Reviews from

in the past


Really well made survival horror game with great gameplay, locations design and good climate.
Things like HUD and menu should have more soul, cuz this simplistic style doesn't fit imo. Fighting monsters with big eye and dogs is very frustrating.

wish mr x would punch my face in

Resident Evil 2 Remake marks my first proper foray into the Resident Evil franchise ever since I'd given Outbreak a couple minutes of my time back when I was a kid and I must say: RE2 blew my aged expectations out of the water.

Coming from predominantly 'mow-them-down' zombie games like Left 4 Dead, Dead Rising, Dead Island, Dying Light, and other games of the like: I was expecting a similar style of game where I'd go from location to location mowing down zombies and getting the occasional jump-scare; but upon my first excursion into RE2's Racoon City, it was immediately clear that this was not that type of game.

Met with zombies whose heads took more than a fair share of bullets to put down, an immersive atmosphere and sound design that kept me on feet, and great level design that encouraged and rewarded exploration -it was made abundantly clear to me that this was nothing like the zombie games I'd played before.

Resident Evil 2 is first and foremost a game of choices. Not the type of choices you'd make in a Telltale game, but the kind of choices you make in a survival game. Resources are sparse (especially if you play Hardcore like me) and how you use those resources will affect your experience.

Do you mow down every enemy you see as soon as you can? Well I sure hope you won't need that ammo any time soon. Okay you're not killing those zombies over in Hallway B to save ammo but what's this: you're suddenly being chased by a monster you can't kill and your only escape is Hallway B... what a predicament.

Oh you've found some wooden boards? Well those would be helpful to cover up the broken windows. Oh you don't have enough boards to cover up all the windows? I wonder how you'll decide where you should use them.

And for me it is these choices that made Resident Evil 2 so enjoyable. I couldn't just run around mindlessly gunning down everything I saw, running from location to location, solving puzzle after puzzle. I had to understand the area, understand my surroundings, and properly think out routes to ensure I was never put into a bad situation. It got to the point where I felt like I understood the area just as well as Leon or Claire would- like I was learning alongside them.

Speaking of Leon and Claire brings me to probably my only negative point about this excellent game, and no the issue isn't the characters or their respective stories. My main issue with Resident Evil 2 is easily how it handles its dual-campaign. While I thought it was awesome in theory, it was ultimately a disappointing execution.

The dual-campaigns lack story cohesion, are filled with numerous plot-holes, lack interactivity between the protagonists, and I think it ends up being more of a detriment than a positive addition to the game. I personally enjoyed their respective exclusive content, but the areas that are 're-treaded upon' between playthroughs are logically inconsistent and wholly a missed opportunity.

I wish they either would've had one campaign where you simply swapped between Leon and Claire over the course of the story, or that they would've allowed for your first playthrough's actions to have effects on the second run. Like if my Leon decided to not burn through all his ammo and left it in the item box, then Claire should be able to use those resources. Likewise if my Leon ransacked the whole area and used all the loot, it should end up being harder on my Claire who now has less resources to play with.

Ultimately I think that the plot holes, story contrivances, and gameplay limitations in the dual-campaign make it more of a negative than a positive -even if I still had a good time. I think that there was a lot of potential there that was unmet and that the game would've been a lot better off if it was just one campaign with protagonist swap-overs. This would've made the overall story more cohesive and would've potentially allowed for more interaction between Leon and Claire -something I think was sorely lacking in RE2.

However despite my gripes about the dual-campaign, RE2 was a really fun and interesting introduction to the world of Resident Evil and has definitely made a fan out of me. If the idea of a slower paced horror exploration zombie game is in any way interesting to you, I'd highly recommend trying out Resident Evil 2. It's damn good.

4/5

This game stressed the hell out of me. This was my first Resident Evil with Leon and my afterthoughts are Leon is Baby Girl. I enjoy horror video games and this was refreshing. The fact that Mr. X an enemy followed me around was insane and made me not want to play (lol). Also, it was so clever to have some safe rooms not actually safe. It was also cool to have a different perspective to play even though it can feel a bit repetitive. Overall though very fun.

Metade da experiência é cagar-me todo e a outra é ficar a procura de uma porta que tem uma chave que leva a porta de outra chave que precisava quando entrei numa outra porta que tinha uma caixa para ser aberta pela chave mas para chegar até essa porta perco-me e depois começo a ouvir passos e quero fugir e nunca mais olhar para trás mas DEPOIS tenho de fazer silêncio a andar enquanto tenho o pânico de fugir e depois quero morrer e depois a musica é bué boa e o som bué bom e olha o jogo é fixe!


YEMİNİM VAR ADA WONG'U KORURUM
ADA WONG'A SATAŞANI ÇEKER VURURUM
HİÇ ŞAKAM YOK SÖZÜMDE DE DURURUM
BİZE GÖRÜNMEYEN SEVDALI DERLER

This game actually made me interested in Resident Evil. I saw that every game after 4 was just more action focused and deviated too much from their survival horror roots; then came this game and it seemed like a fresh straightforward restart for the franchise.

I wouldn't say this game is that scary, but it sure as hell knows how to keep you on your toes. Most of this game takes place in a police station infested by unkillable zombies and mutant monsters; even tho you have guns and tools at your disposal, most of what you are going to be doing is running away if you want to survive.

