“We have a lot of re­spect for the orig­i­nal game and want to treat it with care”

XBox: The Official Magazine (US) - - RESIDENT EVIL 2 -

iconic front desk, locker rooms and of­fices as we hare around try­ing to find the ob­jects we need – con­stantly hav­ing to go back into a room we know is full of bad things. Mean­while the Tyrant is fol­low­ing us, we have no ammo, and so our playthrough ends in in­aus­pi­cious de­feat. The game, when it opened up to us, also threw so many mon­sters at us that we be­gan to re­ally, se­ri­ously re­gret not con­serv­ing ammo ear­lier on. It’s ac­tu­ally a re­ally key el­e­ment of the orig­i­nal Res­i­dent

Evil games that we’d al­most for­got­ten about – the se­ries in­vented ‘sur­vival some key parts of the game the same, while re­build­ing the game­play, story, puz­zles and the route you take through the game around those parts. As for fan ser­vice, yes, we def­i­nitely wanted to keep as many of those iconic mo­ments as pos­si­ble which we know every­one re­mem­bers fondly.”

There’s no doubt Cap­com has pulled off a fan-pleas­ing re­make of a fondly re­mem­bered clas­sic. But more than that, the game’s vis­ual and game­play up­dates should help it to be­come a true mod­ern clas­sic when it lands in Jan­uary 2019.

above Oh my word, just what did you eat, Rac­coon City?

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