We've spent the past week collecting all the information you need about where the weapons are, what they do, and how their upgrades work like the mad (game) scientists we are. Here we'll show you a list of all the available guns and upgrades with all the information you need about each one of them.
All the guns in Resident Evil 2
Skip the lines and select which gun you'dl like to know more about. Otherwise scroll on and read about them all!
DLC Gun
Claire's Guns
Leon's Guns
All the upgrades in Resident Evil 2
Skip the lines and select which upgrade you'dl like to know more about. Otherwise scroll on and read about them all!
Claire Gun Upgrades
Leon Gun Upgrades
Samurai Edge (Albert Model) in Resident Evil 2
What does it do? 15-shot handgun.
What kind of ammo does it take? 9mm bullets.
How do you get it? If you have the DLC for this gun it will automatically be added to your inventory the first time you open a stash box in the game.
SLS 60 - Handgun in Resident Evil 2
What does it do? 5-shot revolver.
What kind of ammo does it take? 9mm bullets.
How do you get it? This is the gun you start with in Claire's story.
GM 79 - Grenade Launcher in Resident Evil 2
What does it do? Single-round grenade launcher.
What kind of ammo does it take? Flame Rounds and Acid Rounds.
How do you get it? It's only available in Claire's story.
MQ 11 - Machine Gun in Resident Evil 2
What does it do? 24-round machine gun.
What kind of ammo does it take? Submachine Gun Ammo.
How do you get it? It's only available in Claire's story.
JMB Hp3 - Handgun in Resident Evil 2
What does it do? 15-shot handgun.
What kind of ammo does it take? 9mm bullets.
How do you get it? It's only available in Claire's story. Get the Car Key in the Parking Garage and use it to unlock the trunk of a Police Car.
Spark Shot in Resident Evil 2
What does it do? An electric-charging gun that shoots needles.
What kind of ammo does it take? Nails
Resident Evil 2 Tattoos
How do you get it? It's only available in Claire's story. You'll find this gun with the King and Queen pieces when you're doing the sewer part of the story. All you have to do is move the King and Queen pieces to the only other slots to open the cell and pick up the gun. The video above will show you how to exit the room with both keys after picking up the gun!
Minigun in Resident Evil 2
What does it do? Sprays bullets like it's nobodies business.
What kind of ammo does it take? 9mm
How do you get it? In the Operations Room of the Laboratory in the NEST compound.
Matilda in Resident Evil 2
What does it do? 15-round handgun.
What kind of ammo does it take? 9mm Rounds.
How do you get it? This is the gun you start Leon's story with.
M19 in Resident Evil 2
What does it do? 15-round handgun.
What kind of ammo does it take? 9mm Rounds.
How do you get it? This is only available in Leon's story. When you get the uniform and Courtyard key in the beginning of the game this gun is sitting right next to the stash box in that room.
W-870 - Shotgun in Resident Evil 2
What does it do? 4-round shotgun.
What kind of ammo does it take? Shotgun Shells.
How do you get it? This is only available in Leon's story.
Lightening Hawk - Magnum in Resident Evil 2
What does it do? 7-round Magnum.
What kind of ammo does it take? .50 AEG MAG.
How do you get it? This is only available in Leon's story.
Chemical Flamethrower in Resident Evil 2
What does it do? It shoots fire. A lot of fire.
What kind of ammo does it take? Fuel.
How do you get it? This is only available in Leon's story. You'll find this gun with the King and Queen pieces when you're doing the sewer part of the story. All you have to do is move the King and Queen pieces to the only other slots to open the cell and pick up the gun. The video above shows you how to leave the room with both keys after picking up the gun!
Anti-Tank Rocket in Resident Evil 2
What does it do? It's a rocket launcher!
What kind of ammo does it take? 66mm incendiary rockets
How do you get it? This is only available in Leon's story. Ada gives it to you at the end of the game for the final boss fight.
Speed Loader (SLS 60) in Resident Evil 2
What does it do? Greatly increases reload time for your revolver!
How do you get it? It's only available in Claire's story. You'll find this upgrade inside of Leon's desk in the West Office of the Police Station.
