Saturday, 2 February 2019

Resident Evil 2 - PETROL STATION

Digital Foundry compares and contrasts the original PlayStation release of Resident Evil 2 with its recently released remake, examining the titles in terms of how they approach the same basic scenario. I've had a few hours with Capcom's wonderful overhaul, the most impressive aspect so far is how it handles an idea of gearing up, not just in terms of player controlled weaponry or inventory space, but in how the game presents threat beyond simply stacking rooms with respawning corpses.

The game's first act is dark, tinged with horror, the player pecking away at shuffling meat with underpowered pop guns. After a few laps, the hallways clear out, promising either a brief sense of release or (if you enjoy the hassle) a mid-scramble slump. Just when you think you've achieved some breathing room, a trench coat Tyrant appears. Pursued room-to-room by this towering monster muscle, Capcom R&D Division 1's game provides its players with a damage dealing incentive to not just wander aimlessly, but to learn layouts and connecting corridors, powering the player towards the kind of interactive fluency that tracks naturally into speed-running.

No comments: