Resident Evil 2

Everything we know about the Resident Evil 2 remake so far suggests it comes with a darker tone. Samuel reckons game remakes shouldn't be afraid to change the classics—and it seems Capcom plans to mix up more oldies still, assuming this 'un makes a good return. 

As detailed in its latest financial report (via the Resi subreddit), Capcom describes the RE2 remake as one of its "major consumer  releases for this fiscal year" and that it expects it to fall into the "million-seller class of titles". The developer then speaks to the game's popularity at this year's E3, before turning its attention to the future. 

"Regarding remakes and re-releases of titles in our back catalog," says Capcom, "we expect to explore these further with a variety of properties as a part of our strategy to utilize our library of IP."

Capcom then explores the Resident Evil 2 remake itself: "While the base story and setting did exist, we have made the most of our cutting-edge game development environment to re-create the content, and are developing it with a budget appropriate for a Resident Evil title targeting the global market."

Even with these changes, the original's "ridiculous" giant alligator fight remains in tact this time round. Here's five minutes of the RE2 remake in motion:

Resident Evil 2

The Resident Evil 2 remake will include Tofu, Hunk and that big bastard alligator, we learned last month. But the latter didn't come easy.

In conversation the Daily Star, Capcom producers Tsuyoshi Kanda and Yoshiaki Hirabayashi, say they toyed with cutting the hulking crocodilian entirely as they felt it jarring against the remake's darker tone. They were always wary, though, of fan backlash. 

"It was tricky to do without changing the game’s tone a lot. We’re competing with people’s memories with this game, too, and that’s really hard," Hirabayashi tells the Daily Star. "Trying to make a convincing scene where a human-sized character—a guy with a knife—is taking on an alligator… that’s really silly. People don’t remember it as silly because the whole game was groundbreaking at the time, but that moment was ridiculous. It was a difficult process for us, making that work today."

Kanda adds: "It might be easier for us to answer that question when the game comes out though—we have our own thoughts and what we liked and what we didn’t, and people might feel differently to us on that level."

The devs have also been answering questions about the potential of virtual reality Resi. When asked about VR, Kanda and Hirabayashi say virtual reality support is an unlikely consideration for the third-person perspective Resident Evil 2 remake. 

"We’re not thinking about VR support currently," Kanda tells the Daily Star. "Given that the camera perspective and the over-the-shoulder choice would mean that VR is not the best way to present the game. VR doesn’t match the vision for us."

Referencing the rat's eye view RE2 Remake trailer that aired at E3, Hirabayashi adds: "Thinking about it, maybe giving you the rat’s eye view in the trailer might have given people the wrong idea. But if you think there is Rat VR coming… that’s not the case."

Due on January 25, 2019, here's everything we know about the Resident Evil 2 remake. If you need a virtual reality fix, know that Megaton Rainfall will finally get VR support on PC next month

Resident Evil 2

New details about Capcom's Resident Evil 2 remake were revealed at San Diego Comic-Con yesterday. 

Twitterer Ateliermatangi was at the Resident Evil panel and captured a range of concept and environmental art, as well as sharing snippets of game producer Yoshiaki Hirabayashi's presentation, in which he explained why the remake of Resident Evil 2 came to fruition due to "overwhelming fan demand", and how the team used the original key art for inspiration whilst ensuring the remake has its own identity, too.

The panel also explained how the team were keen to scale back Leon Kennedy's hero persona and emphasise his "youthfulness" to ensure he "fits the new world", and how Claire Redfield's character and clothing were refreshed for the remake, which includes "ditch[ing] the hot pants" for a "biker ninja" image. Many of the zombies, too, were redesigned for the remake, with some modelled on members of the development team.

For the full breakdown—including fan photos of a load of previously unseen artwork—head on over to Ateliermatangi's twitter thread, or take a sneaky peek at the PlayStation Blog. (It's okay, I won't tell anyone.)

The Resident Evil 2 remake will release on PC, PlayStation 4, and Xbox One on January 25, 2019, and will include Tofu, Hunk and that "big bastard alligator". 

Resident Evil 2

My generation is currently having its nostalgia moment. I can listen to podcasts that analyse every Simpsons or Lost episode in granular detail, Twin Peaks came back from the dead because college students my age watched it on Netflix, and developers are remaking games that were released when I was a kid. And if it's not a remake, it's a spiritual successor—the likes of Phoenix Point, Pillars of Eternity and many more revive the types of games we played 20 or so years ago.

We've reached the next stage of that with Capcom's Resident Evil 2 remake. It's one of the first times this decade that a big publisher is embarking on a major re-imagining of a classic, and it's far from a remaster, swapping fixed camera angles for a third-person shooter view. The tone, though, seems compellingly grim based on this footage, in a way I think series fans will appreciate even if no longer looks like the same game. If it's a success, I can see it starting a trend of remakes that go way beyond a graphical overhaul.  

