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Now reading: Chapter 973 911 Resident Evil 2 from Another world Game Developers in Japans 1991, a Game novel by Zaborn1997.

This month, at the end of October 1998 during the Halloween season, ZAGE released a ga that perfectly matched the atmosphere of the holiday: Resident Evil 2. The release was an imdiate success, selling extrely well thanks to the strong fanbase that had already ford since the release of Resident Evil last year. Many players had been eagerly waiting for the next entry, and the timing of the launch made the experience feel even more special and morable.

If Resident Evil 1 delivered a frightening experience that felt contained and claustrophobic within the mansion, Resident Evil 2 elevated that horror to an entirely new level. Instead of being trapped in a single location, the fear now spreads across a much larger environnt, making the world itself feel like it is collapsing. The atmosphere is far more grim and hopeless, giving players the constant feeling that the outbreak has completely destroyed the city and there is no safe place left.

There are many new types of enemies, a wider variety of locations to explore, and a significantly expanded arsenal of weapons. The enemies in Resident Evil 2 feel noticeably faster, more aggressive, and more durable compared to their counterparts in RE1, which greatly increases the tension and overall challenge. Every encounter feels more dangerous, forcing players to think carefully about movent, positioning, and resource managent at all tis.

Horror wise, the ga is far scarier than Resident Evil 1, and the biggest reason for this is the introduction of a terrifying new concept: a super enemy that casually walks toward the player with unstoppable pressure, known as Mister X. Unlike the monsters in the first ga, which mostly stayed in specific rooms or areas, Mister X exists as a constant threat that can appear at any mont. The first ti players are chased by Mister X, their heart imdiately starts racing, because the ga teaches them very quickly that this enemy is different from everything they have faced before.

What makes Mister X truly horrifying is not his speed, but his presence. He walks slowly and calmly, yet every heavy footstep echoes through the halls, reminding the player that he is always nearby. Unlike zombies or other enemies that can be eliminated with enough bullets, Mister X is extrely difficult to kill and, for most of the ga, practically impossible to stop. Shooting him only delays the inevitable, and this creates a deep sense of helplessness that Resident Evil 1 rarely achieved. Players are forced to run, hide, and constantly plan escape routes instead of standing their ground.

This design completely changes the way horror is delivered compared to Resident Evil 1. In RE1, fear ca from limited resources, fixed cara angles, and sudden enemy encounters inside the mansion. In Resident Evil 2, fear cos from being hunted. The ga makes players feel unsafe even in areas they have already cleared, because Mister X can suddenly burst through doors or follow them across multiple rooms. This turns familiar spaces into danger zones and keeps the tension high at all tis.

Because of Mister X, the horror in Resident Evil 2 feels more psychological and relentless. The player is never allowed to fully relax, and even monts of silence feel threatening. His slow movent, combined with his unstoppable nature, creates a unique kind of fear where anticipation becos more terrifying than direct confrontation. This is what truly separates Resident Evil 2 from Resident Evil 1 and elevates its horror to a new level, making Mister X one of the most frightening enemies players had ever experienced at the ti.

Gaplay wise, Resident Evil 2 takes its dual‑protagonist system far more seriously than most gas . Instead of simply offering two characters with minor differences, the ga is designed around the idea that both protagonists experience the sa disaster from different perspectives, routes, and circumstances. The two playable characters are Leon S. Kennedy and Claire Redfield, and each of them travels through unique paths while still existing within the sa tiline and shared world.

If the player chooses to play as Leon first, everything he does has lasting consequences. Doors that Leon unlocks remain open in the next route, items he takes such as powerful weapons are no longer available, and puzzles he solves stay solved when the player begins the second scenario using Claire. This creates a strong sense of continuity, making it feel like both characters are truly inhabiting the sa ruined city rather than separate versions of it. Claire's playthrough feels like a continuation rather than a reset, reinforcing imrsion and realism.

This interconnected structure makes the ga far more engaging and strategic. Players begin to think carefully about which items they should take, which routes they should open, and how their decisions will affect the next scenario. Because of this design, Resident Evil 2 offers a total of four aningful playthroughs: Leon A followed by Claire B, and Claire A followed by Leon B. Each route features different enemy placents, story events, character interactions, and endings.

Every playthrough reveals new details and perspectives, giving the ga exceptional replay value. Instead of feeling repetitive, replaying the ga feels rewarding, as players uncover alternate scenes and outcos that deepen the overall narrative.

