of Elza Walker into Claire Redfield to introduce a connecting element to the plot of the first game.[29] To fulfill Capcom's sales plan of two million copies, director Kamiya tried to attract new customers with a more pretentious and Hollywood-like story presentation.[41] As Okamoto did not want to simply enforce the new direction, he had Sugimura talk to Mikami and the development staff to discuss his revisions.[32] While the planners redesigned the game from the ground up to fit the changes, the programmers and other remaining members of the team were sent to work on Resident Evil Director's Cut.[31][42] The title was shipped with a playable preview disc of the new Resident Evil 2 version to promote it and to apologize to the players for its belated release.[42]

Only a few assets from Resident Evil 1.5 could be recycled, as the principal locations in the final build were made to look more extravagant and artistic, based on photographs taken from the interiors of Western-styled buildings in Japanese cities.[31] These environments were created with a software called O2, and each background took about two to three weeks to render.[29] The maximum number of zombies displayed on the screen at once was limited to seven, making it possible to use 450 polygons for the comparatively detailed models of Leon and Claire.[29] Instead of visible wounds on the protagonists, they were made to limp slowly upon receiving heavy damage.[31] One of the most important new features apart from the graphics, the "Zapping System", was partly inspired by Back to the Future Part II, a time travel-themed film sequel that offers a different perspective on the story of the original film.[32] The voice-overs by the all-Canadian cast were recorded before the actual cutscenes were completed, with each of the actors selected from a roster of ten people per role.[32] Thereafter, the full-motion videos (FMVs) were created by filming stop motion animations of action figures, then rendered to completed pictures with CG tools.[28] Ada's movie model could not be finished in time, thus she is the only main character not to appear in a pre-rendered cutscene.[32]

Several changes had to be made between the regional releases of Resident Evil 2. The North American version contains more violent game over screens that had to be removed from Biohazard 2, and it was made more difficult than its Japanese equivalent to prevent rentals from affecting the sales.[28][29][43]

Rereleases and ports

An image showing a video game controller for Sony's PlayStation console.
The first rerelease of Resident Evil 2 added support for the PlayStation's DualShock controller, enabling vibration and analog control.

After the initial release for the PlayStation in January 1998, Resident Evil 2 was reissued and ported to other systems on various occasions, often gaining new features in the process. The first rerelease was the Dual Shock Ver. that was modified to incorporate support for the vibration and analog control functions of the PlayStation's DualShock controller.[44] Other additions included a new unlockable minigame called "Extreme Battle" and a "Rookie" mode enabling the player to start the main game with a powerful weapon that comes with infinite ammunition.[44] The Japanese release also contained a "U.S.A. Version" mode based on the difficulty setting of the Western versions.[44]

The Dual Shock Ver. served as the basis for the majority of ports, such as the Dreamcast release which retained all previous new features, but added real-time display of the character's condition on the VMU,[45] as well as a "Data Gallery" to watch movies, rough sketches, illustrations and 3D models from the main menu.[46] The Japanese edition of the port was given the subtitle Value Plus and came with a playable demo of Resident Evil Code: Veronica.[46] The PC-CD version titled Resident Evil 2 Platinum in North America is largely identical to the Dreamcast release, save for the lack of VMU support.[47] In 2006, a Japan-exclusive Windows XP-compatible PC-DVD rerelease developed by Sourcenext was published that included high-quality FMVs encoded at a resolution of 640×480 pixels.[48][49] The Nintendo GameCube edition is another straight port of the Dual Shock Ver.[50] The Japanese PlayStation Network version from 2007 is based on the initial PlayStation release,[51] whereas the North American counterpart released two years later is the Dual Shock Ver.[52][53]

The Nintendo 64 version of the game differs most from the other releases. Over the course of twelve months and with a budget of $1 million,[54] Resident Evil 2 was ported to the console by a staff of about 20 employees from Capcom, Angel Studios and Factor 5.[55] This version offers features that were not included on any other system, such as alternate costumes, the ability to adjust the degree of violence and to change the blood color, a randomizer to place items differently during each playthrough and a more responsive first-person control scheme.[9][55][56] Additionally, the port features 16 new in-game documents known as the "Ex Files",[9][56] written by Tetsuro Oyama.[57] Hidden throughout the four scenarios, they reveal new information about the series' lore and connect the story of Resident Evil 2 to the other installments.[9][56] The Nintendo 64 version adjusts its display resolution depending on the number of polygonal models currently on screen, and supports the Expansion Pak for a maximum resolution of 640×480 during gameplay.[58][59] Other visual enhancements include smoother character animations and sharper, perspective-corrected textures for the 3D models.[58] The music of the Nintendo 64 version utilizes Dolby Surround and was converted by Chris Hülsbeck, Rudolf Stember and Thomas Engel.[55] The team reworked the sound set from the ground up to provide each instrument with a higher sample rate than on the PlayStation, thus resulting in higher-quality music.[60] Some features from the other enhanced ports based on the Dual Shock Ver. do not appear in the Nintendo 64 version, such as the "Extreme Battle" minigame.[61]

A port of Resident Evil 2 for the Sega Saturn was developed internally at Capcom for a time, but was eventually canceled in October 1998 because of technical difficulties.[62] Tiger Electronics released a sprite-based 2.5D version for their Game.com handheld in late 1998.[63][64] The game only included Leon's story path and had several core features of the original removed.[63][64]

