As someone who is a big fan of the first 4 resident evil games, I'm extremely optimistic about this game. If capcom wasn't confident in this title, they wouldn't show so much of it. That being said, you never know until it hits the shelves. While they've shown a lot, there's always that small chance that they're pulling a Sean Murray or an Aliens Colonial Marines. No matter how good any pre-release footage makes the game look, do not preorder it. Wait and see what people have to say about it once its out.
+RagnarRox I thought all of your points about the conversion from fixed camera to over-the-shoulder were very insightful and well constructed. If you would like to read them, I have some additional thoughts I’d like to share with you below... On one hand, I felt that fixed camera angles complete with tank controls and pre-rendered backgrounds worked better in RE1 and RE0, even more so than RE2 onwards. The first game and its prequel take place almost entirely in claustrophobic environments, with relatively few enemies and the combat mechanics themselves being simple. Therefore, I think that even in modern day, the fixed cameras themselves work the best for creating a cinematic feel, maximizing the sense of claustrophobia, pushing the graphical quality beyond the usual hardware limits, and milking the most atmosphere out of every unique individual room/encounter with the various combinations of angles used for those particular games. For RE2 onwards, HOWEVER, I would argue that the games were already getting a little more action-oriented even before RE4 came along, with RE2 introducing entire hordes of zombies you have to fight, more explosive boss fights, and more open areas like the streets of Raccoon City. RE3 adds dodge mechanics, a boss that constantly chases you with a rocket launcher, more multi-layered boss fights, and destructible objects like explosive barrels that you need to strategically utilize in combat. Code Veronica even adds first-person aiming for weapons like the sniper rifle and a camera that follows your character, which feels like a weird hybrid between the completely fixed-camera-with-pre-rendered-backgrounds and dynamic over-the-shoulder camera of RE4, without excelling at either styles’ strengths, in my opinion (that kind of camera I thought would work better in a more psychological game like Silent Hill, but I digress). Because of this, I understand why Capcom decided to retain fixed cameras for RE1 Remake and RE Zero, while still eventually overhauling the camera system for RE2 Remake. This can allow the more complex combat to feel more fluid, while still appropriately cumbersome. On the other hand, I would NOT call tank controls and fixed cameras to be completely obsolete, any more than I would call 2D platformers and/or pixelated graphics to be fully outdated. For instance, I find it understandable why Nintendo would use 3D models to replace 2D sprites in their latest Super Mario Bros. games (even the 2D “New Super Mario Bros. games), and they are well done. But games like “Castlevania: Symphony of the Night” and “Cuphead” show that pixel art and other kinds of 2D sprites can still look beautiful even today. So I would not want either of them to completely go away. Some survival horror games can still work the best with fixed cameras and I do sympathize with people wanting to keep fixed cameras alive as a result. Finally, I felt that if the RE2 Remake wanted to pay homage to the original camera style, a fair compromise would be to have an unlockable bonus option that makes the camera behave like the Resident Evil 3.5 demo available on RUclips. With that, the camera remains fixed with tank controls when you are just casually walking around and investigating the area. But once you ready your weapon, the camera switches to over-the-shoulder and allows you to aim, shoot, side-step, and strafe as you would in the newer games. I think that including an option for that in RE2 Remake, along with the possible RE3 and Code Veronica remakes, would be a great way to both finally bring that experimental system to life and have some tributes to the old camera style in the game, without interfering with combat. If Capcom could add a similar fixed camera Easter Egg option in RE5’s “Lost In Nightmares”, then I am sure that they could do this if they wanted. That alone would be more than enough to satisfy me.
Hate to break it to you but preorder for this game and its collectors edition are through the roof. But we shouldn't be scared of this game (pun intended). Its def gonna rock and prove that a horror game can be OTS and still retain what made this great in the first place as well.
"If capcom wasn't confident in this title, they wouldn't show so much of it." Having to disagree with you there. We knew very little about GTAV in the years and months before, Rockstar was very secretive and knew what they were doing, they would release a screenshot and nearly break the internet and when GTAV came out it was exactly what we expected. This game is turning into something besides the title. Meanwhile Capcom has already teased DLC costumes. Is that confidence? Or just a Halloween reminder.
Exactly! If only there was somebody who made a long-form dissection of what makes the sequel so great. Whoops, dropped this: ruclips.net/video/TGk7yX66k24/видео.html
I agree! Even though I've never played either, from what ive seen on youtube (the originals), re2 was what a sequel should be! Bigger, better, and expanding on the game's world.
It didn't take long until fans got the official confirmation. You mean after the Remaster of the Remake it didn't take long ... But I remember a lot of fans in 2002 were like OMG PLEASE Remake RE2... I waited 13 years for that announcement.
koosjuh75 yeah, he has no clue, it’s true that Capcom understood that they needed the re2 remake after the success of the Re1 remake brought to PS4 and XboxOne, but that doesn’t mean that people didn’t want a re2 remake since the GameCube era
Jose Tomas Campos Robledano well, bringing remake to ps4 and xbone was a soft success. To be fair no one was going to buy a gamecube to play such an old game so the “success” was understandable
Bet'cha it was WORTH the wait, huh! ;) I bet if the remake came around that time it wouldn't NEARLY be as great as it is shaping up to be *now:* better technology, advancing 2 generations, gained experience and feedback over the years, etc... it wouldn't have amounted to _HALF_ of what it has become TODAY, for which I am so glad, this REmake is going to be _A M A Z I N G ! ! !_
menoseloso119- A prequel that messes around with the the canon of RE1, in particularly Rebecca Chamber's character and plot of how she got to the Mansion and how she couldn't take down one hunter after killing a ton of hunters in RE0 and even defeating a tyrant twice. But Billy Coen is the only reason I can tolerate that game, the guy is a beast.
Well, there are many factors that can explain why she couldn't take on the hunter in the mansion. She didn't have the ammo/guns. She was low on HP. Maybe she was doing a no damage play-through and had to end the game after one hit. I mean it's not like she wrestles the things with her bare hands. Her strength depends on her weapons equipped. Playing as her earlier, we know she isn't carrying much. And that's just game logic/mechanics. She could have been exhausted from lack of sleep. Maybe her mental stability cracked at that moment and froze up. I mean this poor girl saw things she never thought could be real. Plus, those team members that she saw die or know are probably dead, she might be thinking she will be joining them soon. Also, she's only 18. There are just too many factors to consider.
@@4thplayerdill836 But the actual canon has Rebecca running into the mansion when shit breaks loose in Raccoon forest, not entering the ecliptic express train. How do you explain that?
I believe they call it a retcon. In the Original RE, Rebecca did say she just ran into the mansion after the crash, but the REmake never has her saying this. The Remake was released in early 2002, and then RE 0 was released later that year. The REmake changes and adds a few things that weren't previously in the OG canon. Lisa Trevor is an great example. The point is, RE 0 and REmake are now canon, while the OG RE is not, which makes the most sense. You could also look at it as a revision.
I respect the depth of thought and delicacy RagnarRox puts into these video essays. It's amazing. It's all so inspiring and a treat to watch and listen. I really mean that. I hope you get more of the well-deserved recognition. This was, again, highly enjoyable input. Thank you!
I wish they kept to the fix camera angles because it actually made the game more realistic to me and I felt like umbrella was watching you on the surveillance cameras as you were acting in the game
@@xxSKAGhosTxx - Good points especially about the headshot percentages not being controlled when using fixed cameras. It definitely is a unique part of Resident Evil and always will, but I think the over the shoulder perspective has brought a new and very interesting perspective to Resident Evil that will make RE2 remake and other possible resident evil remakes that much better in terms of bringing a new experience to players.
@@xxSKAGhosTxx - I still think an over the shoulder perspective can bring a hard mode experience to resident evil if ammo remains scarce making every bullet count. Zombies in re2 remake, from what I've seen, are going to require a lot of bullets to take down even with headshots. I know tank controls and fixed cameras are at the core of resident evil, but an over the shoulder perspective in my opinion brings new life to an iconic series. And now with RE2 remake and a potentially re3 remake and Code Veronica remake, an over the shoulder perspective in my opinion is going to take these great titles to the next level. lol of course the RE Engine also helps.
For me, 4 is one of the best action/horror games of all time and a landmark title in the medium, while 7 is a genuinely fantastic horror game that is a benchmark for future titles in the genre. I’m hoping 2 strikes a good balance between the two, as from trailers and gameplay it seems like a marriage between the two games, and so far it’s looking fantastic.
What most people forget is that the best background music ever made for a videogame, the iconic Resident Evil 2 BGM themes, is 50% of the identity and the soul of the original version. So no matter how awesome the graphics will be and how cool the gore-effects on the zombies will look like, it will be impossible to recapture the vibes and feelings of the original game if the developers keep on "forgetting" to implement the original (or remastered) Resident Evil 2 music until the day of the final release. The music in movies and games is what gives the intense feel of dread and danger lurking ahead, not the fact that there are zombies to shoot at, remember these: ruclips.net/video/N7qVxKj40Ps/видео.html ruclips.net/video/0HZ_1W7MGa4/видео.html&start_radio=1 ruclips.net/video/KGccd19Gfsc/видео.html ruclips.net/video/U2aTScd9PbQ/видео.html ruclips.net/video/6JaiJxNhPvc/видео.html You know what I mean ;) the most important factor of overall atmosphere and mood is missing in a remake without music but just background noises and shots and footsteps being the only accoustic ambience. Without having any musical scores bringing dreadful creepy overall ambience during slow-paced investigations of the police station and the lost laboratories, well in my opinion one of the most important factors in the remake will be missing.
that would be like remaking silent hill 2 without any of the original soundtrack. that soundtrack is hands down the absolute best out of any game. i downloaded extended versions of almost all the songs and sometimes listen to them as background music or while im sleeping. some of that music was very beautiful
Julia Shenandoah I'm agreed with you And not only that the moaning of the re2 zombies and re1 for me was pretty more creepy and make me more nervous than the actual zombie/dog moaning.
I agree, the music is an integral piece of what made the original so good and can understand people's disappointment that they avoid it. However, I can understand why they did. Room music only worked with fixed camera angles and the cut scenes between room changes. If they were try to apply it to an over the shoulder game with seamless room transitions, it would be more jarring than effective or practical.
If you pre-order the deluxe version of the game, it comes with the ability to swap the original RE2 music in for the new music. No indication if that music swap capability will also be an unlockable.
Are people really complaining about Claire's outfit? It looks mostly similar to me. The jeans looks more natural and like something an actual person would wear. She's still a bombshell either way.
@@mayoluck Fair enough. Might be that I just really love Code Veronica. So seeing Claire with her red leather jacket and jeans is more natural to me than the bike shorts + short shorts combo. It also looks like the new jacket has like a phoenix on it or something instead of an angel with "made in heaven" under it. All in all I don't really care, just. As long as Claire acts like Claire.
It's a sad state of affairs for those of us who think back fondly on fixed cameras. It's comparable to the slow decline of practical effects in film. They may be technologically inferior by the standards of most, but there is an artistry and a soul that is being lost. I've always been a firm believer in games as art, but with each passing generation, that belief is being challenged more and more. The industry is devolving into mass-production disguised as innovation. The sad fact is games development is now geared towards pleasing the lowest common denominator. As a child I always feared a day would come when I would outgrow my love for video games, but for a lot of us it feels like the industry has out grown us.
To be fair is really nice to have the freedom to move and look everywhere, yes fc is nice but with the current power and technology it would be a waste to have a static angle
Harry Williams no it didn’t, if having zombies and dogs be stuck to a wall and you waiting like an idiot at the door waiting for them to show up but they wont because they got stuck “scary” Then i can’t take you serious
wow, i completely agree. im only 19 but even i loved the classic games and the great charm and uniqueness they had. fixed camera made the games look absolutely beautiful for their time (imagine how they could look in modern times with prerendered backgrounds). they made it to where the developers were like the directors and they would only let you see what they wanted you to see. often times in horror games there will be something happening, a body dragging or something, but you completely missed it because you were looking at something else instead of the particular spot where the event occured. with them being the director, this never happens. everything you see, they WANTED you to see it and they specifically designed and placed everything there for a purpose. it absolutely is art and its sad to see originality and uniqueness being left behind just to make quick easy money. same thing is happening with movies and music. honestly i dont pay attention to much modern entertainment mediums. music nowadays is trash, i wont listen to 99.999999%. movies use way too much cgi and quick cuts these days. i watched one video where they took several different action movies over time and counted average time for each shot before a jump cut. it went from like 8-9 seconds to 2-3. peoples attention spans have decreased and stuff like this doesnt help. you are right that there just doesnt seem to be any heart or soul in entertainment anymore. ive got plenty of older stuff to keep me entertained though, so im still happy
I'm sure the Resident Evil 2 remake will be fine in a third person, but I still think it would be a wonderful game if it were remade just like the first one. Fixed camera angles and pre-rendered backgrounds have a beautiful, cinematic look that I would love to see in more modern games.
RE 2 was my favorite survival horror title until SH 2 came into my life several years later. There was so much character and love put into the game, and you got /so/ much game over those two disks. It creeped me out, made me go 'woah, cool' and drew me in for so many late night gaming sessions. . . .RE 1's Remake got me to buy a gamecube exclusively for that title (then later 'Sanity's Requiem'). I was one of those folks pushing for an RE 2 remake and I'm super, super excited to see what the team pulls together. Great video, thank you for articulating so many points I didn't really know how to express.
Love the video but it's odd that you thought Claire's original outfit was "catering to horny boys". Her old biker outfit never really gave me that idea and especially not in Code:Veronica. Was probably the only bizarre part of this video.
That was the part where he lost me, he went full defensive mode on that part, RE has done waaaaaay worse than that and claire's outfit in RE2 is even tame by comparison of not only RE but other series in the east and west, implying ada outfit in RE2 is cheap fanservice at all is idiotic.
Yeah, now if REmake 2's Ada has the red dress, i feel like Capcom has taken the attention to detail neccesary to contextualize the dress being there. More than anything, i think Claire's re-design just feels more realistic in the sense that it has a 90's style to it while also keeping the badass element to Claire.
I removed that part from the video because it brought the message I was trying to convey across completely wrong. Apologies for wording it terribly. Your reaction to it is completely understandable.
@@RagnarRoxShow It's not an incorrect statement though, the outfit is not really something a decent biker would wear, certainly not one who's meant to be a smart, action hero like Claire. Also, salmon pink denim/leather lol. There certainly was a reason she got daisy dukes despite being a harley biker and yes ofcourse SOMEONE, SOMEWHERE will have worn this but they're not considered relatively clever which isn't a good quality for making a protagonist you're supposed to like and root for. In fact the unlockable denim outfit in RE2 was a way cooler and more legitimate outfit for claire's character. Either way though, the new one is absolutely an improvement, even if the original was made without sex appeal in mind, it's only iconic because it's claire's outfit in a game we love, not because it's a good outfit and is at the very least incredibly dated.
There is only one thing that bothers me, and I mean, by a lot: Why didn't they get rid of these screen indicators? It breaks the immersion and exploration. "Hey, look, there is an item here", "Hey, did you notice this is a door? try to open it!"... I hope they at least allow us to turn it off.
Bruno G dos Santos yes that bothers me. In the old games of the saga we should mash the x button to check every corner suspicious specially with fixed camera. Now this seems more like another re4 but with slow enemies... Many things was be loose with this decision. Nothing more amazing than the 1 RE remake.