Players and developers across the ga industry are openly praising this gaplay, with many stating that once again ZAGE has delivered sothing truly impressive. Discussions highlight how the studio is not rely refining existing ideas, but actively pushing forward with bold design choices that feel fresh and ambitious. Industry developers admire how the systems are carefully interconnected, while players celebrate the depth and replayability, seeing it as clear proof that ZAGE is genuinely trying its best to innovate and set a new standard rather than playing it safe.

The story itself is genuinely compelling, and one of its greatest strengths is how different Leon and Claire feel compared to the protagonists of Resident Evil 1, Chris Redfield and Jill Valentine. Unlike the experienced and battle‑ready heroes of the first ga, both Leon and Claire are complete newcors thrown into absolute chaos. Leon is just a rookie police officer arriving for his very first day on the job, only to find the city already consud by the outbreak. Claire, on the other hand, is rely a college student who cos to the city searching for her brother, never expecting to walk straight into an apocalypse. This contrast makes their journey feel far more grounded and human.

Despite having no formal experience dealing with monsters or bio‑weapons, both Leon and Claire display remarkable bravery and determination. The story emphasizes their growth as they are forced to survive, adapt, and make impossible decisions while the city collapses around them. As the ga progresses, players gradually uncover the dark secrets behind Umbrella, learning about their inhumane experints, hidden facilities, and the horrifying consequences of corporate greed. This slow revelation of Umbrella's true nature adds weight to the narrative and gives players a strong motivation to keep pushing forward.

The supporting cast further enriches the story and elevates its emotional impact. Sherry Birkin stands out as one of the most tragic characters, a young girl infected with the terrifying G‑Virus and relentlessly hunted because of it. Her vulnerability and innocence add emotional tension, making the outbreak feel personal rather than abstract. Alongside her is Ada Wong, a mysterious and captivating woman who claims to be searching for her boyfriend but clearly hides deeper motives. Her relationship with Leon is filled with manipulation, uncertainty, and unspoken emotion, keeping players constantly questioning her true intentions.

Together, these characters create a story that feels more personal, emotional, and dramatic than before. Resident Evil 2 is no longer just about surviving monsters, but about ordinary people caught in an extraordinary disaster, uncovering conspiracies, facing moral dilemmas, and struggling to hold onto their humanity in a world that has completely fallen apart.

This ga clearly shows that Resident Evil is not just a one‑ti success but a franchise with a strong future ahead. Fans recognize this imdiately, and the overall reaction is filled with excitent, satisfaction, and genuine delight. The sense of montum surrounding the series feels undeniable.

Now, in early November, despite the ga having been released for just over a week, discussions remain as lively as ever, with no signs of slowing down.

The ga quickly becos one of the most talked-about topics on the ZAGE forums, with discussion threads exploding in both size and activity. One user posts, "Damn! This ga is so hard! I hate Mr. X so much, man!" capturing the frustration many players feel. Almost imdiately, another user replies, "Relax, he's slow as hell. You just need careful spacing and planning. You can even ignore him completely if you know what you're doing!" This advice is then t with a very honest response: "What!? I can't do that! My heart isn't strong enough! Every ti I hear his footsteps I panic!"

Many threads revolve entirely around Mr. X, with players sharing survival tips, arguing about whether he is fair or cruel, and posting stories about near-death escapes. So users claim they have mastered his behavior, confidently explaining how to bait him or lose him through smart routing. Others admit they turn off the ga just to calm down, saying the sound of his footsteps alone is enough to make them anxious. The fear feels shared, turning the forum into a place where players vent, joke, and bond over mutual terror.

There are also long discussions focused on Ada Wong. One popular post reads, "Damn, she's so fine… but she's really shady." This sparks dozens of replies, with so players completely chard by her mysterious personality and others warning that she cannot be trusted at all. Replies range from "I don't care, Ada Wong is the best!" to detailed theories breaking down her dialogue and actions, with players trying to uncover her true motives. Many speculate whether she is truly helping Leon or simply using him for her own hidden agenda.

Another heated topic centers on the Birkin family. Players express genuine sadness, with comnts like, "The Birkins are really tragic. William only wanted to protect his work and his family." This quickly turns into broader discussions blaming Umbrella, with many users angrily condemning the corporation for creating the virus and destroying countless lives. So players debate William Birkin's choices, while others focus on Sherry's suffering, calling her story one of the most heartbreaking parts of the ga.

These discussions show that Resident Evil 2 is not just being played, but deeply felt. The forums are alive with fear, admiration, theories, argunts, and emotional reactions, proving that the ga has captured the community's attention in a way few releases ever manage to do.

The Resident Evil forums remain as lively as ever, filled with nonstop discussion and speculation. anwhile, today Zaboru attends one of the talk shows he was invited to. Being in the United States at the mont, he decides to accept the invitation because this invitation is persistent.

To be continue

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