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 Resident Evil: Mortal Night

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resevilnemesis30
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PostSubject: Resident Evil: Mortal Night   Mon Feb 08, 2016 11:19 am



Webpage


“Resident Evil: Mortal Night” is a non-profit fan-made total conversion mod of Capcom’s videogame “Resident Evil 2”.

This mod contains a whole new scenario/story whose duration is around 4 hours. It’s based on the original rooms of “Resident Evil 2”, but it contains a more complex route than the original game, and many new cutscenes and events. This new campaign is divided in 3 episodes.

The gameplay is a mix of action, puzzle solving and surviving: it’s pure survival-horror. Although it contains more action than the original game, the tension, and even the terror, are bigger too.

The difficulty of the game is quite elevated, so it’s necessary to save ammo and look after the health since the beginning.

There are new mechanics, new puzzles, new item combinations, new enemies, situations where you choose what you want to do, a completely new soundtrack, and Easter eggs.

There are also 3 different endings, which can be unlocked by completing the mod choosing different options during the gameplay.



Main Trailer


YouTube Channel:
https://www.youtube.com/user/Resevilnemesis30/videos


Version 1.70 already available on the webpage.


Last edited by resevilnemesis30 on Sat Oct 29, 2016 4:53 am; edited 2 times in total
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PostSubject: Re: Resident Evil: Mortal Night   Mon Feb 08, 2016 2:53 pm

All I can say is...


dayum!
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PostSubject: Re: Resident Evil: Mortal Night   Mon Feb 08, 2016 3:08 pm

Question: Does this require a PC version of RE2 to work, is this handled through an emulator or does this contain the game in itself? I can do any of those but getting my PC version to work might require some fiddling.

Anyway, seems interesting. Gonna try this one out when you finish it Smile

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PostSubject: Re: Resident Evil: Mortal Night   Tue Feb 09, 2016 11:56 am

Thanks!

#Mass Distraction: The mod is standalone, so you will only need a Windows operating system to play it (Windows 8 isn't recommended).
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PostSubject: Re: Resident Evil: Mortal Night   Wed Feb 10, 2016 6:06 am

resevilnemesis30 wrote:
#Mass Distraction: The mod is standalone, so you will only need a Windows operating system to play it (Windows 8 isn't recommended).

Sweet, then I'll definitely be playing it. I just downloaded the demo so I'll most likely be making a highlight of it on my YT channel.

Windows 8 is not recommended for anything.

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PostSubject: Re: Resident Evil: Mortal Night   Wed Feb 10, 2016 3:18 pm

Very interesting, might have to check it out
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PostSubject: Re: Resident Evil: Mortal Night   Wed Feb 10, 2016 3:33 pm

I use Win8.1, but despite previous warning, I will test out anyways.

Because it sounds fucking cool!
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PostSubject: Re: Resident Evil: Mortal Night   Fri Feb 12, 2016 6:55 am

Tried the demo, it was great fun. Definitely going to be playing the full release.

First impressions: https://www.youtube.com/watch?v=5MqkcyM7Tts

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PostSubject: Re: Resident Evil: Mortal Night   Sun Feb 14, 2016 12:57 am

#Mass Distraction: Nice video, but try to save more ammo Smile


Version 1.00 already available on the webpage.
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PostSubject: Re: Resident Evil: Mortal Night   Sun Feb 14, 2016 4:40 am

resevilnemesis30 wrote:
#Mass Distraction: Nice video, but try to save more ammo Smile

Point taken. I wasn't really playing seriously while recording anyway, I just wanted to do a quick run on it and test it out.

Btw. Are there any fixes on the first two parts now that it's finished? At least the inventory seemed to be missing some textures, unless it was supposed to be all black like that.

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PostSubject: Re: Resident Evil: Mortal Night   Sun Feb 14, 2016 8:26 am

Mass Distraction wrote:

Btw. Are there any fixes on the first two parts now that it's finished? At least the inventory seemed to be missing some textures, unless it was supposed to be all black like that.

Yes, they have many fixes, and the inventory has been updated.
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PostSubject: Re: Resident Evil: Mortal Night   Sun Feb 14, 2016 10:39 am

resevilnemesis30 wrote:
Mass Distraction wrote:

Btw. Are there any fixes on the first two parts now that it's finished? At least the inventory seemed to be missing some textures, unless it was supposed to be all black like that.