I'm sure they'll let us turn those off, like they did with RE7. RE7 was significantly more engaging without those stupid arrows telling me where all of the items were.
@@yittmashups Gameplay and mechanics are almost exactly the same as REmake,except you can leave items and change characters.Also,the story is made as prequel to original RE,and in my opinion,it's the worst of original old school RE games,but I wouldn't call it as bad as Oubreaks and gun series.
Damn! I can hear you speak about games all day. What you bring out in your videos is this genuine feel and passion about games which many other game channels like gameranx lacks. Truly heartfelt content you are making.
I am enthusiastically optimistic about RE2make. I was one that hoped it would be more like REmake but I wasn't upset when I saw the reveal trailer. It appears to retain the soul of the original. On another note, I don't think the old style of fixed camera and tank controls are outdated, they still have a place in gaming if done well. That style would just be more of a niche style, like how 2D side scrolling platformers and Metroidvanias aren't outdated. RE2 is easily one of my most anticipated games for next year. While so many people are excited for KH3, I'll be playing and replaying RE2. 😃
@@krausewitz6786 still looks like it does to me. Creepy claustrophobic corridors, zombies being an actual threat. This is what I'd imagine classic RE would look like if it used the camera from RE4/modern third person shooters.
"All of the survival horror elements are there, it's just a different camera angle." You've not thought about this. Changing the camera angle fundamentally changes the game....almost everything has to be changed to accommodate it. Madden in first person just would not be the same.
RE1 on Gamecube is always going to be the best remake. It perfectly respects the artistic choices for the characters and level design while creating new content. The RE2 remake feels like this could have been Revelations 3 or Resident Evil 8. I don't even really recognize Raccoon City. Whereas you show anybody imagery of the RE1 remake, there's no denying that it's RE1.
Then it did its job. Remaking something isn't supposed to actually present the original but with a new coat of paint, because what would the artistic merit be in doing that? It's supposed to be a remake. Remake that shit, if I something familiar I'd just ask for Capcom to give a pseudo HD remaster/recreation of the old games like what Activision is doing with Spyro.
A very deep understanding of a remake with a super mesmerizing voice to go along. So sad that a lot of people don’t really listen... but like you said is imposible to make everyone happy. At least i am very very happy for this game and for what it means for the series. Thanks
People should have blind trust in FROMSOFT because they make practically perfect games but I saw a bunch of people doubting them with the announcement of Sekiro even though it looks insanely good
@@WaffleOnTheRun Most of those doubts are associated with the fact that Activision is publishing (instead of Namco/Bandai or Sony), and stem from fears that Activision will force FROM to burden the game with micro-transactions, loot boxes, or other forms of grind-inducing "recurrent consumer spending" models. (www.megabearsfan.net/post/2018/06/21/Excitement-and-anxiety-for-FromSofts-Sekiro-Shadows-Die-Twice.aspx). These fears were stoked when a UK PSN pre-order page tagged the game as having "in-app purchases" (www.pcgamesn.com/sekiro-shadows-die-twice/sekiro-microtransactions), but FROM reps said that the tag was a mistake, and the page has since been updated. I am optimistic that FROM has enough clout to be able to escape such demands from Activision, and that they have enough artistic integrity to avoid undercutting the game with such features for their own sake. Time will tell. If there will be DLC or micro-transactions, we probably won't hear about it till closer to the game's release.
Having played the demo, the jumpscares present are minimum and feel somewhat earned. It's not an ugly face covering your screen with a scream or cheap violin spike but rather a moment of "oh god, I'm not ready to deal with this enemy yet". Making the surprise feel more tense because you have to manage your bullets and health, with low visibility and the feeling of claustrophobia because of the tight corridors. Now it's harder to avoid the zombies like it was in the original RE2 and they're not always just aimlessly wandering but rather waiting to ambush you. The feeling of uneasyness and somewhat of a strange deja vú that you been there but now it looks completely different. That feeling was amazing. I didn't expect to feel something like that again. I wasn't feeling uneasy because I was expecting a jumpscare at any moment, I was feeling uneasy because the atmosphere is perfect. Also what they did to Marvin is great. Feeling connected to him as the only other human being aside from Claire at the start is amazing and what will happen to him again will be certainly heartbreaking.
I'm only cautiously optimistic. I wanted the remake to give me the classic experience like how RE1's remake did. Just keeping the old design while updating assets and modernize the UI & quality of life elements. That said, I don't believe RE2 Remake will be inherently bad. I just have to treat it as its own new game instead of the same RE2 people fondly talk about.
Yeah for me the Resident Evil Remake/Remaster is the best RE to date. I won't judge this until I play it but worried about them doing away with the fixed camera.
Your critical analysis and sampling of several perspectives towards the subject at hand keeps me coming back to your material. I don’t expect to learn something new but you surprise me every time. Thank you.
Re7 is NOT a reboot of the saga. Many times thems say and also if you are fan of the saga you will find and see many documents in game reveal just pass some years after re6 Appear Alisa ashcroft in documents (from re outbreak) Michael warren (from re2 and 3) And even a document talks about raccoon disaster if I'm not wrong. On this point idk why even some "fans* get confuse thinking re7 is a reboot. About re2r I'm scared because the old games will not be scary anymore because we saw so much games about horror like dead space outlast etc Then I think what makes re original hard was this points; =Not much ammunition =Not much healing items =Fixed camera make complicated know the position of enemies =Tank controls and can't move same time we shoot was the KEY to the survival and strategy to where positioned our character wen decide atack =8 slots of items only. =And only can save with ink ribbon The mix of all this points make resident evil be a real resident evil Not just add gore and zombies and more zombies And I think thems loose that. For totally forgot that points. But just my opinion. Pd; about horny fanboys I want to see the reaction of all the fans if Jill valentine loose his top and skirt in a future remake of re3 and get a jacket and a jeans Is not horny Or fanboys Is the representation of the character the desing Everybody automatically knows who is Jill for that costume Same with claire I am designer of characters in 2d then I know a strong visual design is important. More than a casual realistic. Or will not be so memorable at visually But great video I like how calmdown you coment in video.
If you look carefully to RE2 remake, it does'nt look like you have so many ammo, healing items, and zombies look more dangerous than any previous RE with zombies. There is probably more ennemies than in the original RE2(but it does'nt feel too much for me), but it's far to be like RE4-5-6. It look like a real survival horror at this point, with a more fluid gameplay. Also because it's a remake, some gameplay rules like exploration, keys to find, puzzles, are coming back(in fact it came back with RE7). You have limited inventory, limited ammo, strong zombies, exploration.... Of course it's not exactly similar to RE2 original, and in my opinion it could be even better, but it's something difficult to juge without playing the game, obviously. The game can become more fun without betraying the spirit of the serie. Even RE7 look like a RE in term of gameplay, it's something i felt when i have played it. And before i have played to RE rebirth, RE0, RE2, RE3,Code veronica, RE4,5,6..... But of course i understand some people would like to find again exactly the same experience as the original RE. :)
im so happy you translated how I feel about the resident evil 2 game, and so happy someone with passion brings it to life again.. the Atmosphere is the key
Awesome job, as always. Like you, I'm usually skeptical of remakes, but RE2 looks like there's so much genuine care and artistry behind it. I'm excited to see that the fear/horror elements are really front-and-center in this remake.
“Perfect remake we never asked for.” The community actually did ask for this remake. We been asking for it for over a decade. That’s why capcom employees are wearing “we do it” shirts.
No sorry , Im not enthusiastic about the RE4 gameplay tarnishing RE 2 , yes I wanted a RE 2 the way of REmake. God damn it you all have all those modern survvival horror games that play like 4 and how many we have like Remake? So no , I dont see it as a brave new way to do things but a cowardly "lets do like everyone is doing now" aproach , to catter to the action games junkies all over again. And all those games still usse tank controlls , except the camera angle never changes and no one complaints about that , so I think it is bullocks and a lie that tank controls went the way of the dodo.
RagnarRox is part of the Capcom shills and ass kissing gang that include The Sphere Hunter / Residence of Evil / and the rest of channels that gained their platform from overhyping RE7 .. all that happen with benefits from Capcom themselves , Konami don't even do fake positivity marketing like this but for some reason Capcom got a free pass .. and they went *there*
I am so happy what they did with RE7 and now the upcoming RE2remake, they really have taken a step back and really looked that what people loved and are trying their best to give us that feel again.
Have never played a Resident Evil game and I don't have the means to play the original anyway, so I'm really excited to play this one. I understand the reservations older fans have regarding this title, so I hope the game is good for them.
Apparently, Capcom is also releasing more RE games for the Nintendo Switch soon, including the RE1 Remake and RE4, my two favorite installments so far. If you are ever thinking of becoming a Resident Evil fan, I think that RE1 Remake, RE4, the “Resident Evil Damnation” animated movie, and probably the upcoming RE2 Remake would be a great collection to start out with.
+Mary Leaf Your welcome. Also, if you are curious enough to get your hands on the animated RE Damnation movie, I recommend you first check out RE2 and RE4, whether you play the games or just look up their summaries. I recommend this, because RE Damnation is a film that specifically involves Leon and Ada, whose history together is mainly shown in RE2 and RE4, and also incorporates a combination of monsters from those two games. So having some prior knowledge of those two games will make it easier to follow, when those characters/creatures show up. Otherwise, Resident Evil Damnation is a pretty self-contained original story set within the canonical timeline of the RE games.
As good as REmake2 is, I still feel that the original REmake is the BEST & the purest rendition of the "Resident Evil experience" to date, & the epitome of what RE is @ it's core. I do love REmake2, it's phenomenal; however if Capcom would've adapted RE2 into a version more akin to REmake... man THAT would've been a mind blowing experience
I also want to say, about the whole clothing of Ada and Claire thing, it's not like they were running around in bikinis in the original game. Claire's outfit was a perfectly respectable outfit and Ada wore a very simple outfit as well. In fact, I would say that if you look at later treatments of Ada, they actually made her more sexily dressed in flashbacks to the events of RE2 that appeared in later games (eg. see Darkside Chronicles) in order to make her first appearance seem more like her later ones.
MrBowser Fair point, but the argument was (poorly worded as Ragnar himself has pointed out) that their original clothes where cattered towards "horny teenage boys", if you played the original RE2, Claire and Ada's clothes where fine, not sexualized in any way or shape.
This game looks fine, good even, but it's just straight up not the game that I wanted it the be. The game I've been dreaming about since 2002. I expected a remake of Resident Evil 2. What they've made is an entirely new game based on Resident Evil 2. It's very disappointing, especially when you factor in that this game was greenlit based on the surprise success of REmaster.
Great video, man. You present your arguments in a very convincing, easy-to-understand way. I already have this game pre-ordered but you somehow got me even more excited for it.
Static cameras are not "outdated," that's like saying 2D Platformers are outdated. When you are about to go to a different camera angle and if there's an enemy that's just outside of your view, your character will lean back in fear whilst you are backing away. So the old-school REs never cheated anyone technically, they knew exactly what they were doing. Your video was very good besides that. Honestly, I think RE2make will get like an 85 from the users on Metacritic. I highly doubt it will be considered better than the original.
...and there's the rub! I'm sure this reimagining will be a perfectly fine game.....but the original was a timeless classic. This could have done what REmake did. Once REmake came out there was suddenly NO POINT in ever playing the original RE1 ever again. With this weird reimagining2 they've stripped out so much that RE2 still stands on its own. I'm definitely disappointed.
Player disempowerment was what made Outlast such a terrifying experience. Even if it kinda shed realism in that you couldn't fight back at all. IRL you'd definitely try and find some sort of weapon for self defence, even if was a table leg to use as a club.
I can definitely see where you're coming from with your enthusiasm. I definitely agree that the best way to go about making a vital remake is to rearticulate the "essence" of the game you're remaking into a more modernized framework, ideally capturing that essence in a more deft and extensive way than the original ever could. That said, the most concrete thing I have to go on is my experience with RE7, which I have more ambivalent feelings about. Viewing RE7 as a kind of Remake in its own right, to be honest, after the Marguerite boss fight, the game kind of loses the "emotional genre" to which you refer (for me at least, I'm sure others feel differently), but everything up to and including the boss fight pretty much hits the nail on the head with respect to my tastes. I'm not sure why RE7 loses me after that point, but it does.
You're not alone. You described my feelings about it perfectly as well. Parts with Lucas and the ship mostly had you overpowered and the horror isn't as strong
amir avdi is only natural is not like in the og games you were always using the handgun, in the middle of the game, by then i was running around like an idiot with a shotgun and 60 shells and a combined herb ready to shoot anything
I am looking so forward to it tbh. I hate the tank controls, although the dynamic camera was acceptable. 3rd person is better for immersion when it comes to me.
@@danialyousaf6456 New areas, new characters, new enemies, expansion of the plot, callforwards to other games of the saga, changed the layout of the house, extra modes, gameplay changes (being able to turn 180°, defense items, automatically using stairs instead of using a button) and elimination of the most superfluous elements of the original... That doesn't sound like a remaster.
@@danialyousaf6456 Why the devil does EVERYONE ON THE INTERNET confuse "remaster" for "remake?" A remaster is an enhanced port, no more and no less. If you reshot a movie with the same scenes from the same angles in the same order with different actors and sets, it would not be a "remaster," would it? No, it would be a remake. Seriously. If you're gonna be semantic about the words "remaster" and "remake," learn what they mean. Ugh. - Lewis
On the attire point: The only thing I miss is how she personalized her jacket. It's hard to tell with the footage we have currently, but the angel appears completely missing. That's it for me. The hot pink short shorts were always a bit funny to me in the original.
@jotun725 you must already know this but they announced the original costumes as free unlockables (which was obviously going to happen) Claire´s missing her shirt tho, but it looks amazing.
I doubt it, the fixated camera angles are gone, the original music is gone and sold as DLC, there is some uncanny valley with the faces since it goes for the realistic route.