I also love the constant fear that no matter where I am, I always run the risk of bumping into a 7 foot tall monster that will stop at nothing to catch me and kill me. Mr X is not that much of a threat for most of the game, but man is it scary whenever I turn around a corner or open a door and it turns out he is right there, approaching me rapidly.

Probably the best survival horror game I've played....Granted, I haven't played that many......lol.


Resident Evil 2 é, provavelmente, o meu jogo predileto de toda a franquia. Não acredito que seja necessariamente o melhor (daria esse título para o remake do Resident Evil 4), porém foi o jogo que mais me cativou.

Se passando em 1998, acompanhamos o policial novato Leon Kennedy e a estudante universitária Claire Redfield nas suas jornadas em Raccoon City, cidade tomada por um vírus que transforma os seus cidadãos em zumbis. O jogo ocorre alguns meses depois do Resident Evil 1, e simultaneamente com o 3. No entanto, tais jogos não são essenciais para a compreensão da história.

Um dos principais atrativos da experiência é a sua atmosfera, misturando elementos de survival horror com inventory management e resolução de enigmas, apresentando novos desafios para o jogador no decorrer de sua jogatina. Nenhum deles é necessariamente complicado, mas apresentam uma dificuldade satisfatória. Os diversos cenários presentes na campanha são visualmente muito bonitos, capturando todo o terror necessário para ser imersivo, porém mantendo o realismo.

Outro ponto positivo para o game é a sua rejogabilidade, fornecendo dois cenários diferentes (um tendo o Leon como personagem controlável, e o outro a Claire), além de rotas complementares para cada um deles, denominados de cenários A e B. Cada um dos cenários apresenta a sua história, personagem e equipamentos. Para conseguir a platina, tive que jogar as rotas diversas vezes, tanto para completá-los com um certo ranque quanto para realizar objetivos e encontrar colecionáveis, e posso dizer que nunca cheguei a ficar entediado.

O combate fornece uma combinação perfeita entre dificuldade e imersão. Isso se deve ao fato de que os zumbis, por serem mortos-vivos, se levantam depois de um tempo derrubados. Tal mecânica traz a necessidade do player levar em consideração o seu ambiente e os inimigos a sua volta, permitindo que o mesmo escolha se prefere arriscar um tiro na cabeça em busca de um crítico ou mirar nas pernas e braços dos zumbis, para evitar o seu meio de ataque e/ou locomoção. Além disso, o jogo também oferece outros tipos de adversários, mas não entrarei em detalhes, para evitar spoilers. Um deles, em específico, é a culminação de tudo que um inimigo de algum jogo de terror deve ser.

Por outro lado, apesar de ser um dos meus jogos favoritos de todos os tempos, acredito que Resident Evil 2 apresenta alguns pequenos problemas que o impedem de ser um jogo perfeito. O principal deles, em minha opinião, está relacionado com cenários apresentados. Apesar de seguirem personagens diferentes, os ambientes, em sua maior parte, são os mesmos. Isso seria compreensível pelo fato de que o jogo (com os cenários A e B de cada personagem) busca sinalizar que as rotas aconteceram sucessivamente, porém alguns erros grosseiros de continuidade estão presentes nessas rotas, assim não definindo uma como canônica. Outra coisa que eu gostaria de ver era uma maior interação entre o Leon e a Claire nos cenários de cada, ao invés de apenas uma cutscene ocasional ou curtos memorandos espalhados pelo mapa.

De forma geral, o remake do Resident Evil 2 original não deixa de ser um jogo fenomenal, sendo uma ótima introdução da franquia para qualquer um. Caso goste de jogos de terror e sobrevivência e ainda nunca jogou nenhum game da série, não posso deixar de recomendar fortemente que você dê uma chance, pois não irá se arrepender.

(EU ODEIO O MODO DO TOFU, FICO MORRENDO NO FINALZINHO)

A real contender for my favourite Resident Evil game!

I love how well polished this game is. The way enemies look as you shoot off bits of their bodies and how Leon and Claire have little comments when enemies are near by or if you miss hitting them a few times. It’s so good!

A good amount of suspense as you have to manage your inventory as only have so much space to start. Even if you do have to pass on some items the games map will make them for you and it’ll even show you if there’s still items to collect in a room which is a great feature that helps when exploring.

I didn’t even mind that you have to play the game twice to get the true ending! Thankfully there are a few differences so it’s not the exact same thing.

While I don’t know if I’ll ever attempt the game on hardcore difficulty or try and get an S rank in the campaign Resident Evil 2 Remake was a blast to play!

Guess I’ll have to try the remakes of 3 and 4 at some point!

So Resident Evil 2 has been my 2nd RE game (how fitting! I know), and in restrospective, it feels like Capcom quite learned and improved their games after 7, which already was a great game.

It's amazing how they updated/remade this iconic classic with a new engine and made it accessible according to nowadays mechanics without losing the essence that the original game had.

I won't say much about the game, most likely because most of you guys already know what it is about, and how Survival Horror games work, cause it feels like I was the only person on whole ass planet earth that hadn't played the series yet.

That said, and keeping in mind I've only beaten Leon's route, cause, yes, game includes two routes, I've got to say that game has amazed me, it really feels scary and anxious all the time without relying that much on jumpscares or anything like that, the atmosphere is really well done, and the game feels way more arcade than 7, which is how i expected the game to be and I'm glad they chose this direction.