Music

The music for the game was composed by Masami Ueda, Shusaku Uchiyama and Shun Nishigaki.[57][65] To support the atmosphere, "desperation" was selected as the principal theme of the compositions.[29] In his capacity as lead composer, Ueda provided the motifs, while Uchiyama was responsible for the horror-themed music used for the investigation and movie scenes.[66] The main theme of the score, a versatile three-note motif, is utilized several times throughout the course of the story, being included in compositions such as "Prologue", "Raccoon City" and "The Third Malformation Of G".[67] Various musical styles are used to represent the different environments of the game, ranging from ambient horror music to industrial-oriented pieces.[67] For example, the streets of Raccoon City are emphasized with militaristic percussion-based music, while the police department mostly features ominous piano underscores.[67] Key events of the story are supported with more orchestral and cinematic compositions instead, a move that was inspired by blockbuster movies.[66][67]

Two albums containing music from the game were released in January and August 1998, respectively.[68][69] The first, Biohazard 2 Original Soundtrack, serves as the main release and includes the majority of the more significant compositions.[67] The second, Biohazard 2 Complete Track, mostly encompasses less prevalent themes, but offers an orchestral medley and a second CD with sound effects and voice collections as well as an interview with the sound staff.[70] Biohazard 2 Original Soundtrack received an identical European CD titled Resident Evil 2 Original Soundtrack.[67] In the North American album of the same name, the opening theme "The Beginning Of Story" is split up into four individual tracks.[67] Five orchestral arrangements of the game's music were included on the Bio Hazard Orchestra Album, a recording of a live concert performed by the New Japan Philharmonic.[71] Furthermore, several of the compositions received electronic remixes by Piston Nishizawa, later to be released as the album Biohazard 2 Remix: Metamorphoses.[72]

Reception

A commercial success, the PlayStation version of Resident Evil 2 has sold over 4.96 million copies, making it the franchise's best-selling game on a single platform.[104] Another 810,000 copies of the Dual Shock Ver. were shipped as of March 1999.[105]

Resident Evil 2 was also well-received by critics and has been held in high regard years after its initial release, having been included in lists of the 100 best games compiled by Electronic Gaming Monthly, IGN, Game Informer and Official UK PlayStation Magazine, where it came in 62nd, 58th, 34th and 6th place, respectively.[106][107][108][109] In 2011, GameTrailers ranked it 4th place in a list of games most in need of a remake, behind Silent Hill, Final Fantasy VII and Panzer Dragoon Saga.[110] The original PlayStation version of Resident Evil 2 holds an average of 92.57 percent at GameRankings and a Metacritic score of 89 out of 100 points,[73][78] and was named the 4th-best game on the system by Famitsu.[111] The Nintendo 64 port fared almost as well in reviews,[75][79] whereas most of the other releases have received slightly lower scores.[74][76][77][80][81] Across the majority of reviews, the game's atmosphere, setting, graphics and audio received praise, though aspects such as the controls, voice acting and some of the gameplay elements were criticized.[1][50][82][85][101][112]

IGN's Rick Sanchez thought the atmosphere of the title was "dead on", claiming the individual factors of the presentation to "work together to create a spooky, horror-filled world".[101] Ryan Mac Donald of GameSpot shared the opinion and found the game to be "more an interactive, cinematic experience than a video game", appearing "like a product out of Hollywood".[1] In his review for Computer and Video Games, Paul Mallinson commended the game's atmosphere, story and presentation as some of its most outstanding features.[86] Though he found the plot of the game to be "far-fetched", he noted that it was ultimately "kept down to earth by clever scripting and gritty storytelling".[86] GamePro staff writer Mike Weigand made similar remarks about the narrative, calling it "engrossing and dramatic", and the dialogue "well-written" and "spell-binding".[6] The "Zapping System" was praised by Sanchez, GameSpy's Brian Davis and Martin Taylor of Eurogamer for adding to the story and increasing the replay value of the game.[101][113][114] Mac Donald thought the idea of actions in the first playthrough affecting the second scenario was "cool in concept", but underutilized in the actual game.[1]

Resident Evil 2 was lauded for its graphics as well, often seen as a big improvement over the first installment in the series.[1][6][101] Sanchez and Weigand thought the backgrounds were an impressive update over the predecessor, based on the improved level of detail and the player's ability to interact with them.[6][101] Mac Donald praised the model animations for having reached "true realism" and commended the addition of body language as a means of knowing the protagonists' present condition without having to look at the status screen.[1] Allgame's Shawn Sackenheim gave the graphics the highest score possible as he found the backgrounds to be "rendered to perfection", the cinemas "a work of art" and the animation "fluid and eerie".[82] The audio was just as well-received by critics, being cited as an "excellent accompaniment to the visuals" by Weigand.[6] Sanchez went as far as to say that Resident Evil 2 "may have the best sound design yet for a console game".[101] Sackenheim described the music and sound effects as "spot on perfect" and called the soundtrack "perfectly composed for [the] game",[82] while Mac Donald likened their employment to that in classic horror movies.[1]

One common point of criticism is the inventory system which Sanchez called "a pain".[101] He mostly frowned upon the player having to return to item boxes to retrieve objects,[101] though Mac Donald also criticized the system for being unrealistic as the boxes are "[magically]" interconnected and all items take the same amount of space when being carried, regardless of their size.[1] Furthermore, Mallinson and Mac Donald disapproved of some of the puzzles, finding them out of place for the police station setting.[1][86] Sanchez thought that the puzzles were paced better than in the first game, but also less interesting and too easy for experienced adventure gamers.[101] Sackenheim addressed the relatively short play time in his review, remarking that the individual scenarios are not different enough to keep casual players interested to complete all of them.[82] Although he found the controls to be "easy to pick up and play",[82] Sanchez thought the aiming was difficult, especially on the edge of camera angles.[101] Some reviewers also panned the voice acting, calling it "cheesy", "terrible" and "barbaric".[47][50][98][115]

