{"id":69983,"date":"2018-05-24T19:39:02","date_gmt":"2018-05-24T23:39:02","guid":{"rendered":"http:\/\/www.relyonhorror.com\/?p=69983"},"modified":"2018-05-25T00:45:08","modified_gmt":"2018-05-25T04:45:08","slug":"resident-evil-2-fan-expectations-and-the-challenge-of-remaking-a-classic","status":"publish","type":"post","link":"https:\/\/www.relyonhorror.com\/articles\/resident-evil-2-fan-expectations-and-the-challenge-of-remaking-a-classic\/","title":{"rendered":"Resident Evil 2 &#8211; Fan Expectations and the Challenge of Remaking a Classic"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-70006 size-full\" title=\"Image Source: Resident Evil 2 Wall by MusashiChan69 (DeviantArt)\" src=\"http:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/resident-evil-2-e1527204946327.jpg\" alt=\"Source: Resident Evil 2 Wall by MusashiChan69 (DeviantArt)\" width=\"1024\" height=\"576\" \/><\/p>\n<p><span style=\"font-weight: 400;\">When the <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> remake was officially announced by Capcom to be heading into production, it was difficult to believe even with that formal announcement right in front of me. After all these years and the weird directions Resident Evil has gone in, all I could think was \u2018<\/span><i><span style=\"font-weight: 400;\">are they really so bold to attempt a remake of arguably the most beloved game in the franchise?<\/span><\/i><span style=\"font-weight: 400;\">\u2019 Trying to satisfy an already divided and multigenerational fanbase is a monumental task, and the development team has surely already considered every possible direction the project can go in. The most important thing for Capcom and the fans to consider is just what is it that made <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> special in the first place.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Going into <\/span><i><span style=\"font-weight: 400;\">Resident Evil 7<\/span><\/i><span style=\"font-weight: 400;\">, I thought for certain that I was going to loathe it. The prior entry, <\/span><i><span style=\"font-weight: 400;\">Resident Evil 6, <\/span><\/i><span style=\"font-weight: 400;\">left a bad taste in my mouth due to its focus on action, which was the opposite appeal of what I\u2019d come to love about<em> Resident Evil<\/em> to begin with. The prolific horror series was now one that chased the coattails of the likes of <\/span><i><span style=\"font-weight: 400;\">Call of Duty<\/span><\/i><span style=\"font-weight: 400;\"> \u2014 or whatever trend in gaming was most popular at the time. From a distance, I assumed with <\/span><i><span style=\"font-weight: 400;\">Resident Evil 7<\/span><\/i><span style=\"font-weight: 400;\">, this time Capcom was going after the audience that enjoys watching over enthusiastic YouTube personalities screaming over every little jump scare on camera.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Never have I eaten crow quite as hard as when the credits finally rolled on <\/span><i><span style=\"font-weight: 400;\">Resident Evil 7<\/span><\/i><span style=\"font-weight: 400;\">; I was elated. It well and truly felt like one of the classic Resident Evil games, and even now I can\u2019t quite wrap my head around how Capcom knocked it out of the park. From systematic level design, ammo conservation, appropriately disempowering the player character, right down to save rooms; Resident Evil was <\/span><i><span style=\"font-weight: 400;\">back<\/span><\/i><span style=\"font-weight: 400;\">. It was like when your favorite band puts out a few mediocre albums and you start to lose faith in them, then suddenly they rebound with an excellent album that reminds you why you were a fan to begin with.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-69987 size-full\" src=\"http:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/Resident-Evil-7-047-740x420.jpg\" alt=\"\" width=\"740\" height=\"420\" srcset=\"https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/Resident-Evil-7-047-740x420.jpg 740w, https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/Resident-Evil-7-047-740x420-300x170.jpg 300w, https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/Resident-Evil-7-047-740x420-700x397.jpg 700w\" sizes=\"auto, (max-width: 740px) 100vw, 740px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">The thing is, though, that there are plenty of people that enjoy those experimental \u2018mediocre\u2019 albums. The longer the band is around, the more different kinds of fans they can cultivate. Resident Evil is old enough to have several generations of fans: those that grew up looking for the helmet key in the Spencer Mansion and those that grew up punching boulders in the mouth of a volcano. Despite my clear preference for the former, horror isn\u2019t inherently better than action and vice versa. They do clash heavily in the sort of emotional response they elicit from the audience, though. Horror is all about disempowerment, while action is all about ultimate empowerment.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Just like how I was disappointed in the action-heavy direction the series went after <\/span><i><span style=\"font-weight: 400;\">Resident Evil 4<\/span><\/i><span style=\"font-weight: 400;\">, a new generation of fans are disappointed with <\/span><i><span style=\"font-weight: 400;\">Resident Evil 7\u2019s<\/span><\/i><span style=\"font-weight: 400;\"> focus on survival horror. History is repeating itself, just with a different fan backlash than the one that preceded it. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">This is where the fan expectations for the <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> remake show just what a monumental task the development team faces. There\u2019s the old guard that insist it must adhere to the original release to a tee, and there are newer fans that want it to be more \u2018modernized\u2019 to be more in line with what they\u2019ve come to expect in recent entries in the franchise. In a post-<\/span><i><span style=\"font-weight: 400;\">Resident Evil 7<\/span><\/i><span style=\"font-weight: 400;\"> world, there\u2019s probably no clear goal post for Capcom to reach.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-69988 size-full aligncenter\" src=\"http:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/ss_967184a307f57c18fbe140c23eaf137ba26b5282.1920x1080.jpg\" alt=\"\" width=\"1920\" height=\"1068\" srcset=\"https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/ss_967184a307f57c18fbe140c23eaf137ba26b5282.1920x1080.jpg 1920w, https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/ss_967184a307f57c18fbe140c23eaf137ba26b5282.1920x1080-300x167.jpg 300w, https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/ss_967184a307f57c18fbe140c23eaf137ba26b5282.1920x1080-768x427.jpg 768w, https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/ss_967184a307f57c18fbe140c23eaf137ba26b5282.1920x1080-1024x570.jpg 1024w, https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/ss_967184a307f57c18fbe140c23eaf137ba26b5282.1920x1080-700x389.jpg 700w\" sizes=\"auto, (max-width: 1920px) 100vw, 1920px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">The way to approach this dilemma is to consider \u2018<\/span><i><span style=\"font-weight: 400;\">what should this remake actually be and what is it people liked about Resident Evil 2 in the first place?<\/span><\/i><span style=\"font-weight: 400;\">\u2019 For me, <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> was special because so many little aspects came together to make something magnificent. The silence of the police station suddenly shattered by a zombie\u2019s arm bursting through a boarded-up window. Solving the art-room puzzle and having a key item you desperately need finally revealed before you. Replaying the B-scenario(s) and seeing a different side of the story from the one you saw the first time around. These are the sort of things that resonate with me when I think about <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\">. It\u2019s a tight, small, highly replayable horror game with phenomenal pacing that balances tension better than most of its contemporaries.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This is what really set <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> apart not only from its genre but from its own series. The only entry that matches this careful balancing act is the 2002 remake of the original <\/span><i><span style=\"font-weight: 400;\">Resident Evil<\/span><\/i><span style=\"font-weight: 400;\">. The big reason why fans have wanted a remake of <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> for so long is due to just how much of a giant improvement the 2002 remake is over the original <\/span><i><span style=\"font-weight: 400;\">Resident Evil<\/span><\/i><span style=\"font-weight: 400;\">. The hope has always been that the same can be done for the already stellar sequel. Thing is, the <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> remake is coming out in a much different era than the 2002 remake of the original did.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">When the first remake came out, there was only one kind of Resident Evil fan. With 2005\u2019s <\/span><i><span style=\"font-weight: 400;\">Resident Evil 4<\/span><\/i><span style=\"font-weight: 400;\">, the emphasis on action brought in a whole new generation of fans that love Resident Evil for third-person action. Furthermore, traditional survival horror games with tank controls just are not going to be greenlit these days when development budgets are catastrophically high. Capcom is going to have to make concessions on the game\u2019s design regardless of how faithful the remake ends up being due to these factors. So already this new remake will more than likely not be exactly what old school fans want from it.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-69995 size-full aligncenter\" src=\"http:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/RE2-2.jpg\" alt=\"\" width=\"700\" height=\"395\" srcset=\"https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/RE2-2.jpg 700w, https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/RE2-2-300x169.jpg 300w\" sizes=\"auto, (max-width: 700px) 100vw, 700px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">There\u2019s a lot of people that float the notion of combining the best of both worlds. Take <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\">\u2019s setting and characters and retrofit them into <\/span><i><span style=\"font-weight: 400;\">Resident Evil 4<\/span><\/i><span style=\"font-weight: 400;\">-style gameplay. The thing about this idea is that the game would have to be drastically different to accompany this. <\/span><i><span style=\"font-weight: 400;\">Resident Evil 4<\/span><\/i><span style=\"font-weight: 400;\"> works because its environments are large enough to allow enemies to surround you; the whole game is built around the idea of the player getting swarmed by a crowd. Meanwhile, in <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\">, the vast majority of places you visit are narrow hallways with very few exceptions. It\u2019s hard to get surrounded in a hallway barely wide enough for two people, so the level design and look of the police station would have to be much different to accompany this. In <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\">, you\u2019re mostly dealing with brain-dead zombies that just shamble forward, while in <\/span><i><span style=\"font-weight: 400;\">Resident Evil 4<\/span><\/i><span style=\"font-weight: 400;\"> you\u2019re facing villagers that are still sentient. You can\u2019t simply combine the two gameplay styles without drastically altering what <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> is, and if you change it enough it loses the essence that makes the game great in the first place.