Story and narrative are interesting enough, some of the characters are charismatic, gunplay is fine (I guess?), puzzles are interesting and doable, some boss fights are messy yet fun, the graphic quality and artistic direction are both awesome, gameplay in general is pretty neat and i especially like how the animations (compared to 7) and sounds are done!

That said, you guys should check this game out! Its excellent, a classic, and truly cheap!

Special thanks to a friend that gifted me this game a while ago :') and to my cutie viewers that stayed with me the whole streams!

Se nota mucho el cariño, a diferencia DEL OTRO EJEM3EJEM

Cara, muito decepcionante. Excelente gameplay e mecânicas, mas acabaram com o potencial da história e cortaram o sistema "zapping". No final, a história está muito mais coesa no jogo original.

Primer juego de la saga que juego por completo, no fui fan de cómo se separan las dos campañas, ya que deja agujeros o cosas que no tienen sentido si se toma en cuenta que ambos caminos son canonicos.

another blast of a game. leon is my little skrunkly

Story and Characters
-The story of Resident Evil 2 is fairly straightforward, there is a zombie outbreak in Raccoon City and rookie cop Leon Kennedy or college student Claire Redfield have to navigate the horrors found in the city’s police station and the surrounding area. Depending on if you play as Leon or Claire, you will encounter different characters along the way that create sort of two different stories, even though the events that take place in both paths are quite similar. The story of an evil corporation creating a monster virus that gets loose is certainly not something we have never seen before, but that formula is iconic to the Resident Evil franchise and it still works in the remake over 20 years after the original game was released.
-The characters of Leon and Claire are both good, but they aren’t given a whole lot to really do or have much depth to them. They are both just good people trying to survive a zombie apocalypse and for a game like this one that isn’t super story heavy, I think that is actually enough. Would I like to see richer characters with more compelling story arcs? Sure, but the lack of that here isn’t massively detrimental like it can be in other games where the stories are more complex and more of the focal point of the game. Here, the focus is on the survival horror and the exploration of these iconic locations where you are trying to avoid terrifying creatures.
-Having both Leon and Claire be playable and having them have slightly different stories is a cool idea, but one I wish they took even a step further. Many of the locations you are in, puzzles you solve and bosses you fight are the same between both playthroughs so it doesn’t feel as worth it to play them back to back as you are essentially playing the same game. This isn’t a huge criticism though as I know making the stories too different would essentially be like creating an entirely different game, but it does feel a bit like a missed opportunity. And while you are doing the same things in the two playthroughs, the different side characters you interact with, Ada and Sherry, do drastically change the motivations of the protagonists so there are two separate stories there, even if the gameplay is very similar.
-Another small aspect of the story that I liked was the environmental storytelling that the game does. Similarly to The Last of Us, you can find notes and videos throughout the map that give more context to what happened and add more depth to the story without having to show the player directly what happened. They use this for gameplay purposes as well for the players who pay attention. For example, in one area I found a list of people who were going in and out of a certain room with a clock in and clock out time. At the end of the list, you can see that someone clocked in, but never clocked out. When I went to that room I was more cautious because of the note and sure enough, there was a zombie waiting for me there. Small things like that make every note worth reading and it is fun to solve puzzles by using context clues that the game gives you.

Gameplay
-The gameplay of RE2 Remake is a major highlight, particularly if you are coming off of playing the original Resident Evil. The gunplay feels very satisfying and you are given plenty of weapons to work with which keeps the shooting feeling fresh the entire playthrough. I do also appreciate that Claire and Leon have some different weapons they use as that also helps diversify the two playthroughs a bit more.
-The survival horror aspects of the game also really add to the gameplay as you have to manage your resources and be strategic when using your ammo. Luckily, this was never an issue where I didn’t have enough ammo or resources, but I was just aware that they were limited so I planned accordingly. Inventory management is something else you need to worry about, but that also never really felt like too much of an issue because there are plenty of boxes you can stash extra stuff in and it makes you prioritize which items you are grabbing and using.
-The puzzles and all the locks and keys really make the game a lot of fun to play and almost gives it a digital escape room feel. You are constantly finding clues and items that allow you to get to new areas to explore more and find better gear. I was never upset that I was backtracking around the police station because it is so well designed and the enemies that would spawn constantly kept you on high alert. Also I have to mention some really nice quality of life features that make the game even better. Having the map show exactly what rooms you have been to and left stuff behind in and marking which keys or items are needed for certain doors is extremely nice. I also really like how the game tells you when you no longer need to use an item so you can discard it without worry.
-The enemies in the game are not super numerous when it comes to variety, but they are all effective at being creepy and threatening. The zombies are not super dangerous on their own, but when you have bigger groups of them coming to attack you, you can quickly become overwhelmed. The zombies also move in very erratic ways which can make it difficult to line up your headshots. This adds to the stress of the game because you know every bullet matters so you really need to be precise. The lickers are a terrifying enemy that hunt based off of sound allowing you to creep by them undetected if you choose, but sometimes you will need to fight them head on which can be tough. The way they move on the walls and ceiling is very creepy and when they show up unexpectedly, they are some of the game's best jump scares. The most iconic enemy of the game however has to be Mr X, a relentless monster that will pursue you throughout the game. He adds a level of dread to the game that I haven’t seen many video games pull off as you are forced to solve puzzles and navigate the maze of the police station all while being slowly chased by this unstoppable figure.