I agree originality is the stuff of dreams. But not every thing has to be a great innovation. Sometime the ‘remake’ (lotta ambiguity around that term) is for more people to enjoy the original on less dated consoles. Now that’s not to say it should always be that way, you should always strive for improvements and artistic flexibility but a contextual conversation must be had in terms of what this series was and what it became. It was an original formula that worked its way through four games 1-Veronica. It was based on survival, the focus on the puzzles and less the action, although that changed gradually. The classic style was great for speed runs finding ways beyond what the survival aspect of the game was expected. Knife only walkthrough, no damage play. It was a replayable journey every time, with S-F ranking system like arcades. 2 came in with a scenario based mechanic. 3rd had QuickTime choices and battle mode. Even 4 the turning point was a perfect model for replayability, buying and selling weapons, upgrading, the Chicago typewriter. The original three stuck to the core but improved and added unique features to spice up the gameplay. 4 complimented this formula which has been cranking out the same style by steering towards another addicting feature that would bring the player back. First person shooter. Fresh, it got all the praise but none of the cred the series had attained up until then. It didn’t stir up too much trouble because it’s an independent game and story. It really doesn’t affect the overall storyline which was then the T-virus and the takedown of umbrella. Before recycled plots and cliches repurposing the spinoff to become the norm. It’s kinda jarring when the whole survival horror you know becomes suplex’s and bingo forever. But 7 revitalized it right? Sort of, but the whole game was a standard black haired orphan witch girl with a dash of chainsaw massacre. It was very unoriginal swiping a few icons from the original like vcr’s but catering towards a more pt like experience. It’s becoming more cinematic and less game. That’s what I see in RE2make. Real time scripted events that focus on immersing you rather than presenting you with a fun task to do. It’s one thing to have a cutscene, it’s another to force upon real time take away the controller for press the triangle button repeatedly to evoke the feeling of progress but really you just pressed triangle a few times. The every shot damages the zombies body feature in the new engine is cool, but did you switch to third person because you wanted to create the most immersive experience, or show off the engine which was prototypes in 7, effectively cutting off the old fanbase forever. Rather this new video game seems to be focused on presenting re2 as a “jump out of the screen” scare, sprucing up the graphics and adding another action preferred camera again. After 5 games and more spinoffs, all third person minus 7. Is this a unique experience or a nostalgia boner tease disguised clickbait gameplay they’ve been pumping out since 2008 or whenever 5 came out.fps is fun but it’s a more basic gameplay. Re2make be fun, but I doubt it’ll match my interest in the way the original remake did keeping the core and increasing the fun to be had from new mechanics. Right now they are erasing the foundation, and we’ll never know what fixed could’ve acclaimed if groomed up. It’ll just always be 4 but the style is remastered and pretty. I’ll still buy it, but and this is my main point; I prefer the old style. The original games and one remake is all that we have. I was hoping for one last tribute before fixed became a dead resident
What you're looking at are called 're-imaginings' and not true remakes. And yes for the reasons you mentioned re-imaginings will almost always be superior. The developers are very aware of that too and are refraining from calling it a remake and have stated that it's a re-imagining. I get what you're saying though, and like you I hope it blows everyone away and maybe, just maybe, unites this shattered fanbase for once.
Thank you for another top-notch and thought-provoking essay. I sincerely appreciate your work for a capability to deliver this ‘put one’s soul in order’ feeling - capability to formulate precisely every thought I had but wasn’t able to sort them all out in my mind. High hopes for the RE2make.
I’m excited by the body horror of the zombies not just what they can do to you but what the player can do to them, the degree of violence necessary to take them down is something that has been missing from the zombie genre for a long time, look back at the original Night Of the Living Dead, it is physically exhausting to beat one to “death” and guns feel massively underpowered on a foe that doesn’t feel pain
@@cherrydragon3120 gotta love it. 6 was pretty sweet with headshot gore this one will be even better. Better than Jack after he shows us something wonderful
6:42 "Being the ones who literally invented the genre..." So Capcom made Nostromo in 1981? Or Haunted House in 1982? Or even something as late as Alone in the Dark in 1992, 4 years before Resident Evil? Interesting.
He just posted a few times that he meant Capcom coined the term, “Survival Horror”, which finally defined the genre started by games like “Alone in the Dark”.
They invented the Term Survival horror. Like it or not. Therefore creating a Genre..... Just because other games before that could be tossed in to that Genre didn't mean they didn't invent the genre. If you actually have the game Aloone in the Dark they say it's an Adventure game ... first Resident Evil box say's Survival Horror.... With all due respect I know exactly what you mean.. Capcom didn't invent the formula or even the template ... but they did invent the genre.
For a long time FPS games were called "Doom clones", but does that mean that the FPS genre didn't exist until someone finally spoke the words? I don't think so. Doom and similar games before and during its era would still be called FPS games, despite the genre not having been properly named yet. Similarly, what of Frankenstein; or, The Modern Prometheus by Mary Shelley? The book is Gothic Horror, but that doesn't mean that it can't also be SciFi before the genre was named (coincidentally "science fiction" was coined in the year of her death by a man named William Wilson according to some sources). So, my point being that they didn't invent the genre. They might have named and even codified it, but they didn't invent it.
But you could even debate if Survival horror is a sub genre of horror .. (I mean of course it's horror) but in gaming I think it's more defined as a sub genre of Action Adventure.... But this is an endless debate... How can something be a genre if the name didn't exist to match the characteristics or the style of the template the games before followed by a different name. Chicken or the egg.. In my opinion Resident Evil didn't invent, inventory management, horror, fixed camera angles, atmosphere etc. However we all been calling it Survival Horror because of Resident Evil, they named the style/template for those types of games. And everyone has been calling Dead Space, Silent Hill and even games being released up until this day Survival Horror. We called FPS games doom clones sure, however the new call of duty is called a FPS not a doom clone. If there is a new Alone in the Dark coming... They would call it a survival horror game. A genre is a name for a set of characteristics or style of game. and sure naming something is in no way the same like creating it (if we are talking about physical items or a mechanic) however a genre is just a label for a particular set of characteristics. So if you invent the label ... there's a good point in arguing you invented the genre... Considering a genre is a naming label.
One, I’m mega hyped that the Resi 2 remake is looking like a very optimistic addition to the resident evil franchise. Two, that outro with the clip from What We Do In The Shadows made me so unbelievably happy. That is one of my favorite dark comedies 🖤
Love you bro!!! I’m really hoping you Do another break down on the last few DEATH STRANDING trailers. Those ones are my favorite. Especially monsters of the week videos!
I kinda disagree with the shadow of colossus statement. yeah it's a remake and it doesn't have a new element to it, because it is trying to say true with the original concept and gameplay if you kinda change it somehow then it won't be the shadow of colossus we know. I meant it's ok maybe they add a new content cause it is a remake after all not a remaster, but still in this game case I don't think it will be as "fitting" as it will be in RE2 remake
The first part of RE7 was the best horror experience I ever had. I 100% trust Capcom for this remake ! Oh and as always, thanks for the video Raganar, it concludes perfectly the week.
And honestly, that's what I see when I see this REmake 2. I don't see RE4/5/or 6, I see RE7 in 3rd person, and I'm okay with that, as much as I would LOVED to see a straight remake like the first game, RE7 was just a joy to play through, and they proved there is a middle ground.
It seems like there was a hard transition halfway between survival horror and action man series much like how it happened from three to four. A perfect microcosm of the series as a whole, if you will.
What I think is interesting about the remake is that it feels more like a survival horror game than the original does. Resident Evil 2 was always a much more linear, more faster paced game than Resident Evil 1 and you would think that the shift in perspective would mean that it was going to double down on that element, but the way REmake 2 looks, it's the opposite. The one thing that bothers me about the shift in perspective is that it does fundamentally change the relationship between the player and the world. RE2 still worked as a survival horror game, in spite of its more action game slant, because of the shifting fixed camera angles. There's a fundamental difference I think when you enter a room and can just scope it out by using an analogue stick, between that and entering a room and still not being able to see everything because the camera is fixed upon you standing in front of the door until you walk forward just the right amount. That's why I think they made the new version look so much darker, to better replicate that feeling of the unknown that is diminished somewhat by the shift in perspective.
To an extent, I personally attribute it also to the game wanting to be more photorealistic than the original in general. For instance, a lot of the rooms in the RE1 Remake were much, much darker in lighting compared to their original counterparts, and that game still kept the fixed camera angles.
Personally, good riddance to Shadow of the Colossus's horse controls. They were the most ass aspect of that title after the shooting at lizards to increase your climb gauge, or picking yourself up off the ground constantly, or wandering aimless empty landscape in a hurry to find the next Colossus. Tedious, unresponsive, frustrating. Rest in peace, you pretentious frippery masquerading as effective design. This is the thing: DOOM was designed to feel fast and frantic, succeeded in that endeavor through its engine and level design, and that lent positively to the experience of being a demon-slaughtering marine on a space base doing the purely absurd with chainsaws. Shadow of the Colossus's frustrating, clumsy controls simply made me despise the character (and particularly their stupid horse) and gave me the enjoyment of seeing them punished by their own failure, before quitting from frustration with the experience halfway through. Conversely, when 2015's Resident Evil Remaster took the tank controls of the 2001 remake and made them a secondary option as opposed to the default, it was a bad thing, because the entire game's camera system, level design, weapons, and monsters were designed around tank controls from the outset. These were smooth and consistent once you practiced them to understand how they worked--leaving just enough uncertainty in the movement of the enemies, that you never really felt so much more agile than your foes as to be safe at all times. Simultaneously, since you're always moving forward by holding up on the stick with tank controls, you never have to re-orient your movement direction when the camera angle changes. Unfortunately, taking away tank controls does not take away the camera transitions in the level design that were created to match. Moreover, the new increase turning rate does not animate particularly smoothly, making the whole mess look rather janky and thrown-together. I think it's okay to have limited range of movement in games, provided it's a consistent design choice that lends reasonable challenge and a sense of potential peril to a game. For instance, people complain about how old-school Castlevania titles have sluggish pace and an unforgiving lack of jump correction, forgetting that you're playing a title centered around the goal of presenting danger and horror to a mortal human hero. It's why it made sense when it came time to play as Alucard, son of the main villain of the series, that you no longer moved like a hulking slow-and-cautious hunter facing deadly traps, but full-on stormed through your daddy's castle ripping the shit out of giant wolves left and right, before standing on the fucking ceiling. That's how being a mighty Dhampir prince whose power is too much of a burden for the mortal world of the Belmonts 'ought' to feel. I think what Shadow of the Colossus did wrong was to create a vast open world, and then force you to go through a clear linear gauntlet of bosses, knowing full well when your task would be done, and where you would need to go--and then putting a ton of steep hills, falling down, and clumsy horse ass in between here and there. It was a series of breathtaking spectacles, but they did not glue together particularly well. I think the clumsiness itself could have been forgiven if there were more to do along the way, the urgency of the mission weren't blatantly obvious from cutscene 1, and if I felt that the entire quest the character were on were anything more than a futile chore. The sour ending then makes putting up with the controls of the title even more of a 'fuck you'. Like, if I jump and hit a bat and go sailing into a pit in Castlevania, I understand that's my fault for not timing my attacks and jumps well--that bat was put there to do the job it did, and it did, because I didn't do the job I was enabled to do. When Agro can't get his act together and make a fucking turn so I can avoid getting stun-locked by Colossus ass, that's just Agro's horrid unresponsive turning shitting on my experience. Having to wait a full five seconds to pick myself up off the ground, mount the fucking horse, and try again, isn't particularly satisfying, and I'm not being punished for anything I am relatively empowered to do different. TL;DR: a movement handicap in a game should evoke a positive learning experience, and immediately return control to me after a clear error on my part--not force me into a frustratingly helpless stunlock. I can learn how to whip bats out of air mid jump to avoid knockback into a pit, I can learn how to juke out zombies with tank controls to avoid being bitten. I can't make Agro turn smoothly enough with a fast enough response time not to smack into a Colossus's giant-ass elbow drop slamming down in my face, and that's a shit experience that drags itself out.
I can see your points, but I can't quite agree. The more I think about RE2make, the more it looks same old Rambo Evil (4-6) to me. The reason is, it doesn't look like you're gonna have the same maneuverability around the creatures that you used to have in the original RE2. Resident Evil was about memorizing the area, learning where to go, where to find what, all in the shortest timespan possible to avoid going back and forth and dealing with monsters more than necessary, in order to lower your playthrough time. Very few RE2 areas (RPD archive room) factually forced you to gun every enemy down. In this game no room seems safe, you can't dodge and go on about your business, you can't just skip a zombie, solve a puzzle and go back, because camera is too narrow, zombies attack way more realistically and you hardly see them coming. In the original when you ran past them 99% of the time they'd just pivot trying to bite and fail, here they snatch you from any distance and any direction and chase after you like there's no tomorrow, and to counterbalance free aim they turned them all into bullet sponges so it's not like you can slash their legs and then finish them off, or shoot them down and knife them to death. At least in REmake you could step back, trigger the attack and literally walk through them, with RE2make this is not the case. tl;dr I still think this game will be too focused on dealing with the threats than exploring while dodging threats. It will still be a great game, tonally it'll be worse.
I think what you are describing is more of a byproduct than the true main aspect and appeal of an RE game. Dodging, planning optimal routes, hell even spending the least amount of time in a room. It's all a byproduct of speedrunning, nothing in the game ever urged you to hurry (aside from the typical self-destruct timer). Sure, the game ranked you on your completion time, but that can be completely disregarded since on a first time run you don't think about that. You don't think about optimal routes because you don't know what routes are available to you in the first place. IMO the core aspect always was the Survival in Survival horror, managing ammo and healing items, deciding whether to fight or flight in an environment where you potentially have to come back to and be potentially harmed by creatures you chose to dodge in favour of saving ammo for a bigger threat. All that while not knowing what is ahead. I think too many here who think fondly of RE2 mistakingly do so through the lens of someone who already knows the game inside out, knows where to go, what to expect, what to avoid, how to avoid it(or in short a speedrunner's perspective). And not how they first experienced it, stumbling from room to room trying to figure out where to go, again not aware of what lies ahead. Speaking of, personally RE2 loses in this aspect somewhere around the midgame. The only real area where what I have described above occurs is the police station. The only area with a labyrinthian layout of locked rooms where backtracking is ever taken into consideration. Every other area is increasingly linear and throws ammo at you like it's nothing, hell, in one instance it even gives you a weapon (or a weapon upgrade in Leon's case) for you to use on the boss that comes immediately after it. It already traded horror for spoectacle. You can't say the RE2make is giving up the horror aspect in favour of action when the original already did that by itself. I've had friends play the OG RE2 for the very first time and all of them ended with an excess of ammo by the end of it where the fight or flight was no longer a choice that had to be made. RE2make can improve in those areas where RE2 let itself down. What you describe is one such thing. Zombies being tough to take down as well as their ability to actually go through doors and being hard to dodge, makes them a constant threat, especially if you have to consider that you will or even have to return to certain hallways and rooms. Do I use the ammo I scavenged to take down a group of zombies that will give me trouble later in a hallway that I frequently return to? Even the topic on how to dodge them becomes a choice using resources or not. From gameplay, it's very clear that zombies can be stunned with headshots or other critical hits to the body. So do I use a bit of ammo to stun the zombie to get by him unscathed (low risk)? Or do I try to to zip past it using only my movement, spending no ammo in the process but with the very high risk of it going wrong and me taking damage and having to use a healing item? It turns it all into scale where you balance the immediate risk vs the longterm risk (mainly your supply of resources such as ammo and health items for what's to come).
Exactly. No dodging means EVERY target will have to be shot which takes away any strategy. "Enter room, shoot all the zombies, repeat." The second you have good control over your aiming the game becomes a shooter....INEVITABLY. There's simply no other way to design the game.
Yes! Technical limitations impose constraints which actually promote creativity! Not being able to do the easy thing, you are compelled to find other ways of conveying whatever it is that you want to convey! Obviously some of these limitations can be fixed without it backfiring on you, but sometimes they are directly responsible for this or that feature. The first thing that comes to my mind is actually the visual effects used on ICO which give it such a weird, dreamy vibe.
I disagree, the change in camera and aggressive darkness is so misguided. Resident Evil was never a poorer game because you couldn't aim on a particular body part or navigate a silent hillesque environment. It's strength lies in it's decision making. Most zombies encountered in the footage so far look hardly circumventable without taking some sort of unavoidable punishment, their renewed toughness (Headshots look barely effective) is going to make them annoying to deal with rather than simple Waste or not scenario. It's going to be hugely popular like any game with a budget that huge and a big name franchise to back it up but to me this looks like RE4 without the silliness or RE3 without Nemesis. They already remade RE1 perfectly, not going for the same thing they did there is suspect.
