![]() Resident Evil 0, the GameCube remake of Resident Evil, Resident Evil Survivor, and Resident Evil Dead Aim all used a straightforward method of re-calculating numbers from picks up for ink ribbons and ammo to damage taken/given rather than rearranging item placement or event. Resident Evil 2’s original Japan release was found to be too difficult so a regular and a rebalanced “easier” setting called “USA Mode” was added to later versions. The first Resident Evil did not have hard mode, so Director's Cut was developed to further challenge players. Difficulty choices weren't formally implemented right away or used a standard across titles for a while.
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