Resident Evil 2 Review ( Pc Remake )
Friday, March 8, 2019
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One of the most remarkable things about this Resident Evil 2 remake is that it makes zombies—the slow, shambling, groaning kind—exciting again. The undead in this game are incredible, horrible things: shuffling lumps of bloody meat who batter down doors, tumble through broken windows, and lunge hungrily from the shadows. They're physical and clumsy and an absolute joy to kill—if you have the ammunition to spare.

Official Minimum Requirements
- Requires a 64-bit processor and operating system
- OS: WINDOWS® 7, 8.1, 10 (64-BIT Required)
- Processor: Intel® Core™ i5-4460 or AMD FX™-6300 or better
- Memory: 8 GB RAM
- Graphics: NVIDIA® GeForce® GTX 760 or AMD Radeon™ R7 260x with 2GB Video RAM
- DirectX: Version 11
- Storage: 26 GB available space
Official Recommended Requirements
- Requires a 64-bit processor and operating system
- OS: WINDOWS® 7, 8.1, 10 (64-BIT Required)
- Processor: Intel® Core™ i7-3770 or AMD FX™-9590 or better
- Memory: 8 GB RAM
- Graphics: NVIDIA® GeForce® GTX 1060 or AMD Radeon™ RX 480 with 3GB VRAM
- DirectX: Version 11
- Storage: 26 GB available space
Shoot a leg off and they keep coming, dragging themselves along the floor, reaching at you with pale, clawing hands. Turn a corner, and as your flashlight beam catches their glassy white eyes they screech and trudge towards you, arms outstretched, jaws slung with glistening blood. They don't sprint or explode or sprout thrashing parasites like they do in newer Resident Evil games. They just moan and lurch and grab, and there's something enjoyably back-to-basics about that—a feeling that echoes through every claustrophobic hallway of this confident remake.
After the subversive, rule-breaking Resident Evil 7, with its grimy Southern Gothic aesthetic and intimate first-person horror, Resident Evil 2 is a return to a more familiar style of game. It's a remake, but it's never a slave to the source material, adding or cleverly remixing enough elements to make it feel brand new. You can still play as two characters—Leon S. Kennedy and Claire Redfield—and a few fan favourite bosses and locations have been recreated. But even moments of fan service are given some kind of interesting twist or fresh angle, which is, honestly, not what I expected from this remake at all.

The grand, imposing Raccoon City Police Department was always a great setting, but the shift to three dimensions makes it magnificent. While the original game relied on fixed camera angles and the distant moan of unseen zombies to build fear, the remake uses light, shadow, and layout to get under your skin. Some parts of the station have been plunged into darkness, forcing you to pick through the gloom with a flashlight. The building itself is a labyrinth of blind corners, shadowy recesses, and warren-like corridors, creating a constant feeling of apprehension and unease.
The station is essentially a giant box of puzzles, and an absence of objective markers, beyond a few marked points of interest, means you have to draft a mental map as you play. At first most of the building is locked up tight, or obstacles such as the burning wreck of a crashed helicopter block the way forward. But as you explore you find items that let you delve deeper, and slowly but surely the maze of halls, offices, atriums, and stairwells starts to feel familiar. I also like how dead zombies stay put, even after reloading a save, as I'd often use their corpses as a kind of macabre breadcrumb trail.
But navigating the station and deciphering its many riddles and puzzles is only half the battle. The zombies, as much fun as they are to scrap with, can take a hell of a beating. Their health seems to be randomised, meaning that you can empty ten bullets into one and it'll keep crawling after you, while another will be put down permanently by just a few shots. And whichever dice roll governs the chance of an explosive headshot is weirdly stingy. This makes the zombies unpredictable and tenacious, as zombies should rightly be. But it also teaches you a hard lesson that every bullet in this remake is precious, and if you can slip past an enemy rather than killing it, you probably should.

Then there's the Tyrant, a hulking great mutant in a trench coat (and a hat, which you can shoot off) for whom gunfire is little more than a minor inconvenience. At certain points in the game this merciless, invincible killing machine will hunt you around the station with grim persistence. You can track his movements by listening to the heavy thud of his footsteps, but other than blinding him with a flashbang, evasion is your only real option. He's also attracted to gunfire, which adds further weight to decisions involving fighting regular zombies. Do you waste ammo and risk alerting the Tyrant?
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