@MEXS1D3GEE exaggerated darkness?! The power is out in the Raccoon city police department. It's "WHACK"?! I've been playing resident evil since launch day of the original and own multiple copies of every game & I think it looks incredible. You must not have played much RE. Sad....
@MEXS1D3GEE the entrance hall isn't dark as well as the library. I don't consider dark areas a bad thing as it instills more dread and a sense of isolation. The fact of the matter is: the game is gonna be amazing, not everything can remain the same.
@MEXS1D3GEE, I don't really agree with the fact it would be "shitty", even if I'm a big fan of old school RE playstyle, but I still prefer this style to the ones in RE5 and RE6. However, I agree on one thing : it's WAY too dark and it look quite hard to orientate yourself. Because of this, it's hard to tell that it's really a Resident Evil game, that's sad... My hope is that they will at least keep the ambiance music as cool as in the original...
Very well done video. It was well written and I don't normally see this much research and thought put into opinion videos. You actually have sources. RUclipsrs never do that.
I’m so happy we are getting RE2 remake. But I wonder why there’s nothing about SH no remake no new game no news if they totally cancelled the entire series.
There's fundamentally no way to recreate an original Silent Hill experience that comes with every bit of detail that made the series great in the first place, Silent Hill was a product of its own era made by very talented people who worked the tools they had to create a horror experience to rival that movies, most of such tools can no longer be used or are outdated, the sheer pressure of the Videogame market can even play against its production. I think Silent Hill needs to have a peaceful death after the cancellation of Silent Hills, Kojima tried to bring an experience far greater than anything Konami can ever do at this moment (Bringing Junji Ito in for artistic design was a Godlike choice by all accounts) and he wasn't allowed to do so, so let's just give it a rest, horror in videogames needs to find new and modern tools rather than stagnate on past glories
I think that's for the best. Konami's been screwing up Silent Hill since the end of the OG 4 games and based off their recent actions, they do not deserve anyone's trust. Unless Konami has a fundamental shift in their management, the company is worthless to gamers.
@@fattiger6957 It really is kind of funny isn't it. Not too long ago Capcom was once in the position that Konami is now. However Capcom turned face and seems to have course corrected themselves in recent years.
I thought all of your points about the conversion from fixed camera to over-the-shoulder were very insightful and well constructed. If you would like to read them, I have some additional thoughts I’d like to share with you below... On one hand, I felt that fixed camera angles complete with tank controls and pre-rendered backgrounds worked better in RE1 and RE0, even more so than RE2 onwards. The first game and its prequel take place almost entirely in claustrophobic environments, with relatively few enemies and the combat mechanics themselves being simple. Therefore, I think that even in modern day, the fixed cameras themselves work the best for creating a cinematic feel, maximizing the sense of claustrophobia, pushing the graphical quality beyond the usual hardware limits, and milking the most atmosphere out of every unique individual room/encounter with the various combinations of angles used for those particular games. For RE2 onwards, HOWEVER, I would argue that the games were already getting a little more action-oriented even before RE4 came along, with RE2 introducing entire hordes of zombies you have to fight, more explosive boss fights, and more open areas like the streets of Raccoon City. RE3 adds dodge mechanics, a boss that constantly chases you with a rocket launcher, more multi-layered boss fights, and destructible objects like explosive barrels that you need to strategically utilize in combat. Code Veronica even adds first-person aiming for weapons like the sniper rifle and a camera that follows your character, which feels like a weird hybrid between the completely fixed-camera-with-pre-rendered-backgrounds and dynamic over-the-shoulder camera of RE4, without excelling at either styles’ strengths, in my opinion (that kind of camera I thought would work better in a more psychological game like Silent Hill, but I digress). Because of this, I understand why Capcom decided to retain fixed cameras for RE1 Remake and RE Zero, while still eventually overhauling the camera system for RE2 Remake. This can allow the more complex combat to feel more fluid, while still appropriately cumbersome. On the other hand, I would NOT call tank controls and fixed cameras to be completely obsolete, any more than I would call 2D platformers and/or pixelated graphics to be fully outdated. For instance, I find it understandable why Nintendo would use 3D models to replace 2D sprites in their latest Super Mario Bros. games (even the 2D “New Super Mario Bros. games), and they are well done. But games like “Castlevania: Symphony of the Night” and “Cuphead” show that pixel art and other kinds of 2D sprites can still look beautiful even today. So I would not want either of them to completely go away. Some survival horror games can still work the best with fixed cameras and I do sympathize with people wanting to keep fixed cameras alive as a result. Finally, I felt that if the RE2 Remake wanted to pay homage to the original camera style, a fair compromise would be to have an unlockable bonus option that makes the camera behave like the Resident Evil 3.5 demo available on RUclips. With that, the camera remains fixed with tank controls when you are just casually walking around and investigating the area. But once you ready your weapon, the camera switches to over-the-shoulder and allows you to aim, shoot, side-step, and strafe as you would in the newer games. I think that including an option for that in RE2 Remake, along with the possible RE3 and Code Veronica remakes, would be a great way to both finally bring that experimental system to life and have some tributes to the old camera style in the game, without interfering with combat. If Capcom could add a similar fixed camera Easter Egg option in RE5’s “Lost In Nightmares”, then I am sure that they could do this if they wanted. That alone would be more than enough to satisfy me.
What do you think of when you think of RE2? - Fixed camera angles to increase fear and panic. - Atmospheric music. - Creeping dread caused by door animations. This has none of these. Will it even have the A/B mission which made RE2 unique? It'll probably be a good game, but it's a remake in name only. It ain't RE2.
It wasn't just 5 and 6, of course. Capcom was going through a hugely weird time by outsourcing their core IPs to Western Studios for some reason, who more often than not missed the mark. DmC Devil May Cry, Lost Planet 3... and of course, Operation Raccoon City, which at least makes 6 purchasable by comparison. And of course, there was the mess of Capcom killing off Megaman Legends 3 despite massive support. I have a problem with the SotC and Doom comparison, though. Doom has the benefit of billing itself as a sequel, where SotC is a sort of pseudo-remaster-remake. Doom also has a very strong mechanical emphasis that generates its identity, while SotC, as you say, uses mechanisms as a toolset to convey emotion and theme for its identity. Doom is a franchise that's had multiple ports and iterations, including a chance to make a "mistake" with its 3rd sequel's angle as a horror game (and an expansion and remaster that both try to respond to original criticisms). There's enough history that the studio is allowed to say "We're looking back at the original, updating what works, and throwing out what doesn't". It can even do that at all because Doom's focus is on the FPS as entertainment, almost like a toy. The mechanics are in service of entertaining the player, not conveying a message. SotC is different. Team ICO hasn't done sequels. ICO is different from SotC, which is different from The Last Guardian. SotC aimed for a very definite vision the first time around, and put everything into devising that one experience before stepping away and leaving a complete package. There's never going to be a SotC: Resurrection of Dormin, or a Shadow of the Colossus 2 where the studio is going to go back and decide to redesign the game mechanically, because that's not the point of a game that's focused on an artistic pursuit. Bluepoint Games, in essence, is disallowed from changing the toolset, and can't look at later franchise innovations. They can't say "Hm, let's create new colossi, stages and weapons in response to changing demographics and advances in computing", like Doom can. SotC crammed all its singular identity into that one game, not a history of concepts one can draw from. That one can even ask whether Bluepoint Games's mechanical and graphical changes are in service to the "game's themes or emotions" says a lot about the differences between the objectives of SotC and Doom. If there was only one Doom's worth of inspiration, original weapons, stages and all, people would flip out at the changes the latest game made. Resident Evil has had almost the same amount of history, and chances to make good and bad sequels, that lets an idea of its identity be established, hence why it can do two remakes of varying mechanical faithfulness. Not only that, as you mentioned, RE's directors have time and time again talked about how the machinery of the time prevented them from pursuing their ideal vision of the game, hence RE7 gets the pass for "embodying original artistic intent". Would it have been the same if Mikami said "I wouldn't let First Person views near the franchise even if my life depended on it"? Would we have let SotC's PS4-take get a pass if the original director said "I use minimalism because I have to" instead of "because I choose to"? RE's development history has always had a mechanical element to it, as horror entertainment, just like Doom's action entertainment.
Honestly, I loved REmake most due to the impresive visuals, difficulty, enemy variety and puzzles. But I didn't really like the combat, since all fights felt the same whether it was a normal zombie or a boss fights (just a difference of how many shots were needed to kill). To me perspective doesn't matter (I liked resi 4 and 7) as long as the game incorporates what I liked from REmake and with the addition of great combat, it would top everything they ever made. Resident evil 7 came close but if it had more enemy variety and better or more puzzles, it would have been my favourite.
As someone who has played the majority of the series, but never 2 or 3, I feel like I stumbled into the prime position to experience this titles rebirth. I won't be bothered by alterations to the story or the changing of puzzles and item locations, hopefully I'll be getting to experience one of the best entries in the series in its purest form for the very first time, which is exactly what it was like for me playing REmake when it released on ps4. From everything we've seen so far, it doesn't look like it's going to disappoint
I disagree with you when it comes to Claire's new design. Her old one never came off as fanservicey or perverted when i played re2. I always considered her the spunkier of the Redfield siblings and her attire made that obvious from just looking at it on top of being iconic enough to remember. A red leather body suit one piece with biker aspects and skin tight turtle neck underneath gave it much more character and more memorable than the remake's *RED JACKET AND JEANS* , it makes her look a few years older than Leon not to mention it clashes with the bike's aesthetic. It just seems like they reused the re revelations 2 design(which it fits in that game since she is older) and left it at that. If anything needs a redesign it's Jill's re3 design. It won't break the game for me but i assure you they will use it as dlc and suck money out of me to get it.
@@slifer875 I guess you misunderstood me, i should have called her re3 design impractical and that's why a redesign is needed. Re5's blonde Jill despite being ugly isn't impractical and i do agree it should change. No sensible person would run outside in a tube top and mini skirt in a zombie apocalypse.
@@neonthehedgehog12 I don't care much about realistic stuff in a franchise were zombies exist, leon and chris are pretty much super heroes and a virus exist every freaking weekend that can do stuff that may as well be magic. RE3 jill design is not bad all, especially were you compare it to stuff that came later, when i played RE3 for the first time i never saw jill as some kind of sexualized bimbo, besides there is a canon explanation on why jill is dress like that: 1 mobility and it was the hottest summer that racoon city ever had.. 2 she was in a rush when the apocalypse in racoon city started (i don't know what happen to her uniform of RE1, maybe chief irons didn't allowed jill to keep it after fired her because she insisted it was umbrella behind everything) so it wasn't her first choice.
okay 10 things I love to see1. doing the Claire bike ride and scene at dinner, along with cop car drive with zombie around before crash...2. being able to play basketball against zombies at bball court or shoot the ball3. save the gun owner4. a boss fight with irons before tryant gets him5. different tryant surprises, 6. rat zombies7. open the front door to the police gate, and get a little resident evil three in for a hidden gun8. hope there still both A B for bother characters9. awesome merceniaries 10. easter eggs that bring out big scary monster
I personally would love to see Claire get "code veronica" costume. everybody definitely have their own fav looks of their fav characters. But telling them outright horny teens is a bit much as some people really attached to the nostalgic feeling & some prefer to be faithful as much as possible.
As someone who is a big fan of the first 4 resident evil games, I'm extremely optimistic about this game. If capcom wasn't confident in this title, they wouldn't show so much of it.
That being said, you never know until it hits the shelves. While they've shown a lot, there's always that small chance that they're pulling a Sean Murray or an Aliens Colonial Marines. No matter how good any pre-release footage makes the game look, do not preorder it. Wait and see what people have to say about it once its out.
Pinned because couldn't agree more.
+RagnarRox
I thought all of your points about the conversion from fixed camera to over-the-shoulder were very insightful and well constructed. If you would like to read them, I have some additional thoughts I’d like to share with you below...
On one hand, I felt that fixed camera angles complete with tank controls and pre-rendered backgrounds worked better in RE1 and RE0, even more so than RE2 onwards.
The first game and its prequel take place almost entirely in claustrophobic environments, with relatively few enemies and the combat mechanics themselves being simple. Therefore, I think that even in modern day, the fixed cameras themselves work the best for creating a cinematic feel, maximizing the sense of claustrophobia, pushing the graphical quality beyond the usual hardware limits, and milking the most atmosphere out of every unique individual room/encounter with the various combinations of angles used for those particular games.
For RE2 onwards, HOWEVER, I would argue that the games were already getting a little more action-oriented even before RE4 came along, with RE2 introducing entire hordes of zombies you have to fight, more explosive boss fights, and more open areas like the streets of Raccoon City. RE3 adds dodge mechanics, a boss that constantly chases you with a rocket launcher, more multi-layered boss fights, and destructible objects like explosive barrels that you need to strategically utilize in combat. Code Veronica even adds first-person aiming for weapons like the sniper rifle and a camera that follows your character, which feels like a weird hybrid between the completely fixed-camera-with-pre-rendered-backgrounds and dynamic over-the-shoulder camera of RE4, without excelling at either styles’ strengths, in my opinion (that kind of camera I thought would work better in a more psychological game like Silent Hill, but I digress). Because of this, I understand why Capcom decided to retain fixed cameras for RE1 Remake and RE Zero, while still eventually overhauling the camera system for RE2 Remake. This can allow the more complex combat to feel more fluid, while still appropriately cumbersome.
On the other hand, I would NOT call tank controls and fixed cameras to be completely obsolete, any more than I would call 2D platformers and/or pixelated graphics to be fully outdated. For instance, I find it understandable why Nintendo would use 3D models to replace 2D sprites in their latest Super Mario Bros. games (even the 2D “New Super Mario Bros. games), and they are well done. But games like “Castlevania: Symphony of the Night” and “Cuphead” show that pixel art and other kinds of 2D sprites can still look beautiful even today. So I would not want either of them to completely go away. Some survival horror games can still work the best with fixed cameras and I do sympathize with people wanting to keep fixed cameras alive as a result.
Finally, I felt that if the RE2 Remake wanted to pay homage to the original camera style, a fair compromise would be to have an unlockable bonus option that makes the camera behave like the Resident Evil 3.5 demo available on RUclips. With that, the camera remains fixed with tank controls when you are just casually walking around and investigating the area. But once you ready your weapon, the camera switches to over-the-shoulder and allows you to aim, shoot, side-step, and strafe as you would in the newer games. I think that including an option for that in RE2 Remake, along with the possible RE3 and Code Veronica remakes, would be a great way to both finally bring that experimental system to life and have some tributes to the old camera style in the game, without interfering with combat. If Capcom could add a similar fixed camera Easter Egg option in RE5’s “Lost In Nightmares”, then I am sure that they could do this if they wanted. That alone would be more than enough to satisfy me.
Hate to break it to you but preorder for this game and its collectors edition are through the roof. But we shouldn't be scared of this game (pun intended). Its def gonna rock and prove that a horror game can be OTS and still retain what made this great in the first place as well.
"If capcom wasn't confident in this title, they wouldn't show so much of it." Having to disagree with you there. We knew very little about GTAV in the years and months before, Rockstar was very secretive and knew what they were doing, they would release a screenshot and nearly break the internet and when GTAV came out it was exactly what we expected. This game is turning into something besides the title. Meanwhile Capcom has already teased DLC costumes. Is that confidence? Or just a Halloween reminder.
@@FoundationsofPause Rockstar showed loads of GTA5. I remember watching well over 10 trailers for that game here on youtube at the time.
