Resident Evil HD Remaster [Review of the game]
Hello all computer games lovers. For me, as a fan of a series of games Resident Evil, this year turned out to be successful for at least two reasons. Firstly, the epic with the films of Paul Anderson’s films finally ended (the first two films were still normal, but the farther to the forest. ). Now Sony plans to restart the franchise. I hope that this time everything will work out. Secondly, a full-fledged seventh part came out. It was well accepted by both critics and players, including your humble servant. For complete gaming happiness, there is not enough Resident Evil 2 Remake. Capcom presents silence regarding development progress, which has already been conducted for almost 2 years. Some fans hoped for the announcement of E3 or Gamescom, but no. Fans continue to wait. At the same time, not forgetting to throw CAPCOM with requests to share at least some information. Their excitement can be understood. We are talking about a very successful game in the Resident Evil universe. And if you take into account that Capcom has created one of the best remakes in the history of the gaming industry, then a degree of impatience will only grow. And here the question arises – what is the secret of success in creating a successful remake? In this article, I will try to evaluate the Resident Evil Remake not as an independent game, but as a remake.
Any game can be divided into 4 components: gameplay, plot, graphics and audio. We must pay tribute to CAPCOM for paying attention to all aspects. Let’s start with graphs. The original was released in 96, and the remake in 2002. During this time, a generation of consoles has occurred. Of course, this influenced the quality of the picture. The faces of the heroes received clear outlines. Enemies began to look even worse. Animation of movements and capture of the hero enemies were improved. For example, during the reloading of Beretta, the hero learned to throw away an empty clip, and not just insert a new. The system of light and shadows was processed. Heroes, enemies and objects “learned” to discard the real shadow.
The effects of flashes of lightning, shots, spray of water https://nogamstop-casinos.co.uk/review/golden-genie/ and dust clubs were added. All this made the picture more lively and natural. It is also worth recalling improvements in the details of the environment. Previously, the rooms seemed empty. Now, each location was filled with details to make it closer to reality. There are many examples of this. In the dining room, players find fire in the fireplace. A web is visible in an abandoned attic. In the protection corps, the boxes remain wet after the tank drainage. A second cabinet appeared in the infirmary, and the shelves were filled with medicines.
The color palette was changed. Now dark tones began to prevail. This certainly gave gloomy and created the injection atmosphere, which is important for the game of the Survival Horror genre. In general, CAPCOM has done thorough work on this front. Graphics from 2002 looks worthy even today, not to mention remaster.
CO audio We also worked well. First of all, they fixed the voice acting. The original was “famous” with his texts of dialogs and the game of the actors of the voice acting. But in a remake it was corrected.
Sound quality was improved, and the number of sound samples increased. Sliming boards of the attic, concrete floors of the laboratories, carpet floors of the mansion, spray of the puddle in the protection corps have become pleasant improvements compared to the original. Sometimes the location can be found with closed eyes. Hunters “learned” new sounds under agony. Especially for Crimson Head, a formidable roar was added. Now, without even seeing the enemy, you can understand that we are talking about someone extremely aggressive. Music remained true to itself. Calm for the preservation room, intriguing for rooms with riddles, formidable in battle with bosses. The soundtrack was perfectly combined with what is happening on the screen.
ATTENTION! Analysis of changes in the plot contains spoilers. If you have not played yet and do not want to know the details, then go to the chapter about gameplay.
The core plot left without big changes. Players still manage the fighters of the Alpha detachment, sent in search of the Bravo team. Heroes fall into the mansion where they begin their investigation. The main elements of history and cat-scenes have survived. Interactions with partners also remained. Rebecca and Chris take turns saving each other. Barry does not allow Jill to become a sandwich and helps with ammunition and weeds. Some scenes were still added. Barry’s betrayal is now more obvious. And now Jill directly asks about his behavior. And the outcome of this conversation directly affects the ending. There is a scene where Chris comforts Rebecca after the tragedy with Richard. A fragile girl tries not to break under the severity of circumstances (though after the Resident Evil 0, what is happening for her should not be a novelty, but not now). By the way, about Richard. His presence was expanded and the “screen time” depended on the actions of the player. But this did not affect the outcome of his history. Of course, it is important to mention a completely new character – Lisa Trevor. In the course of history, we learn about its hard and tragic fate. Lisa’s father (architect of the mansion) knew too much and, as a famous joke says, he was not allowed to grow old. And the family was put into expense, making them experimental, which is typical for a company like Ambrell. As a result, the plot remained the same and did not bring unexpected revelations. What is generally right, because we are talking about remake, not rebutes. Especially when you consider that this is a remake of the first license plate. At the time of its creation in the Resident Evil universe, the second and third parts already existed. It was not worth making confusion in the canon and create contradictions.
Let’s talk about gameplay. In the original, players were invited to explore the premises, solve puzzles and fight/run away from monsters. All this is present in a remake with certain additives. In my opinion, the best word for describing changes is addon. Capcom managed to bring something new to the elements of gameplay, while not breaking what already worked. For research, new locations were created that expanded the world of the game and supplemented the plot. Walking around the mansion somewhere easier, but somewhere more difficult. On the one hand, new corridors were created between the already existing locations. But as a complication, one of the door handles broke, which made the passage through the door impossible and had to go around the door.
New puzzles appeared, such as gathering a puzzle. The old ones remained, but the changes have undergone so that the players enjoy their solution, and not just repeat past steps. For example, the task in the gallery has not disappeared anywhere, but the logic dictating order has changed. Now you can’t just take precious stone from the trophy, you need to fuss in the literal sense of the word. The access code in the laboratory all also consists of three words, but the method of determining the third word is already different. It is nice to see that Capcom took into account the canon and did not change the first two words (in the second part, the players will find out that the names-parlias were not chosen by chance).
Surviving and fighting in a remake has become even more interesting. Two new mechanics were added: burning corpses and protective weapons. Now the murder of a simple zombie created a headache. The corpse had to be burned, otherwise he came to life for the second time and turned into Crimson Head. Protective weapons allowed to save health in case of capture by the enemy (Crisa, it presents kerosene. Zombies, left without a head from behind a grenade, does not need to be burned). A new shotgun and colt appeared. The first weapon needs to be earned, and for the second expensive to pay (without details in order to avoid spoilers). After the first passage, a certain analogue of the non -uzesis appeared – the enemy from which you can only run away. Speaking of rehed: two new modes were added. In the first, the boxes with the inventory lost contact. I had to calculate exactly where to store, otherwise I had to wind circles. The second made enemies invisible, except for the moment of impact or capture of the player. And they are also reflected in the mirror and in water, but this benefited only in a pair of locations.
