Resident Evil 2 (PlayStation)
|Resident Evil 2|
Also known as: Biohazard 2 (JP)
This game has a prototype article
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
Resident Evil 2 marks Leon and Claire's first appearances. It's also the game that made Resident Evil a household name, prompting Capcom to mercilessly whore the game on numerous platforms under the sun.
Resident Evil 2 is also known to have had a first draft that Capcom scrapped called Resident Evil 1.5.
Document the 40% build of Resident Evil 1.5 that was leaked.
- 1 Sub-Pages
- 2 Unused Content
- 3 Regional Differences
- 4 Revisional Differences
Extract all that dialogue from the XA folders directly and upload them to here.
Within the XA voice directory of the Japanese trial edition lies unused dialogue, including two individual samples of a screaming Leon and Claire, an outtake of Leon's voice actor, and dialogue for Leon and Marvin, the black police officer who dies early in the "A" scenario game.
Other unheard dialogue can also be found in the Beta 2 prototype, including short lines from Ada and Leon.
Resident Evil 2 has a lot of unused items that were leftover during its development cycle, notably from a prototype version commonly known as Resident Evil 1.5.
This green, unknown handgun exists in the final game, but doesn't seem to have any function and can't be used. It is likely used as a placeholder graphic for unfinished inventory avatars. The gun itself seems to be based on the SIGPRO S228, as the name of the weapon exists in an item list that is in the Japanese version of the RE2 Demo.
For an unknown reason, Flamethrower Fuel is unobtainable. It can be restored through hacking.
Spark Shot Ammo
Like the Flamethrower Fuel, the Spark Shot ammo went unused and unobtainable. It can also be restored via hacking.
While unused in other versions, the Chemicals are used in the Nintendo 64 version. The two chemicals change the grenade rounds into either the acid rounds, which is called Chemical AC-W24, or into flame rounds, called Chemical FR-W09. The former of these is pictured here.
Calico M950 Pistol
This Calico M950 went unused in the final game, although it is possible to use it in the GameCube version. By putting the Colt S.A.A in Leon's inventory, the model of the Colt would be replaced with the Calico, hinting that this was likely an extra weapon for Leon since Claire obtains the Colt S.A.A in the locker with her extra costume. Hacks exist to put this in the PC version of the game as well.
It was likely to use 9mm Handgun Ammo.
These only exist in the prototype version, seeing the early design of the avatar itself. Leon would be able to use these, in response to the female protagonist's Grenade Launcher. It is unknown if there were actually two other versions of the grenades that match the grenade rounds for the Grenade Launcher.
H&K MC51 Machine Gun
This machine gun exists in the final game but is unused. While hacking it back into the game is possible, it will crash the game as the model for the weapon no longer exists when equipping it. Hacks for the PC version allow it to be usable.
It was seen in the prototype version, and was likely going to be alongside the game's actual SMG, the MAC11.
The following backgrounds are located in the rooms' data but never used in-game.
A variant of this camera angle exists with non broken glass, but is never used. The glass breaks before this angle is used.
A zoom-in on the flag in the waiting room of the police station, the first room with an item box. Possibly it was planned for the player to be able to check the flag.
A zoom-in on the door at the back of the west 1F corridor, door which leads to the evidence room. It is a left-over from an earlier state in development. In the Trial Edition this doors bares this design: a tech looking slide door, while it is a metallic swing door in the final version. More of this version of the door can be seen in the demo version of the game, in which the door is useable with the help of cheat codes. Fun fact: in Resident Evil 3: Nemesis, on the new camera angle used when Nemesis bursts through the window, the metallic part next to the door from this earlier version can be seen in the back, although the camera angle is only seen for a very brief period of time.
An unused camera angle for the evidence room. The camera angle that is used is facing the other way.
An early version of this camera angle from the archives room.
An unused camera angle for the office where Marvin lays, though a similar camera angle is used.
A zoom-in on the photo lab.