The perfect remake... to the perfect sequel!
Exactly! If only there was somebody who made a long-form dissection of what makes the sequel so great.
Whoops, dropped this: ruclips.net/video/TGk7yX66k24/видео.html
The perfect remake...to the perfect sequel....and a perfect sequel remake....to the perfect remake.
I love that you two know each other!
I agree! Even though I've never played either, from what ive seen on youtube (the originals), re2 was what a sequel should be! Bigger, better, and expanding on the game's world.
skippymurphy
OMG this is gold. I will make a RE t-shirt with that line^^
It didn't take long until fans got the official confirmation. You mean after the Remaster of the Remake it didn't take long ... But I remember a lot of fans in 2002 were like OMG PLEASE Remake RE2... I waited 13 years for that announcement.
koosjuh75 yeah, he has no clue, it’s true that Capcom understood that they needed the re2 remake after the success of the Re1 remake brought to PS4 and XboxOne, but that doesn’t mean that people didn’t want a re2 remake since the GameCube era
Jose Tomas Campos Robledano well, bringing remake to ps4 and xbone was a soft success.
To be fair no one was going to buy a gamecube to play such an old game so the “success” was understandable
Bet'cha it was WORTH the wait, huh! ;) I bet if the remake came around that time it wouldn't NEARLY be as great as it is shaping up to be *now:* better technology, advancing 2 generations, gained experience and feedback over the years, etc... it wouldn't have amounted to _HALF_ of what it has become TODAY, for which I am so glad, this REmake is going to be _A M A Z I N G ! ! !_
RE0 isn't a spin-off... It's a prequel...
menoseloso119- A prequel that messes around with the the canon of RE1, in particularly Rebecca Chamber's character and plot of
how she got to the Mansion and how she couldn't take down one hunter after killing a ton of hunters in RE0 and even defeating a
tyrant twice. But Billy Coen is the only reason I can tolerate that game, the guy is a beast.
Well, there are many factors that can explain why she couldn't take on the hunter in the mansion. She didn't have the ammo/guns. She was low on HP. Maybe she was doing a no damage play-through and had to end the game after one hit. I mean it's not like she wrestles the things with her bare hands. Her strength depends on her weapons equipped. Playing as her earlier, we know she isn't carrying much. And that's just game logic/mechanics. She could have been exhausted from lack of sleep. Maybe her mental stability cracked at that moment and froze up. I mean this poor girl saw things she never thought could be real. Plus, those team members that she saw die or know are probably dead, she might be thinking she will be joining them soon. Also, she's only 18. There are just too many factors to consider.
4thPlayerDill well put
@@4thplayerdill836 But the actual canon has Rebecca running into the mansion when shit breaks loose in Raccoon forest, not
entering the ecliptic express train. How do you explain that?
I believe they call it a retcon. In the Original RE, Rebecca did say she just ran into the mansion after the crash, but the REmake never has her saying this. The Remake was released in early 2002, and then RE 0 was released later that year. The REmake changes and adds a few things that weren't previously in the OG canon. Lisa Trevor is an great example. The point is, RE 0 and REmake are now canon, while the OG RE is not, which makes the most sense. You could also look at it as a revision.
I respect the depth of thought and delicacy RagnarRox puts into these video essays. It's amazing. It's all so inspiring and a treat to watch and listen. I really mean that. I hope you get more of the well-deserved recognition. This was, again, highly enjoyable input. Thank you!
I wish they kept to the fix camera angles because it actually made the game more realistic to me and I felt like umbrella was watching you on the surveillance cameras as you were acting in the game
Very interesting interpretation of fixed camera angles I hadn't even thought about!
Over the shoulder is the way to go. Makes the game scarier not being able to see what's behind you unless you turn around.
@@xxSKAGhosTxx - Good points especially about the headshot percentages not being controlled when using fixed cameras. It definitely is a unique part of Resident Evil and always will, but I think the over the shoulder perspective has brought a new and very interesting perspective to Resident Evil that will make RE2 remake and other possible resident evil remakes that much better in terms of bringing a new experience to players.
@@xxSKAGhosTxx - I still think an over the shoulder perspective can bring a hard mode experience to resident evil if ammo remains scarce making every bullet count. Zombies in re2 remake, from what I've seen, are going to require a lot of bullets to take down even with headshots. I know tank controls and fixed cameras are at the core of resident evil, but an over the shoulder perspective in my opinion brings new life to an iconic series. And now with RE2 remake and a potentially re3 remake and Code Veronica remake, an over the shoulder perspective in my opinion is going to take these great titles to the next level. lol of course the RE Engine also helps.
I actually really like that idea. The first game was a battle test to see how stars did against the BOW’s
For me, 4 is one of the best action/horror games of all time and a landmark title in the medium, while 7 is a genuinely fantastic horror game that is a benchmark for future titles in the genre.
I’m hoping 2 strikes a good balance between the two, as from trailers and gameplay it seems like a marriage between the two games, and so far it’s looking fantastic.
yes. 100% agree about 4 and 2 remake
Re1 remake, Re2, Re4, Re3 and Re7 imo are the best games in the series.
re 3 nemesis
@@bendovahkiin8405 more suspenseful and action based than scary
@@LordMalice6d9 and Code: Veronica.
What most people forget is that the best background music ever made for a videogame, the iconic Resident Evil 2 BGM themes, is 50% of the identity and the soul of the original version. So no matter how awesome the graphics will be and how cool the gore-effects on the zombies will look like, it will be impossible to recapture the vibes and feelings of the original game if the developers keep on "forgetting" to implement the original (or remastered) Resident Evil 2 music until the day of the final release. The music in movies and games is what gives the intense feel of dread and danger lurking ahead, not the fact that there are zombies to shoot at, remember these:
ruclips.net/video/N7qVxKj40Ps/видео.html
ruclips.net/video/0HZ_1W7MGa4/видео.html&start_radio=1
ruclips.net/video/KGccd19Gfsc/видео.html
ruclips.net/video/U2aTScd9PbQ/видео.html
ruclips.net/video/6JaiJxNhPvc/видео.html
You know what I mean ;) the most important factor of overall atmosphere and mood is missing in a remake without music but just background noises and shots and footsteps being the only accoustic ambience. Without having any musical scores bringing dreadful creepy overall ambience during slow-paced investigations of the police station and the lost laboratories, well in my opinion one of the most important factors in the remake will be missing.
that would be like remaking silent hill 2 without any of the original soundtrack. that soundtrack is hands down the absolute best out of any game. i downloaded extended versions of almost all the songs and sometimes listen to them as background music or while im sleeping. some of that music was very beautiful
Julia Shenandoah I'm agreed with you
And not only that the moaning of the re2 zombies and re1 for me was pretty more creepy and make me more nervous than the actual zombie/dog moaning.
I agree, the music is an integral piece of what made the original so good and can understand people's disappointment that they avoid it. However, I can understand why they did. Room music only worked with fixed camera angles and the cut scenes between room changes. If they were try to apply it to an over the shoulder game with seamless room transitions, it would be more jarring than effective or practical.
If you pre-order the deluxe version of the game, it comes with the ability to swap the original RE2 music in for the new music. No indication if that music swap capability will also be an unlockable.
Fucking THIS.
Are people really complaining about Claire's outfit? It looks mostly similar to me. The jeans looks more natural and like something an actual person would wear. She's still a bombshell either way.
Hell,she looks even better
@@ghostofwar5430 I would hope she would look better than a bunch of pixels lol
I like the motorcycle race suit, thats the one im gona use. As some one that has one them self i can say its perfect for a zombie apocalypse.
@@mayoluck Fair enough. Might be that I just really love Code Veronica. So seeing Claire with her red leather jacket and jeans is more natural to me than the bike shorts + short shorts combo. It also looks like the new jacket has like a phoenix on it or something instead of an angel with "made in heaven" under it. All in all I don't really care, just. As long as Claire acts like Claire.
She Looks Plain A Boring
It's a sad state of affairs for those of us who think back fondly on fixed cameras. It's comparable to the slow decline of practical effects in film. They may be technologically inferior by the standards of most, but there is an artistry and a soul that is being lost. I've always been a firm believer in games as art, but with each passing generation, that belief is being challenged more and more. The industry is devolving into mass-production disguised as innovation. The sad fact is games development is now geared towards pleasing the lowest common denominator. As a child I always feared a day would come when I would outgrow my love for video games, but for a lot of us it feels like the industry has out grown us.
Damn, couldn't have said it better.
To be fair is really nice to have the freedom to move and look everywhere, yes fc is nice but with the current power and technology it would be a waste to have a static angle
Harry Williams no it didn’t, if having zombies and dogs be stuck to a wall and you waiting like an idiot at the door waiting for them to show up but they wont because they got stuck “scary”
Then i can’t take you serious
Chris Urbina I was mad that they changed the camera angle but I let go after a while but yeah it does feel like the art is being lost.. crazy
wow, i completely agree. im only 19 but even i loved the classic games and the great charm and uniqueness they had. fixed camera made the games look absolutely beautiful for their time (imagine how they could look in modern times with prerendered backgrounds). they made it to where the developers were like the directors and they would only let you see what they wanted you to see. often times in horror games there will be something happening, a body dragging or something, but you completely missed it because you were looking at something else instead of the particular spot where the event occured. with them being the director, this never happens. everything you see, they WANTED you to see it and they specifically designed and placed everything there for a purpose. it absolutely is art and its sad to see originality and uniqueness being left behind just to make quick easy money. same thing is happening with movies and music. honestly i dont pay attention to much modern entertainment mediums. music nowadays is trash, i wont listen to 99.999999%. movies use way too much cgi and quick cuts these days. i watched one video where they took several different action movies over time and counted average time for each shot before a jump cut. it went from like 8-9 seconds to 2-3. peoples attention spans have decreased and stuff like this doesnt help. you are right that there just doesnt seem to be any heart or soul in entertainment anymore. ive got plenty of older stuff to keep me entertained though, so im still happy
RagnarRox?! Resident Evil?!
Instant click!
Amen
I hope I live long enough to see capcom make a new resident evil game with fixed camera angle and long enough to see all of jojo animated.
Its a bit much to wish for immortality
lol don't hold your breath, those games are too hard for CoD players! It's not fun to 'em unless there's a battle pass and paid endgame content.
You really do have a way of expressing thoughts in words. Love hearing your take on things.
I'm sure the Resident Evil 2 remake will be fine in a third person, but I still think it would be a wonderful game if it were remade just like the first one. Fixed camera angles and pre-rendered backgrounds have a beautiful, cinematic look that I would love to see in more modern games.
OtakuDaiKun prerendered backgrounds are *ART*
RE 2 was my favorite survival horror title until SH 2 came into my life several years later. There was so much character and love put into the game, and you got /so/ much game over those two disks. It creeped me out, made me go 'woah, cool' and drew me in for so many late night gaming sessions. . . .RE 1's Remake got me to buy a gamecube exclusively for that title (then later 'Sanity's Requiem'). I was one of those folks pushing for an RE 2 remake and I'm super, super excited to see what the team pulls together.
Great video, thank you for articulating so many points I didn't really know how to express.
It was mine too.Silent hill 2 took it away and became my fav.But this remake will retain its crown lol
Yeah i don't know weather to go to my "special place" or stop umbrella.
RE2make is going to be Incredible.
I’m two years late but only thing i disagree with the tank controls being outdated. But I’m biased.
Love the video but it's odd that you thought Claire's original outfit was "catering to horny boys". Her old biker outfit never really gave me that idea and especially not in Code:Veronica. Was probably the only bizarre part of this video.
That was the part where he lost me, he went full defensive mode on that part, RE has done waaaaaay worse than that and claire's outfit in RE2 is even tame by comparison of not only RE but other series in the east and west, implying ada outfit in RE2 is cheap fanservice at all is idiotic.
Yeah, now if REmake 2's Ada has the red dress, i feel like Capcom has taken the attention to detail neccesary to contextualize the dress being there. More than anything, i think Claire's re-design just feels more realistic in the sense that it has a 90's style to it while also keeping the badass element to Claire.
Same I really enjoyed his video right until that little remark idk why its so wrong for characters to look attractive nowadays
I removed that part from the video because it brought the message I was trying to convey across completely wrong.
Apologies for wording it terribly. Your reaction to it is completely understandable.
@@RagnarRoxShow It's not an incorrect statement though, the outfit is not really something a decent biker would wear, certainly not one who's meant to be a smart, action hero like Claire.
Also, salmon pink denim/leather lol.
There certainly was a reason she got daisy dukes despite being a harley biker and yes ofcourse SOMEONE, SOMEWHERE will have worn this but they're not considered relatively clever which isn't a good quality for making a protagonist you're supposed to like and root for. In fact the unlockable denim outfit in RE2 was a way cooler and more legitimate outfit for claire's character.
Either way though, the new one is absolutely an improvement, even if the original was made without sex appeal in mind, it's only iconic because it's claire's outfit in a game we love, not because it's a good outfit and is at the very least incredibly dated.
There is only one thing that bothers me, and I mean, by a lot: Why didn't they get rid of these screen indicators? It breaks the immersion and exploration. "Hey, look, there is an item here", "Hey, did you notice this is a door? try to open it!"... I hope they at least allow us to turn it off.
Bruno G dos Santos yes that bothers me.
In the old games of the saga we should mash the x button to check every corner suspicious specially with fixed camera.
Now this seems more like another re4 but with slow enemies...
Many things was be loose with this decision.
Nothing more amazing than the 1 RE remake.
I'm sure they'll let us turn those off, like they did with RE7. RE7 was significantly more engaging without those stupid arrows telling me where all of the items were.
Resident Evil 0 isn't a spin off.It's prequel.
Gameplay wise, it's a spinoff. Toss it in the pile with the Outbreaks and the gun games.
@@yittmashups Gameplay and mechanics are almost exactly the same as REmake,except you can leave items and change characters.Also,the story is made as prequel to original RE,and in my opinion,it's the worst of original old school RE games,but I wouldn't call it as bad as Oubreaks and gun series.
@@yittmashups
Gameplay wise it's a spinoff? Do you actually know anything about RE0?
Damn! I can hear you speak about games all day. What you bring out in your videos is this genuine feel and passion about games which many other game channels like gameranx lacks. Truly heartfelt content you are making.
I am enthusiastically optimistic about RE2make. I was one that hoped it would be more like REmake but I wasn't upset when I saw the reveal trailer. It appears to retain the soul of the original.
On another note, I don't think the old style of fixed camera and tank controls are outdated, they still have a place in gaming if done well. That style would just be more of a niche style, like how 2D side scrolling platformers and Metroidvanias aren't outdated.
RE2 is easily one of my most anticipated games for next year. While so many people are excited for KH3, I'll be playing and replaying RE2. 😃
Finally someone who isn’t bothered by tank controls ! I never had a problem with them . That’s resident evil baby !
"It appears to retain the soul of the original."
It retains absolutely nothing from the original other than the characters and location.
@@krausewitz6786 still looks like it does to me. Creepy claustrophobic corridors, zombies being an actual threat. This is what I'd imagine classic RE would look like if it used the camera from RE4/modern third person shooters.
@@krausewitz6786 All of the survival horror elements are there, it's just a different camera angle.
"All of the survival horror elements are there, it's just a different camera angle."
You've not thought about this. Changing the camera angle fundamentally changes the game....almost everything has to be changed to accommodate it.
