After several years of waiting, Capcom has finally debuted its remake of classic survival-horror game Resident Evil 2. If you only watched its E3 2018 reveal trailer, chances are you have some questions regarding how it plays and how faithful it is to the 1998 original. There are still plenty of details that we don’t know, but Capcom has at least offered some clarity on its most curious changes.
To ensure you’re kept up to date on everything there is to know about Resident Evil 2 remake, we’ve compiled all the information we have on the game so far: how it came to be, why its camera is from the third-person over-the-shoulder perspective, its collector’s edition, and more.
To Clarify: It’s A Full-On Remake
While not explicitly titled “Resident Evil 2 Remake,” the game is in fact a total remake of the classic survival-horror game, and not a remastered version of the PS1 original with touched-up graphics–much in the same vein as 2002’s Resident Evil remake. You once again control rookie cop Leon Kennedy and college student Claire Redfield, who must escape Raccoon City after its citizens are transformed into zombies by a virus two months after the events of the first Resident Evil.
The project came to be after Capcom producer Yoshiaki “H” Hirabayashi took to Facebook on July 30, 2015 to ask the Resident Evil community if they’d be interested in a remake. The request was met with enthusiastic support, which prompted Hirabayashi to pitch the idea to his boss sometime later. The result of the pitch meeting was confirmed the following August when the game was formally announced by Hirabayashi in a special message to fans.
How It Plays
The Resident Evil 2 remake plays from a third-person over-the-shoulder perspective, similar to Resident Evil 4. If you’re worried this deviates too far from the original’s fixed-camera system, don’t let this get you down: the remake still emphasizes survival-horror above all else. You’re not given the same amount of power that the more action-oriented games in the series offer you.
10 Minutes Of Sekiro: Shadows Die Twice Gameplay | Gamescom 2018
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During my time with Sekiro, I was impressed with the versatility of the game’s main character, which quickly asked you to learn the ins and outs of his arsenal. With the ability to sneak, hug walls, climb steep surfaces, and even jump, the protagonist’s skills give him an incredible amount of flexibility and range, allowing you to uncover hidden vantages above groups of enemies, or secret encounters off the beaten path–such as a Shinobi-hunting monk who’s immune to many of the Wolf’s tricks. But the protagonist’s most valuable tool in his arsenal is the Shinobi Prosthetic, which acts as your all-in-one support item, akin to Bloodborne’s trick weapons. Allowing you to toss shurikens, spew fire, blind foes, and unleash a powerful axe that can break through enemy defenses, the One-Armed Wolf can pull off all sorts of clever moves on the fly–such as igniting your sword on fire to add extra damage.
Like other titles from the Souls series, death plays a large role in Sekiro. While the One-Armed Wolf is an extremely lethal fighter with gadgets and weapons that allow him to kill most common enemies in only a single blow, he’s extremely vulnerable as well. While you’re certainly able to face off against groups of foes, it’s usually the smarter option not to. During one challenging section, I entered a courtyard with several guards trying to a contain an imprisoned Ogre, only to be spotting by ranged bowmen who had the high ground. With the stealthy approach out the window, I tried to engage each target one-by-one–but then the Ogre broke free and joined the fight. What followed was a cascade of violent blows and flying arrows–culminating in the large Ogre powerbombing me and tossing me like a ragdoll.
You’ll die a lot in Sekiro. But as the subtitle of the game suggests, there’s more to death than what it seems. Referred to as the Resurrection mechanic and used as somewhat of a tactical respawn, you’re able to use up a life token (two at max)–found from resting at Sculptor’s Idols, essentially bonfires–to instantly revive on the spot and pick up where you left. In most situations, you can wait for enemies to walk away, revive, and then sneak up for a kill when their guard is down. But of course, if the situation looks too dire–some enemies will choose to stick around your body–you can accept your death instead, which will send you back to the nearest Sculptor’s Idol. And of course, all common foes will return after visiting the rest point, forcing you to take on that familiar gauntlet once again.
Eventually, you’ll come across elite foes that guard the only path forward. These mid-bosses are among the more dangerous opponents you’ll encounter, and battling them feels more like a game of wits and quick reflexes, rather than brute force. Much like stealth gameplay, melee combat is all about taking advantage of your opponent’s vulnerabilities. With the Posture System, aggressive attacks, timed parries and blocks will add pressure to your opponent. Once the Posture gauge tops out, they’ll enter a stunned state, opening them up to critical attacks. However, the elite enemies can do the same to you, which will decimate your life bar in a single blow.
There were definitely a lot of surprises to be found in this relatively modest demo for the game. After passing through the castle grounds, we entered a large canyon guarded by a massive snake. With the only way forward ahead of it, we had to time our jumps and grapples correctly to enter small cave in time to evade its attacks. Soon after, we faced off against the demo’s boss on a bridge surrounded by sparkling red trees–one of the demo’s most visually stunning areas. Known as the Cursed Monk, this multi-phased fight forces you to use every skill you have–even grappling to higher ground to avoid attacks. It was easily the hardest fight in the demo, and unsurprisingly, we couldn’t beat it.
After playing more than half-an-hour of the game, it’s clear that the roots of the Souls genre are still there–yet it’s undeniably its own beast. One of the more common sensations felt when playing games like Dark Souls and Bloodborne is the sense of apprehension and dread. While those feelings are still present in Sekiro to an extent, the tools and skills that the protagonist possessed gave me much more of an empowered feeling throughout. Having said that, there’s still much we have to learn about Sekiro, and just how far it will go with its mashup of stealth-action gameplay and the best of what the Souls series is all about.
For more on our continuing coverage of Gamescom 2018, which includes our hands-on impressions of Devil May Cry 5 and Hitman 2, be sure to check out GameSpot’s hub page for all the latest news and videos.