I found 5 beta cutscenes that still shipped in the final version of Resident Evil 2 Remake (PC/PS4).
• 2 alternate versions of Leon arriving at the gas station.
• 2 alternate versions of Leon watching the deputy get eaten by a zombie.
• 1 alternate version of Leon and Claire meeting for the first time and escaping the gas station.
These beta cutscenes show that the gas station looked different at some point: it had another exit door that was later removed, and it was decorated differently.
In one cutscene Leon was supposed to take the gun from the deputy, and in another he parks his jeep in a different spot.
By the way, the castle dungeon interactions will be restored in my cut dialogue restoration mod, which I'm still working on. I already have a good amount of restored/recreated dialogue.
Ashley's interactions that were cut from RE4 Remake.
• After finding Ashley in the church, she was meant to take shelter from the rain during the call with Hunnigan. She would fall to the floor, and Leon would help her back up.
• She had partner notices, where she was meant to walk to certain spots and react to what she sees. It seems they were cut pretty early, though. One of them is fully restored with the original audio from the PS5 launch disc.
• In a section she never goes to in the retail game, she was meant to refuse to step into the swamp water with Leon.
• At the Merchant location in Chapter 4, if you go there with Ashley and interact with the Merchant, she sits down in a specific spot. This only happens at this Merchant location and works in the retail game without modifications, but you never see it because Ashley never goes to that section in the retail game.
• In a cut or reworked level section of Chapter 4, she has an interaction with the Merchant. It's still enabled in the final game, but you can never trigger it because the level where it happened is gone.
• Leon returning the phone Ashley lost in Chapter 0. I already showed this interaction before, but it was missing details like the location and the conversations that were meant to happen. This time it's in its real location, with its conversations.
Ashley's interactions that were cut from RE4 Remake.
• After finding Ashley in the church, she was meant to take shelter from the rain during the call with Hunnigan. She would fall to the floor, and Leon would help her back up.
• She had partner notices, where she was meant to walk to certain spots and react to what she sees. It seems they were cut pretty early, though. One of them is fully restored with the original audio from the PS5 launch disc.
• In a section she never goes to in the retail game, she was meant to refuse to step into the swamp water with Leon.
• At the Merchant location in Chapter 4, if you go there with Ashley and interact with the Merchant, she sits down in a specific spot. This only happens at this Merchant location and works in the retail game without modifications, but you never see it because Ashley never goes to that section in the retail game.
• In a cut or reworked level section of Chapter 4, she has an interaction with the Merchant. It's still enabled in the final game, but you can never trigger it because the level where it happened is gone.
• Leon returning the phone Ashley lost in Chapter 0. I already showed this interaction before, but it was missing details like the location and the conversations that were meant to happen. This time it's in its real location, with its conversations.
I checked where it was supposed to happen, and I have bad news. The level where the interaction was triggered is gone. There are a lot of leftovers of Ashley's notice points in the Chapter 4 zone that lead to falling into the void.
I could recreate the floor and the Merchant's position and let the event trigger naturally afterward, but I'm not sure if it's worth it. From what I can see in the files, it looks kinda interesting.
While I was working on the cut dialogues restoration mod, I found a cut notice interaction between Ashley and the Merchant. In Chapter 5 they were meant to talk to each other, but very sadly both the audio and the text are gone, even in the PS5 files. I was able to restore four cut notice interactions in the castle thanks to the PS5 files though.
By the way, these two dialogues were meant to play when Ashley was with you. Their condition was "ShopWithAshley". These two are the only ones that can be restored.
While I was working on the cut dialogues restoration mod, I found a cut notice interaction between Ashley and the Merchant. In Chapter 5 they were meant to talk to each other, but very sadly both the audio and the text are gone, even in the PS5 files. I was able to restore four cut notice interactions in the castle thanks to the PS5 files though.
While I was working on the cut dialogues restoration mod, I found a cut notice interaction between Ashley and the Merchant. In Chapter 5 they were meant to talk to each other, but very sadly both the audio and the text are gone, even in the PS5 files. I was able to restore four cut notice interactions in the castle thanks to the PS5 files though.
I'll make a clip of the interaction with placeholders soon, because its skeleton still survives (who speaks, in what order, and the spot Ashley walks to). It fits perfectly into a video I have pending about Ashley, covering more cut interactions I missed in the past that can be fully or partially restored.
Keff0 retweeted
New Resident Evil 7 unseen content! This is an early version of the "Not a Hero" DLC that has a completely different ending where Lucas lives!
There's a whole bunch of other differences as well.
Check it out here: youtu.be/VRhOoovCpvw
What are your thoughts on a cut dialogues restoration mod? I started it a long time ago, abandoned it, and recently picked it back up. It includes the PS5 cut dialogues too. It's going to take time, since most of them aren't just a matter of switching something on and calling it a day.
