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Obviously, others were jazzed to the moon over the constant threat he presented and the creative custom ammo system that game introduced to counteract him. I know time has been a little kind to Nemesis, but twenty years ago plenty of RE fans were upset that he changed the pace of play in such a substantial way. The entire idea of an enemy you can't defeat that occasionally will show up to throw a wrench in your plans causing the player to run around until they leave seems more like a nuisance than Part of me worries I'd wind up finding it a nuisance as well.
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Those were some of my least favorite sections of the game because they just weren't built around doing things in a rush and it was stressful for me in a not-so-fun way. I do remember, I think Dead Space 2 had this and maybe even Dead Space 1, the regenerator boss encounters - an enemy that would chase you down and would constantly regenerate as you shot his limbs off and so forth.
#Resident evil 2 remake review series
From the scary selection the only series that really spoke to me was Dead Space because it was an extremely well made game that took oldschool survival horror conventions and made them enjoyable to play, and my deep love for gritty sci-fi which the game had in spades. X stuff I saw in reviews was something that really turned me away. Someone in the know explained to me that the RE Engine relies way more on facial capture and actual actors to render characters with greater fidelity, where MT Framework tech was driven more by artist renditions of human faces, and that this specific change (at least, on the technical side) contributed in large part to that character's new Weirdly enough I was never a fan of Resident Evil games, just never got into that genre, but this started to pique my interest. There's definitely a part of me that would've loved some old-school tank-ass tank controls and static camera angles, but I'll suffice with inspired modernization. Some of the things I've heard from people who have the game early have me very excited. In Resident Evil 2's case specifically, it definitely seems to emphasize how young and inexperienced Leon and Claire are by making them little baby-faced moppets. I think part of it has to do with the way Capcom's RE Engine renders stuff versus their old MT Framework tech, but I wouldn't be surprised if it wasn't also an aesthetic choice.
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I can’t wait to jump in for a second play-through.Chris totally shows up at the end of Resident Evil 7 and looks pretty different from his RE5 and 6 incarnations. I’m still sailing high on the joy of re-experiencing one of my very favourite games in a new yet vigorously familiar way. Truth be told, though, at the moment I don’t much care. I can’t clearly separate how much of my enjoyment of Resident Evil 2 can be attributed to smart, timeless game design and how much to the powerful nostalgia I felt from start to finish. Of course, whether it will have the same appeal to a younger audience unacquainted with the play style of early Resident Evil games is an open question. Enemies don’t always show up where you remember them, keys aren’t where you might think, and puzzles are fresh and challenging.Īdd in a host of subtle but important quality-of-life improvements – maps provide much more information, including locations of items you’ve had to leave behind and types of locks and barriers you’ve encountered and sorting through inventory and combining items has been simplified and made more intuitive – and you’ve got the great game that we remember made completely playable in the modern age. And while much of what I expected was there, and where I thought it would be, locations have been expanded and slightly rearranged. Having played the original Resident Evil 2 more times than I can remember, I went into the remake feeling as though I already knew all the locations I’d be visiting. Perhaps most satisfying of all is the trick that Capcom’s designers have pulled off in making exploration both familiar and new.
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