Weigand advised players who had already bought Resident Evil 2 to at least rent the Dual Shock Ver. for the "Extreme Battle" minigame, and recommended newcomers to the series to buy the updated edition in favor of the original release.[95] The PC port was praised for the extras added, but criticized for not allowing the player to save at any time and not having updated backgrounds to fit the higher in-game resolution.[7][47][102][115][116] The Nintendo 64 version was universally commended for the technical achievement of fitting a two-disc game on a single 512-Mbit cartridge, though Taylor criticized the inclusion of the door opening scenes in spite of the nearly absent loading times.[9][61][83][96][114][117] "The Freshman" of GamePro was impressed with the enhanced high-resolution graphics, but disappointed with the heavily compressed CG movies.[96] GameSpot's Joe Fielder found the latter to be forgivable given the cartridge format and also noted that the new exclusive features made up for the lack of the "Extreme Battle" mode.[61] IGN reviewer Matt Casamassina applauded the implementation of Dolby Surround support and called the Nintendo 64 release the best version of the game.[9]

The clearer sound effects of the Dreamcast port were received well by Game Revolution's Shawn Sparks who also remarked that the character models appear slightly sharper.[118] However, Steve Key of Computer and Video Games frowned upon the low-resolution backgrounds which he thought make the characters stand out too much from the environments, taking away from the atmosphere.[87] GameSpot staff writer James Mielke called the release "not an essential purchase", though still a "great game" and an attractive offer considering its low retail price.[99] The Nintendo GameCube port was heavily criticized for its high price and dated graphics,[50][100][103][113][119][120] while still being acknowledged by "Four-Eyed Dragon" of GamePro for offering the best in-game visuals across all releases.[98] Davis and 1UP.com's Mark MacDonald were disappointed with the omission of features previously included in the Nintendo 64 release.[113][120] Peer Schneider of IGN found the 2.5D version for the Game.com to be frustrating and only "partially faithful" to the original release of Resident Evil 2.[64] Though he felt the handheld approach had managed to recreate the atmosphere to a certain extent with its graphics and sound effects, he thought the controls were too "sluggish" to allow for an enjoyable experience.[64]

Adaptations and sequels

A photograph of a young adult Japanese man wearing glasses.
Game designer and producer Jun Takeuchi mentioned that Capcom has been considering a complete remake of the game.

The story of Resident Evil 2 served as the basis for several licensed works and later games. Ted Adams and Kris Oprisko loosely adapted the plot into the comics "Raccoon City – R.I.P." and "A New Chapter of Evil", released in the first and second issues of Resident Evil: The Official Comic Book Magazine in March and June 1998.[121][122] A 60-issue manhua under the title Shēnghuà Wēijī 2 was published weekly from February 1998 to April 1999.[123] A romantic comedy retelling of the story centered on Leon, Claire and Ada was released in the form of a Taiwanese two-issue comic called Èlíng Gǔbǎo II.[124] Resident Evil: City of the Dead, a 1999 book created by author S. D. Perry, is another more direct adaptation of the narrative and was released as the third work in her series of Resident Evil novelizations.[125]

The mobile game Resident Evil: Uprising contains a condensed version of the story written by Megan Swaine,[126][127] while Resident Evil: The Darkside Chronicles, an on-rails shooter released for the Wii in 2009, includes a scenario named "Memories of a Lost City" which serves as a reimagining of the original Resident Evil 2 plot, using key scenes from all four scenarios.[128] Jun Takeuchi, the producer of Resident Evil 5 who had previously worked on Resident Evil 2 as weapons designer and graphics animator, also mentioned the possibility of a full-fledged remake.[129][130][131]

The story arcs introduced in Resident Evil 2 were continued in various materials. Flagship writers Kyoko Sagiyama, Junichi Miyashita, Yasuyuki Suzuki, Noboru Sugimura, Hirohisa Soda and Kishiko Miyagi created two character-centric radio dramas called Chiisana Tōbōsha Sherry (lit. "Sherry, the Little Runaway") and Ikiteita Onna Spy Ada (lit. "Ada, the Female Spy, is Alive"), broadcast on Radio Osaka in early 1999 and later released by Suleputer as two CDs bearing the title Biohazard 2 Drama Album.[132][133][134][135] Chiisana Tōbōsha Sherry begins shortly after the events of the game and sees Sherry getting separated from Claire while fleeing from masked soldiers sent by Umbrella to kill any remaining witnesses of the viral outbreak.[132] Raccoon City is burned down by the U.S. Government and Umbrella in an attempt to cover up the disaster.[132] Sherry ends up seeking refuge in the neighboring town of Stone Ville and eventually manages to escape to Canada with the help of a girl named Meg, who vows to help her reunite with Claire.[132]

Ikiteita Onna Spy Ada is set a few days after Resident Evil 2 and describes Ada's mission to retrieve Sherry's pendant with the G-virus sample.[134] She kills Hunk and his men, intercepting their delivery of the locket to Loire Village in France, but is forced to retreat to an old castle as a consequence of an accidental T-virus leak.[134][136] Along with a unit of the French Air Force sent to burn down the village, she encounters Christine Henry, the Umbrella facility director who gave the order to deliver the G-virus to France.[134][136] Jacob, the leader of the unit, is revealed to be Christine's co-conspirator, though actually plans to keep the sample for himself and shoots her.[134] Philippe, another member of the team, convinces Ada to give him the pendant, after which he injects himself with the G-virus to be able to stop Jacob.[134] Ada escapes and realizes her feelings for Leon, deciding to quit the spy business and to return to him.[134] The two drama albums are not acknowledged in later series releases, with the story arcs continued differently instead: Sherry is taken into custody by the U.S. Government immediately after the events in Raccoon City,[137][138] whereas Hunk successfully delivers another G-virus sample to Umbrella, with Ada keeping the pendant and resuming her activities as a spy.[26]