I'm curious about a few things. Should puzzle tip dialogues be left out? Would you make an exception if the tip comes from a companion like Ashley or Luis, or only if Leon answers them back?
Would it be worth rotating dialogues that are similar? Each run would play a different line that says the same thing.
And when there's a chain of dialogues, should I prioritize adding more of them where possible, or just go with the rotation for more replayability?
A compilation of over 240 cut dialogues that are still in the files of RE4 Remake, including Separate Ways.
Unlike my first video, these aren't exclusive to the PS5 launch disc. They're in the current version of the game, but the game never plays them.
• 124 voiced lines from the main campaign.
• 49 voiced lines of Ada in Separate Ways. These were datamined in 2023 before the DLC came out, but they never made it into the final DLC.
• 76 lines that only have the subtitle left, with no audio anywhere in the files.
About the Separate Ways ones, even if they were already known, I thought they fit perfectly in this compilation. I wasn't even aware those dialogues existed until I did the datamine myself.
Fun fact: Ada's lines aren't on the PS5 launch disc, but they shipped in the PC version at release.
A compilation of over 240 cut dialogues that are still in the files of RE4 Remake, including Separate Ways.
Unlike my first video, these aren't exclusive to the PS5 launch disc. They're in the current version of the game, but the game never plays them.
• 124 voiced lines from the main campaign.
• 49 voiced lines of Ada in Separate Ways. These were datamined in 2023 before the DLC came out, but they never made it into the final DLC.
• 76 lines that only have the subtitle left, with no audio anywhere in the files.
About the Separate Ways ones, even if they were already known, I thought they fit perfectly in this compilation. I wasn't even aware those dialogues existed until I did the datamine myself.
Fun fact: Ada's lines aren't on the PS5 launch disc, but they shipped in the PC version at release.
A small clarification about the ladder slide animation.
It was played when climbing down a ladder while still on it, not when jumping off. I've seen people confuse it with the regular jump animation.
Here's a new comparison clip that makes the difference clearer.
Combat moves that were cut from RE4 Remake and an unused placeholder music for the opening narration of Leon ("September 30th, 1998").
- Wall hide: The animations of Leon hiding against a wall are still in the files, including some code of how it worked.
- Ladder slide: An alternative animation for going down ladders that's still in the files.
- Dodge step: 4 animations, one in each direction, to do a step dodge, which also includes some code of how it was triggered.
About the music, I have identified it as "Windmills" by Ludwig Göransson from the Tenet soundtrack. It's in both the PC and PS5 files. If you want to check it yourself: ch_mva000_se.spck (the streaming one), ID 1048099096. In the video I play it over the final intro, since only the audio is the unused version.
Combat moves that were cut from RE4 Remake and an unused placeholder music for the opening narration of Leon ("September 30th, 1998").
- Wall hide: The animations of Leon hiding against a wall are still in the files, including some code of how it worked.
- Ladder slide: An alternative animation for going down ladders that's still in the files.
- Dodge step: 4 animations, one in each direction, to do a step dodge, which also includes some code of how it was triggered.
About the music, I have identified it as "Windmills" by Ludwig Göransson from the Tenet soundtrack. It's in both the PC and PS5 files. If you want to check it yourself: ch_mva000_se.spck (the streaming one), ID 1048099096. In the video I play it over the final intro, since only the audio is the unused version.
By the way, I have restored the cut combat moves in my Combat QoL Improvements mod! Check it out here: nexusmods.com/residentevil42…
Resident Evil Requiem still ships an alternative skeleton of an older and early campaign
Inside the game's files there's a small dev file called OLD_LevelFlowProgressiveNoUserData. Files like this register which level flows get their progress saved in your save file. The retail game uses its own version of this file plus per-chapter files that register every battle area, puzzle and event of each chapter.
The old file is loaded only by the dev menu scene, and it registers just 9 flows. None of them exist in the final game (in file order):
1. AbandonedFactory_Main
2. HotelAngelaBattle_Main
3. MansionG1st_Main
4. MansionL1st_Main
5. Prologue_Main
6. HotelRescuePart_Main
7. Chap3_102L_Main
8. Chap3_102G_Main
9. Chap3_50_Main
G = Grace, L = Leon.
The most interesting one is "HotelAngelaBattle_Main". Angela only shows up in this flow name. Besides this file, the game's code only has "HotelAngelaBattle" in its list of level flow names, and that's it. There's no model, voice, text or character anywhere that tells who she was.
The only similar naming I found is "OldHUNKBattle", a flow in one developer's test list, which matches the Hunk boss fight that shipped in the final game under a different name. So "HotelAngelaBattle" could mean an encounter with someone called Angela at the hotel, but nothing left in the files confirms it.












