Resident Evil 2 Remake

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0

Character to Play

Leon: Expected, can video game. Claire: Optimal choice, but more lickers.
25
0
0

Scenario to Play

A: Best letter. B: 2nd-best letter. Very similar to A. Also known as 2nd scenario.
25
0
0

Difficulty to Play On

Standard: Most people should play on this. Hardcore: Good luck, and thanks for testing deaths. Kappa Assisted: No. Do Standard.
25
0
0

Unlocked Typewriters

Specify the exact name of typewriters from the warp buttons in-game, as a YAML array.
This option cannot be modified here. Please edit your .yaml file manually.

Starting Hip Pouches

The number of hip pouches you want to start the game with, to a max of 6 (or 5 for Hardcore). Any that you start with are taken out of the item pool and replaced with junk.
This is a range option.

Accepted values:
Normal range: 0 - 6

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 3: Half
  • 6: All
25
0
0
0
0
0

Starting Ink Ribbons

If playing Hardcore, the number of ink ribbons you want to start the game with, to a max of 12. Any that you start with are taken out of the item pool and replaced with junk.
This is a range option.

Accepted values:
Normal range: 0 - 12

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 6: Half
  • 12: All
25
0
0
0
0
0

Bonus Start

Some players might want to start with a little help in the way of a few extra heal items and packs of ammo. This option IS affected by cross-scenario weapon randomization, if that option is set. False: Normal, don't start with extra heal items and packs of ammo. True: Start with those helper items.
25
0
0

Extra Clock Tower Items

The gears and jack handle required for Clock Tower can leave players BK for a while. This option adds an extra set of these items so the odds of BK are lower. False: Normal, only 1 of each gear and the jack handle in the item pool. True: Now, 2 of each gear and 2 jack handles in the item pool.
0
25
0

Extra Medallions

On your first visit to RPD, the medallions are required to leave. If you spend too long waiting for these on average, this option will add extras of 2 medallions. False: Normal, only 1 of each RPD medallion in the item pool. True: Now, A scenarios will have 2 extra medallions (since Maiden is always at Fire Escape). B scenarios will have 3 extra medallions since all are randomized.
0
25
0

Early Medallions

If you find yourself in BK a lot waiting on medallions to leave RPD, this option could be for you! This option will mark your RPD medallions as "early" items, meaning they will show up in the 1st sphere of someone's playthrough. Also, if you combine this early option with the extra option above, at least some of those extra medallions will *also* be in the 1st sphere. False: Normal, you get your medallions when you get them. Could be a while. True: Now, your medallions will likely all show up before you complete RPD 1's location checks.
25
0
0

Allow Progression in Labs

The randomizer has a tendency to put other player's progression towards the end in Labs, which can cause some lengthy BK. This option seeks to avoid that. False: (Default) The only progression in Labs -- and the final fight area(s) -- will be the non-randomized upgraded bracelets for Labs. True: Progression can be placed in Labs and the final fight area(s). This can, but won't always, lead to some BK. NOTE - This option only affects *YOUR* Labs. Your progression can still be in someone else's Labs if they have this option enabled.
25
0
0

Cross-Scenario Weapons

This option, when set, will randomize the weapons in your scenario, choosing from weapons in all 4 scenarios (LA, LB, CA, CB). This includes weapon upgrades as well. This DOES NOT include boss weapons like the Anti-tank Rocket and the Minigun. This DOES include your starting weapon. This also DOES affect the Bonus Start option, if set. The available options are: None: You have thought better of randomizing your weapons, and balance is restored in the galaxy. Starting: Only your starting weapon is randomized. It can be randomized to any other weapon. Match: Weapon randomization will match light weapons (like pistols) to other light weapons, medium weapons (like shotguns) to other medium weapons (like grenade launcher), etc. Includes their upgrades. Ammo is matched by type (light, medium, etc.). Full: Weapon randomization will just pick at random. This can make you have all weak weapons or all strong weapons, or something in between. Includes their upgrades. Ammo is split as it normally was by type (light, medium, etc.). All: Weapon randomization will add every available weapon and their upgrades. Ammo is matched by type (light, medium, etc.) and split evenly in each type. Full Ammo: Same as Full (picks weapons at random), and will also randomize how much ammo is placed for each in the world. All Ammo: Same as All (adds every weapon from all 4 scenarios), and randomizes how much ammo is placed for each in the world. Troll: Same as AllAmmo (every weapon + random ammo), except the randomizer removes all but a few weapons. Ammo and upgrades for the removed weapons are still included to troll you. NOTE: The options for "Full Ammo", "All Ammo", and "Troll" are not guaranteed to be reasonably beatable. Especially Troll. >:)
25
0
0
0
0
0
0
0
0