Reinforced Frame (SLS 60) in Resident Evil 2
What does it do? Allows your SLS 60 to now shoot high-powered rounds or 9mm.
How do you get it? It's only available in Claire's story. You get it by unlocking the safe in the Treatment Pool room of the sewers.
High-Capacity Mag (JMB Hp3) in Reisdent Evil 2
What does it do? Extends clip to 26 rounds.
How do you get it? It's only available in Claire's story. Unlock the safe in the Waiting Room of the Police Station!
High-Capacity Mag (MQ 11) in Reisdent Evil 2
What does it do? Extends clip to 50 rounds.
How do you get it? It's only available in Claire's story. It's inside the desk of the S.T.A.R.S. Office
Shoulder Stock (GM 79) in Resident Evil 2
What does it do? Reduces kickback while giving each shot a more stable trajectory.
How do you get it? It's only available in Claire's story.
Suppressor (MQ 11) in Resident Evil 2
What does it do? Suppresses the sound of gunfire while counterweighting to greatly reduce muzzle rise.
How do you get it? It's only available in Claire's story.
High Voltage Condenser (Spark Shot) in Resident Evil 2
What does it do? Your Spark Shot will be able to store a lot of high-voltage electricity and reduce the time between shots with this upgrade!
How do you get it? It's only available in Claire's story. Go to the Nap Room in the NEST compound. It's in the top of a locker!
Long Barrel (W-870) in Resident Evil 2
What does it do? Extends the clip capacity to 8 rounds and boosts overall destructive power.
How do you get it? It's only available in Leon's story.
Shotgun Stock (W-870) in Resident Evil 2
What does it do? Makes it easier to shoot rapidly.
How do you get it? It's only available in Leon's story.
Long Barrel (Lightning Hawk) in Resident Evil 2
What does it do? Reduces recoil and increases the gun's destructive power.
How do you get it? It's only available in Leon's story. You find this by unlocking the display case on the basement level of the Secret Room.
Red Dot Sight (Lightning Hawk) in Resident Evil 2
What does it do? Enables lightning-fast aiming.
How do you get it? It's only available in Leon's story. It's inside the desk of the S.T.A.R.S. Office
Muzzle Break (Matilda) in Resident Evil 2
What does it do? Suppresses muzzle rise and increases accuracy.
How do you get it? It's only available in Leon's story. Unlock the safe in the Waiting Room to get this upgrade.
High-Capacity Mag. (Matilda) in Resident Evil 2
What does it do? Extends clip capacity to 24 rounds.
How do you get it? It's only available in Leon's story. You'll find it in Leon's desk inside of the West Office in the Police Station.
Stock (Matilda) in Resident Evil 2
What does it do? Allows the gun to fire 3 rounds per pull of the trigger.
How do you get it? It's only available in Leon's story. When you find the Car Key use it to open the back of a police car in the garage.
Regulator (Flamethrower) in Resident Evil 2
What does it do? Makes fuel last longer.
How do you get it? Go to the Nap Room in the NEST compound. It's in the top of a locker!
Resident Evil 2 is available now on Xbox One, PS4, and PC, for $59.99.
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Which Resident Evil game is best? We’re eating away at our own brains to give our verdicts on some of PC gaming’s most beloved series, including Dark Souls and Mass Effect.
As the series that popularized the survival horror genre, Resident Evil has attempted to sustain its hold on the elusive zombie shooting crown since its inception in 1996. Suffice it to say, Resident Evil hasn’t maintained a keen, constant rule over the genre, blasting further off into bizarre, convoluted lore dumps and Matrix-worthy action sequences as the series grew in scope and ambition. Through reinvention after reinvention, Resident Evil games may not always be great, but they’ve always been fascinating, curious objects. And it’s because of that wild experimentation that Resident Evil still has a firm grip on us, redefining the genre and forcing the entirety of game design to respond—hell, Dead Space was going to be System Shock 3 before Resident Evil 4 came out. While they may have arrived shuffling and moaning and hungry for anti-aliasing, most of the main series Resident Evil games has been available on the PC at one time or another—sorry, Code Veronica. So, for players new and old, we’ve reflected on the series highs and lows, and ended up with a true, inarguable ranking for the series that cannot die.
As of this latest update after the release of the Resident Evil 2 remake, we've decided to keep both the original and this new version in the list. They're very different games, after all, despite sharing a setting, characters and story.
Now, in ascending order..
Resident Evil: Operation Raccoon City
Developed: Capcom, Slant Six Games Published: Capcom
2012
James: We don’t talk about Operation Raccoon City. In our review, Jon Blyth puts it lightly, saying, “The good stuff is all swaddled in that weak gunplay, an annoying automatic snap-to cover system, and moments like the Birkin-G battle—a fight so poorly communicated and unfair that you'll wish computer mice still had balls, so that you could rip out your mouse ball and chew it while slobbering all over yourself.” The “good stuff” is just the setting and familiar characters, the implication of Raccoon City’s ideas and ambitions wrapped up in a cozy Resident Evil blanket. But clearly, due to godawful controls, a smattering of port hiccups, and poor design, we hope Operation Raccoon City never rises from the dead.
Samuel: This was one bad fanfiction idea turned into a disastrously boring shooter. Played alone, the friendly AI is terrible, the links to Resident Evil 2 are tenuous and your squad of faceless nobodies belongs in the bin. Junk. The remake of Resi 2 pretty much allows me to forget this forever. Umbrella Corps
Developed: Capcom Published: Capcom
2016
James: This game doesn’t have to be this low on the list. This could have been avoided. During several preview events PC Gamer’s Tom Marks as an interesting competitive shooter that didn’t lazily assume the competitive deathmatch template and throw it in a thin Resident Evil diegesis. Zombies roam each map, and they don’t attack you outright, but by disabling other players’ magic zombie repellant devices, you can send the horde after them—a novel idea, I think. But for god’s sake, the PC version launched with mouse controls that were straight up broken. On the PC, that’s a huge chunk of your userbase, and for most players, unforgivable.
Resident Evil 6
Developed: Capcom Published: Capcom
2012 James: Fuck this game. The media [looks into mirror] cycle for Resi 6 had me believing it would be the most complete game in the series yet, ticking the horror, action, and lore boxes alike for everyone. And it did. The campaigns themselves are varied and pretty from afar, and playing as characters from all over the nonsense Resi timeline is some kind of cool, but the controls gut everything good about RE’s over-the-shoulder design ethos that worked so well in 4 and 5. The guns feel like pea shooters in comparison to previous entries and character movement is suspended somewhere between a full blown Gears of War third-person shooter and the original static stop-and-shoot design of Resi 4.
It’s so terrible a half-measure that the slightest potential for feeling unease is rendered inert. The tension boils and burns into a blackened, sour paste once you learn how to roundhouse and suplex and dive into a supine militaristic shooter stance on command. Sure, you could kick and suplex in Resi 4, but never with such reckless abandon. Where’s the horror and disempowerment in being a damn spec ops ninja demigod?
Resident Evil Umbrella Tattoo
Samuel: I accept it's a bloated game, and the Chris campaign is particularly bad, but its combat—once you learn the full spread of abilities available to you, which the game does a terrible job of teaching—offers a lot of scope for player expression and fun acrobatics. Problem is, no-one really wanted a Resident Evil game to be about those things, so I understand the criticism Resi 6 got. I have a certain fondness for its Mercenaries mode, though, and some time ago. A reboot needed to happen after this.
The first preview will be out in August 2018 and RTM should be out before the end of the 2018. This release will have a large tail of bug fixes, performance improvements, small features, and community PRs. Asp net core 2.2 iis. This post provides a brief summary of what’s coming in ASP.NET Core 2.2. This release is not a major release compare to. What’s coming in ASP.NET Core 2.2Below is a compiled list of what’s coming in ASP.NET Core 2.2.
Resident Evil: Revelations
Developed: Capcom, Tose Published: Capcom
2012 (PC, 2013) James: Revelations was most potent on the Nintendo 3DS, but blown up on the PC years after the fact, the absence of novelty leaves its shortcomings out in the open. The environments feel small, empty, and static. Enemies are simple-minded and appear in smaller groups than Resi 4 or 5, which turns combat into an intimate affair, sure, but without the crushing threat of numbers, encounters rely more on surprise than stress.