An earlier version of a camera angle for the corridor with the puzzle with the moveable statues. Note that the grey statue in the middle, which holds a Red Jewel (it can be seen shining even on the unused camera angle) looks completely different from the final version. Also, on the left of the screen, in the unused version there is a window but a door was added in the final version, although a small part of the window remains. The windows on the right side also differ.
An unused variant: the grate of the vent is still set. In the version that is used, the grate is on the floor, with a few extra debris also. Note that while a close-up on the door exists with the grate on the floor, there is no equivalent with the grate still set.
The drawer of Chris' desk. It can not be opened in the final version of the game. This background is also present in the Demo version, though unused also. Text data for a "Desk Key" can also be found in that version.
Though unused in the final version, this particular background is used in the Demo version. It is where the demo ends: the camera pans upward revealing Ada Wong.
A left-over of the early version of the back of the 1F east office of the police station, the one with a ceiling fan. No real equivalent of this angle exists among the used ones so a wide shot of the area was used here for comparison. The odd camera angle suggests either that the player would be able to check or pick-up something on the ground, or that the angle would be used for a cutscene, possibly panning upwards like in the cutscene in which Leon meets Ada. In the final version, there is a door leading to the outdoor staircase next to where the trashcan is located, but it is missing in the early version of the room. More of this version of the room can be found in the Demo version.
An unused wide shot of the 2F mezzanine of the police station's main hall. A very similar shot, with slight differences, can also be found in the Demo version.
A very early version of the 3F main hall mezzanine. The X-Y-Z position coordinates of the protagonist are the same between the two screenshots.
The 2F corridor in which crows burst through the windows. A similar camera angle is used, a close up on the ground and on the corpse of a zombie police officer, but it is located in another part of the room.
From that same corridor, unused variants without the corpse of the zombie.
A close-up of the crashed helicopter in the 2F east corridor. Another close-up with a different camera angle is used. Note this is the version of the room which is still in flames, and that there is no equivalent for the non-burning version.
A version of the morgue with empty body bags. There is no body bags in the version that is used. Other variants of this room exist in the Demo version, in which the body bags appear to be full. It is possible they had planned for zombies to come out of the bags.
A second locker in the arms room, different from the one which contains the S.Machine Gun.
A close-up on the small table in the basement generator room. An earlier version of this same shot can also be found in the Demo version.
An early version of the room where the Magnum is found.
A close-up of the stairs in the sewers.
Variants of the two corridors leading to the train platform, with or without blood. The trail of blood leads to the hole in the wall, which is missing in the used version. Note that there is a mistake in one of the used angles: the blood on the floor can be seen on the second shot, but on the same spot the blood is missing in the third shot. No variant of the close-up shot of the wall exists. Also note that while 3D models are programmed to appear in the final shot, they are not in the penultimate one.
A variant of the close-up on the machinery in the Laboratory. It is very close to the used version though some minor detailing and shading differ.
An unused angle for the laboratory room with monitors.
Some details differ in the unused version, most notably the switch and the sign above it. The control pannel on the left is also missing.
Some minor details differ, in some parts the unused version is more detailed.
- The Key Config menu looks completely different. The international version has a section at the bottom telling how to aim up and down.
- Auto-aim is on by default in the Japanese version with no obvious option to disable it. It can be disabled using a cheat code: while in game go to the options screen by pressing SELECT, then enter the "Key Config" menu. There, hold R1 and press the Square button three times. The activation of the cheat code will be confirmed by a sound and the "KEY CONFIG" text turning red. The cheat can be disabled by entering the code again. In the international version auto-aim is off by default and needs to be activated by selecting control Type C, which is otherwise identical to control Type A.
- The Japanese version offers a control scheme that is very similar to the first Resident Evil. Just like in the first game START opens and closes the status screen while it is Circle in the international version, which would become the standard for Resident Evil 3: Nemesis.
- By default, In the Japanese version Square is OK/ATTACK and Cross is CANCEL/DASH. In the international version Cross is OK/ATTACK while CANCEL and RUN are two seperate buttons rather than the same one: Square and Triangle.