References

  1. ^ a b c d e f g h i j k l m n o p q r s Mac Donald, Ryan (January 28, 1998). "Resident Evil 2 Review for PlayStation". GameSpot. CBS Interactive Inc. Retrieved October 31, 2010.
  2. ^ "Can't Survive? Try This". Resident Evil 2 Instruction Manual. Capcom Entertainment, Inc. January 21, 1998. p. 14.
  3. ^ "Status Screen". Resident Evil 2 Instruction Manual. Capcom Entertainment, Inc. January 21, 1998. p. 9.
  4. ^ "Condition". Resident Evil 2 Instruction Manual. Capcom Entertainment, Inc. January 21, 1998. p. 11.
  5. ^ "Item Box". Resident Evil 2 Instruction Manual. Capcom Entertainment, Inc. January 21, 1998. p. 11.
  6. ^ a b c d e f g Weigand, Mike (April 20, 2003). "Resident Evil 2 Review (PlayStation)". GamePro. GamePro Media, Inc. Retrieved January 28, 2009.
  7. ^ a b c Ryan, Mike (January 1, 2000). "Resident Evil 2 Platinum Review". GamePro. GamePro Media, Inc. Archived from the original on February 3, 2011. Retrieved October 31, 2010.
  8. ^ "Saving/Loading". Resident Evil 2 Instruction Manual. Capcom Entertainment, Inc. January 21, 1998. p. 7.
  9. ^ a b c d e f g Casamassina, Matt (November 24, 1999). "Resident Evil 2 – Nintendo 64 Review". IGN.com. IGN Entertainment, Inc. Retrieved January 29, 2009.
  10. ^ "ザッピングシステム紹介" (in Japanese). Capcom Co., Ltd. Retrieved November 2, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  11. ^ a b Pardi, Daniel. "Resident Evil 2 Strategy Guide: Secrets". IGN.com. IGN Entertainment, Inc. Retrieved November 6, 2010.
  12. ^ Pardi, Daniel. "Resident Evil 2 Strategy Guide: Ranking System". IGN.com. IGN Entertainment, Inc. Retrieved November 6, 2010.
  13. ^ a b c Langan, Matthew (January 13, 2000). "Biohazard 2 (Import) – Dreamcast Review". IGN.com. IGN Entertainment, Inc. Retrieved January 29, 2009.
  14. ^ Resident Evil Archives. BradyGames Publishing. November 9, 2005. p. 247. ISBN 0-7440-0655-4.
  15. ^ Capcom Co., Ltd (January 21, 1998). Resident Evil 2. Capcom Entertainment, Inc. Marvin Branagh: About two months ago, there was this incident involving zombies in a mansion located in the outskirts of this city.
  16. ^ a b c Resident Evil Archives. BradyGames Publishing. November 9, 2005. pp. 117–121. ISBN 0-7440-0655-4.
  17. ^ Resident Evil Archives. BradyGames Publishing. November 9, 2005. p. 253. ISBN 0-7440-0655-4.
  18. ^ Capcom Co., Ltd (January 21, 1998). Resident Evil 2. Capcom Entertainment, Inc. Operation report 2: We're down to four people.
  19. ^ Capcom Co., Ltd (January 21, 1998). Resident Evil 2. Capcom Entertainment, Inc. Chris's diary: August 24th: With the help of Jill and Barry, I finally obtained information vital to this case. [...] We talked it over, and have decided to fly to the main Umbrella HQ in Europe.
  20. ^ a b c d e f g h i j k l m n o p q r s t Resident Evil Archives. BradyGames Publishing. November 9, 2005. pp. 39–58. ISBN 0-7440-0655-4.
  21. ^ Capcom Co., Ltd (January 21, 1998). Resident Evil 2. Capcom Entertainment, Inc. Leon S. Kennedy: There's no reason for us to stay any longer than necessary. Let's split up, look for any survivors and get out of here!
  22. ^ Capcom Co., Ltd (January 21, 1998). Resident Evil 2. Capcom Entertainment, Inc. Ada Wong: I'm trying to find my boyfriend. His name's John. He was working for a branch office of Umbrella based in Chicago, but he suddenly disappeared six months ago. I heard a rumor that he's here in the city.
  23. ^ Capcom Co., Ltd (January 21, 1998). Resident Evil 2. Capcom Entertainment, Inc. Claire Redfield: So it's true, you have been working with Umbrella. Then you must know about the G-virus. What is it? Tell me! Brian Irons: It's the agent that can turn humans into the ultimate bioweapons. Superior to the T-virus in every way. [...] The monster that's been tearing my place apart is yet another product of the G-virus, an ultimate bioweapon.
  24. ^ Capcom Co., Ltd (January 21, 1998). Resident Evil 2. Capcom Entertainment, Inc. Annette Birkin: Where did you get that pendant? It looks exactly like the one I gave Sherry. Ada Wong: She dropped it. I've been holding onto it for her. Annette Birkin: Liar! Give it back to me!
  25. ^ Capcom Co., Ltd (January 29, 1998). Biohazard 2 (in Japanese). Capcom Co., Ltd. Annette Birkin: あの女はある組織の工作員よ。G-ウィルスを奪うために送られたスパイさ! [...] 研究員のジョンに近づいて、アンブレラの情報を盗み出していたのよ。 / That woman is an agent from the organization. A spy sent here to steal the G-virus! [...] She got close to the research member John and began to steal information about Umbrella.{{cite book}}: CS1 maint: unrecognized language (link)
  26. ^ a b c Resident Evil Archives. BradyGames Publishing. November 9, 2005. pp. 129, 137. ISBN 0-7440-0655-4.
  27. ^ Capcom Co., Ltd (January 21, 1998). Resident Evil 2. Capcom Entertainment, Inc. Leon S. Kennedy: It's over. Claire Redfield: No, I have to find my brother.
