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* LowTierLetdown: Claire and Ada in Extreme Battle mode. The former's loadout consists solely of the powerful but slow-firing grenade launcher, making her easy pickings for fast enemies like dogs and crows unless you hunt down the submachine gun hiding in a very out-of-the-way spot in the sewers, while the former is basically the designated "hard mode" since she has '''no''' heavy weapons aside from the optional 2-shot Rocket Launcher you can find in the sewer, and is better off just hauling ass from the stronger enemies that start showing up in the 2nd and especially 3rd challenge levels.

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* LowTierLetdown: Claire and Ada in Extreme Battle mode. The former's loadout consists solely of the powerful but slow-firing grenade launcher, making her easy pickings for fast enemies like dogs and crows unless you hunt down the submachine gun hiding in a very out-of-the-way spot in the sewers, labs, while the former is basically the designated "hard mode" since she has '''no''' heavy weapons aside from the optional 2-shot Rocket Launcher you can find in the sewer, and is better off just hauling ass from the stronger enemies that start showing up in the 2nd and especially 3rd challenge levels.
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* LowTierLetdown: Claire and Ada in Extreme Battle mode. The former's loadout consists solely of the powerful but slow-firing grenade launcher, making her easy pickings for fast enemies like dogs and crows unless you hunt down the submachine gun hiding in a very out-of-the-way spot in the first chapter, while the former is basically the designated "hard mode" since she has '''no''' heavy weapons aside from the optional 2-shot Rocket Launcher you can find in the sewer, and is better off just hauling ass from the stronger enemies that start showing up in the 2nd and especially 3rd challenge levels.

to:

* LowTierLetdown: Claire and Ada in Extreme Battle mode. The former's loadout consists solely of the powerful but slow-firing grenade launcher, making her easy pickings for fast enemies like dogs and crows unless you hunt down the submachine gun hiding in a very out-of-the-way spot in the first chapter, sewers, while the former is basically the designated "hard mode" since she has '''no''' heavy weapons aside from the optional 2-shot Rocket Launcher you can find in the sewer, and is better off just hauling ass from the stronger enemies that start showing up in the 2nd and especially 3rd challenge levels.
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* LowTierLetdown: Ada and Claire in Extreme Battle mode. The former is basically the designated "hard mode" since she has no heavy weapons and will have to just haul ass once stronger enemies start showing up, while the latter's loadout consists solely of the powerful but slow-firing grenade launcher, making her easy pickings for fast enemies like dogs and crows unless you hunt down the submachine gun hiding in a very out-of-the-way spot in the first chapter.

to:

* LowTierLetdown: Ada and Claire and Ada in Extreme Battle mode. The former is basically the designated "hard mode" since she has no heavy weapons and will have to just haul ass once stronger enemies start showing up, while the latter's former's loadout consists solely of the powerful but slow-firing grenade launcher, making her easy pickings for fast enemies like dogs and crows unless you hunt down the submachine gun hiding in a very out-of-the-way spot in the first chapter.chapter, while the former is basically the designated "hard mode" since she has '''no''' heavy weapons aside from the optional 2-shot Rocket Launcher you can find in the sewer, and is better off just hauling ass from the stronger enemies that start showing up in the 2nd and especially 3rd challenge levels.
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* LowTierLetdown: Ada and Claire in Extreme Battle mode. The former is basically the designated "hard mode" since she has no heavy weapons and will have to just haul ass once stronger enemies start showing up, while the latter's loadout consists solely of the powerful but slow-firing grenade launcher, making her easy pickings for fast enemies like dogs and crows unless you hunt down the submachine gun hiding in a very out-of-the-way spot in the first chapter.

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* CommonKnowledge: While the Nintendo 64 port of the game is still impressive considering how many single disc games have had content sacrificed in ports to the system, it didn't involve converting 1.4 GB of data into 64 MB as commonly suggested. Both of the [=PS1=] version's discs are a little above 370 MB in size (a ''lot'' of assets are also shared between either disc), and according to developer interviews the [=PS1=] version could've easily fit onto one disc had they had time to properly compress the audio.

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* CommonKnowledge: While the Nintendo 64 port of the game is still impressive considering how many single disc games have had content sacrificed in ports to the system, it didn't involve converting 1.4 GB of data into 64 MB as commonly suggested. Both of the [=PS1=] version's discs are a little above 370 MB in size (a ''lot'' of assets are also shared between either disc), and according to developer interviews interviews, the [=PS1=] version could've easily fit onto one disc had they had time to properly compress the audio.
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** The UsefulNotes/{{Nintendo 64}} version managed to fit two [=CD-ROMs=] worth of data into a single 64-megabyte ROM cartridge (making it the largest [=N64=] release ever). Granted, most of the game's essential assets were already in both discs, said discs had less than 700 MB of data on them, and the additional CD-ROM was only necessary for the alternate dialogue and FMV sequences in each character's scenario (one of which was removed in the [=N64=] port in order to cut corners). Still an impressive feat and even without the Extreme Battle mode from the ''Dual Shock Edition'', it does include its own exclusive set of new features, including a set of new in-game documents (the EX Files). The N64 version also allows use of the Expansion Pak to bump up the screen resolution.
** The UsefulNotes/SegaDreamcast version was sold for cheap at its launch, packs in all the extras from the PC version, removed the cropping of the [=FMVs=], supports the VGA box, and has the helpful addition of the VMU screen to monitor your ammo and health. However, it's missing a few musical tracks.
** While the UsefulNotes/NintendoGameCube port doesn't offer too much new, the [=FMVs=] are now completely uncompressed and run at an impressive 30 frames per second, it is now possible to skip both those and the in-game cutscenes and is one of the two CD-based ports of the game that puts both Leon and Claire's games on one disc while cutting absolutely nothing.
* PortingDisaster: The game received a port for the failed Tiger UsefulNotes/GameCom handheld system. While it clearly had some effort put into it, and plays better than similar ports to the system due to the slower pacing, [[https://www.youtube.com/watch?v=c5JmSJcFD7E it's still a major downgrade]].