- The international version has a pause feature by pressing START, it does not exist in the Japanese version.
- In the Japanese version Triangle is a quick map button, which does not exist in the international version.
Compared to the international version, the Japanese version has some differences which generally makes it easier:
- A few rooms have less enemies. Some examples taken from Leon A: there is one less zombie in the first room of the game, as well as in the penultimate street before entering the police station. On the mezzanine of the main hall there is one less zombie on the east side. In the first corridor basement of the police station, there are two Cerberus in the Japanese version but three in the international version. When enemies respawn, in that same corridor there is a single Licker in the Japanese version but two in the international version. There is also one less zombie in the last room of the B5 Laboratory.
- Some enemies are placed in slightly different spots that make them easier to dodge, most notably in the streets at the start of the game.
- Zombies have less HP in the Japanese version.
The max HP is the same in both versions: 200. The base damage dealt by enemies is also the same in both versions. However, the Japanese version has a leniancy system: if the character's HP value is 50% or less of the max, damage dealt by enemies is reduced by 33%. In other words: if the character's status reads Caution or Danger, a zombie's bite deals 20 damage rather than 30. This mechanic is not present in the international in which a zombie's bite always deals 30 damage.
- Each Ink Ribbon pick-up contains 3 ribbons rather than 2 in the international version. However there is one more Ink Ribbon pick-up in the international version, located in the last room of the B5 Laboratory.
- There is actually more ammo and health supplies in the international version. For example in Leon A there is 390 Handgun Bullets and 98 Shotgun Shells to pick-up in the international version, versus 345 Handgun Bullets and 105 Shotgun Shells in the Japanese version. In that same scenario there is also 3 more Green Herbs and 1 more F. Aid Spray in the international version. The international version is more generous with supplies at the start of the game.
- However, a lot of supplies are hidden in the international version: some of them are invisible in the game world, the player needs to press the OK/ATTACK button on the right spot to pick them up. In the Japanese version, the vast majority of supplies are visible, only a couple are not. Sometimes the supplies are placed in a different spot of the room also.
A few examples, though there are more:
A box of 15 H.Gun Bullets can be found hidden in this trashcan in the international version. There is no equivalent for it in the Japanese version.
Another box of H.Gun Bullets can be found hidden behind the statue in the international version. There is no equivalent for it in the Japanese version.
A Green Herb can be found in the bushes in the international version. There is no equivalent for it in the Japanese version.
Two Green Herbs can be found behind the desk in the international version, but only one in the Japanese version.
A F. Aid Spray can be found hidden by the desk in the international version. There is no equivalent for it in the Japanese version.
Ink Ribbon can be found hidden on the desk in the international version. There is no equivalent in the Japanese version.
In the Japanese version the box of H.Gun Bullets is in plain sight in the middle of the room. In the international version it is located in the back of the room and invisible.
One Green Herb in the Japanese version, two in the international.
In the Japanese version the clip of M. Bullets can be seen next to the controls, it is invisible and located by the toilets in the international version.
There is a pack of Shotgun Shells in the Japanese version but nothing in the international. In Leon A, it is the only case where there is something more in the Japanese version.
- In the Japanese version, the death scene animations are censored by fading the screen to black, leaving only the sound effects and "YOU DIED" text.
- The ranking order in the Japanese version is S, A, B, C, and D, where the highest being an S. In the international version, the ranking order is A, B, C, D, and E, with A being the equivalent to the Japanese S ranking. However, the mention of the S rank was still left in the international manuals which led to some confusion.
Seven months after the release of the original versions, Capcom released a revised version of Resident Evil 2 that added support for the force feedback and analog controls of then newly-released DualShock controller (a similar revision of the first game was also released around the same period). This version also featured other content not found in the original version. Unlike the other DualShock version, the music was (thankfully) untouched.
|Original||Dual Shock Version|
The title screen was changed accordingly.
|Biohazard 2||Biohazard 2: DualShock Version|
The Japanese version changed its Key Config screen to match that of the original international version of the game. This is another clue hinting that, despite coming out one week before, the NTSC-U version was actually made after the Japanese version. The Key Config screen would have been updated for the NTSC-U version, and that update later used in the Japanese DualShock Version.
