Nah. Remake 2 has zero replay value unlike the original. Same bosses and routes get old very quickly.It's the best Resident Evil since 4, and frankly there is no reason to go back and play Resident Evil 2 with the remake being out.
I do not think Lisa Trevor was necessary to the game. I *do* think that they expanded on the worst part of the original game: the sewers. Spending this much time in this drab environment when the lab was this short is a crime. They focused on the single worst thing they could have focused
I can appreciate judging a game based on its own merits and not what it could have been compared to a predecessor or some other hypothetical game. With that said, I think what comes after RPD in REmake 2 is really just not as interesting. The sewers are neat at first but quickly become drab and the lab doesn't feel fleshed out enough. What's up with lab sections in Resident Evil games being some of the worst parts? lol And as I said, I don't like the orphanage - it feels like another wasted opportunity to do anything interesting in.
there is no Leon A in RE2 Remake.The Marshalling Yard isn't in? I only played Leon A. Damn that sucks.
Another interesting difference is that I regard RE2 and its remake almost parallel. The existence of one doesn't negate the other for me. By comparison, REmake is Resident Evil 1.
A and B are different in that you mostly get different bosses and you go from different routes. Not to mention that Claire and Leon have different objectives depending on who you start with. There is also the thing where the loot like guns and ammo or grass are shared between the two so if you pick something up in A it wont be in B.As someone who only played Leon A in OG RE2, can someone explain exactly how all four scenarios differ in the original game? I'm unclear what was changed in the original runthroughs, and what they cut in the remake.
I don't know what you are talking about.RE2R was as perfect as REmake... they did A LOT of new interesting things so I don't know why are you talking about OP.
Okay cool I have no idea how that prevents you or anyone else from criticizing it. Nothing's perfect. We can love something even if it has faults.
I think that's better tbh. I can't say I'd ever go back to RE1 or Directors Cut for any purpose other than laughing at the game. But for RE2 I can enjoy both games on their own merits and have a reason to go and play either outside of nostalgia.
Mr. X was a better gameplay element than Lisa ever was. Outside of the boss fight against Lisa, she appears in exactly two rooms.
As for some additional lore, sure, they could have added something. I'm not too bothered by the lack of anything new though, considering what was present in the final game was so good.
That's precisely what I mean by REmake 2 missing its Lisa Trevor - I'm talking about a plot device that adds more to the lore. Lisa is hella interesting when you read about who she was and what the hell happened to her.I think one can go back and play RE1 without much effort. Granted, it is the RE title that aged the most, and the voice dialogue is something else. Yet most, if not all, the qualities that make classic RE great were already there and you don't have to make any excuse for them. They are great on their own right.
The funny thing is that Lisa Trevor is closer to the original Mr. X than REmake 2's Mr. X itself. But I think you're being a bit too harsh of that poor creature. Lisa Trevor and 2019's Mr. X are two very different type of enemies. You're right in the sense that Mr. X is a much more impactful gameplay element, but Lisa Trevor managed to be memorable for other reasons. Particularly her backstory, her design and the atmosphere surrounding her encounters.
I was absolutely dissapointed with the game but i did liked the new graphics and the police department. Mr X was meh. Would've wished for him to be even more dangerous than he is. And also, the game doesnt hold a candle to the original.
This.The story beat changes were mostly for the worst. Claire and Leon have almost no interaction throughout the game. This is something they could have improved on the original but they made it worse. None of the changes they made to the story sat well with me. The B scenario was done very badly. Contradicting scenes, fighting all the same bosses, nothing like the locker decision being present. Funny thing is, with weapon locker room they had the perfect opportunity to give the player the choice of what to take and what to leave for the next character. There was some cut content, missing enemies etc.
Compare it to the first REmake where everything from the original is present plus more with smart changes that improve the game as a whole. REmake 2 doesn't do that. It's an entirely different beast to the original game. Some ways for the better and some for the worst. I likes the game but I liked it as a game on its own merits, not as a remake of one of my most beloved games. It's more Tomb Raider Anniversary than REmake.
As a whole, the story department seems to be where Capcom and RE need the most help. There's usually a lot of good ideas on the table but a botched execution. It was apparent in RE7 they think of these big stories they ultimately don't have the dev time for and it popped back up in RE2make. I really hope story stuff can be better handled in future titles, so there isn't a lot of "I wish they could've done X or Y" after you beat the game and think about a lot of the plot issues.
This. Remake 2 was everything I wanted it to be and then some, fucking perfect. If you had told me I would experience a re2 remake at 4k/60fps on a console in this generation with that IQ, graphics and gameplay, no fucking way I would believe you.
