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 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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Reviewed on May 11, 2024


16 Comments


14 days ago

How come your average rating is so low? Even games as critically acclaimed as this get a low score lol

14 days ago

@2manyW - LOL, I think the thing is, because of skewed mainstream review scales are, people will look at reasonable ratings and interpret them to be lower than they are.

For me, a 2.5/5 simply means I was mixed on the title. A 3/4/5 indicates I liked it at varying degrees, and a .5/1/2 indicates I disliked it to varying degrees.

14 days ago

*how skewed

13 days ago

Did you not get my reply @2manyW ?

13 days ago

I did, but I didn't think I had to reply to it. I thought it was just a question and an answer. Plus, if I cant think of how to reply to a comment, then I wont respond. Sorry about that!

13 days ago

@2manyW Oh okay, just a small acknowledgement is all you need to do really like "copy" "okay" "ty" to make sure it went through.

13 days ago

oh alr, thanks bro

12 days ago

@2manyW LOL
This is my favorite game of all time…was nice to see someone with a different take on it, not afraid to point out all its faults. My love for it causes some bias; I won’t even pretend.

9 days ago

@ResidentAtelier - Thanks man, that means a lot. I saw you've been a fan going back to the OG days, so that tells me how well this remake stayed true to the original and I'm happy it did right by you guys. It's an objectively good game as I stated in the opening paragraph.
Haha, well…it is for sure awesome, especially in terms of a remake. I (technically) haven’t been a RE fan for long (2021), but once I got into it and had finished all the remakes, thus getting accustomed to the gameplay, I went back for the originals. It really was amazing seeing how well they held up, and even having some be way better than the remake counterpart (looking at RE 3 and its remake here.) All aside, great series!

9 days ago

@ResidentAtelier Oh lol I was way off there. That's interesting you went back and played the OGs and ended up liking them - most gamers accustomed to modern controls wouldn't be able to do that, so that speaks well on your adaptability.

Yeah, I heard RE3Remake cut out a lot of content from the original. Honestly, I'd have no problem playing the original games if they didn't have those freaking loading screens in abundance.
Haha, thanks. Yeah, I personally love starting a series with the newer games, getting a feel for the gameplay, and then going back to see what started it all. I get that QoL-wise you are going backwards, but it is just easier for me to get through those old games and appreciate them if I see the present day situation of the series’ legacy, if that makes any sense. PS: I have been gaming since the 90s. Maybe that has something to do with why I don’t mind the older controls and stuff?

Yeah, loading times/screens can make things difficult! I hear of a lot of people not wanting to do the older games because of that and tank controls. Glad the remakes are here so everyone can get some of the experience though.

9 days ago

@ResidentAtelier All cards on the table, that line of reasoning doesn't QUITE make sense to me haha, but listen man, I'm always happy to find a fellow gamer willing to play retro titles as there are a ton of gems out there. I also grew up with the SNES, so I'm in the same boat as you in terms of not caring about graphics or FPS as long as the gameplay/story are good.

I could actually adapt to tank controls - I plan on playing the OG RE4, as well as RE5, both of which still had tank controls. I also was relatively fine with the fixed camera angles. But unfortunately I draw the line at extensive loading screens every 10 seconds.
Haha, guess it IS atypical? But yes, so much good retro stuff! The tank controls don’t take too long to get used to either. And yeah, while I did play/enjoy the og games, I can see what you mean. It can mess with the pacing and suspense otherwise present in RE games.

Thanks for the follow! If you want, you can add me on Discord too. Queen_Vashti

9 days ago

@ResidentAtelier All good, looking forward to reading more of your reviews.