Yes, they have many fixes, and the inventory has been updated.

So what exactly can I expect in terms of the audio department?
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PostSubject: Re: Resident Evil: Mortal Night   Mon Feb 15, 2016 11:06 am

PWNERX wrote:
resevilnemesis30 wrote:
Mass Distraction wrote:

Btw. Are there any fixes on the first two parts now that it's finished? At least the inventory seemed to be missing some textures, unless it was supposed to be all black like that.

Yes, they have many fixes, and the inventory has been updated.

So what exactly can I expect in terms of the audio department?

There are new OST tracks in rooms where there wan't soundtrack. I'll upload some compatibility files in the next patch to enhance the audio quality.
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PostSubject: Re: Resident Evil: Mortal Night   Tue Feb 23, 2016 8:29 pm

I must say I am kinda jealous because you people are good at makin' MODS. While me? *sighs* Well this is awesome. Kudos to the creator.
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PostSubject: Re: Resident Evil: Mortal Night   Sat Mar 19, 2016 1:06 pm

After playing around a bit, I find a few issues in the game:

ONE: The "Weak Desert Eagle". Rather than using this generic title, switch to Desert Eagle MKI chambered in .38 Special. It'll solve the oddity that is a Weak Desert Eagle.

TWO: Odd textures. A RED MP5? Examine for MP5 reveals a Mac 11? SIG Pro SP2009 is described as a Browning Hi-Power?

THREE: Just a nit-pick, but the English text in this game is just plain laughable.

FOUR: The statue with the red gemstones puzzle is either pointless or broken; it contains nothing at all.

FIVE: I cannot find that damned Heart Key piece!!!

SIX: Save function, where art thou?
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PostSubject: Re: Resident Evil: Mortal Night   Thu Mar 24, 2016 5:15 am

I have a question: Does the Brad easter egg work in this since you have to pick the key up at the gun shop?

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PostSubject: Re: Resident Evil: Mortal Night   Thu Mar 24, 2016 6:00 am

Mass Distraction wrote:
I have a question: Does the Brad easter egg work in this since you have to pick the key up at the gun shop?

I don't think it does, I just used infinite ammo SMG and picked up the two keys required to progress (found outside the Police Station, no less) and didn't see him...
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PostSubject: Re: Resident Evil: Mortal Night   Mon May 30, 2016 12:23 pm

Version 2.00 in development:
www.moddb.com/mods/resident-evil-mortal-night/news/re-mortal-night-version-200-in-development

https://www.youtube.com/watch?v=k-p_bpQ_rZg
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PostSubject: Re: Resident Evil: Mortal Night   Mon May 30, 2016 6:01 pm

Version 2? Groovy.
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PostSubject: Re: Resident Evil: Mortal Night   Mon Jun 20, 2016 5:18 am

I just read the information on version 2 (I'm slow, sorry) and it seems reeeally good. I hope that the release date of June/July still holds.

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PostSubject: Re: Resident Evil: Mortal Night   Mon Jun 20, 2016 7:43 am

I hope it's released today so I can play it on my birthday.
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PostSubject: Re: Resident Evil: Mortal Night   Tue Jul 26, 2016 5:17 am

https://www.youtube.com/watch?v=HNQVLUo4X6w
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PostSubject: Re: Resident Evil: Mortal Night   Tue Jul 26, 2016 8:50 am

I've been waiting for this update!
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PostSubject: Re: Resident Evil: Mortal Night   Tue Jul 26, 2016 9:18 am

Same. I was going to make a let's play of this but then I learned of the 2.0 update. Maybe I'll get around to that soonish.

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PostSubject: Re: Resident Evil: Mortal Night   Sat Oct 29, 2016 4:54 am



A playable teaser will be launched for Halloween. You will be able to test some minutes of the upcoming extra content for Mortal Night v2.00

I remind that version 1.70 is already available, which is quite better than the original version, and typewriters now work. For v2.00, it's planned to add English voice acting in order to eliminate the problem of subtitles, what will massively enhance the story.
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