It doesn’t help that Revelations’ opening moments take place on a beach where your first threat arrives in the form of beached fish blobs. Survival horror. Revelations isn’t a terrible Resident Evil game by any means, but a very rote and restrained one, especially on the PC.
Samuel: It felt like an attempt to merge the design fundamentals of old Resident Evil with Resi 4 controls, and yeah, its handheld origins are apparent. For completionists, it's nice that this made its way to PC, but it's surely nobody's favourite entry in the series. Resident Evil 5
Developed: Capcom Published: Capcom
2009 Sims 4 fire hair.
Samuel: I would place this one higher, but the default game doesn't come with splitscreen co-op—and that's the lifeblood of Resi 5 on consoles. You can mod it in, though.
James: I understand your pain, Sam, but thanks to the magic of the internet, I finished Resident Evil 5 in one prolonged, disgusting, burger-fueled sitting with a Florida-based friend. It’s definitely not designed to be played so quickly, but off the tail of Resident Evil 4, one of my favorite games of all time, how could I not? And I’m glad I did, because swallowing such a chunky, bitter videogame pill means I felt everything Resi 5 had to offer, all at once. Resi 5 feels like a string of Resi 4’s most intense set pieces—the village scene, or cabin attack—one after the other, and with a co-op friend no less, but devoid of the horror or intrigue that made its predecessor so memorable and strange. Coupled with a shallow, troublesome depiction of Africa and a story that eventually went full anime (which may work for some people), Resi 5 fell flat for me and I haven’t returned to it since. It has some of the best combat in the series, but so too a very leaky heart. Tim: My strongest recollection of this one is not hating the fact a lot of it takes place in startling sunshine (which seemed like quite a bold idea for a largely risk-averse series), quite liking the Sheva Alomar character, and the sharp intake of breath people in the office took as we arrived at the section I can now only think of as ‘Problematic Village’ for the first time. Without wishing to reopen that debate, I do wonder what Wired’s tame anthropologist would have made of that part if they’d played through to it. Still, on action alone, I still think it’s one of the better entries. Samuel: Yeah, a lot of those criticisms are spot-on. I was also a fan of Sheva, even if Resi's characters are more shouting props than characters in the traditional sense. Chris and Sheva's interactions are quite pleasant—an underrated bit of camaraderie in a game. There are fewer good design ideas in Resi 5 than Resi 4, but it's a far better representation of its predecessor's influence than Resi 6 is. Wesker is so much fun in this one, too. Didn't they make him British to make him more evil? I love that so much.
Wes: Seven minutes. Seven minutes is all I can spare to play with you.
Resident Evil Zero
Developed: Capcom Published: Capcom
2002 (PC, 2016) James: Resi Zero was actually my first Resident Evil game. It greatest strength is nailing the trademark tension and helplessness of the series, tank controls included. Switching between Rebecca and Billy divides the zombie survivalist tension further, and I dig the opening train scene for its suffocating, slow introduction to the new characters and intense, timed finale. But when I try to remember nearly anything else about the game, I go blank. There’s another mansion, some levers, and more zombies as expected, but this time they’re riddled with massive leech monsters. In 2017, the zeitgeist has long since moved on from leeches as an immutably horrifying concept. They’re slimy and dark and small--get over it. It’s a good Resident Evil game, but far from the most distinct or memorable. Tim: I instantly disliked Billy. Between his session musician haircut and awful tribal tattoo, he wasn’t the kind of hero you warmed to. The convicted war criminal background (he’s a marine framed for failing to carry out a massacre) wasn’t exactly relatable either, but then that’s hardly been Resi’s forte. I also recall Resi 0 as being the my final point of departure with anything like a grip on the Umbrella meta plot. Like, why is Dr Marcus keeping all those leeches up his skirt?
Still, the character-switching between Billy and Rebecca added something to the puzzling, and the initial setting was pleasantly claustrophobic, in a vaguely kind of way. Unfortunately, the fact the game later decamped to a more conventional haunted house, which I’ve now almost completely forgotten, only underlines Zero’s unremarkable status as sawdust in the Resident Evil sausage.