The only way to play this game is on hardcore with ink ribbon. Otherwise you are playing a watered down version of this amazing game.
I agree that hardcore is the best way to play the game, but I do think there was a missed opportunity there. The only mode that has limited saves also being a virtual two-hit death mode probably put people off the game, and that's a shame, because RE2 really loses a lot with modern-style checkpoints. I might go so far as to say that this structure of game doesn't work very well with them at all. It would have been nice if there were at least an alternate version of the standard difficulty, even if it had the same enemy tunings, that had ink ribbons and was presented as the standard / default way to play.
It has the best story setup/potential. But how the story is presented across RE7 i wouldn't say is "the best" of anything. Rather it shows how much work the series has to do on that front as a whole.
Nani?Honestly, I think adding much more would have probably just been over-cheffing it. The game flows so well from start to finish, there's just not many spots I would sacrifice or change, if I was tasked with adding that kind of dynamic to the game. I get what you're asking, but coming off the heels of RE7, especially, with its well-documented pacing issues, you run the risk of getting in your own way, to a certain extent. Ultimately, they played it relatively safe, in regard to what you were hoping for, but all in all, I thought they did an exceptional job of translating what was present in 1998 to meet modern demands.
This discussion is very complicated to me because it generally feels completely unfair and twisted for the sake of defending the original. It goes from the very core design philosophy and messaging behind the project.
I don't know if people are aware of it, i assume not, but while it was in development the game suffered from severe drawbacks and delays due to different ideas splitting the team, which was only solved when the executive producer behind it, Jun Takeuchi, called the team and basically spilled out to them: "Well, the original Resident Evil 2 is already out there, you see, it's a complete package already so it's not worth to be stagnated or to simply recreate it, you people should make your own version of it, with your own ideas and vision."
That did not only come from him, but also Hideki Kamiya, the original director of 1998's RE2. He gave his blessing to the new project leader, Kadoi, to make his changes without hesitation and to simply create the best game possible.
There's things like the A/B scenario, which i will talk more about below, that even Kamiya himself said that he wasn't expecting to be possible in today's standards, thinking the that player wouldn't even be able to choose between Leon and Claire's campaigns, because of how much work it would require in a modern development scenario.
When asked, he wouldn't even make a remake of the original Resi 2 if he still worked at Capcom and was asked about it.
So that's what Capcom did, they made a modern interpretation of Resident Evil 2.
They don't call it a remaster, a remake or anything close to that. After it was revealed again, there was no remake subtitle below the name, plus, in interviews and every possible marketing material (including the back of the box and the title's main site), the company called it a "reimagination" of RE2.
The way people still call it a "remake" nowadays and compare it to the one made in 2002 is simply baffling to me, not to say dishonest. Since it was properly revealed they were sure to make it clear that it wasn't the case; the original Resi 2 exists to this day and this version will never replace it. That wasn't their intention, and they didn't promised something like that, at all.
Also, by playing the original RE2 and the 2019 version back to back recently, i think some people are purposely disingenuous when discussing the A/B scenarios, with some examples in this very thread.
What's really different in the 1998 version: Unique boss fights, Mr. X being exclusive to one scenario and some objectives being different.
What's also different in the 2019 version: The beginning and the end of both scenarios, there's also brand new/exclusive areas that only one character can access, new cutscenes, unique side characters for each protagonist, different weapons, puzzles are randomized alongside item locations/enemy placements, and, just like the original you enter in a different side of the station.
You still have to make a lot of the same puzzles in the 1998 version, despite what people pretend. You also have to backtrack and explore the same areas as well, despite some individuals saying otherwise. The story's inconsistencies are very present there as well, despite what some folks might have told you.
There's no perfect version of Resident Evil 2, that's the truth. Both have their unique set of strengths and flaws, with none being able to execute the A/B concept flawlessly.
And finally, the RE2 that was released this year is not a remake. It's not in the name, the developers already called it something else and it's not really comparable in the same way as REmake 1 and RE1 was.
I think it's more even RE7 on its own with no baggage wouldn't be considered anything special. That goes for any RE, which is the aspect I want to see improved across the board.Depends on what exactly you're looking for.
In terms of writing, character development, casting/VA's performance and events that are beautifully set in motion to pay off massively by the end...well, yes, it's the best the series has ever been.
If you're expecting it to be held back on everything the series has stablished over the years, then i can see how it may frustrate you since it's a soft reboot.
Yeah, you don't know what I'm talking about because we obviously disagree. I don't agree the game was perfect. Even beyond what I talk about in my OP, the fact that the scenarios are worse compared to the original already means that the game, while amazing, isn't better in every regard to its predecessor.