Madden in first person just would not be the same.
thanks for putting your ads in places that make sense for the flow. it's appreciated. Good video sir!
RE1 on Gamecube is always going to be the best remake. It perfectly respects the artistic choices for the characters and level design while creating new content. The RE2 remake feels like this could have been Revelations 3 or Resident Evil 8. I don't even really recognize Raccoon City. Whereas you show anybody imagery of the RE1 remake, there's no denying that it's RE1.
TrueBlueMajikDewd totally agree with you.
Then it did its job. Remaking something isn't supposed to actually present the original but with a new coat of paint, because what would the artistic merit be in doing that? It's supposed to be a remake. Remake that shit, if I something familiar I'd just ask for Capcom to give a pseudo HD remaster/recreation of the old games like what Activision is doing with Spyro.
*Revelaitons*
Remake means a makeover. I wouldn't be surprised if they plan to brew up another makeover for RE 1.
@@tcrpgfan Spyro wasn't a HD remaster lol.. Please learn the different between remaster and remake before trying to correct someone else.
A very deep understanding of a remake with a super mesmerizing voice to go along. So sad that a lot of people don’t really listen... but like you said is imposible to make everyone happy. At least i am very very happy for this game and for what it means for the series. Thanks
I was surprised to not see FROMSOFT show up as an example of a developer that has earned blind trust from its fanbase.
People should have blind trust in FROMSOFT because they make practically perfect games but I saw a bunch of people doubting them with the announcement of Sekiro even though it looks insanely good
@@WaffleOnTheRun Most of those doubts are associated with the fact that Activision is publishing (instead of Namco/Bandai or Sony), and stem from fears that Activision will force FROM to burden the game with micro-transactions, loot boxes, or other forms of grind-inducing "recurrent consumer spending" models. (www.megabearsfan.net/post/2018/06/21/Excitement-and-anxiety-for-FromSofts-Sekiro-Shadows-Die-Twice.aspx). These fears were stoked when a UK PSN pre-order page tagged the game as having "in-app purchases" (www.pcgamesn.com/sekiro-shadows-die-twice/sekiro-microtransactions), but FROM reps said that the tag was a mistake, and the page has since been updated.
I am optimistic that FROM has enough clout to be able to escape such demands from Activision, and that they have enough artistic integrity to avoid undercutting the game with such features for their own sake. Time will tell. If there will be DLC or micro-transactions, we probably won't hear about it till closer to the game's release.
@@MegaBearsFan
Well, they did it. Activision didn't ruin the integrity of the game
Two years later I know but Frictional Games has my blind trust.
Having played the demo, the jumpscares present are minimum and feel somewhat earned. It's not an ugly face covering your screen with a scream or cheap violin spike but rather a moment of "oh god, I'm not ready to deal with this enemy yet". Making the surprise feel more tense because you have to manage your bullets and health, with low visibility and the feeling of claustrophobia because of the tight corridors.
Now it's harder to avoid the zombies like it was in the original RE2 and they're not always just aimlessly wandering but rather waiting to ambush you. The feeling of uneasyness and somewhat of a strange deja vú that you been there but now it looks completely different. That feeling was amazing. I didn't expect to feel something like that again. I wasn't feeling uneasy because I was expecting a jumpscare at any moment, I was feeling uneasy because the atmosphere is perfect.
Also what they did to Marvin is great. Feeling connected to him as the only other human being aside from Claire at the start is amazing and what will happen to him again will be certainly heartbreaking.
I'm only cautiously optimistic. I wanted the remake to give me the classic experience like how RE1's remake did. Just keeping the old design while updating assets and modernize the UI & quality of life elements.
That said, I don't believe RE2 Remake will be inherently bad. I just have to treat it as its own new game instead of the same RE2 people fondly talk about.
Yeah for me the Resident Evil Remake/Remaster is the best RE to date. I won't judge this until I play it but worried about them doing away with the fixed camera.
@@MistaTofMaine A legitimate worry
It would have been ok..... even if it added new areas it wouldn’t have been enough honestly
Your critical analysis and sampling of several perspectives towards the subject at hand keeps me coming back to your material. I don’t expect to learn something new but you surprise me every time. Thank you.
3rd person camera takes away more from the experience than it ads to it. Change my mind.
D-Rabbit for fc jumpscares are not any better, cheap tricks like “scary movies” are boring at this point
I like the way you space ads in your videos. Makes them much easier to watch and not skip them.
Re7 is NOT a reboot of the saga.
Many times thems say and also if you are fan of the saga you will find and see many documents in game reveal just pass some years after re6
Appear Alisa ashcroft in documents (from re outbreak)
Michael warren (from re2 and 3)
And even a document talks about raccoon disaster if I'm not wrong.
On this point idk why even some "fans* get confuse thinking re7 is a reboot.
About re2r
I'm scared because the old games will not be scary anymore because we saw so much games about horror like dead space outlast etc
Then I think what makes re original hard was this points;
=Not much ammunition
=Not much healing items
=Fixed camera make complicated know the position of enemies
=Tank controls and can't move same time we shoot was the KEY to the survival and strategy to where positioned our character wen decide atack
=8 slots of items only.
=And only can save with ink ribbon
The mix of all this points make resident evil be a real resident evil
Not just add gore and zombies and more zombies
And I think thems loose that.
For totally forgot that points.
But just my opinion.
Pd; about horny fanboys I want to see the reaction of all the fans if Jill valentine loose his top and skirt in a future remake of re3 and get a jacket and a jeans
Is not horny
Or fanboys
Is the representation of the character the desing
Everybody automatically knows who is Jill for that costume
Same with claire
I am designer of characters in 2d then I know a strong visual design is important. More than a casual realistic.
Or will not be so memorable at visually
But great video I like how calmdown you coment in video.
If you look carefully to RE2 remake, it does'nt look like you have so many ammo, healing items, and zombies look more dangerous than any previous RE with zombies. There is probably more ennemies than in the original RE2(but it does'nt feel too much for me), but it's far to be like RE4-5-6. It look like a real survival horror at this point, with a more fluid gameplay. Also because it's a remake, some gameplay rules like exploration, keys to find, puzzles, are coming back(in fact it came back with RE7). You have limited inventory, limited ammo, strong zombies, exploration.... Of course it's not exactly similar to RE2 original, and in my opinion it could be even better, but it's something difficult to juge without playing the game, obviously. The game can become more fun without betraying the spirit of the serie. Even RE7 look like a RE in term of gameplay, it's something i felt when i have played it. And before i have played to RE rebirth, RE0, RE2, RE3,Code veronica, RE4,5,6..... But of course i understand some people would like to find again exactly the same experience as the original RE. :)
The correct word for RE7 to use would be "retool" same way RE4 was a retool of the classics.
You called it dude. I remembered seeing this video a few months ago and I had to come back and see it again.
Oh my god he said “AAA” like Jim Sterling.
Thank god for Jim.
im so happy you translated how I feel about the resident evil 2 game, and so happy someone with passion brings it to life again.. the Atmosphere is the key
Awesome job, as always. Like you, I'm usually skeptical of remakes, but RE2 looks like there's so much genuine care and artistry behind it. I'm excited to see that the fear/horror elements are really front-and-center in this remake.
You literally took my thoughts out my head. I didn't think anyone else got it. Great Video :D
“Perfect remake we never asked for.” The community actually did ask for this remake. We been asking for it for over a decade. That’s why capcom employees are wearing “we do it” shirts.
A very good analysis of what a remake is, and of the contexts where the videogames were made/developped and of what people imagine about them
No sorry , Im not enthusiastic about the RE4 gameplay tarnishing RE 2 , yes I wanted a RE 2 the way of REmake. God damn it you all have all those modern survvival horror games that play like 4 and how many we have like Remake? So no , I dont see it as a brave new way to do things but a cowardly "lets do like everyone is doing now" aproach , to catter to the action games junkies all over again. And all those games still usse tank controlls , except the camera angle never changes and no one complaints about that , so I think it is bullocks and a lie that tank controls went the way of the dodo.
RagnarRox is part of the Capcom shills and ass kissing gang that include The Sphere Hunter / Residence of Evil / and the rest of channels that gained their platform from overhyping RE7 .. all that happen with benefits from Capcom themselves , Konami don't even do fake positivity marketing like this but for some reason Capcom got a free pass .. and they went *there*
As a student of translation, I love your analogy at the beginning. Totally on point! So hyped for RE2.
I really hope this game isn't criminally short
LOL, me too XD
Jump scares are not always bad, when done correctly with good build up and autmosphere they can be extremely effective.
The Resident Evil remake is my favorite game of all time. I hope the RE2 remake can live up to the same standards of the REmake.
Once again, you laid your points very well in your video.
I've nothing more to add other than let's hope for the best!
I am so happy what they did with RE7 and now the upcoming RE2remake, they really have taken a step back and really looked that what people loved and are trying their best to give us that feel again.
I really appreciate these captions
I'm glad, you're welcome! :)
Have never played a Resident Evil game and I don't have the means to play the original anyway, so I'm really excited to play this one. I understand the reservations older fans have regarding this title, so I hope the game is good for them.
Apparently, Capcom is also releasing more RE games for the Nintendo Switch soon, including the RE1 Remake and RE4, my two favorite installments so far.
If you are ever thinking of becoming a Resident Evil fan, I think that RE1 Remake, RE4, the “Resident Evil Damnation” animated movie, and probably the upcoming RE2 Remake would be a great collection to start out with.
@@markcobuzzi826 Thank you so much, I'll definitely look into those.
@@xxSKAGhosTxx I don't have a system to play any of the games yet so I'm excited to finally be able to this Christmas. Chill out lol
+Mary Leaf
Your welcome.
Also, if you are curious enough to get your hands on the animated RE Damnation movie, I recommend you first check out RE2 and RE4, whether you play the games or just look up their summaries. I recommend this, because RE Damnation is a film that specifically involves Leon and Ada, whose history together is mainly shown in RE2 and RE4, and also incorporates a combination of monsters from those two games. So having some prior knowledge of those two games will make it easier to follow, when those characters/creatures show up.
Otherwise, Resident Evil Damnation is a pretty self-contained original story set within the canonical timeline of the RE games.
Older Fans.... Lol U make me feel like an old granny :D
As good as REmake2 is, I still feel that the original REmake is the BEST & the purest rendition of the "Resident Evil experience" to date, & the epitome of what RE is @ it's core. I do love REmake2, it's phenomenal; however if Capcom would've adapted RE2 into a version more akin to REmake... man THAT would've been a mind blowing experience
Welp the game is out and hindsight is 20/20... I'd say it's time to make a new video titled "Confirmed: Resident Evil 2 IS the perfect REmake"
As a game I actually like Resident Evil 6. maybe not so much as a RE game in terms of story but the game play was actually pretty fantastic.
I also want to say, about the whole clothing of Ada and Claire thing, it's not like they were running around in bikinis in the original game. Claire's outfit was a perfectly respectable outfit and Ada wore a very simple outfit as well. In fact, I would say that if you look at later treatments of Ada, they actually made her more sexily dressed in flashbacks to the events of RE2 that appeared in later games (eg. see Darkside Chronicles) in order to make her first appearance seem more like her later ones.
Ada's amd Claire designs were just dated. Really really dated.
MrBowser Fair point, but the argument was (poorly worded as Ragnar himself has pointed out) that their original clothes where cattered towards "horny teenage boys", if you played the original RE2, Claire and Ada's clothes where fine, not sexualized in any way or shape.
Just stumbled on this. I love how you connected the joke intro to different parts, and I absolutely loved this video. Quickest sub I ever made
I should be sleeping cause of my Judo practice tomorrow... but this is awesome!!! More power to you sir from the Philippines(it's 1am here)
The roots of suvival horror? :D
Typo aside, it's always great to see a new vid from you. Keep up the good work.
Yeah whoopsie, of course there has to be a typo in one of those title cards
*slaps head*
:D
This game looks fine, good even, but it's just straight up not the game that I wanted it the be. The game I've been dreaming about since 2002. I expected a remake of Resident Evil 2. What they've made is an entirely new game based on Resident Evil 2. It's very disappointing, especially when you factor in that this game was greenlit based on the surprise success of REmaster.
My thoughts exactly
Great video, man. You present your arguments in a very convincing, easy-to-understand way. I already have this game pre-ordered but you somehow got me even more excited for it.
Static cameras are not "outdated," that's like saying 2D Platformers are outdated. When you are about to go to a different camera angle and if there's an enemy that's just outside of your view, your character will lean back in fear whilst you are backing away. So the old-school REs never cheated anyone technically, they knew exactly what they were doing. Your video was very good besides that. Honestly, I think RE2make will get like an 85 from the users on Metacritic. I highly doubt it will be considered better than the original.
...and there's the rub! I'm sure this reimagining will be a perfectly fine game.....but the original was a timeless classic. This could have done what REmake did. Once REmake came out there was suddenly NO POINT in ever playing the original RE1 ever again. With this weird reimagining2 they've stripped out so much that RE2 still stands on its own.
I'm definitely disappointed.
Player disempowerment was what made Outlast such a terrifying experience. Even if it kinda shed realism in that you couldn't fight back at all. IRL you'd definitely try and find some sort of weapon for self defence, even if was a table leg to use as a club.
I can definitely see where you're coming from with your enthusiasm. I definitely agree that the best way to go about making a vital remake is to rearticulate the "essence" of the game you're remaking into a more modernized framework, ideally capturing that essence in a more deft and extensive way than the original ever could. That said, the most concrete thing I have to go on is my experience with RE7, which I have more ambivalent feelings about. Viewing RE7 as a kind of Remake in its own right, to be honest, after the Marguerite boss fight, the game kind of loses the "emotional genre" to which you refer (for me at least, I'm sure others feel differently), but everything up to and including the boss fight pretty much hits the nail on the head with respect to my tastes. I'm not sure why RE7 loses me after that point, but it does.
You're not alone. You described my feelings about it perfectly as well. Parts with Lucas and the ship mostly had you overpowered and the horror isn't as strong
amir avdi is only natural is not like in the og games you were always using the handgun, in the middle of the game, by then i was running around like an idiot with a shotgun and 60 shells and a combined herb ready to shoot anything
I am looking so forward to it tbh. I hate the tank controls, although the dynamic camera was acceptable. 3rd person is better for immersion when it comes to me.
There already is the perfect REmake, it's called REmake.
MAkre?
A taxer AND a tyrant? Truly the stuff of nightmares...
@@danialyousaf6456 New areas, new characters, new enemies, expansion of the plot, callforwards to other games of the saga, changed the layout of the house, extra modes, gameplay changes (being able to turn 180°, defense items, automatically using stairs instead of using a button) and elimination of the most superfluous elements of the original... That doesn't sound like a remaster.
@@danialyousaf6456 Why the devil does EVERYONE ON THE INTERNET confuse "remaster" for "remake?" A remaster is an enhanced port, no more and no less. If you reshot a movie with the same scenes from the same angles in the same order with different actors and sets, it would not be a "remaster," would it? No, it would be a remake. Seriously. If you're gonna be semantic about the words "remaster" and "remake," learn what they mean. Ugh.
- Lewis
@@danialyousaf6456 Then, you should not be talking about something you have no idea about!
On the attire point: The only thing I miss is how she personalized her jacket. It's hard to tell with the footage we have currently, but the angel appears completely missing. That's it for me. The hot pink short shorts were always a bit funny to me in the original.
