It took nearly twenty years, but fans finally got the Resident Evil 2 remake they had been begging Capcom for. While I had played several Resident Evil games over the years, this was actually the first game in the franchise that I played from start to finish, so it’s ultimately the reason I started this whole Love/Hate series. I gave it another replay before writing this article to make sure my impressions were fresh. How does it hold up after playing through the rest of the series? Read on to find out…
- RPD Design – The Racoon City Police Department makes for a great setting for this game, it has so much character and personality. The decision for it to have been converted from a museum was inspired, granting it a history that you can see and makes it far more visually interesting than if it was just a standard police precinct. I like the Spencer Mansion just a bit more, but RPD would easily be my second favourite area in the whole series.
- Open-Ended, Interconnected World – Carrying on from the last point, the game’s world is initially maze-like, but over time you’ll get keys and unlock doors to allow yourself to travel back to areas you’ve previously explored. Even when you’re done with any story moments involving the RPD, you can find passages leading back to it so you can pick up items you missed or just to show how connected the various locales in the game are.
- Graphics – Resident Evil 7 looked good, but REmake 2 looks incredible. The team at Capcom have clearly come to grips with the RE Engine and are pulling out all the stops in this game. These visuals aren’t just to look pretty either, there’s a clear attempt here to make the game feel grounded and realistic and the at-times borderline photorealistic visuals really pull their weight.
- The Gore – Resident Evil games have traditionally had a warning at the start that they’re full of explicit violence, but very rarely do they live up to that. Well, REmake 2 is living up to its zombie movie inspirations because it is not fucking around. In explicit detail you’ll get to see got faces torn open, a dude getting ripped in half from the waste down, chests exploding… and that’s just the stuff in cutscenes. The zombies show wounds as you hit them, so subsequent headshots will quickly leave their faces as nothing more than a fleshy mess. That’s not all though – zombies have a dismemberment system, so if you shoot them in the arm, then it may slowly detach and fall off over time. Hitting them with acid is probably the most gruesome example of this though, because it causes their skin to slough off in real-time as it literally consumes their flesh. Also, as someone who has seen what a shotgun does to a human face, I’ve gotta say that the critical headshot animation in this game is disturbingly realistic.
- The Map – All my complaints about the map in REmake are addressed in REmake 2, it is an incredible quality of life addition which keeps all exploration-based frustration at bay. It clearly marks locations explored/unexplored, locked/unlocked doors, what key you need for each door, the locations of items you’ve found but haven’t picked up yet, points of interest and where your safe rooms are. Seriously, every game with a map needs to take a lesson from REmake 2, this is how you do it.
- The Zombies – It’s a minor miracle that the basic zombies in this game are so goddamn terrifying. They move very erratic and unnaturally, which makes them unsettling and makes it very easy to miss a shot. This is particularly problematic because zombies take a ton of ammunition to put down, it can easily take 5+ headshots to down one and even then they will get back up again if you don’t double-tap them while they’re down. The resource-intensive nature of zombie combat means that, especially in the early game, non-confrontation is paramount for survival. While your resources are limited, you’re generally going to avoid zombies or only shoot them enough to get past them safely.
- Mr. X – X gon’ give it to ya! Making Mr. X hunt and pursue you around RPD may just be the most inspired design decision in REmake 2. Jack Baker could be a localized nuisance, but Mr. X will hunt you around the entire police department (minus a few safe rooms, which is a bit immersion-breaking but it’s a welcome compromise). The best part is that even if you know what’s going to happen in the game, Mr. X will inevitably surprise you sooner or later. He’s always good for a couple jump scares, especially if you left any lickers or zombies alive in the RPD when he starts pursuing you. Hell, even listening to him stomping nearby and opening doors to find you is frightening as you can’t be entirely certain if it’s safe for you to head out or not.
- A/B Scenarios Encourage Replayability – While Leon and Claire’s campaigns go through most of the same beats, each character has access to exclusive areas, story content and bosses which really encourages players to go through the game again with the other character. In addition to this, there are lots of optional game modes and scenarios for players looking to get more out of the game’s ~8 hour runtime.
- Post-RPD – REmake 2 loses some lustre after you leave RPD, as the subsequent levels are less well-designed and more linear in scope. While I don’t hate the sewers like some people do, it really can be hard to find your way around from place to place. It also doesn’t help that the map doesn’t clearly layout where the various staircases in the level lead you to, so you can wander trying to find a specific room if you forget how to get there.
- The Story – I like how Resident Evil 2‘s campaigns play out for the most part. Leon and Claire are very likeable and charismatic leads, the mishaps they get into in their campaigns are enough to keep pushing you forward and the greater “lore” is compelling. However, the actual narrative itself can’t help but feel a little hollow to me. Leon and Claire don’t really change much over the course of their adventure and the antagonists have no real reason to be after either of them. The plot itself basically boils down to “the characters try to escape Raccoon City” and that’s it. Again, this works but it made me less engaged with the actual story than I would have liked.
- Story Does Not Make Sense With A/B Scenario – The intent for this game is that your A and B scenarios are playing out at the same time, but because they overlap so much this doesn’t make any sense. You’re telling me Leon and Claire just happen to fight William Birkin in the same place, one after the other, multiple times in a row? Most egregiously, if we’re to make sense of the A/B Scenarios, then Annette Birkin pretends to die for one character and then comes back for the other one only to die for real that time. On top of that, the original games made certain items and characters disappear in the B Scenario depending on your actions in the A Scenario, but this game doesn’t do that. All-in-all, this contributes to the somewhat hollow feel that the game’s story leaves me. It’s top-notch survival horror but without a stronger plot it doesn’t resonate with me as much as I would like it to.
- Sherry’s Stealth Section – Oh hey, a stealth segment in a non-stealth game is annoying you say? How surprising. In Claire’s campaign you get to play as Sherry Birkin briefly and her scenario has a stealth sequence where Chief Irons is looking for her. It’s basically just trial and error. If you know where you’re supposed to go then it’s fine, but you have a moment to figure it out or you’ll get caught and instantly lose if you fail.
Resident Evil 2 is a fantastic melding of classic survival horror game design and modern, single-player, AAA polish. Even if you haven’t played any Resident Evil games before I’d heartily recommend it, it’s a phenomenal experience that’s a joy to play through. It’s also on sale cheap all the time so you really have no excuse not to give it a shot if it interests you.