Ammo Pack Modifier

This option, when set, will modify the quantity of ammo in each ammo pack. This can make the game easier or much, much harder. The available options are: None: You realized that consistency in ammo pack quantities is one of the few true joys in life, and this causes you to not modify them at all. Max: Each ammo pack will contain the maximum amount of ammo that the game allows. (i.e., you will never, ever run out of ammo.) Double: Each ammo pack will contain twice as much ammo as it normally contains. Half: Each ammo pack will contain half as much ammo as it normally contains. Only Three: Each ammo pack will have an ammo count of 3. Only Two: Each ammo pack will have an ammo count of 2. Only One: Each ammo pack will have an ammo count of 1. (Yes, your Handgun Ammo pack will have a single bullet in it.) Random By Type: Each ammo type's ammo pack will have a random quantity of ammo, and you will get that same quantity of ammo from every pack for that ammo type. (For example, you receive a Shotgun Shells pack that has a random quantity of 7 ammo. All Shotgun Shells packs will have a quantity of 7.) Random Always: Each ammo pack will have a random quantity of ammo, and that quantity will be randomized every time. (For example, you receive a Shotgun Shells pack that has a random quantity of 7 ammo. Your next Shotgun Shells pack has a quantity of 4, next has 2, etc.) NOTE: The options for "Only Three", "Only Two", "Only One", "Random By Type", and "Random Always" are not guaranteed to be reasonably beatable.
25
0
0
0
0
0
0
0
0
0

Oops! All Rockets

Enabling this swaps all weapons, weapon ammo, and subweapons to Rocket Launchers. (Except progression weapons, of course.)
25
0
0

Oops! All Grenades

Enabling this swaps all weapons, weapon ammo, and subweapons to Grenades. (Except progression weapons, of course.)
25
0
0

Oops! All Knives

Enabling this swaps all weapons, weapon ammo, and subweapons to Knives. (Except progression weapons, of course.)
25
0
0

No First Aid Spray

Enabling this swaps all first aid sprays to filler or less useful items.
25
0
0

No Green Herbs

Enabling this swaps all green herbs to filler or less useful items.
25
0
0

No Red Herbs

Enabling this swaps all red herbs to filler or less useful items.
25
0
0

No Gunpowder

Enabling this swaps all gunpowder of all types to filler or less useful items.
25
0
0

Add Damage Traps

Enabling this adds traps to your game that, when received, deal 1 health state of damage to you. e.g., if you're "Fine", first one puts you in "Caution". By default, these traps cannot kill you, but the "Damage Traps Can Kill" option can make them lethal.
25
0
0

Damage Trap Count

While the "AddDamageTraps" option is enabled, this option specifies how many of this trap should be placed.
This is a range option.

Accepted values:
Normal range: 0 - 30

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 15: Half
  • 30: All
0
25
0
0
0
0
0

Damage Traps Can Kill

Enabling this while "Add Damage Traps" is enabled will allow the damage traps to drop your health state below "Danger". As in, they can kill you.
25
0
0

Add Poison Traps

Enabling this adds traps to your game that, when received, apply the Poisoned status effect. Warning: There are typically only 11 Blue Herbs in the game, so you can potentially run out!
25
0
0

Poison Trap Count

While the "AddPoisonTraps" option is enabled, this option specifies how many of this trap should be placed.
This is a range option.

Accepted values:
Normal range: 0 - 30

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 15: Half
  • 30: All
0
25
0
0
0
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with these items.

Start Inventory from Pool

Start with these items and don't place them in the world. The game decides what the replacement items will be.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.