Side Content
-The game does not really have any traditional side content as it is quite linear. You explore areas of the map and it is up to you how thoroughly you do so, but there aren’t side objectives or anything like that. The only thing that comes close is hunting for Mr Raccoon toys that are hidden throughout the game, but those are just simple collectibles.

World/Level Design
-The level design here is absolutely one of the game’s strong points. The Raccoon City police department is probably my favorite location out of all the Resident Evil games that I have played. It is very large and highly detailed and the fact that it used to be an art museum gives the building so much character.
-A minor complaint I would have is that I don’t think the locations outside of the police station are quite as good. The laboratory is pretty cool, but far more linear and the sewers are alright, but more forgettable. The game peaks with the police station which is a bit unfortunate as that is the first location you go to, but it is also the place you spend the most time at so it makes sense.

Graphics, Music and Glitches
-The graphics look great, from the character models to the creepy environments you walk around in, it all looks really good. The gore effects in the game also look very good and add to the horror the game creates. The lighting is very effective and when you are traveling through darker areas with just your flashlight, it feels quite tense. There are so many shadows and simple pieces of furniture that make you do a double take because you think you saw something that isn't really there.
-I need to mention the sound design because that is something else this game does exceptionally well. From the grunting of zombies behind a door to the sound of bullet shells hitting the floor as you reload, the game sounds incredible. Sound is key to any game, but especially a horror game like this one and they do a great job here. When you hear Mr X’s footsteps echoing around you, it significantly adds to the tension and makes you constantly feel on edge.
-The music in the game is very much put on the back burner which in some ways works and in others is a bit disappointing. When I played with headphones on, I could hear some background music a bit better, but without them, I could barely even hear music playing in the save rooms, areas that tend to have really good, eerie music playing. This is not a huge issue though as the lack of a lot of music also adds to the gameplay. I feel if there was too much music playing, it could take away from hearing the footsteps of Mr X or the groaning of zombies.
-I did not encounter any bugs or glitches while playing and everything ran incredibly smoothly.

Main Positives of the Game
-The locations and atmosphere are incredible, the game feels tense and legitimately scary at parts and the police department in particular is just a really cool place to explore.
-The gameplay is a lot of fun, I love the survival horror elements of conserving your resources and saving when you can and I like how satisfying the gunplay feels. I played the game on PS5 and the adaptive triggers and haptic feedback made everything feel so much better and more immersive. Each gun feels a bit different to shoot and feeling the controller vibrate when you reload each bullet was really cool.
-The characters are fairly basic as is the story, but it remains effective for the kind of game that this is. I actually became more invested in the story as the game went on and you learn more about the scientists and other people who played a part in the release of the viruses.
-Incredible sound design and great graphics really make this game feel like the perfect example of what a remake should be. Keep the essence of the original game, but update it so it feels like a game that would be released today.
-Another aspect of the game that I actually quite like is the length. I was able to complete a playthrough in around 8 hours, so probably close to 16 hours to do both Leon’s and Claire’s respective stories. While that isn’t very long compared to many other games, I feel that it was a good length for the kind of game that this is. I would have likely been okay with a couple more hours, but much more than that and I wonder if the game would start to feel too repetitive and wouldn’t have the same strong pacing.

Main Negatives of the Game
-I do not have any major criticisms with the game, but a few minor ones. As mentioned earlier, I do think the best part of the game is the police department and the areas after that are never as interesting to me. It isn’t that the game becomes bad, but it is far less scary and the locations just aren’t as engaging.
-I mentioned this as a positive, but I also wouldn’t have minded a bit more depth to the characters. While they are still likable enough, I think it could have been cool to get a bit more out of them so that they feel more memorable.
-I know it would be hard to create totally new environments and bosses, I would like it if there were a bit more change between the two playthroughs. As it stands, it creates a strange situation where the stories are kind of taking place at the same time, but they are also the same story so it feels a bit strange.

Overall Score: 9/10

This review contains spoilers

Spoilers only discussed at the very bottom of the review


Resident Evil 2 is a magnificent feat- an example of how to remake a classic without alienating old fans. Take a look at any gameplay trailer and you’ll see exactly what I mean: AAA graphics, sharp gunplay, and quality-of-life features balanced against that old-school layout of tight corridors & inventory management. It remains a perennial paragon of authentic love, and should always be analyzed by those seeking to relaunch past titles.

And yet, I couldn’t help but be disappointed, a large part of that dejection admittedly having less to do with the game and more to do with core aspects of RE’s DNA that haven't aged well, the worst of these being the sheer amount of backtracking and lame puzzles galore. During the first 40-50% of the game, you’re forced to engage in multiple tedious fetch quests as you move between parts of a dilapidated police station in search of objects to use with other objects, and while retreading old ground isn’t inherently bad, what makes it particularly egregious here is the fact that nothing is ever changed - you’re going to see the exact same enemies in the exact same areas. Because you know where everyone is and how they act, there’s a diminished sense of tension akin to replaying a title for the second or third time, and it honestly ended-up getting very boring.