Furthermore, it is now possible to turn on/off auto-aiming by simply pressing Start while on that screen, rather than having to use a cheat code to turn it off like in the original Japanese version. The only exception of this is when playing the Arrange Mode using the U.S.A. Version difficulty, in which case auto-aiming is turned off and can not be enabled, despite it being possible in both the original and DualShock NTSC-U versions. The international version kept the same system it has in the original release: only control Type C has auto-aiming on.
This second game mode is new to the DualShock version.
- In the Japanese version: Original Game corresponds to the original non DualShock Japanese release, with its difficulty and item placement intact, while Arrange Game corresponds to the international version, with some differences: as stated above auto-aiming can not be enabled when playing with the U.S.A. Version difficulty, and when using the Rookie difficulty, rather than starting the game with 120 H.Gun Bullets like in the original international Easy difficulty, the player starts with the S.Machine Gun in the inventory, as well as the Gatling and Rocket Launcher in the item box, all with unlimited ammo.
- The international version does not offer both the Japanese and international versions of the game. Instead, Original Game corresponds to the original international version, with both its Normal and Easy difficulty intact, while Arrange Game only offers the Rookie difficulty which also corresponds to the international version but starting with the S.Machine Gun in the inventory, as well as the Gatling and Rocket Launcher in the item box, all with unlimited ammo.
4th Survivor & To-fu Survivor
The "4th Survivor" and "To-fu Survivor" minigames now have a time display on top of the screen (similarly to the countdown display used during certain portions of the main game or to the Battle Game of the Saturn version of Resident Evil), as well as a result screen for each with new artwork. The player is graded based on how fast they clear the minigame. Note that save-files for these two modes are cross compatible with the non DualShock version of the game.
- Debut of the Extreme Battle minigame, which is unlocked after completing either Claire or Leon's A scenario on the Normal difficulty level of the Original game mode. This minigame has three difficulty levels, which are unlocked sequentially, the third one being more difficult than the main game. It has four playable characters: Leon S. Kennedy and Claire Redfield are available by default, while Ada Wong and Chris Redfield are unlocked after beating the first and second difficulty levels respectively. Chris has a brand new model exclusive to this game and uses the same handgun as in the Director's Cut version of the first game, with the possibility of performing critical hits and headshots with it included. Addtionally, he experiences far less recoil when firing the Custom Shotgun compared to Leon.
- A cheat code was added which gives the player unlimited ammunition in any game mode. To activate it, go to the options screen (either via the title menu or by pressing Select during gameplay) and enter "Key Config". At the Key Config screen, hold R1 and press Square 20 times. This will change the color of the Manual/Auto mark above the controller diagram from white to red. While in effect, the ammunition count of each weapon will be changed to an infinity symbol. To turn off this cheat, simply repeat the process and enter the code again (the Manual/Auto mark will be turned white again and the ammunition count will be changed back to their actual values).
|The Resident Evil series|
|PlayStation||Resident Evil (Prototypes) • Biohazard Complete Disc • Resident Evil 2 (Prototypes) • Resident Evil 3: Nemesis|
|Nintendo 64||Resident Evil 2|
|Sega Saturn||Resident Evil|
|Game Boy (Color)||Resident Evil (Earlier Prototype)|
|PlayStation 2||Resident Evil: Outbreak|
|GameCube||Resident Evil • Resident Evil Zero • Resident Evil 4|
|Wii||Resident Evil: The Umbrella Chronicles|
|Nintendo DS||Resident Evil: Deadly Silence|
|Nintendo 3DS||Resident Evil: The Mercenaries 3D • Resident Evil: Revelations (Prototype)|
|Windows, PlayStation 4||Resident Evil 2|