Resident Evil 2 Remake: That RE You Like Has Come Back in Style

Already in this new year I find myself having a bout of déjà vu, in a good way. Back in early February of 2017, I wrote a piece on Resident Evil 7 and how it had, in my opinion, achieved a much-needed revitalization of the long-standing survival horror franchise. It sold quite well and was acclaimed by both reviewers and the fanbase. Following on the heels of that success, now almost exactly two years later, the 2019 remake of Resident Evil 2 has already shipped 3 million copies in its first week (and counting) and is garnering equal if not higher praise than RE7. I thus am in turn compelled to add onto the laurels lavished upon Capcom, and how they resurrected and reimagined such a well-known and beloved title.

I had been enthusiastically looking forward to the RE2 remake since it was announced. You see, the 1998 original is one of my all-time favorite titles, my first foray into the series and real exposure to the genre during my tender teenage years. RE2 was the game that showed me that the medium could be scary, gory, nerve-wracking and intense while containing at least a solid story framework, if not the most well-written. Indeed, the campiness of some of its elements was always part of its charm, especially with the more limited and rudimentary cutscenes/acting for the era, but it contained real horror as well; mainly due to the mechanics of managing resources against increasingly bizarre and difficult enemies (and more of them as you progressed) combined with the iconic fixed camera angle style, trying to solve oddly themed puzzles while knowing danger and death were always lurking around every new corner, and even some old ones.

RE2 kept you on your toes every step of the way, so that the moment you let your guard down for a second could mean the end. It also had the novelty of having multiple characters and storylines that intersected and overlapped, creating a much bigger tale than what it seemed on the surface. And the music, the goddamned incredible music my friends, added such a haunting layer to the already nail-biting atmosphere. The point is, I fell in love with and played the shit out of that game, even though I was never quite able to finish all the scenarios back then. Noob, I know, but it didn’t stop me from trying and retrying Leon A/Claire B and vise versa.

Fast forward to today, and although it’s been over 20 years at this point since I touched the original, the underlying feeling it imparted to my gaming sensibilities is hard to overstate. RE2 literally changed the way I viewed games and introduced me to a whole new side of them. It was the genesis for my predilection for horror games in general. I have to give RE2 all the credit it deserves for its impact both personally to me and to video gaming as a whole. So it was with more than a little excitement that I knew the remake would be the first game I played in 2019. And holy hell, is it just as good if not better than ever.

Before I go into specifics, I must state that this is what a ‘remake’ should be. A new bar has been set which all other remakes/remasters/what-have-you should and will likely be measured against. RE2 takes everything at the core that worked in the original, and updates/reinvents them to play and feel like a polished and slick as fresh blood modern horror title. It is the opposite of a lazy and cheap reskin, slapped together for some quick cash, and truly does the original justice. RE2 is a game that can equally be enjoyed by newcomers and longtime fans alike, as it feels both familiar and fresh in all the best ways. With that, allow me to touch some of the things it does to achieve this, but be aware, that may entail possible spoilers…

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Firstly, as mentioned above, what often made the original so unsettling was the fact that the camera angles served to heighten the fight-or-flight response provoked when encountering enemies upon initially entering an area. For the remake, the style was switched to a more RE4/standard third-person over the shoulder view. This works wonderfully since the cramped, tight corridors, hallways, stairwells etc. are perhaps more claustrophobic than previously because of it. RE2 manages to recreate the classic dreadful uncertainty without sacrificing playability/visibility. The mix of lighting/shadows alongside the superb sound design (which of course is a hallmark of any great horror) is an absolute masterpiece. Creeping cautiously around barely-lit corners, shining the small cone of your flashlight to catch a glimpse of a licker (the skinned-alive-looking exposed-brain-for-a-head-and-no-eyes-creatures) or hearing the menacing click-clack of its claws as it crawls along the walls is just as heart-pounding as it was in 1998. With the benefit of modern gen graphics/animation, it’s all the more unnatural and terrifying.

In fact, even the ‘bog standard’ zombies are a credible threat, again due to their design. They have a stilted, unpredictable movement pattern which in turn creates fantastically harrowing moments when trying to either combat or flee from them. Headshots don’t instantly drop them either, they’ll take a few bullets to the dome to even stagger and usually more on top of that to put down for good. Or you could always try some targeted dismemberment to incapacitate them, though this has risks of its own…and even if you think you have permanently dealt with them, creating a safe passage or clearing out a room, that still isn’t a guarantee. It’s again incredibly effective for preventing a sense of safety or complacency in the player. While it can sometimes seem unduly punishing, I assure you it isn’t actually unfair. If you stay alert and careful, it is completely doable, and they can reasonably be dealt with throughout. Just don’t get cocky, kid, as they can easily overwhelm a heedless player.  

Another aspect that’s been kept but modernized to a degree is the extent of puzzle solving/item-acquiring to advance through the main landscape of the police department and areas beyond. One of the more famous features is that in universe, the setting of the Raccoon Police Dept. was converted from an old museum, thus explaining why there is such a preponderance of ancient art/relic related baubles to collect, combine, and shove into various receptacles to open up the next section. It may seem to be a bit of an artifact of older game design, but it still works well in the remake, and since they are now parsed down a bit/made less obtuse, it doesn’t feel as much of an annoying slog and backtracking fest as it once could’ve. Integrated into that is a new map system that shows clearly what areas have been looted fully and what items are left to collect in each and every room.  

Those are a few of the major highlights regarding the positive changes in direction and design contained in the remake. In general, the main beats of the original Leon/Claire storylines are kept in, (locations, character encounters, boss fights etc.) however the remake does slightly shift exactly when they occur as well as streamlining them into two full campaigns vs. four, in addition to throwing in a few completely new inclusions/surprises. Though there are only slight changeups in the interactions and timing once you’ve seen the entire story from the intial A/B perspectives, it’s still possible to play the reverse order. Finally on top of that, the classic challenges like obtaining high grade rankings and other unlockables/mini modes all here intact, which adds to the replay factor. (Personal note: I’m attempting to platinum trophy this one, and nowadays any game that entices me to do that has earned high marks indeed.)

If there are nitpicks to be had, I would say perhaps a few instances of the boss fights in particular can have an archaic feel, specifically in terms of the size of the arena/enemy versus the player, but again once you get a handle on it, it’s not all that egregious. My other complaint is mostly due to the extra content that could’ve been included in the base game but instead is being sold separately as microtransactions (or is packaged with the deluxe edition.) While I admit I shelled out an extra three bucks to install the original score and effects, the new remixed versions are pretty great unto themselves. But, I fell prey to my nostalgia, and wanted to hear those eerie chords from so long ago reverberate through the station. As I said, small things in the grand scheme, but as a quick PSA for anyone out there on the fence or considering which version to get.

All in all, I maintain RE2 stands as one of the best survival horror games ever made, and the remake definitively proves that. It recaptures everything that was great about it 20 years ago, and updates the obsolete elements to be in line with the highest standards and expectations of the current generation. No matter your history (or lack thereof) with it, RE2 is a true treat either to return to or to experience now for the first time. It is a must-play for any fan of the genre. Here’s to hoping Capcom can keep up this momentum (and if the rumors are true, they are working on remaking RE3: Nemesis next.) Until then, I’ll see you in the ruins of Raccoon City, and watch out for Mr. X.

-Scott Thurlow

2 comments on Resident Evil 2 Remake: That RE You Like Has Come Back in Style

  1. Steve Ormosi says:

    I cannot wait to play this game. Everybody make sure you check out Scott’s gameplay video linked in the pingback below.

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