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** The UsefulNotes/{{Nintendo Platform/{{Nintendo 64}} version managed to fit two [=CD-ROMs=] worth of data into a single 64-megabyte ROM cartridge (making it the largest [=N64=] release ever). Granted, most of the game's essential assets were already in both discs, said discs had less than 700 MB of data on them, and the additional CD-ROM was only necessary for the alternate dialogue and FMV sequences in each character's scenario (one of which was removed in the [=N64=] port in order to cut corners). Still an impressive feat and even without the Extreme Battle mode from the ''Dual Shock Edition'', it does include its own exclusive set of new features, including a set of new in-game documents (the EX Files). The N64 version also allows use of the Expansion Pak to bump up the screen resolution.
** The UsefulNotes/SegaDreamcast Platform/SegaDreamcast version was sold for cheap at its launch, packs in all the extras from the PC version, removed the cropping of the [=FMVs=], supports the VGA box, and has the helpful addition of the VMU screen to monitor your ammo and health. However, it's missing a few musical tracks.
** While the UsefulNotes/NintendoGameCube Platform/NintendoGameCube port doesn't offer too much new, the [=FMVs=] are now completely uncompressed and run at an impressive 30 frames per second, it is now possible to skip both those and the in-game cutscenes and is one of the two CD-based ports of the game that puts both Leon and Claire's games on one disc while cutting absolutely nothing.
* PortingDisaster: The game received a port for the failed Tiger UsefulNotes/GameCom Platform/GameCom handheld system. While it clearly had some effort put into it, and plays better than similar ports to the system due to the slower pacing, [[https://www.youtube.com/watch?v=c5JmSJcFD7E it's still a major downgrade]].

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* OnceOriginalNowCommon: It's easy to bash the CG animation for the creepiness that's in effect, but at the time of release, this was some of the most fluid and detailed animation you would ever find in a video game. The CG cutscenes have a higher framerate than contemporary games of the time that boast more detail.



* SeinfeldIsUnfunny: It's easy to bash the CG animation for the creepiness that's in effect, but at the time of release, this was some of the most fluid and detailed animation you would ever find in a video game. The CG cutscenes have a higher framerate than contemporary games of the time that boast more detail.
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** Annette states that William should have lost his memories by the time of the game, having been in his current state for several days by then, but just how correct is she? Sherry states she heard him call her name shortly before Leon's first fight with him, (it happens off camera, but in every iteration of ''2'' he does it on camera for the player to hear), so him still remembering who Sherry is doesn't gel with Annette's claim. In addition, the way he fights is not that of a brainless being; he flanks, he ambushes people, so there is clearly ''some'' level of intelligence still there, unlike a zombie for instance else he wouldn't remember how to do so (leaping over obstacles instead of having to go around them and the ability to procure and use weapons, for instance), even if he can no longer tell friend from foe like what happens to his wife at the end of Claire A. Even in his final blob form, he also clearly realizes what the countdown on the train means, as his last shot before being vaporized by the self-destruct is his [[OhCrap giant center eye going wide]]. In short, is Will actually still in at least partial control of his actions and is just doing it ForTheEvulz?

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** Annette states that William should have lost his memories by the time of the game, having been in his current state for several days by then, but just how correct is she? Sherry states she heard him call her name shortly before Leon's first fight with him, (it happens off camera, but in every other iteration of ''2'' he does it on camera for the player to hear), so him still remembering who Sherry is doesn't gel with Annette's claim. In addition, the way he fights is not that of a brainless being; he flanks, he ambushes people, so there is clearly ''some'' level of intelligence still there, unlike a zombie for instance else he wouldn't remember how to do so (leaping over obstacles instead of having to go around them and the ability to procure and use weapons, for instance), even if he can no longer tell friend from foe like what happens to his wife at the end of Claire A. Even in his final blob form, he also clearly realizes what the countdown on the train means, as his last shot before being vaporized by the self-destruct is his [[OhCrap giant center eye going wide]]. In short, is Will actually still in at least partial control of his actions and is just doing it ForTheEvulz?
Is there an issue? Send a MessageReason:
None


* CommonKnowledge: While the Nintendo 64 port of the game is still impressive considering how many single disc games have had content sacrificed in ports to the system, it didn't involve converting 1.4 GB of data into 64 MB as commonly suggested. Both of the [=PS1=] version's discs are a little above 370 MB in size, and according to developer interviews the [=PS1=] version could've easily fit onto one disc had they had time to properly compress the audio.

to:

* CommonKnowledge: While the Nintendo 64 port of the game is still impressive considering how many single disc games have had content sacrificed in ports to the system, it didn't involve converting 1.4 GB of data into 64 MB as commonly suggested. Both of the [=PS1=] version's discs are a little above 370 MB in size, size (a ''lot'' of assets are also shared between either disc), and according to developer interviews the [=PS1=] version could've easily fit onto one disc had they had time to properly compress the audio.

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