  28. ^ a b c "An Interview With Shinji Mikami". Resident Evil: The Official Comic Book Magazine (3). Image Comics, Inc. September 1998.
  29. ^ a b c d e f g h i Hodgson, David (1997). Resident Evil 2 Survival Guide. Gamefan Books. pp. 106A–108A.
  30. ^ Vジャン Vフェス'96ビデオ (Videotape) (in Japanese). Shueisha Inc. October 21, 1996.{{cite AV media}}: CS1 maint: unrecognized language (link)
  31. ^ a b c d e f g h i "Resident Evil 2: New In-Depth Interview!". Famitsu (translation by Tips & Tricks) (10/1997). Enterbrain, Inc. 1997. {{cite journal}}: Italic or bold markup not allowed in: |journal= (help); Unknown parameter |month= ignored (help)
  32. ^ a b c d e f g h i j k l m Research on Biohazard 2 final edition (in Japanese). Micro Design Publishing Inc. September 1, 1998. ISBN 9784944000777.{{cite book}}: CS1 maint: unrecognized language (link)
  33. ^ a b c d e "Resident Evil 2: The Horror Continues". GamePro (101). IDG Communications, Inc.: 36–37. February 1997.
  34. ^ a b c d e f Resident Evil Archives. BradyGames Publishing. November 9, 2005. pp. 218–220. ISBN 0-7440-0655-4.
  35. ^ a b c d Capcom Design Works (in Japanese). Enterbrain, Inc. August 1, 2001. pp. 22–30. ISBN 4-7577-0412-7.{{cite book}}: CS1 maint: unrecognized language (link)
  36. ^ a b Pardi, Daniel. "Resident Evil 2 Strategy Guide: Resident Evil Facts". IGN.com. IGN Entertainment, Inc. Retrieved August 13, 2010.
  37. ^ "In der Mache: Resident Evil 2 – Das Böse kehrt zurück...". Das offizielle PlayStation Magazin (in German) (2/97). WEKA Computerzeitschriften-Verlag GmbH. 1997. Noritaka Funamizu: Wir haben zum Beispiel verschiedene Anzüge für die Spielfiguren integriert. So gibt es einen feuerfesten Overall und einen speziellen Kampfanzug, der das Mitführen mehrerer großer Waffen erlaubt. / For example, we have implemented different suits for the playable characters. There is a fire-proof overall and special combat gear that allows you to carry multiple large weapons. {{cite journal}}: Unknown parameter |month= ignored (help)CS1 maint: unrecognized language (link)
  38. ^ Neves, Lawrence (December 1996). "Sneak Previews: Resident Evil 2". GamePro (99). IDG Communications, Inc.: 70.
  39. ^ "History of Resident Evil". GameSpot. CBS Interactive Inc. November 2, 2004. Retrieved August 12, 2010.
  40. ^ a b Okamoto, Yoshiki (February 26, 2005). "訃報" (in Japanese). Game Republic Inc. Archived from the original on February 3, 2011. Retrieved August 13, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  41. ^ Devil May Cry Graphic Edition (in Japanese). Kadokawa Shoten. December 2001. ISBN 9784047070714.{{cite book}}: CS1 maint: unrecognized language (link)
  42. ^ a b Bio Hazard Perfect Guide: Inside of Bio-Hazard (in Japanese). ASCII Corporation. March 1997. ISBN 4893666592.{{cite book}}: CS1 maint: unrecognized language (link)
  43. ^ "An Interview With Shinji Mikami". Resident Evil: The Official Comic Book Magazine (1). Image Comics, Inc. March 1998.
  44. ^ a b c "Bio Hazard 情報" (in Japanese). Capcom Co., Ltd. Retrieved August 14, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  45. ^ "VM Status". Resident Evil 2 Instruction Manual. Virgin Interactive Entertainment. April 28, 2000. p. 13.
  46. ^ a b "バイオハザード 2 バリュープラス" (in Japanese). Capcom Co., Ltd. Retrieved August 14, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  47. ^ a b c d Dulin, Ron (March 26, 1999). "Resident Evil 2 Review for PC". GameSpot. CBS Interactive Inc. Retrieved January 29, 2009.
  48. ^ "Biohazard 2 PC" (in Japanese). Sourcenext Corporation. Archived from the original on February 3, 2011. Retrieved August 14, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  49. ^ Funatsu, Minoru (January 24, 2006). "ソースネクスト、カプコンのサバイバルホラーをPC向けに再移植、Win「Biohazard 2 PC」2月17日発売". Game Watch (in Japanese). Impress Watch Corporation. Archived from the original on February 3, 2011. Retrieved July 8, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  50. ^ a b c d e Marriott, Scott Alan. "Resident Evil 2 – Review (GameCube)". Allgame. Rovi Corporation. Archived from the original on February 3, 2011. Retrieved August 19, 2010.
  51. ^ Capcom Co., Ltd (December 26, 2007). Biohazard 2 (PlayStation Network) (in Japanese). Scene: title screen.{{cite book}}: CS1 maint: unrecognized language (link)
  52. ^ Chen, Grace (November 19, 2009). "PlayStation Store Update". PlayStation Blog. Sony Computer Entertainment America LLC. Archived from the original on February 3, 2011. Retrieved August 15, 2010.
  53. ^ Capcom Co., Ltd (November 19, 2009). Resident Evil 2 Dual Shock Ver (PlayStation Network). Scene: title screen.
  54. ^ Meynink, Todd (July 28, 2000). "Postmortem: Angel Studios' Resident Evil 2 (N64 Version)". Gamasutra. United Business Media LLC. Retrieved October 18, 2010.