I might’ve been able to tolerate things had the item retrieval been fun, but as I alluded to above, it’s quite the opposite. In the first Resident Evil, a fair amount of objects were hidden behind puzzles you had to put some degree of thought into, like the light paintings, eagle statues, or needle wall room. Here, though, there’s nothing of the sort- minus one generator alignment, you’re literally just gathering glorified keys to put into glorified locks, and combined with the aforementioned enemy monotony, it ultimately wasn’t fun for me. To the game’s credit, a new foe is introduced halfway through this section as a means of spicing things up; however, given that they have their own slew of problems, it’s slim pickings at best(+).

Now, I did stress 40% as, once you leave the precinct for good, the game becomes significantly better: there’s less backtracking, a lot more zombie variety, and even the puzzle solving reverts to requiring an inkling of intelligence. Many fans will claim that things turn too linear compared to the station, and though that is true, I’d argue the change actually accentuates the horror since the devs are able to craft more-unique, scripted sequences compared to the prior areas of spammed zombies and extraneous jump scares.

It’s a shame it takes so long for the gameplay to get enticing because the shooting & running mechanics are actually quite good - guns respond well, and popping a headshot to slip past some braindead cretin never loses its edge. Really I’d argue the only dock against the enterprise arises in the form of the boss fights, wherein your character’s lack of a dodge renders plain encounters unnecessarily frustrating.

Speaking of the characters, they represent another latent issue with RE’s DNA that the remake simply couldn’t extract, that being the inherent campiness of the script. In a horror-themed video game set amidst a nightmarish outbreak, you’d expect a basic degree of humanism in the cast, yet what you get instead are traits more akin to an 80s action flick. I can only speak for Leon’s story since he was the one I chose, but I kid you not when I say the man shouts off more “cool” one-liners than Arnold in Batman & Robin. He has no reaction to the concept of zombies whatsoever, is hardly fazed by any of the crazy stuff he encounters, adopts a macho man approach to every ordeal, and boasts dramedic dialogue straight out of an action hero movie. I’d call this a case of Kagome Syndrome, but considering the game, as a whole, is full of campy moments beyond Leon (and considering too how heavily reminiscent everything is of Resident Evil 1), I’m convinced that this was deliberately done as a means of staying true to the OG game.

Of course, a horror comedy or satire isn’t intrinsically awful, but the problem is RE2 wants to have its cake and eat it too -- it wants to be a scary game about the aftereffects of corporate anarchy, yet can’t help undercutting these moments with inherently silly dialogue or situations (++). Leon’s a likable enough guy, but by the end I stopped caring about his overarching plot due to the writers clearly not having any interest in an atmospherically-cogent tale.

On the topic of atmosphere, RE2’s last big criticism has to go towards its sound scheme, which is flawed in two bigs ways: first the directional output is abysmal, with zombies screams reverberating so loudly, you can never tell where they’re originating from (I get that this was probably intentional, but if so, it comes across as heavily-manufactured fear). The second, arguably greater sin, though, involves the game being deliberately designed for headphone users (at least on PC). Now, it’s an objective fact that horror games are more immersive when played with earphones; however, it’s also an objective fact that a video game shouldn’t be reliant on such devices for the sake of engrossment, and that’s exactly the problem with RE2. If you don’t play with a pair of receivers, expect a general softness to everything but the footsteps and monster cries, with ambient noises, in particular getting diminished the hardest. Don’t get me wrong, RE2’s atmosphere is definitely nerve wrenching at times; it’s just not consistent unless you’re willing to self-induce long-term hearing damage (+++).

It’s disappointing as the overall sound design, besides those two caveats, is actually really solid, with the classic echoing of footsteps producing the most fear regardless of the surface you’re clamoring on. This diversity extends to every enemy archetype, all of whom you’ll be able to aurally-distinguish by virtue of their movements or calls alone (which you’ll become very intimate with in light of the constant backtracking).

Bullet impacts are a bit more erratic as, while impact variation does exist, it can be hit-or-miss whether or not the appropriate din plays. I shot at metal containers, for example, that sounded like stone, and glass, as a whole, lacks individuation. However, the burst of soft flesh never grows tiring, and when those aforementioned ambient noises do play (shattered windows, inclement weather, splashes, distant rumbles), they are absolutely riveting (zombie smashings against closed doors, in particular, being habitually haunting).

Voice acting unfortunately suffers from the tonal inconsistencies of the story: I don’t think any of the actors chosen were amateurs, but they can’t help coming across that way in light of the poor framing and direction surrounding their output. I’m not lying when I say some of the best performances derive from optional videos and tapes you stumble across, and that probably has to do with the directors treating those scenes seriously compared to almost everything else.

In terms of the main cast, though, I’d say Karen Strassman’s Annette Birkin ends-up the strongest of the bunch as every time she came on screen, it genuinely felt like she was in a completely different project from the rest of her mates. The worst offender, on the other hand, goes to Nick Apostolides’s Leon, who fails to nail both the “tough guy” and dry humor attitudes of his protagonist (not to mention him literally sounding Ed Norton if Ed Norton’s testicles never dropped).