@jotun725 you must already know this but they announced the original costumes as free unlockables (which was obviously going to happen) Claire´s missing her shirt tho, but it looks amazing.
I doubt it, the fixated camera angles are gone, the original music is gone and sold as DLC, there is some uncanny valley with the faces since it goes for the realistic route.
I agree originality is the stuff of dreams. But not every thing has to be a great innovation. Sometime the ‘remake’ (lotta ambiguity around that term) is for more people to enjoy the original on less dated consoles. Now that’s not to say it should always be that way, you should always strive for improvements and artistic flexibility but a contextual conversation must be had in terms of what this series was and what it became. It was an original formula that worked its way through four games 1-Veronica. It was based on survival, the focus on the puzzles and less the action, although that changed gradually. The classic style was great for speed runs finding ways beyond what the survival aspect of the game was expected. Knife only walkthrough, no damage play. It was a replayable journey every time, with S-F ranking system like arcades. 2 came in with a scenario based mechanic. 3rd had QuickTime choices and battle mode. Even 4 the turning point was a perfect model for replayability, buying and selling weapons, upgrading, the Chicago typewriter. The original three stuck to the core but improved and added unique features to spice up the gameplay. 4 complimented this formula which has been cranking out the same style by steering towards another addicting feature that would bring the player back. First person shooter. Fresh, it got all the praise but none of the cred the series had attained up until then. It didn’t stir up too much trouble because it’s an independent game and story. It really doesn’t affect the overall storyline which was then the T-virus and the takedown of umbrella. Before recycled plots and cliches repurposing the spinoff to become the norm. It’s kinda jarring when the whole survival horror you know becomes suplex’s and bingo forever. But 7 revitalized it right? Sort of, but the whole game was a standard black haired orphan witch girl with a dash of chainsaw massacre. It was very unoriginal swiping a few icons from the original like vcr’s but catering towards a more pt like experience. It’s becoming more cinematic and less game. That’s what I see in RE2make. Real time scripted events that focus on immersing you rather than presenting you with a fun task to do. It’s one thing to have a cutscene, it’s another to force upon real time take away the controller for press the triangle button repeatedly to evoke the feeling of progress but really you just pressed triangle a few times. The every shot damages the zombies body feature in the new engine is cool, but did you switch to third person because you wanted to create the most immersive experience, or show off the engine which was prototypes in 7, effectively cutting off the old fanbase forever. Rather this new video game seems to be focused on presenting re2 as a “jump out of the screen” scare, sprucing up the graphics and adding another action preferred camera again. After 5 games and more spinoffs, all third person minus 7. Is this a unique experience or a nostalgia boner tease disguised clickbait gameplay they’ve been pumping out since 2008 or whenever 5 came out.fps is fun but it’s a more basic gameplay. Re2make be fun, but I doubt it’ll match my interest in the way the original remake did keeping the core and increasing the fun to be had from new mechanics. Right now they are erasing the foundation, and we’ll never know what fixed could’ve acclaimed if groomed up. It’ll just always be 4 but the style is remastered and pretty. I’ll still buy it, but and this is my main point; I prefer the old style. The original games and one remake is all that we have. I was hoping for one last tribute before fixed became a dead resident
What you're looking at are called 're-imaginings' and not true remakes. And yes for the reasons you mentioned re-imaginings will almost always be superior. The developers are very aware of that too and are refraining from calling it a remake and have stated that it's a re-imagining.
I get what you're saying though, and like you I hope it blows everyone away and maybe, just maybe, unites this shattered fanbase for once.
Thank you for another top-notch and thought-provoking essay. I sincerely appreciate your work for a capability to deliver this ‘put one’s soul in order’ feeling - capability to formulate precisely every thought I had but wasn’t able to sort them all out in my mind. High hopes for the RE2make.
I’m excited by the body horror of the zombies not just what they can do to you but what the player can do to them, the degree of violence necessary to take them down is something that has been missing from the zombie genre for a long time, look back at the original Night Of the Living Dead, it is physically exhausting to beat one to “death” and guns feel massively underpowered on a foe that doesn’t feel pain
You can shoot their hands off, they stick for a little bit, then sway back and forth until the muscle tears amd it flops to the floor. It's amazing
ruclips.net/video/2xUlfkh0QP0/видео.html here it is, if you want to.spoil yourself
These zombies cannot be killed with 1 headshot anymore. They need multiple headshots. And even then they can come back if unlucky
and then there's the Return of the Living Dead zombies.
@@cherrydragon3120 gotta love it. 6 was pretty sweet with headshot gore this one will be even better. Better than Jack after he shows us something wonderful
The “heaviness” of the controls looks like it takes some inspiration from The Evil Within series, which is super underrated. Great video btw!
6:42 "Being the ones who literally invented the genre..."
So Capcom made Nostromo in 1981? Or Haunted House in 1982? Or even something as late as Alone in the Dark in 1992, 4 years before Resident Evil? Interesting.
Looked for this comment, thanks man.
He just posted a few times that he meant Capcom coined the term, “Survival Horror”, which finally defined the genre started by games like “Alone in the Dark”.
They invented the Term Survival horror. Like it or not. Therefore creating a Genre..... Just because other games before that could be tossed in to that Genre didn't mean they didn't invent the genre. If you actually have the game Aloone in the Dark they say it's an Adventure game ... first Resident Evil box say's Survival Horror.... With all due respect I know exactly what you mean.. Capcom didn't invent the formula or even the template ... but they did invent the genre.
For a long time FPS games were called "Doom clones", but does that mean that the FPS genre didn't exist until someone finally spoke the words? I don't think so. Doom and similar games before and during its era would still be called FPS games, despite the genre not having been properly named yet.
Similarly, what of Frankenstein; or, The Modern Prometheus by Mary Shelley? The book is Gothic Horror, but that doesn't mean that it can't also be SciFi before the genre was named (coincidentally "science fiction" was coined in the year of her death by a man named William Wilson according to some sources).
So, my point being that they didn't invent the genre. They might have named and even codified it, but they didn't invent it.
But you could even debate if Survival horror is a sub genre of horror .. (I mean of course it's horror) but in gaming I think it's more defined as a sub genre of Action Adventure.... But this is an endless debate... How can something be a genre if the name didn't exist to match the characteristics or the style of the template the games before followed by a different name. Chicken or the egg.. In my opinion Resident Evil didn't invent, inventory management, horror, fixed camera angles, atmosphere etc. However we all been calling it Survival Horror because of Resident Evil, they named the style/template for those types of games. And everyone has been calling Dead Space, Silent Hill and even games being released up until this day Survival Horror. We called FPS games doom clones sure, however the new call of duty is called a FPS not a doom clone. If there is a new Alone in the Dark coming... They would call it a survival horror game. A genre is a name for a set of characteristics or style of game. and sure naming something is in no way the same like creating it (if we are talking about physical items or a mechanic) however a genre is just a label for a particular set of characteristics. So if you invent the label ... there's a good point in arguing you invented the genre... Considering a genre is a naming label.
Who else keeps forgetting this channel exists, but then is delighted to rediscover it whenever a new video is uploaded?
"The Roots of Suvival Horror"
Ouch. That moment when you mis-spell a flashy title card. Nevertheless, I pretty much agree with this video.
- Lewis
I thought I was the only one who caught it. Also, for reference, it's just 'misspell'. :p
Hm, maybe he got unknowingly infected with the T-Virus and is declining in sanity, until finally all he can type is “IcTHy tAsteY!!!”
One, I’m mega hyped that the Resi 2 remake is looking like a very optimistic addition to the resident evil franchise. Two, that outro with the clip from What We Do In The Shadows made me so unbelievably happy. That is one of my favorite dark comedies 🖤
5:26 nice Jim Sterling reference there son
great narriation and editing man.
keep up the good work!
Love you bro!!!
I’m really hoping you Do another break down on the last few DEATH STRANDING trailers. Those ones are my favorite. Especially monsters of the week videos!
I kinda disagree with the shadow of colossus statement. yeah it's a remake and it doesn't have a new element to it, because it is trying to say true with the original concept and gameplay if you kinda change it somehow then it won't be the shadow of colossus we know. I meant it's ok maybe they add a new content cause it is a remake after all not a remaster, but still in this game case I don't think it will be as "fitting" as it will be in RE2 remake
The first part of RE7 was the best horror experience I ever had. I 100% trust Capcom for this remake ! Oh and as always, thanks for the video Raganar, it concludes perfectly the week.
And honestly, that's what I see when I see this REmake 2. I don't see RE4/5/or 6, I see RE7 in 3rd person, and I'm okay with that, as much as I would LOVED to see a straight remake like the first game, RE7 was just a joy to play through, and they proved there is a middle ground.
It seems like there was a hard transition halfway between survival horror and action man series much like how it happened from three to four. A perfect microcosm of the series as a whole, if you will.
I loved how you used the new save room music in the video haha
It's not really a Remake, it's more like a Reimagining
Remake: make (something) again or "differently"..
@@jurassicmitos That's literally what a reimagining is
@@rojogrp this is Remake meaning..
Bro I love your breakdown of video games it satisfy me both as a gamer and an artist
What I think is interesting about the remake is that it feels more like a survival horror game than the original does. Resident Evil 2 was always a much more linear, more faster paced game than Resident Evil 1 and you would think that the shift in perspective would mean that it was going to double down on that element, but the way REmake 2 looks, it's the opposite. The one thing that bothers me about the shift in perspective is that it does fundamentally change the relationship between the player and the world. RE2 still worked as a survival horror game, in spite of its more action game slant, because of the shifting fixed camera angles. There's a fundamental difference I think when you enter a room and can just scope it out by using an analogue stick, between that and entering a room and still not being able to see everything because the camera is fixed upon you standing in front of the door until you walk forward just the right amount. That's why I think they made the new version look so much darker, to better replicate that feeling of the unknown that is diminished somewhat by the shift in perspective.
To an extent, I personally attribute it also to the game wanting to be more photorealistic than the original in general. For instance, a lot of the rooms in the RE1 Remake were much, much darker in lighting compared to their original counterparts, and that game still kept the fixed camera angles.
I love your insight! Great video!
Personally, good riddance to Shadow of the Colossus's horse controls. They were the most ass aspect of that title after the shooting at lizards to increase your climb gauge, or picking yourself up off the ground constantly, or wandering aimless empty landscape in a hurry to find the next Colossus. Tedious, unresponsive, frustrating. Rest in peace, you pretentious frippery masquerading as effective design.
This is the thing: DOOM was designed to feel fast and frantic, succeeded in that endeavor through its engine and level design, and that lent positively to the experience of being a demon-slaughtering marine on a space base doing the purely absurd with chainsaws. Shadow of the Colossus's frustrating, clumsy controls simply made me despise the character (and particularly their stupid horse) and gave me the enjoyment of seeing them punished by their own failure, before quitting from frustration with the experience halfway through.
Conversely, when 2015's Resident Evil Remaster took the tank controls of the 2001 remake and made them a secondary option as opposed to the default, it was a bad thing, because the entire game's camera system, level design, weapons, and monsters were designed around tank controls from the outset. These were smooth and consistent once you practiced them to understand how they worked--leaving just enough uncertainty in the movement of the enemies, that you never really felt so much more agile than your foes as to be safe at all times. Simultaneously, since you're always moving forward by holding up on the stick with tank controls, you never have to re-orient your movement direction when the camera angle changes. Unfortunately, taking away tank controls does not take away the camera transitions in the level design that were created to match. Moreover, the new increase turning rate does not animate particularly smoothly, making the whole mess look rather janky and thrown-together.
I think it's okay to have limited range of movement in games, provided it's a consistent design choice that lends reasonable challenge and a sense of potential peril to a game. For instance, people complain about how old-school Castlevania titles have sluggish pace and an unforgiving lack of jump correction, forgetting that you're playing a title centered around the goal of presenting danger and horror to a mortal human hero. It's why it made sense when it came time to play as Alucard, son of the main villain of the series, that you no longer moved like a hulking slow-and-cautious hunter facing deadly traps, but full-on stormed through your daddy's castle ripping the shit out of giant wolves left and right, before standing on the fucking ceiling. That's how being a mighty Dhampir prince whose power is too much of a burden for the mortal world of the Belmonts 'ought' to feel.
I think what Shadow of the Colossus did wrong was to create a vast open world, and then force you to go through a clear linear gauntlet of bosses, knowing full well when your task would be done, and where you would need to go--and then putting a ton of steep hills, falling down, and clumsy horse ass in between here and there. It was a series of breathtaking spectacles, but they did not glue together particularly well. I think the clumsiness itself could have been forgiven if there were more to do along the way, the urgency of the mission weren't blatantly obvious from cutscene 1, and if I felt that the entire quest the character were on were anything more than a futile chore. The sour ending then makes putting up with the controls of the title even more of a 'fuck you'.
Like, if I jump and hit a bat and go sailing into a pit in Castlevania, I understand that's my fault for not timing my attacks and jumps well--that bat was put there to do the job it did, and it did, because I didn't do the job I was enabled to do. When Agro can't get his act together and make a fucking turn so I can avoid getting stun-locked by Colossus ass, that's just Agro's horrid unresponsive turning shitting on my experience. Having to wait a full five seconds to pick myself up off the ground, mount the fucking horse, and try again, isn't particularly satisfying, and I'm not being punished for anything I am relatively empowered to do different.
TL;DR: a movement handicap in a game should evoke a positive learning experience, and immediately return control to me after a clear error on my part--not force me into a frustratingly helpless stunlock. I can learn how to whip bats out of air mid jump to avoid knockback into a pit, I can learn how to juke out zombies with tank controls to avoid being bitten. I can't make Agro turn smoothly enough with a fast enough response time not to smack into a Colossus's giant-ass elbow drop slamming down in my face, and that's a shit experience that drags itself out.
Good points.
It's almost here... so stoked!
I can see your points, but I can't quite agree. The more I think about RE2make, the more it looks same old Rambo Evil (4-6) to me. The reason is, it doesn't look like you're gonna have the same maneuverability around the creatures that you used to have in the original RE2. Resident Evil was about memorizing the area, learning where to go, where to find what, all in the shortest timespan possible to avoid going back and forth and dealing with monsters more than necessary, in order to lower your playthrough time. Very few RE2 areas (RPD archive room) factually forced you to gun every enemy down. In this game no room seems safe, you can't dodge and go on about your business, you can't just skip a zombie, solve a puzzle and go back, because camera is too narrow, zombies attack way more realistically and you hardly see them coming. In the original when you ran past them 99% of the time they'd just pivot trying to bite and fail, here they snatch you from any distance and any direction and chase after you like there's no tomorrow, and to counterbalance free aim they turned them all into bullet sponges so it's not like you can slash their legs and then finish them off, or shoot them down and knife them to death. At least in REmake you could step back, trigger the attack and literally walk through them, with RE2make this is not the case.
tl;dr I still think this game will be too focused on dealing with the threats than exploring while dodging threats. It will still be a great game, tonally it'll be worse.
You are right, it was more about dodging threats.