  55. ^ a b c "Angel Studios Interview: Resident Evil 2". Total! (in German). X-plain Verlag: 38–41. November 1999.{{cite journal}}: CS1 maint: unrecognized language (link)
  56. ^ a b c "Features of RE2 N64 – Additions". Angel Studios. {{cite web}}: |archive-url= requires |url= (help); Missing or empty |url= (help)
  57. ^ a b Capcom Co., Ltd; Angel Studios; Factor 5, LLC (October 31, 1999). Resident Evil 2 (Nintendo 64). Capcom Entertainment, Inc. Scene: staff credits.{{cite book}}: CS1 maint: multiple names: authors list (link) CS1 maint: numeric names: authors list (link)
  58. ^ a b "Features of RE2 N64 – Enhancements". Angel Studios. {{cite web}}: |archive-url= requires |url= (help); Missing or empty |url= (help)
  59. ^ "The Resident Evil 2 Comparison". IGN.com. IGN Entertainment, Inc. June 21, 1999. Retrieved October 17, 2010.
  60. ^ "Chris Hülsbeck im Interview". Total! (in German). X-plain Verlag: 62–65. August 1999.{{cite journal}}: CS1 maint: unrecognized language (link)
  61. ^ a b c d Fielder, Joe (November 19, 1999). "Resident Evil 2 Review for Nintendo 64". GameSpot. CBS Interactive Inc. Retrieved January 29, 2009.
  62. ^ Ohbuchi, Yutaka (October 21, 1998). "RE2 for Saturn Canceled". GameSpot. CBS Interactive Inc. Retrieved August 31, 2010.
  63. ^ a b "Resident Evil 2". Tiger Electronics, Ltd. {{cite web}}: |archive-url= requires |url= (help); Missing or empty |url= (help)
  64. ^ a b c d e Schneider, Peer (July 14, 1999). "Resident Evil 2 – Game.Com Review". IGN.com. IGN Entertainment, Inc. Retrieved August 31, 2010.
  65. ^ Biohazard Sound Chronicle Best Track Box (Media notes) (in Japanese). Suleputer. 2005.{{cite AV media notes}}: CS1 maint: unrecognized language (link)
  66. ^ a b Greening, Chris (March 2011). "Interview with Shusaku Uchiyama & Takeshi Miura: A History of Resident Evil Music". Square Enix Music Online. Archived from the original on March 26, 2011. Retrieved March 26, 2011.
  67. ^ a b c d e f g Greening, Chris. "Biohazard 2 Original Soundtrack: Review by Chris". Square Enix Music Online. Retrieved October 17, 2010.
  68. ^ Biohazard 2 Original Soundtrack (Media notes) (in Japanese). Suleputer. 1998.{{cite AV media notes}}: CS1 maint: unrecognized language (link)
  69. ^ Biohazard 2 Complete Track (Media notes) (in Japanese). Suleputer. 1998.{{cite AV media notes}}: CS1 maint: unrecognized language (link)
  70. ^ Greening, Chris. "Biohazard 2 Complete Track: Review by Chris". Square Enix Music Online. Retrieved October 18, 2010.
  71. ^ Bio Hazard Orchestra Album (Media notes) (in Japanese). Suleputer. 1999.{{cite AV media notes}}: CS1 maint: unrecognized language (link)
  72. ^ Biohazard 2 Remix: Metamorphoses (Media notes) (in Japanese). Suleputer. 1999.{{cite AV media notes}}: CS1 maint: unrecognized language (link)
  73. ^ a b "Resident Evil 2 for PlayStation". GameRankings. CBS Interactive Inc. Retrieved January 28, 2009.
  74. ^ a b "Resident Evil 2 for PC". GameRankings. CBS Interactive Inc. Retrieved January 28, 2009.
  75. ^ a b "Resident Evil 2 for Nintendo 64". GameRankings. CBS Interactive Inc. Retrieved January 28, 2009.
  76. ^ a b "Resident Evil 2 for Dreamcast". GameRankings. CBS Interactive Inc. Retrieved January 28, 2009.
  77. ^ a b "Resident Evil 2 for GameCube". GameRankings. CBS Interactive Inc. Retrieved January 28, 2009.
  78. ^ a b "Resident Evil 2 (psx) reviews". Metacritic. CBS Interactive Inc. Archived from the original on June 12, 2008. Retrieved October 23, 2010.
  79. ^ a b "Resident Evil 2 (n64) reviews". Metacritic. CBS Interactive Inc. Archived from the original on June 24, 2008. Retrieved October 23, 2010.
  80. ^ a b "Resident Evil 2 (drm) reviews". Metacritic. CBS Interactive Inc. Archived from the original on May 16, 2008. Retrieved October 23, 2010.
  81. ^ a b "Resident Evil 2 (cube) reviews". Metacritic. CBS Interactive Inc. Archived from the original on June 9, 2008. Retrieved October 23, 2010.
  82. ^ a b c d e f Sackenheim, Shawn. "Resident Evil 2 – Review (PlayStation)". Allgame. Rovi Corporation. Archived from the original on February 3, 2011. Retrieved August 19, 2010.
  83. ^ a b Weiss, Brett Alan. "Resident Evil 2 – Review (Nintendo 64)". Allgame. Rovi Corporation. Archived from the original on February 3, 2011. Retrieved January 28, 2009.
  84. ^ Thompson, Jon. "Resident Evil 2 – Review (Dreamcast)". Allgame. Rovi Corporation. Archived from the original on February 3, 2011. Retrieved January 28, 2009.
  85. ^ a b Constantides, Alex (August 15, 2001). "Resident Evil 2 Review (PlayStation)". ComputerAndVideoGames.com. Future Publishing Limited. Retrieved January 29, 2009.