Finally, the OST by Shusaku Uchiyama, Zhenlan Kang, and Masami Ueda is sufficient. It’s very much one of those Brown Noise-ridden scores that successfully underlines whatever is occurring in-game at the expense of not holding much resonance outside the work. There are times where the trio indulge in tracks beyond their normal scope, such as the synth-ridden bass of Black Impact, more-orchestral Third Demise, or Lorne Balfe-esque Mournful Pursuit, but overall it’s definitely not an album you’ll be listening to outside the game.

The next area to talk about are the graphics, which remain RE2’s most polished facet by far as this is a gorgeous specimen, with not a single area ignored in terms of texturing or general visilitude. Environments are liable to receiving the most praise courtesy of Capcom’s artisans doing a phenomenal job of not only lifting the sixth-gen style of the original game, but combining it with absolutely superb 3D modeling: from something as simple as a cracked desk to the specific placement of bloodstains, this is one of those games you can tell had strong art direction conveyed between the head designers and arthouse department. Every location resembles architecture straight out of hell, as though no one had a chance to evacuate courtesy of the T-Virus’s instant infection rate.

Unfortunately, I can’t really rave to you guys about any minor details the developers laid out due to a central problem core to RE2 - it’s ridiculously-dim lighting. I get that this is a horror game, but considering the plethora of similar genre fare that haven’t had to indulge in overly-dark settings, there was no reason why I had to strain my eyes every time I entered some ill-lit hallway. The flashlight itself shines fine; however, it’s a band-aid, not a cure, with the overarching darkness occasionally making it impossible to even see items in your vicinity (thankfully the new map system alleviates this, though more on that later).

Regarding graphical feats I could discern, I have to give an immense shout-out to the textile modelers as they went all-out. The T-Virus wasn’t isolated to singular demographics: you’ll run into innumerable populations reflecting the extent of Raccoon City’s damage, and the fact that I could discern what these victims used to do for a living solely by their attire is a testament to the design craft. Leon, especially, was fantastic - everything about his figure, from the placement of pouches to the seaming of the padding, was perfect, and seeing it sustain damage over time Arkham Asylum-style stood as an exquisite touch by the artisans.

Besides that, you’ve got some nice animation work implemented on various enemies and NPCs, including: falling zombie flesh contingent on damage, Leon raising his arms protectively against fire-and-rain, Claire’s hair physics, Leon shaking his arms to dry-off, undead “corpses” displaying subtle signs of movement, Leon exhibiting pain ala clutching his stomach, wincing, and grunting, and more I’m sure I’m missing due to the inherent umbra surrounding everything.

I’d say my only graphical complaints concerned two very minor minutiae: the first is the presence of trickling water on brick-based walls as it came across as a little too artificial-looking, and the second is the absence of destructible simulacra beyond scripted events (I know this is a largely-difficult facet to implement in video games, but to not even have breakable glass was disappointing).

Given the strong acclaim behind RE2, I do want to end this review on a positive note if only to highlight the quality-of-life features hinted at in the beginning. Anyone who read my review of REmake knows that I felt its minimal gameplay improvements from the original Biohazard significantly degraded the overall experience. Luckily, however, that kind of nostalgiabait didn’t guide the personnel behind RE2R as they’ve gone out of their way to make the game far more open to conventional players: objects can be dropped, ink ribbons are nonexistent, autosaves sprout after key storybeats, you periodically obtain upgrades to your inventory, the opening logos can be skipped, door loading screens have been removed, and, best of all, your map marks leftover items, obstacle names, and specific doorlocks for each and every room, providing some temperament to the backtracking.

But as a complete product, I do think the Resident Evil 2 Remake has been unduly praised beyond its tangible facets - it’s a good game, but unless you’re a fan of classic survival horror or Metroidvania titles, you’re not going to find as much enjoyment here as fans and critics would have you to believe.

NOTES
+++There’s literally an option called 3D Audio for headphones users.

-Absolutely hated whenever zombies would get stuck behind doors, giving you no choice but to get attacked by them.

-I liked that the devs redid the motion capture for the English voice actors, rather than simply having them dub over the Japanese cast.

-Reading notes, opening your inventory, and using items all stop the game clock. The first is perfectly fine since I don’t like to be pressured to read through integral lore quickly (a problem that plagued Alien: Isolation), but for the latter two, I do think something was lost by allowing players to essentially pause the game in the midst of any high-tension moment.

-Speaking of lore, once again whoever wrote the data entries deserves a raise for being able to combine enticing mystery with fascinating dives into a world run amok with mad science.

-The craftsmanship behind inventory items is exquisite, especially considering you can examine and rotate them in-full. I really liked, in particular, how keyheads had corresponding lock sigils with their targeted door.

-You get a flamethrower that reloads like a standard magazine, something I don’t think is realistic to the actual device.

-One thing I wasn’t able to naturally-orate in the review was the brilliance behind item placement. The devs were able to accurately glean what things players would need before & after set dilemmas (herbs, munitions, etc….).

-Is there a story reason behind why Leon and Claire don’t get infected from zombie bites? Or is this like the first Assassin’s Creed where, canonically, they were never actually attacked?
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SPOILERS
+Mr. X is the guy, and from what I understand they basically took aspects from the OG RE3 antagonist Nemesis and injected them into X, allowing him to randomly appear throughout the barracks. He has some scripted sequences following this portion of the game (for Leon), but most of the love you’ll see for the guy stems from this part due to it being universal for both MCs.

