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amazon Resident Evil 2 Remake reviews
Resident Evil 2 – A day after completing both the Leon A and Claire B lines in Resident Evil 2, I took a look at Resident Evil 6 to see for myself how the series “evolved” in the generation 7th console.
45 minutes is the amount of time that the writer “stays” in this game, of which about 35 minutes is the cut-scene, while in a rare time to properly play Resident Evil 6, Leon did not hesitate to show his ability to kill off a zombie with just two clicks of RT.
And that is the moment Resident Evil 6 is… excluded from the hard drive!
Naturally, we want to see our heroes scramble and then get more and more experienced over the years to confront evil at the end of the road, simply because it is part of necessary an integral part of the typical narrative framework entitled “Hero’s Journey”.
But, Resident Evil 7 before, and this time Resident Evil 2, showed that perhaps this game line would be better off if not properly make into that pattern.
Calling Resident Evil 2 by the phrase “remake of the 1998 version” is perhaps overestimating the efforts of the game makers at Capcom.
It may be able to recreate the spirit and structure of the original game, but the change of perspective is not the only thing that was created to fit the new “frames” set but retains the old aura.
Resident Evil has never been a horror game so frightening that it makes players jump from the chair, but it mainly relies on the nature of the tension encapsulated in the pace and the distance that the player goes through.
If the villa in Resident Evil 0 evokes an ancient gothic look with a beautiful pattern below the lines of condensed light, the Raccoon City Police Department in Resident Evil 2 conceals that form with scenes objects that are more familiar initially such as desks, offices, libraries.
State-of-the-art graphics technology with true shadow reproduction and fine-grained priority help Capcom to reproduce the most architecturally … mediocre … mediocre scenes as possible, until the more you get to dig deeper and realize more and more different rooms are crystallized from an art museum turning generals into police departments.
Areas in Resident Evil 2 can be described similarly to the levels in Hitman: large boxes with mazes filled with obstacles, both static and dynamic, asking players to figure out how to deal with them to open the next door.
A room that holds the key to opening another room – that’s the concept … blocking the player’s path that is spread across almost 100% of Resident Evil 2’s content and cleverly executed at a natural pace.
The iron chain blocking the door required large claws to cut, the interrupted path to the clock tower forced to find tools to help create the new passage, a room lacking a few door openers could be found in another room not so close … it can’t help but exude the irresistible charm of classic games, where our redemptive heroes have to do super … trivial jobs to get the job done into a great responsibility, and accidentally also created a simple gameplay loop, easy to understand and also convincing.
The length of only about 6 to 8 hours for a part of Resident Evil 2 does not for anything that could waste the player’s time, and the result we get is a game. With full details, the same design style tight gameplay.
The claustrophobic feeling inside the tight corridors is still there, and getting used to the layout of the place you are stepping through is almost a minimum requirement with high priority for the player.
You can’t grab any items you come across on the way because the inventory has limited space, then you will remember its location so that next time you can grab it by your hand when you return (and the game also intentionally mark them on the map).
You stop rushing through the corridors and instead gently push the door open to hear if a Licker is shifting away from your gaze.
You stop firing relentlessly and realize that trying to kill all your enemies is pointless!
And just like that, Resident Evil 2 makes players repeat countless useful habits, albeit for a short period compared to their general premises, and rarely lead more specifically shows the master direction of the game.
Between utilizing visual cues such as light to draw the player’s attention to the road, or as puzzles are always presented with a missing item appearing first so that players understand they are need to find something instead of the other way around (you always find a locked door and understand that you need to find the key, not first and then find out what it can open).
“Stops” is not in the dictionary of Resident Evil 2, simply because it respects both the intellect and the player’s attention, rather than trying to push the challenge scalar.
Dealing with enemies in Resident Evil 2 is equally coherent.
The first rule that anyone who sets foot in this game must first know, is that a zombie can chew up to 10 9mm bullets and still be able to drag towards you like a K-Pop fan stalking Idol.
Step through a familiar 7th corridor and you think you are a real body until a corpse suddenly hugs you even though you just let it fall down the ground just 15 minutes ago.
Just a small scene is enough for Resident Evil 2 to indirectly leak players’ ears that a place is only safe when it has no zombie.
However, that much is not enough, how to make players feel more stressed?
Simply put, it is… a powerful “nerf” of the main character.
Neither Leon nor Claire can unleash the power of a master martial arts master, nor possess a bottomless trouser pocket containing several hundred bullets for their ultimate weapon.
If you let the zombie approach you, it’s your fault and Leon / Claire will eat enough.
There is no-nonsense QTE button for you to easily escape the enemy siege, or move smart, or use smart weapons.
Resident Evil 2 does not even have a sneaky kill button from behind, as well as a durable knife that will be completely damaged after a certain number of times it is inserted into a zombie, which is also proof that it is tiring the absurd feats of the “superheroes” in the junior Resident Evil versions and make it clear to players that if you try to play Resident Evil 2 in the style of Resident Evil 5 or 6 it’s no different. “Write your testament”, and that is a completely welcome thing.
Resident Evil: Revelations 2, Resident Evil 7, and so far Resident Evil 2 are dreary games with Japan’s “melodrama” nature no longer available as before.
We are talking about a series of games possessing golden moments like the two immortal words “Jill Sandwich” emanating from Barry Burton or Chris Redfield punching a rock could not be more violent, so seeing one more The game does not leave any “inadvertent” humorous scenes that are easily ironic, making the writer half surprised and half satisfied.
The theme of the post-apocalyptic world has been invaded by the undead so far has been embraced by Western game makers in two ways, either turning it into a bloody circus or turning it into a theatrical play about the alienation of humanity.
Meanwhile, Resident Evil does not lean in any direction, is a series of games that have such a great influence that both Hollywood movies and … musicals are born, but always whistled by the censorship board at home because of the level. The violence is overwhelming and carries the leading characters loved by fans, making them always seem to have super thick “script armor” – strangely opposed to the context in which, human life is like a thousand pounds hanging hair.
But Resident Evil 2 is probably the first game to clearly show their slenderness, not only in physicality but also in a will.
That, combined with the almost “standard” dubbing to 90%, seems to be the reason why the content of Resident Evil 2 has become not only closer but even more reliable than before, even. with tedious written conversations.
Resident Evil 2 is a game that prioritizes replay value, but it seems the case swap mechanism gets stuck somewhere at the bottom of Capcom’s priority list.
Roughly, you can start to game A with one of the two main characters, and once completed, you will be able to continue with Player B of the other character at the same time slot.
The problem here is that changes between play A and B can be counted on the fingers.
I was surprised after completing Leon Route A and continuing on Claire Route B and realized that up to 90% of the key layouts and gameplay were unchanged, and they caused an impending logical contradiction placed extremely large due to the obvious emphasis on the game that these two parts of play occur at the same time.
The two go through similar scenes, fighting the boss, solving the same puzzle with only a few small steps to change.
The action of the character caused by Route A does not leave any difference for the Route B game, most of the biggest game changes are in the two control segments Ada Wong and Sherry which only take place in about 15. minutes.
I don’t know how this mechanism works in the original 1998 version, but the way it works in this Resident Evil 2 is a pretty big wasted potential.
Finally, a formidable opponent in Resident Evil 2 returns – Tyrant, otherwise known as Mr. X. He chases you with stomps, and will always punch you out if within reach.
And of course with no ammunition that can defeat him forever. Your only option is… run!
Mr. X appeared when the player was familiar with the basic way of dealing with zombies, helping to create a new source of “mental torture” so that the player did not feel too comfortable while traveling between the police station.