Resident Evil 3: Nemesis
Developed: Capcom Published: Capcom
1999 (PC, 2000) Tim: My incipient dementia means I’m struggling to remember some of these, but I do recall at the time thinking this might be my favourite Resi, simply because it gave Jill Valentine an assault rifle to begin with. (I should caveat that by saying only if you choose easy mode, which apparently younger me did.) In any case, being able to go weapons free on the coffin dodgers from the outset was sweet relief if, like me, you had taken to micromanaging ammunition reserves to a pathological level. Invariably, I’d ended the previous two Resi games with an inventory stocked full of every type of round in the game, only to discover that besting the final boss didn’t require half of it. Resi 3 also gave us its eponymous antagonist, the unkillable Nemesis which would rock up at inopportune moments as you explored, terrifying players with its poor dental work and gauche taste in gentlemen’s outerwear. Upon arrival, the Nemesis would usually hiss “STAAAAAARS”, presumably identifying the prey which it had been programmed to relentlessly track, but perhaps also complaining about the quality of actor he’d be expected to share screen time with in the 2004 movie Resident Evil: Apocalypse. For bonus cringe factor, revisit any of the dialogue spoken by Umbrella’s hired merc Carlos Olivera. The character’s Mexican accent is delivered by voice actor Vince Carazzo, who as far as I can tell is very Canadian. Usual shonkiness aside, being in Raccoon City before and after the events of Resi 2 was cool, and I maintain this should be higher on the list but for the fact no-one else on the team seems to recall it. Joe: After playing the original Silent Hill in early 1999, I went into Resident Evil 3 with a degree of misplaced confidence. Against the Resi series' B-movie-like framing, Harry Mason's debut outing offered a different kind of horror in that this was the first proper psychological horror game I'd ever played. Dealing with twisted and unscrupulous characters that seemed so much worse than Wesker and Birkin, switching between alternate dimensions, and laying waste to some of its gut-wrenching bosses really affected me, and ultimately caught me off-guard. I therefore entered Nemesis thinking I knew what to expect. And for the most part, this was the case. It had slow moving and predictable zombies, overpowered weaponry, and ridiculously incongruous mix-and-match puzzles in a similar vein to its forerunners. Nemesis was clearly the biggest threat and even then felt like a slightly beefed up version of Mr X/T-00 from Resident Evil 2. Like its predecessors, Resi 3 also had the familiar area-loading door opening animations which I'd come to understand kept me safe from whatever horrors I'd left behind in previous zones. In trouble? Run to the next door and leave your woes at your back. This, of course, was not the case in Resident Evil 3. For the first time, enemies—namely Nemesis—could follow you into new areas in a bid to continue the hunt. In the case of Nemesis, it would burst through gates and doors with such force I swear the animations gave me nightmares hours after playing. Sure, Jill was equipped with an assault rifle from the off—but this only meant she was expected to use it. One simple change to the Resi formula suddenly made the third series entry one of the scariest horror games I'd ever played at the time, and left me with one of my fondest, scariest videogame memories to this day. Resident Evil: Revelations 2
Developed: Capcom, Tose Published: Capcom
2015 James: Revelations 2 is the most underrated game in the series, easily. It embraces Resi 4’s overwhelming combat scenarios and expressive arsenal, then chucks it in a B-movie Resi best-of on a wacky, weird prison island. Even better, the co-op play requires genuine cooperation, pairing off a traditional, fully equipped classic RE character, Claire Redfield and Barry Burton, with a much more helpless partner—a teen and a child. By using a flashlight and brick-chucking they couldn’t headshot monsters, but could stun and distract them to thin out the pack. Hell, Moira could be an unrigged crash dummy as long as she got to keep her precious, precious dialogue. “I mean, what in the moist barrels of fuck,” is classic Resi if I’ve ever heard it. Revelations 2 also did the episodic structure justice. Episodes released a week apart, a somewhat artificial way to break up the game since it’s safe to assume the whole thing was content complete, but having a new two-hour cooperative Resident Evil romp every week for a month was a delight. It didn’t just occupy my mind for a weekend—I was arrested for a month, by hokey mix-and-match supernatural monsters and dopey (but lovable) characters no less.