Unfortunately, he had the misfortune of debuting five-years after Alien: Isolation gave us a similarly-tuned Xenomorph that wowed (and continues to wow) gamers. Now, I generally don’t like to make comparisons between vastly-different games, but X’s flaws couldn’t help outlining them, the biggest one being the inconsistency behind his triggering - at first glance, sound would appear to be the obvious one, but relaunching the same save file multiple times, I found this to be untrue as running and shooting/alerting zombies only prompted him on some playthroughs.

That randomness would be annoying enough on its own, but what really got under-my-skin were the locations he’d appear in: sometimes he’d show his face in small chambers, other times the cramped corridors, and still others the more-open lobbies, and all these really illustrate just how poorly-designed he was in relation to the rest of the title. Maneuvering through claustrophobic interiors amidst hoards of zombies is of course what makes Resident Evil Resident Evil, but such schemes just don’t befit a mobile mammoth like X- one time the b#stard appeared when I was in a passageway with two Lickers, and I was forced to die due to the inability to get out of there without setting-off the adjacent zombies.

Compare this to Isolation, where you not only had tons of wiggle room and obstacles to navigate around the xenomorph, but rarely encountered it when facing the Working Joe androids.

Speaking of Lickers, these monstrosities are another attempt at spicing-up the game, and their AI is pretty hit-or-miss. You’re told via a note that walking slowly won’t alarm them; however, just like with X, that isn’t consistent - I got by some using this tactic, yet others would detect me and begin a slow crawl in my direction. It’s a case of not enough time being granted to sufficiently program them.


++Obviously the crocodile fight is the biggest one, but then you’ve got the gateway scene between Leon and Claire, the beat reporter who gets killed by X, all of the boss fights really, and, worst yet, anything involving Ada - a humorously bad remnant of that late-90s/early-2000s trope of a well-endowed women juxtaposed against suave dialogue as a way of making them stand “above” their blatant sex appeal purposes.

The thing these creators never realized is that the problem wasn’t that their females were sexy, it was that they were sexy amidst impractical scenarios (something the Charlie’s Angels movies, of all things, successfully avoided), and Ada is an anachronistic reminder of how dumb that looks in practice. Tell me why a spy, trying to extract a virus in a zombie-ridden locale, would be running around in a tight one-piece and heels(!) that would limit her mobility? Tell me why she’d boast juicy cleavage and sleeveless arms exposed to bullets and zombie bites alike?

The scenes between her and Leon aren’t inherently bad, but there’s no sense of a bond being built -- the conversational callbacks are cheesy, and the kiss loses all iconicness the second you realize they’re both drenched in sewer water. Don’t even get me started on her magical survival, something that even hardcore RE fans haven’t been able to provide a satisfactory answer to.

Despite adding some neat gameplay variation, narratively she is, without a doubt, the one sordid trait in an otherwise solid second half. Oh, and to add salt to the wounds, she initially engages in that irritating trope wherein an NPC will deliberately abstain from answering a question in order to “prolong” the mystery for the player.
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Just a darn good resident evil game. The RPD is a great setting and I love mr X and the creepy licker things. Great game not too much to add

𝐓𝐡𝐞 𝐟𝐨𝐥𝐥𝐨𝐰𝐢𝐧𝐠 𝐩𝐥𝐚𝐲𝐭𝐡𝐫𝐨𝐮𝐠𝐡 𝐡𝐚𝐬 𝐛𝐞𝐞𝐧 𝐝𝐨𝐧𝐞 𝐨𝐧 𝐭𝐡𝐞 𝐏𝐒𝟓 𝐯𝐞𝐫𝐬𝐢𝐨𝐧 𝐨𝐟 𝐭𝐡𝐞 𝐠𝐚𝐦𝐞:

This is a masterpiece, loved every bits of it, played Claire A and Leon B scenarios (loved the story) and they compliment each other, the horror, jumpscares, combat and survival are S+.

A great representation of what a remake should be and even motivated me to go play the original Resident Evil 2,

I don’t dislike this game, however I don’t love it like most people seem to.

I recall not being a big fan of the way the game looks, in particular how dark it is. I don’t really know how to explain it; the darkness felt like more of a nuisance than something that enhances the spook factor. And it’s pretty washed out, too. Not terribly pleasing to look at.

Mr. X is pretty easy to just run around or away from; he’s too slow to be a much of a threat, and his omnipresence just makes him bothersome to deal with. I think the way he moves fast in unloaded rooms and whatnot is a little annoying too.

I think the separate campaigns are extremely under-utilised. The zapping system from the original isn’t expanded upon at all, and the B run gives rise to a ton of continuity errors. Continuity between the two campaigns was also questionable in the original, but there was enough differentiation between them to distract from it. Here, you don’t even get different boss fights until the end. And the new playable Ada and Sherry sections I found rather mundane.

I’m not too sure how to feel about zombies being able to follow you into other rooms. I know it was a thing in RE1 Remake; it happened so rarely though, so when it did happen it was a genuine shock. It happens all the time in 2 Remake and it sorta felt like I was unintentionally being discouraged from exploration. (This is definitely something I’d have to experience again—perhaps I’d like it now.)

