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BEHIND THE SCENES | Resident Evil 2


RESURRECTED T


HORROR


Capcom reveal how they’ve reimagined Resident Evil 2 for a new generation


wo decades ago, Capcom delivered one of the most savagely scary videogame


sequels of all time. Resident Evil 2 helped establish the original PlayStation’s late-90s dominance, delivering a haunted, harrowing adventure that instantly instilled terror in a generation of players. Now, 21 years on, the game has been reborn as a riveting top-to-bottom remake for PS4, Xbox One, and PC. It’s something the fans


have long been clamouring for. “We have been receiving requests for years to remake Resident Evil 2,” says the game’s producer, Tsuyoshi Kanda. “We felt the time fi nally came, and we wanted to utilise Capcom’s in-house RE engine to bring the game into the modern era and deliver the best zombie entertainment experience to date.” But how do you remake a beloved


classic, especially with such a weight of expecation from players? It’s been an intimidating task, Kanda reveals. “Each and every fan of the original


Resident Evil 2 will have a diff erent take on how the game should be remade,”


he says. “This has been very challenging as we want to appeal to our core fans by staying faithful to the original, but also want them to feel both fresh and familiar at the same time. We also wanted to create something new that would appeal to today’s modern gamer. As fans ourselves there has been lots of healthy debate as to what ‘My Resident Evil 2’ should look like, but in the end, we tried to fi nd a direction that works for everyone.”


Play dead It’s this balance that


makes this more than just a retread of decades-old ground. The word ‘remake’ almost undersells the immense scale of the project –


Kanda’s team has reimagined the original, keeping what still works


in the harsh light of 2019, and retooling or remixing those aspects that are showing their age. The aim is not to simply copy the old content onto modern machines, but to recreate the feeling players originally had playing on their PlayStations all those years ago – the wonder, the excitement, and, most importantly of all, the terror.





GAME.CO.UK


Spring 2019 33


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