It wasn’t the series’ peak in level design, puzzle design, or storytelling, but it’s definitely the most self-aware and digestible, a comparably light-hearted survival horror tour through Resident Evil’s most endearing traits—up until that point, at least.
Resident Evil 2
Developed: Capcom Published: Capcom
1998 (PC, 1999) Tim: A really important entry in the series. Expanding out from the original’s mansion setting to take in the actual zombie apocalypse happening in Raccoon City was smart, if obvious. Less obvious was the decision to craft two intertwining stories for players to hop between. The excellent pairing of rookie cop Leon S. Kennedy (tough day on the job) and Claire Redfield, the sister of missing S.T.A.R.S agent Chris fromm the first game, feels very much like classic Resi. In the same way that Romero’s “of the Dead” sequels expanded from the low-key original, so Resi 2 was a more widescreen, big budget take on the survival horror concept. As soon as you saw police stations littered with the remains of dead officers, it was clear the ante had been upped substantially. The notion of trying to escape from a city collapsing around you gave players the perfect sense of dramatic impetus, while at the same time providing the designers plenty of room to fill in the story with that sweet Umbrella lore. Director Hideki Kamiya would go on to make Devil May Cry, Okami, Bayonetta and later form PlatinumGames. Plus block a bunch of people on Twitter. Samuel: I was 12 when I convinced my dad to buy this for me on CD-ROM, and yeah, it felt like a more complete version of that original idea with better protagonists. Resident Evil 2 (Remake)
Developed: Capcom Published: Capcom
2019
Samuel: 21 years later, this remake evokes nostalgia for Resi 2's locations and characters, but feels like a totally new game. You can run through the RPD without loading screens! What a treat. The zombies are properly nasty, too. This feels like a compilation of the best bits of the modern third-person Resident Evil entries, with scary moments to the standard of Resident Evil 7. It does make you wonder which of the older entries will get the remake treatment next.
Ultimately, since we scored it one point fewer than Resident Evil 7, it technically belongs just below it on this list.
Andy K: What makes this really special is how it combines the slow, challenging survival horror of the classic games with the intense over-the-shoulder combat of RE4. There could have been a disconnect there, but Capcom really nailed it. RE4 still has it beat in terms of bosses, variety, and weapons, but as a pure distillation of what makes the old style of Resident Evil great, you couldn't ask for much more.
I also like how it isn't a slave to the source material, giving old locations and encounters a fresh spin. As Samuel says, it feels like a brand new game: contemporary and thrilling, yet hitting the same beats as the 1998 original. I scored it a point lower than RE7 because the Tyrant chases feel under-developed, and it's not as subversive or surprising, but it's pretty much one of the best games in the series, and I'd love more remakes in the same style.
Resident Evil 7
James: Jack Baker is my new daddy. He’s the freakiest, goofiest horror game antagonist out there and I love him even though he’d like to put a shovel through my head. Can't blame him. It’s all in the name of family, which is Resident Evil 7’s beating heart. I absolutely love the Bakers, a bundle of southern cliches and horror archetypes filtered through Resi’s videogame campiness.
Resident Evil has always been a self-aware take on the zombie horror subgenre, but Resi 7 extends that reach to the horror as a whole, touching on The Texas Chainsaw Massacre, Saw, and The Ring for inspiration. As a big horror soup, it works, mostly because the Bakers are most realized monsters from the entire series, and the vast majority of horror games in general. When Jack bursts out of a wall and calls you by name, or when Marguerite coughs up another swarm of zombie bees, it’s funny, but it’s also really damn scary, especially given the fidelity of each character model. You can see their expression from far off, and guess what? That smile isn’t a good sign.
For the first two-thirds of the game, the family terrorizes you in their own special way, leading you through a different section of the Baker property, gating progress with surprisingly classic tools like keys and bizarre shadow puzzles. It’s all so incredibly old school, yet set against the highly detailed backdrop of the Baker property, it feels new again—a perfect soft reset for the series.
Resident Evil Tattoo Ideas
The enemies could be more diverse, extra modes felt cordoned off and held back for DLC, and when the Baker family disappears two-thirds in, so does every ounce of the game’s charm. But despite its lopsidedness, Resi 7 is a bright signal light for the series. For the first time in a decade, I can’t wait to see where it goes next.