It’s the music in RE2 Remake that’s possibly the greatest transgression. The original’s perfect soundtrack is almost completely scrapped in favour of one that’s so low key, it might as well not be there at all. As such, the game is sorely lacking in atmosphere. The most frustrating part is that the new, late game action tracks are fucking excellent; why couldn’t the rest of the soundtrack be as good?

For positives: I think the first few hours (from arriving at the police station, to the car park after the first Birkin fight) are fantastic, my qualms with the darkness and the OST aside. I’m still very sore about not having a fixed camera and pre-rendered backgrounds, but if it absolutely has to be third-person, the first few hours are about as close to a classic survival horror experience I could hope for from a modern game. Those first hours, the sewer, and the lab all excel at almost everything that survival horror should.

Mto pica. A gameplay é mto boa e divertida. As áreas por onde o Leon passa são bem legais. O Mister X te dá mto susto. Recomendo. A exploração é daorinha

jogo daora demais, queria platinar mas é muito dificil Jesus

This game rules so hard. I need to get to the other ones.

First game I played through on my Steam Deck and it was great. I played 3 ages ago and after playing this I don't get why people act like 3 is such a step down from this game. I really don't like much of the stuff level design wise outside of the RPD stuff. Luckily, that's most of the game so the sewers don't drag it down too much. I also only did the Leon A route, I started Claire B but I didn't really care enough to play through the game again so soon especially when I don't really like how she plays or how little agency she has. I also watched this game on YouTube when it came out so I'm not exactly itching to play it again.

dear claire redfield. if you are free to hang out sometime that would be really cool. if not also cool. please hit me up


An incredible reimagination of the OG RE2 and an incredible remake. Everything from the cast, the environment, combat, puzzles is great. The only downside is the Campaing B is way to similar to Campaing A. But overall its a must play game if you're into survival horror games

Apesar de quase morrer de susto, jogo muito bom

ouuuuuuu this is a FUCKING GAME baby. reall shit right here. one of those games u pick up and don't put down till its done. replayed this cause i saw it was on ps plus for free and a ps5 upgrade with 120fps and i was down. runs beautifully and looks beautiful. crazy how the 2022 movie looks worse than the game! n ever since capcom got the RE engine they've been concocting the hottest character designs for their men and women. they got some bisexuals working in there fr.

for a game with heavy backtracking this game feels like a breeze, even going from one end to the other trying to look for something doesn't feel that long. the game has a perfect difficulty with the game leaving you with just enough at moments to keep going. lot of my memory playin this game earlier did come through.

the dual campaign stuff was cool but sorta weird how they kept so much overlapping shit with the second run. it gets really funny when u try to logic things so maybe leon ran back and undid things cause he secretly fucking hates claire. what an ass.

2019 capcom will go in the hall of fame for going back to back with this and devil may cry 5. wild stuff

I haven't played many games that have put me on edge as much as this one did. After RE7, this is definitely the second scariest RE game imo. I love the overall vibe and story of the earlier RE games as in 0,1,3 and Code Veronica where its a grounded story about a bioweapon virus that goes to shit. All the mystery/conspiracy and the survival horror elements commonly found in these earlier titles are very much present in this one too. I haven't played the original but this remake was a great experience blind. It kind of made me dislike RE3 (which I played prior) a little because I didn't realize how similar the areas where to this, the police station, sewers and Umbrella HQ, are all areas I visited in both, although they're not exactly the same, there are many reused rooms. This along with the Nemesis which mimics Mr. X in this game, but Mr. X is on a whole other level of scary. Hearing his footsteps would always traumatize me and I had a few moments where I would tiptoe out of a room making sure my footsteps can't be heard, then with a quick turn around the corner we would come face to face. This leaves much more of a shock over the scripted scenes in RE3 where you always knew where the Nemesis was.

The dialogue is a bit cringe at times, and feels like it was written by Japanese who base their dialogue off cheesy 80s American action movies. It can be pretty cliché or there's lines that are completely out of place, like when Ada blows up a vent and says "Like candy from a baby", this is a laughably weird time to say such a thing and I don't even think makes sense in that context.

The graphics and atmosphere are top notch, and the game focuses heavy on psychological horror rather than jump scares even though there were some of those at times.

Something I didn't like was the A-B story mechanic. I originally played as Leon, then when beating the game, I'm given the option to play Claire's side which was advertised to show what happens with her while you were playing with Leon, completing both A and B stories also unlocks the true ending . I decided to go ahead and do the Claire B story to find that its the exact same game only you're playing as Claire. Puzzles are identical, the solution locations are slightly altered, enemy placement is also slightly changed as if that does anything, rooms and areas also the same. Bosses are also the same, so as Leon I would walk on a grate that collapses, fight a boss, kill it, then in Claire's story which happens around the same time, the grate is magically fixed, it breaks again when I walk on it and then I fight the same boss which Leon has made dead. I ended up quitting the B story about a quarter in because I found it to be a waste of time. From what I've heard, there are some bigger changes later on like a new orphanage area, if that's worth it to you then it could be worth the playthrough but I just ain't that guy.

Apparently in the original this duo story is very well done where different things actually happen, actions also impact the other character playthrough so I might check that out in the future, kinda sucks they didn't do that here.

I've pretty much played every mainline RE game at this point other than 6 which I'm not sure I will ever finish due to how bad it is, but I can confidently say this game is def up there as one of the best in the series and up there for horror games in general.