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">There are a lot of lessons to be learned from <\/span><i><span style=\"font-weight: 400;\">Resident Evil 7<\/span><\/i><span style=\"font-weight: 400;\">\u2019s design. The fixed camera angles and tank controls of classic Resident Evil games is obviously much different from the first-person view in <\/span><i><span style=\"font-weight: 400;\">Resident Evil 7<\/span><\/i><span style=\"font-weight: 400;\">, but the way the player interacts with the world is very much the same. You explore, solve puzzles, choose enemy engagements based on resources at the times, get a reprieve in save rooms, and slowly expand and unlock hidden-away areas of a large structure. The move to first-person allowed Capcom to take a control scheme most people are comfortable with without dissolving the existing formula. First-person even added to the tension in several ways, as you are never quite sure just what\u2019s behind you. It\u2019s a perfect example of a game design decision made for the sake of accessibility, without being a concession that hinders the gameplay.<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-69992 size-full\" src=\"http:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/RE2-1.jpg\" alt=\"\" width=\"632\" height=\"359\" srcset=\"https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/RE2-1.jpg 632w, https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/RE2-1-300x170.jpg 300w\" sizes=\"auto, (max-width: 632px) 100vw, 632px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">For the Resident Evil 2 remake, a similar approach probably will be made. It\u2019s doubtful that it\u2019ll feature a first-person camera as one of the things people love about the game is the protagonists Leon S. Kennedy and Claire Redfield, so they should be represented front and center with an in-game model. Of course, tank controls and fixed camera angles are unlikely, so an over-the-shoulder camera is probably ideal here. The characters are still at the forefront, it creates a control scheme that players are already familiar with, and it would not alter the gameplay if done right. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">These ideas might seem like sacrilege to long-time fans, but as a long-time fan myself, I just can\u2019t see the <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> remake being exactly what we want it to be. The dream of a new static-camera-angle-with-tank-controls Resident Evil game vanished the moment <\/span><i><span style=\"font-weight: 400;\">Resident Evil 4<\/span><\/i><span style=\"font-weight: 400;\"> hit the scene. That style of game is from a bygone era, and the industry has long since moved on whether we like it or not. Thing is, with <\/span><i><span style=\"font-weight: 400;\">Resident Evil 7,<\/span><\/i><span style=\"font-weight: 400;\"> we now know the essence of those classic games can be retained all the while not alienating new fans. It\u2019s all about making smart concessions that don\u2019t hurt the core experience.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">No matter how the <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> remake turns out, it\u2019s important to remember that the original game will always be there for us. The reason this remake is even happening in the first place is because of the adoration <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> has garnered and how that love endured after all these years. Think less about bullet points as to what the remake should be, and more on what it is you truly like about the game and want to be represented in a remake. Capcom is not going to be able to please everyone, but a the very least, <\/span><i><span style=\"font-weight: 400;\">Resident Evil 2<\/span><\/i><span style=\"font-weight: 400;\"> deserves the greatest of care taken.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>We&#8217;ve wanted it for years, but what exactly do we want from this remake?<\/p>\n","protected":false},"author":2631,"featured_media":70006,"comment_status":"open","ping_status":"open","sticky":true,"template":"","format":"standard","meta":{"footnotes":"","_links_to":"","_links_to_target":""},"categories":[25,2034],"tags":[31,4667,1263],"placement":[],"class_list":["post-69983","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-articles","category-rehorror-articles","tag-capcom","tag-resident-evil-2","tag-resident-evil-2-remake"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Resident Evil 2 - Fan Expectations and the Challenge of Remaking a Classic - Rely on Horror<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.relyonhorror.com\/articles\/resident-evil-2-fan-expectations-and-the-challenge-of-remaking-a-classic\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Resident Evil 2 - Fan Expectations and the Challenge of Remaking a Classic - Rely on Horror\" \/>\n<meta property=\"og:description\" content=\"We&#039;ve wanted it for years, but what exactly do we want from this remake?\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.relyonhorror.com\/articles\/resident-evil-2-fan-expectations-and-the-challenge-of-remaking-a-classic\/\" \/>\n<meta property=\"og:site_name\" content=\"Rely on Horror\" \/>\n<meta property=\"article:publisher\" content=\"http:\/\/www.facebook.com\/RelyonHorror\/\" \/>\n<meta property=\"article:published_time\" content=\"2018-05-24T23:39:02+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2018-05-25T04:45:08+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/www.relyonhorror.com\/wp-content\/uploads\/2018\/05\/resident-evil-2-e1527204946327.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1024\" \/>\n\t<meta property=\"og:image:height\" content=\"576\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Kyle Campbell\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@https:\/\/twitter.com\/Levit0\" \/>\n<meta name=\"twitter:site\" content=\"@RelyonHorror\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Kyle Campbell\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"8 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\/\/www.relyonhorror.com\/articles\/resident-evil-2-fan-expectations-and-the-challenge-of-remaking-a-classic\/#article\",\"isPartOf\":{\"@id\":\"https:\/\/www.relyonhorror.com\/articles\/resident-evil-2-fan-expectations-and-the-challenge-of-remaking-a-classic\/\"},\"author\":{\"name\":\"Kyle Campbell\",\"@id\":\"https:\/\/www.relyonhorror.com\/#\/schema\/person\/06bcfba1b44a9f0b6017442ec5f9f993\"},\"headline\":\"Resident Evil 2 &#8211; 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