Mortal Night is a mod for Resident Evil 2 Sourcenext that adds a completely new story and radically changes the gameplay by adding new mechanics. The latest version, REbirth edition, is no longer standalone, but it enhances the experience even more and brings you the possibility of playing in areas from other classic Resident Evil titles. Now randomization has been included, which means that items, enemies, door locks and cutscenes will vary (slightly or greatly) every time you start a new playthrough. In addition to this, the order in which you go to the different areas and the choices you make will also affect the story and gameplay. "Replayable" is the perfect adjective for this mod. This is a must-play for any fan of classic Resident Evil games. Right now only the first episode (2-3 hours long) is available for this updated version, but episodes 2 and 3 are being worked on, and they will bring even more novelties.

RSS Reviews  (0 - 10 of 45)

Incredible!! So much detail has gone in to this. Can't wait for the final DE release

Fantastic mod! A must play for any fan of RE2. Looking forward to the next update.

Made the best game even better...

A lot of work has been put into the mod. It's obvious that it is a project of love and hard work.
However, hard work doesn't excuse poor design choices.
They are as follows:
* Minimal ammunition, even when you avoid several enemies and use the knife.
* Enemies placed near blind spots, so that you walk into them.
* FIVE Lickers in the hallway near the interrogation room!
* Nonsensical item placement.
* Running zombies (Super Zombies) that run thrice as fast as you. Also, they do not look different to the other RE3 asset zombies, so you can't tell if they are Super zombies or not until they sprint at you.
* Too few health items
* Too few ink ribbons, which are important, because you die often.

There's a whole new story, a stronger knife, skins, enemies, items, assets, and characters, but these are overshadowed by design choices I assume to make the game 'difficult'.

Using the knife so often is doable, but doing so is boring and time consuming. The game forces you to use it - even if you have ammunition, which you should do, because you know there'll just be more enemies soon.

Again, a lot of attention and work has been put into the mod, but it's too frustrating to complete. Thank you for all your effort, but I feel there's needs to be an update to attend to the previously stated points.

Give it a play if you're curious, but don't expect a well though-out and fair mod.

I don't like leaving negative reviews, because it's clear that the author has put a lot of time into this. Unfortunately, I feel this review is necessary.

I still can't believe there were five lickers in that hallway...

I really liked the mod, but I have a lot of issues with it, both in design and technical.

At the moment, "REbirth" ep1 and the sourcenext ports for ep2 and 3 are available and it is what I've played.

I didn't play the OG ep1 so I can't compare there.

Technically, I had a lot of sound issues glitched and replaced (some sounds I think are intentionally swapped, but I do believe at least a part of it are glitches, like zombies making water walking sounds in the middle of the precint).

BTW, it seems intentional that invisible zombies make plant and hunter sounds which is really out of place if you played a lot of RE, but ok.

I also had a few crashes and visual glitches, the inventory is a bit messed up, but it works fine overall.

As for design, the game is really hard, cheaply so. I find it very hard to believe someone would complete it in a single try. Not only everything is carefully positioned to screw you over, it takes a lot of retries to memorize stuff well enough to get past it, and this is repeated in pretty much all sections of the game. Ammo is painfully scarce, which makes you use the knife a lot. Even if the knife is way stronger than in OG RE, it's a very boring mechanic.

Enemy density is way higher here and to (what I believe is to) compensate, zombie movement is somewhat less agressive, favoring dodging a bit easier. It's barely noticeable, but for someone used to how zombies in RE 2/3 move, it's easy to spot that something is "wrong" with them. This is one of my favorite aspects of the mod, while it's not exactly balanced, it gives you at least a bit of an edge.

Regarding design, the thing that annoy me the most is the different music for almost every room. I'll not even argue if it's good or bad music (I will point out that some of them looks like it came directly from Parasite Eve though), it's just that it changes so much and since in RE you're always moving from room to room, it makes all the music more annoying than anything that would enhance the experience.

Most of the time I'm switching rooms and consequentially songs, that all I hear are a bunch of long notes of different songs.

"Taaaammmm" * door* "duuuuhhnnn" *door* "taannduunn" *door*
"complete silence" *door*
"tiiiiinn" *door*

You get the ideia. It looks like the creators had to cram in every single song they could in there.

All in all, I liked the mod, it lacks a lot of polish, even the "REbirth"ed one, it's hard AF and the music stuff annoys me to no end, but I enjoyed my time with it.

Is just best RE2 mod, so many work, edits here made.. Increadible!

EPIC! nostalgic feeling 100% :_)

Mod crashed 2 times that make me sad because of luck of saves, and in the end i stuck with no lock picks and locked west wing of RPD, so i replayed from last save again because of shattered lock. But overall its a great mod that bring back nostalgia and give some challenge to people who mastered an original game.

I just love this mod <3

It's wonderful how you've been creating this mod. I played it and it is awesome even when there are some missing details. I'll be waiting for the final version. Good Job!