  86. ^ a b c d Mallinson, Paul (August 13, 2001). "Resident Evil 2 Review (PC)". ComputerAndVideoGames.com. Future Publishing Limited. Retrieved October 31, 2010.
  87. ^ a b Key, Steve (August 8, 2001). "Resident Evil 2 Review (Dreamcast)". ComputerAndVideoGames.com. Future Publishing Limited. Retrieved January 29, 2009.
  88. ^ "週刊ファミ通クロスレビュープラチナ殿堂入りソフト一覧". Famitsu (via Geimin.net) (in Japanese). Enterbrain, Inc. Retrieved November 2, 2010. {{cite web}}: Italic or bold markup not allowed in: |work= (help)CS1 maint: unrecognized language (link)
  89. ^ Langan, Matthew (December 16, 1999). "Japanese Famitsu Scores". IGN.com. IGN Entertainment, Inc. Retrieved November 2, 2010.
  90. ^ "Resident Evil". Famitsu (via Famitsu Scores Archive). Enterbrain, Inc. {{cite web}}: |archive-url= requires |url= (help); Italic or bold markup not allowed in: |work= (help); Missing or empty |url= (help)
  91. ^ Anderson, Paul; Reiner, Andrew (January 1998). "Resident Evil 2 – PlayStation – Review". Game Informer. Game Informer Magazine. {{cite web}}: |archive-url= requires |url= (help); Missing or empty |url= (help)CS1 maint: multiple names: authors list (link)
  92. ^ McNamara, Andrew; Fitzloff, Jay; Anderson, Paul (October 29, 1999). "Resident Evil 2 Review (Nintendo 64)". Game Informer. Game Informer Magazine. {{cite web}}: |archive-url= requires |url= (help); Missing or empty |url= (help)CS1 maint: multiple names: authors list (link)
  93. ^ "Resident Evil 2". Game Informer. GameStop Corporation: 125. January 2001.
  94. ^ Mason, Lisa (April 2003). "Resident Evil 2 Review (GameCube)". Game Informer Online. Game Informer Online; Sunrise Publications, Inc. Archived from the original on June 11, 2008.
  95. ^ a b Weigand, Mike (January 1, 2000). "Resident Evil 2: Dual Shock Version Review". GamePro. GamePro Media, Inc. Retrieved October 31, 2010.
  96. ^ a b c The Freshman (January 1, 2000). "Resident Evil 2 Review (Nintendo 64)". GamePro. GamePro Media, Inc. Retrieved January 28, 2009.
  97. ^ "Resident Evil 2 Reviews (Dreamcast)". GamePro. GamePro Media, Inc. Archived from the original on February 3, 2011. Retrieved October 31, 2010.
  98. ^ a b c Four-Eyed Dragon (April 2, 2003). "Resident Evil 2 Review (GameCube)". GamePro. GamePro Media, Inc. Retrieved January 28, 2009.
  99. ^ a b Mielke, James (January 28, 2000). "Resident Evil 2 Review for Dreamcast". GameSpot. CBS Interactive Inc. Retrieved January 29, 2009.
  100. ^ a b Varanini, Giancarlo (January 21, 2003). "Resident Evil 2 Review for GameCube". GameSpot. CBS Interactive Inc. Retrieved January 29, 2009.
  101. ^ a b c d e f g h i j k Sanchez, Rick (January 21, 1998). "Resident Evil 2 – PlayStation Review". IGN.com. IGN Entertainment, Inc. Retrieved April 27, 2010.
  102. ^ a b Blevins, Tal (March 22, 1999). "Resident Evil 2 – PC Review". IGN.com. IGN Entertainment, Inc. Retrieved January 29, 2009.
  103. ^ a b Casamassina, Matt (January 29, 2003). "Resident Evil 2 – GameCube Review". IGN.com. IGN Entertainment, Inc. Retrieved January 29, 2009.
  104. ^ "Business Strategies & IR Data: Platinum Titles". Capcom Co., Ltd. September 30, 2010. Retrieved November 2, 2010.
  105. ^ "FY1999 Financial Results". Capcom Co., Ltd. May 2000. p. 5. Archived from the original (PDF) on February 3, 2011. Retrieved November 2, 2010.
  106. ^ "IGN's Top 100 Games of All Time". IGN.com. IGN Entertainment, Inc. May 2, 2003. Retrieved November 2, 2010.
  107. ^ "Electronic Gaming Monthly Presents Top 100 Games of All Time". Electronic Gaming Monthly. Ziff Davis Media Inc. {{cite web}}: |archive-url= requires |url= (help); Missing or empty |url= (help)
  108. ^ Official UK PlayStation Magazine (108). Future Publishing Limited: 28. March 2004. {{cite journal}}: Missing or empty |title= (help)
  109. ^ Cork, Jeff (November 16, 2009). "Game Informer's Top 100 Games Of All Time (Circa Issue 100)". Game Informer Online. Game Informer Magazine. Archived from the original on February 3, 2011. Retrieved November 2, 2010.
  110. ^ "GT Countdown: Top 10 Necessary Remakes". GameTrailers. MTV Networks. January 27, 2011. Retrieved January 28, 2011.
  111. ^ "Famitsu Weekly PlayStation Top 100". IGN.com. IGN Entertainment, Inc. November 20, 2000. Retrieved November 2, 2010.
  112. ^ Baldric (June 4, 2004). "Resident Evil 2 Review for the PS". Game Revolution. AtomicOnline, LLC. Archived from the original on February 3, 2011. Retrieved October 31, 2010.
  113. ^ a b c Davis, Brian (January 31, 2003). "Resident Evil 2 Review (GameCube)". GameSpy. IGN Entertainment, Inc. Retrieved January 29, 2009.
  114. ^ a b Taylor, Martin (April 22, 2000). "Resident Evil 2 Review (Nintendo 64)". Eurogamer.net. Eurogamer Network Ltd. Archived from the original on February 3, 2011. Retrieved October 31, 2010.