Tim: Here’s the thing that’s really stunning about Resident Evil 7. How many series of this size have survived such a total reinvention, whilst winning over the critics, and without sacrificing what made players fall in love with the idea in the first place? It’s got to be almost none. And yet Resident Evil has now pulled that trick off twice, first with 4 and now with 7. Interestingly, at a GDC given by director Koshi Nakanishi, he split the first six games into two trilogies. The clear suggestion being that 7 could be the start of another. I certainly hope so.
Nakanishi also said he wanted to reinvent horror gaming, and make Resi as synonymous with excellence as The Dark Knight is for superhero movies. Judge for yourself whether they hit that goal, but they certainly took the inherent promise of first-person horror games like Amnesia and Outlast and ran with it. Resi 7 is a game that’s so tense to play—especially the first time—that after tough sessions I found myself stressed and snappy. Creating a supporting cast that’s so instantly, disgustingly iconic as the Bakers is also no mean feat. I can’t wait to see where Capcom goes next with it.
Resident Evil / Resident Evil HD Remaster
Developed: Capcom Published: Capcom
Original: 1996 | Remaster: 2002 (PC, 2015) James: It may be unfair for an arbitrary list article like, say, this one, to combine the original Resident Evil with its remake as one entry, but the legacy of the original was only strengthened by such a stellar update and subsequent PC release. I have fond memories of the original game, and its restrained combat, resource management, and puzzle design are still sensible and fun today—the tank controls are even endearing after some practice. The REmake, as it’s commonly referred to, updated the original’s cheeky horror with a complete facelift and the omnipotent threat of Crimson Heads, nearly unkillable zombies that ‘wake up’ after being incapacitated, and can chase the player throughout the entire world. In the original, zombies couldn’t even follow you from one room to the next. None of these additions compromised the vision or design of the original, instead building out what I imagine Resident Evil’s original team had in mind. It’s one of the truest remasters out there, and one of the best survival horror games ever made. Samuel: I'm delighted Capcom brought the GameCube remake of the first game to PC. Its pre-rendered backgrounds have aged incredibly well, and the choice of colour palette is lurid but gorgeous. Since this specific type of survival horror game essentially died out after Silent Hill 4 and then the Forbidden Siren games, it's not like it's been surpassed in the meantime by better games. Wes: I was amazed by REmake when I first played it on the GameCube so many years ago—how could a game look so good!?—and amazed again, years later, at how much atmosphere it still has. The mansion is so moody, the art and lighting sell it as a real place. A twisted, sometimes goofy, sometimes horrifying place. Those pre-rendered backgrounds aren't just for show: they're so artfully done, they help frame how you play Resident Evil, conveying the sense that you're an intruder in this place, always creeping and on edge, being watched from weird angles. It's maybe the only use of tank controls in gaming that I like, thanks to that marriage of theme and function. There were always little things to unnerve me, whether it was footsteps echoing through an empty room or a giant fucking zombie shark leaping out of the water to bite me in half. I swear I almost jumped out of my skin. Resident Evil 4
Developed: Capcom Published: Capcom
2005 (PC, 2007) Samuel: This might be the most masterfully paced action game ever created. There are so many clever ideas in Resi 4 that make fleeting appearances, before being cycled out for others. A giant statue coming to life and chasing you through a hall, for example, or a lake monster which kills you before the boss fight if you shoot the water, or frightening enemies that work according to sound, or the Regenerators which you can only kill by sniping their organs using a heat sensor. It's wild and remarkable—there is no other modern game like it. It reinvented third-person shooters, perhaps by accident, with its placing of the camera over Leon's shoulder. I even like the ludicrous story and dialogue. Resident Evil 4 is not really scary for extended periods of time, but it is constantly atmospheric.