I think what you are describing is more of a byproduct than the true main aspect and appeal of an RE game. Dodging, planning optimal routes, hell even spending the least amount of time in a room. It's all a byproduct of speedrunning, nothing in the game ever urged you to hurry (aside from the typical self-destruct timer). Sure, the game ranked you on your completion time, but that can be completely disregarded since on a first time run you don't think about that. You don't think about optimal routes because you don't know what routes are available to you in the first place. IMO the core aspect always was the Survival in Survival horror, managing ammo and healing items, deciding whether to fight or flight in an environment where you potentially have to come back to and be potentially harmed by creatures you chose to dodge in favour of saving ammo for a bigger threat. All that while not knowing what is ahead. I think too many here who think fondly of RE2 mistakingly do so through the lens of someone who already knows the game inside out, knows where to go, what to expect, what to avoid, how to avoid it(or in short a speedrunner's perspective). And not how they first experienced it, stumbling from room to room trying to figure out where to go, again not aware of what lies ahead.
Speaking of, personally RE2 loses in this aspect somewhere around the midgame. The only real area where what I have described above occurs is the police station. The only area with a labyrinthian layout of locked rooms where backtracking is ever taken into consideration. Every other area is increasingly linear and throws ammo at you like it's nothing, hell, in one instance it even gives you a weapon (or a weapon upgrade in Leon's case) for you to use on the boss that comes immediately after it. It already traded horror for spoectacle.
You can't say the RE2make is giving up the horror aspect in favour of action when the original already did that by itself. I've had friends play the OG RE2 for the very first time and all of them ended with an excess of ammo by the end of it where the fight or flight was no longer a choice that had to be made.
RE2make can improve in those areas where RE2 let itself down. What you describe is one such thing. Zombies being tough to take down as well as their ability to actually go through doors and being hard to dodge, makes them a constant threat, especially if you have to consider that you will or even have to return to certain hallways and rooms. Do I use the ammo I scavenged to take down a group of zombies that will give me trouble later in a hallway that I frequently return to? Even the topic on how to dodge them becomes a choice using resources or not. From gameplay, it's very clear that zombies can be stunned with headshots or other critical hits to the body. So do I use a bit of ammo to stun the zombie to get by him unscathed (low risk)? Or do I try to to zip past it using only my movement, spending no ammo in the process but with the very high risk of it going wrong and me taking damage and having to use a healing item? It turns it all into scale where you balance the immediate risk vs the longterm risk (mainly your supply of resources such as ammo and health items for what's to come).
Exactly. No dodging means EVERY target will have to be shot which takes away any strategy. "Enter room, shoot all the zombies, repeat."
The second you have good control over your aiming the game becomes a shooter....INEVITABLY. There's simply no other way to design the game.
Yes! Technical limitations impose constraints which actually promote creativity! Not being able to do the easy thing, you are compelled to find other ways of conveying whatever it is that you want to convey! Obviously some of these limitations can be fixed without it backfiring on you, but sometimes they are directly responsible for this or that feature. The first thing that comes to my mind is actually the visual effects used on ICO which give it such a weird, dreamy vibe.
I disagree, the change in camera and aggressive darkness is so misguided. Resident Evil was never a poorer game because you couldn't aim on a particular body part or navigate a silent hillesque environment. It's strength lies in it's decision making. Most zombies encountered in the footage so far look hardly circumventable without taking some sort of unavoidable punishment, their renewed toughness (Headshots look barely effective) is going to make them annoying to deal with rather than simple Waste or not scenario. It's going to be hugely popular like any game with a budget that huge and a big name franchise to back it up but to me this looks like RE4 without the silliness or RE3 without Nemesis. They already remade RE1 perfectly, not going for the same thing they did there is suspect.
"They already remade RE1 perfectly" Yup 16 years ago...
@MEXS1D3GEE exaggerated darkness?! The power is out in the Raccoon city police department. It's "WHACK"?! I've been playing resident evil since launch day of the original and own multiple copies of every game & I think it looks incredible. You must not have played much RE. Sad....
@MEXS1D3GEE I meant the Power is out in certain parts of the police station in the Remake, so extreme darkness in certain areas makes sense.
@MEXS1D3GEE the entrance hall isn't dark as well as the library. I don't consider dark areas a bad thing as it instills more dread and a sense of isolation. The fact of the matter is: the game is gonna be amazing, not everything can remain the same.
@MEXS1D3GEE, I don't really agree with the fact it would be "shitty", even if I'm a big fan of old school RE playstyle, but I still prefer this style to the ones in RE5 and RE6. However, I agree on one thing : it's WAY too dark and it look quite hard to orientate yourself. Because of this, it's hard to tell that it's really a Resident Evil game, that's sad...
My hope is that they will at least keep the ambiance music as cool as in the original...
Very well done video. It was well written and I don't normally see this much research and thought put into opinion videos. You actually have sources. RUclipsrs never do that.
I’m so happy we are getting RE2 remake. But I wonder why there’s nothing about SH no remake no new game no news if they totally cancelled the entire series.
Konami basically shelved the series. They still own it but there's no team to make them
There's fundamentally no way to recreate an original Silent Hill experience that comes with every bit of detail that made the series great in the first place, Silent Hill was a product of its own era made by very talented people who worked the tools they had to create a horror experience to rival that movies, most of such tools can no longer be used or are outdated, the sheer pressure of the Videogame market can even play against its production. I think Silent Hill needs to have a peaceful death after the cancellation of Silent Hills, Kojima tried to bring an experience far greater than anything Konami can ever do at this moment (Bringing Junji Ito in for artistic design was a Godlike choice by all accounts) and he wasn't allowed to do so, so let's just give it a rest, horror in videogames needs to find new and modern tools rather than stagnate on past glories
I think that's for the best. Konami's been screwing up Silent Hill since the end of the OG 4 games and based off their recent actions, they do not deserve anyone's trust. Unless Konami has a fundamental shift in their management, the company is worthless to gamers.
They'll recreated it in Pachinko machines.
@@fattiger6957 It really is kind of funny isn't it. Not too long ago Capcom was once in the position that Konami is now. However Capcom turned face and seems to have course corrected themselves in recent years.
I thought all of your points about the conversion from fixed camera to over-the-shoulder were very insightful and well constructed. If you would like to read them, I have some additional thoughts I’d like to share with you below...
On one hand, I felt that fixed camera angles complete with tank controls and pre-rendered backgrounds worked better in RE1 and RE0, even more so than RE2 onwards.
The first game and its prequel take place almost entirely in claustrophobic environments, with relatively few enemies and the combat mechanics themselves being simple. Therefore, I think that even in modern day, the fixed cameras themselves work the best for creating a cinematic feel, maximizing the sense of claustrophobia, pushing the graphical quality beyond the usual hardware limits, and milking the most atmosphere out of every unique individual room/encounter with the various combinations of angles used for those particular games.
For RE2 onwards, HOWEVER, I would argue that the games were already getting a little more action-oriented even before RE4 came along, with RE2 introducing entire hordes of zombies you have to fight, more explosive boss fights, and more open areas like the streets of Raccoon City. RE3 adds dodge mechanics, a boss that constantly chases you with a rocket launcher, more multi-layered boss fights, and destructible objects like explosive barrels that you need to strategically utilize in combat. Code Veronica even adds first-person aiming for weapons like the sniper rifle and a camera that follows your character, which feels like a weird hybrid between the completely fixed-camera-with-pre-rendered-backgrounds and dynamic over-the-shoulder camera of RE4, without excelling at either styles’ strengths, in my opinion (that kind of camera I thought would work better in a more psychological game like Silent Hill, but I digress). Because of this, I understand why Capcom decided to retain fixed cameras for RE1 Remake and RE Zero, while still eventually overhauling the camera system for RE2 Remake. This can allow the more complex combat to feel more fluid, while still appropriately cumbersome.
On the other hand, I would NOT call tank controls and fixed cameras to be completely obsolete, any more than I would call 2D platformers and/or pixelated graphics to be fully outdated. For instance, I find it understandable why Nintendo would use 3D models to replace 2D sprites in their latest Super Mario Bros. games (even the 2D “New Super Mario Bros. games), and they are well done. But games like “Castlevania: Symphony of the Night” and “Cuphead” show that pixel art and other kinds of 2D sprites can still look beautiful even today. So I would not want either of them to completely go away. Some survival horror games can still work the best with fixed cameras and I do sympathize with people wanting to keep fixed cameras alive as a result.
Finally, I felt that if the RE2 Remake wanted to pay homage to the original camera style, a fair compromise would be to have an unlockable bonus option that makes the camera behave like the Resident Evil 3.5 demo available on RUclips. With that, the camera remains fixed with tank controls when you are just casually walking around and investigating the area. But once you ready your weapon, the camera switches to over-the-shoulder and allows you to aim, shoot, side-step, and strafe as you would in the newer games. I think that including an option for that in RE2 Remake, along with the possible RE3 and Code Veronica remakes, would be a great way to both finally bring that experimental system to life and have some tributes to the old camera style in the game, without interfering with combat. If Capcom could add a similar fixed camera Easter Egg option in RE5’s “Lost In Nightmares”, then I am sure that they could do this if they wanted. That alone would be more than enough to satisfy me.
What do you think of when you think of RE2?
- Fixed camera angles to increase fear and panic.
- Atmospheric music.
- Creeping dread caused by door animations.
This has none of these. Will it even have the A/B mission which made RE2 unique? It'll probably be a good game, but it's a remake in name only. It ain't RE2.
Why do you just pick 3 random thing and self elect that they are the only reason re2 is good?
It wasn't just 5 and 6, of course. Capcom was going through a hugely weird time by outsourcing their core IPs to Western Studios for some reason, who more often than not missed the mark. DmC Devil May Cry, Lost Planet 3... and of course, Operation Raccoon City, which at least makes 6 purchasable by comparison. And of course, there was the mess of Capcom killing off Megaman Legends 3 despite massive support.
I have a problem with the SotC and Doom comparison, though. Doom has the benefit of billing itself as a sequel, where SotC is a sort of pseudo-remaster-remake. Doom also has a very strong mechanical emphasis that generates its identity, while SotC, as you say, uses mechanisms as a toolset to convey emotion and theme for its identity.
Doom is a franchise that's had multiple ports and iterations, including a chance to make a "mistake" with its 3rd sequel's angle as a horror game (and an expansion and remaster that both try to respond to original criticisms). There's enough history that the studio is allowed to say "We're looking back at the original, updating what works, and throwing out what doesn't". It can even do that at all because Doom's focus is on the FPS as entertainment, almost like a toy. The mechanics are in service of entertaining the player, not conveying a message.
SotC is different. Team ICO hasn't done sequels. ICO is different from SotC, which is different from The Last Guardian. SotC aimed for a very definite vision the first time around, and put everything into devising that one experience before stepping away and leaving a complete package. There's never going to be a SotC: Resurrection of Dormin, or a Shadow of the Colossus 2 where the studio is going to go back and decide to redesign the game mechanically, because that's not the point of a game that's focused on an artistic pursuit. Bluepoint Games, in essence, is disallowed from changing the toolset, and can't look at later franchise innovations. They can't say "Hm, let's create new colossi, stages and weapons in response to changing demographics and advances in computing", like Doom can. SotC crammed all its singular identity into that one game, not a history of concepts one can draw from. That one can even ask whether Bluepoint Games's mechanical and graphical changes are in service to the "game's themes or emotions" says a lot about the differences between the objectives of SotC and Doom.
If there was only one Doom's worth of inspiration, original weapons, stages and all, people would flip out at the changes the latest game made. Resident Evil has had almost the same amount of history, and chances to make good and bad sequels, that lets an idea of its identity be established, hence why it can do two remakes of varying mechanical faithfulness. Not only that, as you mentioned, RE's directors have time and time again talked about how the machinery of the time prevented them from pursuing their ideal vision of the game, hence RE7 gets the pass for "embodying original artistic intent". Would it have been the same if Mikami said "I wouldn't let First Person views near the franchise even if my life depended on it"? Would we have let SotC's PS4-take get a pass if the original director said "I use minimalism because I have to" instead of "because I choose to"? RE's development history has always had a mechanical element to it, as horror entertainment, just like Doom's action entertainment.
Honestly, I loved REmake most due to the impresive visuals, difficulty, enemy variety and puzzles. But I didn't really like the combat, since all fights felt the same whether it was a normal zombie or a boss fights (just a difference of how many shots were needed to kill). To me perspective doesn't matter (I liked resi 4 and 7) as long as the game incorporates what I liked from REmake and with the addition of great combat, it would top everything they ever made. Resident evil 7 came close but if it had more enemy variety and better or more puzzles, it would have been my favourite.
As someone who has played the majority of the series, but never 2 or 3, I feel like I stumbled into the prime position to experience this titles rebirth.
I won't be bothered by alterations to the story or the changing of puzzles and item locations, hopefully I'll be getting to experience one of the best entries in the series in its purest form for the very first time, which is exactly what it was like for me playing REmake when it released on ps4.
From everything we've seen so far, it doesn't look like it's going to disappoint
I disagree with you when it comes to Claire's new design. Her old one never came off as fanservicey or perverted when i played re2. I always considered her the spunkier of the Redfield siblings and her attire made that obvious from just looking at it on top of being iconic enough to remember. A red leather body suit one piece with biker aspects and skin tight turtle neck underneath gave it much more character and more memorable than the remake's *RED JACKET AND JEANS* , it makes her look a few years older than Leon not to mention it clashes with the bike's aesthetic. It just seems like they reused the re revelations 2 design(which it fits in that game since she is older) and left it at that. If anything needs a redesign it's Jill's re3 design.
It won't break the game for me but i assure you they will use it as dlc and suck money out of me to get it.
jill RE3 design is perfect, no need to change it.
@@slifer875 i Hope that's a joke flying over my head.
@@neonthehedgehog12 not a joke, jill has a great design in 3, its in 5 the one i hate.
@@slifer875 I guess you misunderstood me, i should have called her re3 design impractical and that's why a redesign is needed. Re5's blonde Jill despite being ugly isn't impractical and i do agree it should change. No sensible person would run outside in a tube top and mini skirt in a zombie apocalypse.
@@neonthehedgehog12 I don't care much about realistic stuff in a franchise were zombies exist, leon and chris are pretty much super heroes and a virus exist every freaking weekend that can do stuff that may as well be magic.
RE3 jill design is not bad all, especially were you compare it to stuff that came later, when i played RE3 for the first time i never saw jill as some kind of sexualized bimbo, besides there is a canon explanation on why jill is dress like that:
1 mobility and it was the hottest summer that racoon city ever had..
2 she was in a rush when the apocalypse in racoon city started (i don't know what happen to her uniform of RE1, maybe chief irons didn't allowed jill to keep it after fired her because she insisted it was umbrella behind everything) so it wasn't her first choice.
okay 10 things I love to see1. doing the Claire bike ride and scene at dinner, along with cop car drive with zombie around before crash...2. being able to play basketball against zombies at bball court or shoot the ball3. save the gun owner4. a boss fight with irons before tryant gets him5. different tryant surprises, 6. rat zombies7. open the front door to the police gate, and get a little resident evil three in for a hidden gun8. hope there still both A B for bother characters9. awesome merceniaries 10. easter eggs that bring out big scary monster
I personally would love to see Claire get "code veronica" costume. everybody definitely have their own fav looks of their fav characters. But telling them outright horny teens is a bit much as some people really attached to the nostalgic feeling & some prefer to be faithful as much as possible.
I hope Capcom can remake Code Veronica in the future, I never played it so I really want it with current graphics.
Yeah i was attached to that booty i mean outfit
Well done critique and review.
We need a dino crisis 2 remake!!
YEEEESSSS
It's always great seeing another video from you in my sub box. Happy Halloween! :D