Below, I've collected my thoughts on the factors that face developers in remaking games now, touching upon projects like Pathologic 2, the System Shock remake and Resident Evil 2. 

Being faithful to the source material is important, but ideally a remake excites new players too

Resident Evil 2 did scare me back in the day, partly because I was 11 and easily spooked by the police station's low-lit pre-rendered backgrounds and ambient sounds. I probably wouldn't recommend it to anyone younger than me now for several reasons. The voice-acting is terrible, deliberately or not. The combat has the struggle you want from a horror game, but it's fiddly to control by modern standards. You couldn't really do that style of game now—by Resident Evil 0 on GameCube in 2002, critics were burning out on this formula, and it's ultimately why Resident Evil 4's series revamp happened. 

I can't see that style of game getting anyone but Resi fans excited now, and obviously Capcom will want a new generation of players to discover Resident Evil 2. For the remake, it looks like they took the same setting, characters and features and asked what that would look like now if you were to build it from scratch, hewing closer to the tone of Resi 7 than previous entries. I can't wait to get lost in it, and I'd rather this kind of approach than a shiny-looking retread. 

Anything new should add something meaningful

In Resident Evil 1's GameCube remake (released on PC in 2015), I think about what they did with sharks to make them terrifying. The 1996 original presented them as some pretty basic-looking enemies that swam around hassling the player (footage here). The remake, on the other hand, made them terrifyingly real and Jaws-like, to fit the enhanced realism of the game's visual style. That's a good example of using better graphics technology and a (presumably) bigger budget to subvert player expectation. This thing you thought you knew was now scarier than you'd even imagined it could be. It wasn't exactly the same as it was, but the player's experience of the game was ultimately improved by the shock of such a bold change. 

It's not always that easy to figure out the right approach to remaking a game, though. I'm not a backer, so I can't say I've followed System Shock's remake much beyond playing the demo released after announcement, which showed promise. But Wes's interview with the team at Nightdive in March brought up some interesting decisions made behind the scenes on that project. 

"As we geared up and started moving forward with it, we began to run into feature creep," business development director Larry Kuperman said. "All of those things like 'you know what would really be cool, how we might reinterpret this.' Various people wanted to put their imprint on it. As this process evolved over a period of time, it grew in complexity, and it veered away from this original representation. That doesn't mean that interpretation would've been bad, but it wouldn't have been true to the System Shock vision."

It's a tricky balance, deciding what to add to a game people love, especially with a game as influential as System Shock. When so many of our favourite classics are available forever on Steam, GOG or wherever, though, I think surprising players is no bad thing as long as it feels like a sensible extension of the original game's vision.

Remaking games could fulfil unrealised potential in some cult classics

Pathologic 2, the confusingly-named remake of the original 2005 first-person horror game, is refining a bunch of elements like its reputation system, as explored here. I can't say it's a game I've played before, but everything Joe relayed about it during his demo back in 2016 makes me think this is the version to pick up, and I'm glad someone is giving that game a chance to reach more people. Joe described it as "smoothing the edges of its source material while retaining the despondent charm that elevated the original to cult status." 

I'd love to see a ton of influential PC games from 15-25 years ago get that kind of treatment, where it's a better fit for modern tastes but keeps the essential elements of the game people loved. Resident Evil 2 might be a more extreme example of a remake in terms of changes to the design, but not everything needs that level of reinvention. Better controls, UI, cutting content that doesn't work, revamping different systems or adding new difficulty settings might be enough to get a classic in front of a new audience.

Resident Evil 2

The Resident Evil 2 remake will include Tofu, Hunk and that big bastard alligator. That's the best headline I've been allowed to publish in two years of news writing at PC Gamer, which also makes me wonder: can my desktop handle a modernised slant on that hulking crocodilian? 

Ahead of its January 25, 2019 due date, the Resident Evil 2 remake now has a Steam page—within which you'll find its minimum and recommended PC system requirements. See how you measure up: 

The common cold

OS: Windows 7, 8, 8.1, 10 (64-BIT Required)Processor: Intel Core i5-4460, 2.70GHz or AMD FX-6300 or betterMemory: 8 GB RAMGraphics: Nvidia GeForce GTX 760 or AMD Radeon R7 260x with 2GB Video RAMDirectX: Version 11

The G-Virus 

OS: Windows 7, 8, 8.1, 10 (64-BIT Required)Processor: Intel Core i7-3770 or AMD FX-9590 or betterMemory: 8 GB RAMGraphics: Nvidia GeForce GTX 1060 or AMD Radeon RX 480 with 3GB VRAMDirectX: Version 11

After its release date announcement and extended E3 in-game footage, we gathered everything we know about the Resident Evil 2 remake

Capcom has since launched a further five minutes of gameplay. Here's that:

...