James: It took me six months to finish Resident Evil 4. (To be fair, I was a skittish teen.) Like Sam explained, it’s full of surprises, both in terms of what it’s squirrelling away and in its surprising, intense combat design. But it’s the surprising intimacy of the combat that really shook me. The villagers aren’t particularly scary on their own—they’re just rural folks, but it’s their humanity, their implied cunning and relatability, that makes them so terrifying. And when they roll in by the dozens from every angle while you frantically try to climb a ladder or board up a house, it’s impossible not to feel the implication of that cunning. They overwhelm in numbers, but being able to see the whites of their eyes and hear their chatter turn them from brainless bullet sponges into something real—sometimes too real. It’s a miracle that despite Resi 4’s trademark campiness and the fact that scythed parasites explode from the enemies’ heads that it still retains such a taut, tangible sense of unease.
Tim: I got to play the game for a few minutes when it was first unveiled at a Capcom event in Vegas, and even in that brief time it was clear that this was a complete reinvention. More importantly, it immediately felt right. A bold evolution that retained the spirit of the original but was bursting with fresh design ideas. The biggest testament to Resi 4’s brilliance is how much time I spent replaying it, which I never bothered with the others, just because that combat—knee-capping gibbering villages as they shambled towards you with farm implements!—felt so perfect, even after the credits had rolled multiple times. Perhaps Resi 7 will be a similarly dramatic reinvention, but Resi 4 will remain one of the all-time classics, and a high watermark it’s hard to see the series ever hitting again. Wes: I'll leave you with this.
If you want the locker codes, safe codes, and to get inside those pesky portable safes in Resident Evil 2: Remake, you’re going to have to do a lot of exploring. But let’s face it: Resident Evil 2 is spooky and I’d understand if you’d rather not go scouring blood-soaked hallways looking for a tourist pamphlet with a series of numbers hastily jotted along the back. Rather than backtrack and risk a nasty encounter with a licker or, even worse, the Tyrant, why not just use this guide instead?
No one has to know.
We'll update this article if we find any more locked containers in any of Resident Evil's four separate campaigns, but this should be enough to cover you for the first two playthroughs.
Resident Evil 2: Remake locker codes - Leon's deskNeed some other tips?
Resident Evil 2: Remake can be a tough—and sometimes confusing—game. If you need a little nudge in the right direction, check out our Resident Evil 2: Remake guide.
One of the first set of locks you’ll encounter is in the West Office, where a 'Welcome Leon' sign is hanging. In this room, you’ll find Leon’s desk that has two locks keeping it shut. To open it, you’ll need to input the first letter of each of your would-be coworker’s first name. To figure this out, you can look at the sets of three desks on each side of Leon’s desk. On the right side of south-facing desks, you’ll find name plaques for three officers. They are Marvin Branagh (M), Rita Phillips (R), and George Scott (G).
So the combination for the first Leon’s desk lock is MRG.
On the north-side desks, only two of the plaques can be seen. They are Elliot Edward (E) and David Ford (D). You need the first name, but it’s nowhere to be found. Fortunately, you can just brute force the lock by trying every option.
The combination for that second Leon’s desk lock is NED.
Unlocking Leon's desk will get you an extended magazine for Leon's pistol or a speed reloader for Claire's revolver.
Resident Evil 2: Remake locker codes - everything else
There are three lockers to be found in the rest of Resident Evil 2: Remake. Here are the required combinations to unlock each of them:
Each of these lockers provides a different type of ammunition, which is very useful so don't ignore them.
Resident Evil 2: Remake safe codes
Also found in three areas in Resident Evil 2: Remake are safes that require special combinations to unlock. They follow a pattern of turning the dial left, right, left to reach the required numbers and then pressed the 'accept' button to open the safe. Here are their required combinations:
Resident Evil 2: Remake portable safes
Unfortunately, there is no universal codes for the portable safes. Each one is randomized, but they're easy to figure out with a little trial and error. Each button illuminates a green light on the dial, with the goal of pushing each button in order going counter-clockwise. You can start with any button, but you want to complete a full circle in order.
So, the best way to do this is to pick any button and start pushing keys to figure out the next one in that sequence. Keep doing that until you're able to complete a full rotation without pressing the wrong button and the safe will open.
The portable safes can be found here:
The reward for opening both of these safes are the replacement keys you can insert into the keypad located on the 1st floor safety deposit room. Now that these replacement keys are in place, you can use them to open a number of locked containers to get a hip pouch and some handy healing items.
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