Three and Out – ‘Resident Evil 2’ Remake
It is Ben’s recommendation that you listen to Capcom’s score of Resident Evil 2 while you read the review.
While playing Resident Evil 2, I was reminded why I am so motivated to play horror video games. It isn’t because I enjoy being frightened or disgusted, it’s because it feels like proof that my curiosity can triumph over a genuine sense of fear. Between the heavy thud of footsteps on the floor above and the undead banging on vulnerable windows before crashing their way through, Resident Evil 2 never allowed me to feel at ease. Instead, it drove me to care about its characters and the sense of mystery surrounding them. Every hallway corner presented a new scare and a new reason to proceed. The horrors of Resident Evil are constantly creeping inward, creating an immersive and dangerous world to be a part of. Through tight level design, intense survival mechanics, and thorough world building, Resident Evil 2 is equal parts dreadful and engaging.
The thing that Resident Evil 2 does best, perhaps to an unparalleled extent, is its level design. The Raccoon Police Station, the game’s hub, is a tightly wound building with long, narrow hallways and locked doors that lead the way to impressively crafted shortcuts. Instead of using modern technical prowess to expand the setting, the game focuses on small and interesting details. Much like many of the greatest settings in video game history, Resident Evil 2 favors a small, condensed space with a keen attention to detail rather than an expansive setting that is devoid of character or life. These details help contextualize Leon and Claire (the game’s main two playable characters), and give them a backstory that would otherwise not be present given the shallow plot. This is exemplified via the game’s detailed note system, which contains letters from fallen police officers or faculty of the station – many of which involve subtle hints to unlock protected safes or rooms that are filled with useful items. These notes are written in expertly crafted voices, ranging anywhere from panic and disarray to calmness and order, depending on the character the notes were written by.
Survival is nearly impossible without investing time into exploration and discovery. Resident Evil 2 is plenty self-aware of its tacky and unoriginal plot (literally, because of its status as a remake), so it focuses on character design and world building instead. The core mechanics, which involve item and ammo preservation, seamlessly fit with the game’s story. There are awkward moments, like when Leon or Claire fires off a bullet in a cutscene even when I’d used all of them up previously, but the gunplay – and its focus on ammo management – is close to perfect. Ammo felt available when I searched for it, but I had to be mindful of my usage. Usually, I resorted to strategies like incapacitating the zombies at their knees, which helped save on bullets even if it meant that disgusting, moaning undead crawled at my feet as I navigated the police station. Resident Evil 2’s best moments involve “Mr. X”, a large biomutant that stomps the halls of the Raccoon Police Station. His presence represents many of the game’s best attributes, including the constant occupation of fear, the congested level design, and horrifying mystique that drove me to find answers. Resident Evil 2 isn’t just a horror game, it’s an excellent reminder as to why we play them.
Score
Out
Resident Evil 2 is a masterclass in level design and world building. Its acute sound design, punishing survival mechanics, and meaningful character design create true atmospheric horror. The game’s only flaws come from an understandably shallow plot and uneven coordination between live-action play and cutscenes.