  115. ^ a b Altman, John (March 28, 1999). "Resident Evil 2 Platinum Review". Computer Games Magazine. Strategy Plus, Inc. {{cite web}}: |archive-url= requires |url= (help); Missing or empty |url= (help)
  116. ^ Pierce, Matthew (April 1999). "Resident Evil 2 Review (PC)". PC Gamer UK. Future Publishing Limited. {{cite web}}: |archive-url= requires |url= (help); Missing or empty |url= (help)
  117. ^ Buchanan, Levi (November 18, 1999). "Review for Resident Evil 2". GameFan. {{cite web}}: |archive-url= requires |url= (help); Missing or empty |url= (help)
  118. ^ Sparks, Shawn (February 1, 2001). "Resident Evil 2 Review for the Dreamcast". Game Revolution. AtomicOnline, LLC. Archived from the original on February 3, 2011. Retrieved January 28, 2009.
  119. ^ Reed, Kristan (June 9, 2003). "Resident Evil 2 and 3 GameCube Review". Eurogamer.net. Eurogamer Network Ltd. Retrieved January 28, 2009.
  120. ^ a b MacDonald, Mark. "Resident Evil 2 Review (GC)". 1UP.com. UGO Entertainment, Inc. Archived from the original on February 3, 2011. Retrieved March 19, 2010.
  121. ^ Adams, Ted; Oprisko, Kris (March 1998). "Raccoon City – R.I.P.". Resident Evil: The Official Comic Book Magazine (1). Image Comics, Inc.{{cite journal}}: CS1 maint: multiple names: authors list (link)
  122. ^ Adams, Ted; Oprisko, Kris (June 1998). "A New Chapter of Evil". Resident Evil: The Official Comic Book Magazine (2). Image Comics, Inc.{{cite journal}}: CS1 maint: multiple names: authors list (link)
  123. ^ 生化危機2 (in Cantonese) (1–60). King's Fountain Ltd. February 1998 – April 1999. {{cite journal}}: Missing or empty |title= (help)CS1 maint: unrecognized language (link)
  124. ^ 惡靈古堡II (in Mandarin) (1–2). Ching Win Publishing Co., Ltd. January 11, 1999; February 12, 1999. {{cite journal}}: Check date values in: |date= (help); Missing or empty |title= (help)CS1 maint: unrecognized language (link)
  125. ^ Perry, S. D. (May 1999). Resident Evil: City of the Dead. Pocket Books. ISBN 0-671-02441-8.
  126. ^ Spencer, Spanner (November 15, 2009). "Resident Evil: Uprising review". Pocket Gamer. Steel Media Ltd. Archived from the original on February 3, 2011. Retrieved November 3, 2010.
  127. ^ Capcom Interactive Canada, Inc (September 8, 2009). Resident Evil: Uprising. Glu Mobile Inc. Scene: staff credits.
  128. ^ Barnholt, Ray (November 17, 2009). "RE: Darkside Chronicles Review". 1UP.com. UGO Entertainment, Inc. Archived from the original on February 3, 2011. Retrieved November 3, 2010.
  129. ^ "Developer Interview 2008: vol01.Jun Takeuchi". Capcom Co., Ltd. September 30, 2008. Archived from the original on February 7, 2011. Retrieved February 7, 2011.
  130. ^ Reed, Kristan (November 13, 2008). "Resident Evil 5 Xbox 360 Hands On". Eurogamer.net. Eurogamer Network Ltd. Archived from the original on February 5, 2011. Retrieved February 5, 2011.
  131. ^ "Jun Takeuchi Interview II". GameTrailers. MTV Networks. February 27, 2009. Retrieved February 5, 2011.
  132. ^ a b c d Biohazard 2 Drama Album: Chiisana Tōbōsha Sherry (Media notes) (in Japanese). Suleputer. 1999.{{cite AV media notes}}: CS1 maint: unrecognized language (link)
  133. ^ "バイオハザード 2 ドラマアルバム ~小さな逃亡者シェリー~" (in Japanese). Capcom Co., Ltd. March 1999. {{cite web}}: |access-date= requires |url= (help); |archive-url= requires |url= (help); Missing or empty |url= (help)CS1 maint: unrecognized language (link)
  134. ^ a b c d e f g Biohazard 2 Drama Album: Ikiteita Onna Spy Ada (Media notes) (in Japanese). Suleputer. 1999.{{cite AV media notes}}: CS1 maint: unrecognized language (link)
  135. ^ "バイオハザード 2 ドラマアルバム ~生きていた女スパイ・エイダ~" (in Japanese). Capcom Co., Ltd. April 1999. {{cite web}}: |access-date= requires |url= (help); |archive-url= requires |url= (help); Missing or empty |url= (help)CS1 maint: unrecognized language (link)
  136. ^ a b Capcom Co., Ltd; Angel Studios; Factor 5, LLC (January 29, 2000). Biohazard 2 (Nintendo 64) (in Japanese). Capcom Co., Ltd. 指令書: ハンク特殊工作員に以下の指令を命ず: ラクーン市郊外にある我が社の研究施設に侵入し、ウィリアム・バーキン博士が所持していると思われるG-ウィルスのサンプルを奪取せよ。 [...] サンプル入手後はロワール村にて受け渡しを行う。 [...] フランス支部施設所長 クリスチーヌ・アンリ / Written orders: Special agent Hunk is assigned to the following orders: Invade the company's research facility on the outskirts of Raccoon City, seize the G-virus sample assumed to be in the possession of Dr. William Birkin. [...] After the sample is obtained, it is to be delivered to Loire Village. [...] French Branch Facility Director Christine Henry{{cite book}}: CS1 maint: multiple names: authors list (link) CS1 maint: numeric names: authors list (link) CS1 maint: unrecognized language (link)
  137. ^ Capcom Co., Ltd (November 11, 1999). Resident Evil 3: Nemesis. Capcom Entertainment, Inc. Scene: Epilogue Files.
  138. ^ Resident Evil Archives. BradyGames Publishing. November 9, 2005. pp. 120, 129. ISBN 0-7440-0655-4.