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Resident Evil 2 (2019, Playstation 4) Review


RELENTLESS STRESS


Also for: Windows, Xbox One


Can a game be too successful at something? That's the question I have to ask myself after finishing this near-perfect game, still not feeling the spark of joy that I should. Make no mistake, the game is brilliant - but it's also torture to actually play. Every dreaded hour of Resident Evil 2 felt uneasy, like I had no control, that I could suddenly make a mistake that rendered the game unwinnable. And yet, that sensation is what its developers seeks to evoke. It's just that it succeeds all too well.

Afterwards, the lingering feeling is that of relief rather than euphoria. I am deeply impressed by the craftsmanship, but also have a hard time embracing the rollercoaster I've just endured.

Capcom's reimagining of their own classic zombie horror game of the same title shifts the perspective from fixed camera angles to a third-person stalking camera. Just like the groundbreaking Resident Evil 4 it puts all the responsibility of aiming into the player's hands, whereas previously, you only had to point and shoot. With the added importance of headshots against enemies swaying back and forth, this becomes a taxing experience.


The game only provides a finite amount of ammunition and health pickups against potentially endlessly respawning hordes. With very limited inventory space, I constantly need to juggle priorities. Can I get by without killing the slow-walking zombies? Or do I have enough ammunition to spare? Dare I risk running past certain enemies? If I get bit, do I have enough healing items? And if I let some creatures live, will this area get overrun when I inevitably return? Such anxious worries don't equate to having a particularly "swell" time.

Although I haven't played a lot of Resident Evil-games (this is but my third) I realize I'm describing the core principles behind the entire genre. This is a great example of survival horror. ÃŒn the more action-oriented Resident Evil 4, my favorite, the game kept track of my performance and provided the neccessary items by design - it just masked it so well I never realized it until reading about it later. But this remake shelves that idea and behaves more like the punishing earlier entries.


The first part of the story, which mostly takes place in a police station overrun by zombies, never allows you to put your mind at rest. And from there on out, things only get more hectic. The horror comes through both jump scares and lurking fear. There are places to run and places to hide, but the only way to escape is to beat the game - or simply avoid playing at all. The horror is so effective that the latter option is almost too tempting.

You assume the role of either Leon Kennedy, a young cop transferring to the Raccoon City P.D, or Claire Redfield, who's out looking for her brother in said city. Your decision takes you down one of two slightly different paths. Once the first storyline is over, you can rewind and play the second part as an abridged new game plus. For this review, I chose Leon's storyline. I decided to skip the Claire parts entirely since the two narratives allegedly clash, which tarnishes the overall experience. That storyline will have to wait.


After a harrowing experience at a gas station, Leon arrives at Raccoon City, only to find it in shambles. Fires are spreading, crashed cars block the freeway and zombies walk the streets, attacking anyone in sight. After dodging through a horde of enemies, he barricades himself behind the police station premises, only to find that the station has also been overrun. A sole survivor explains the situation, and tells him of a way to escape through the sewers. He is badly hurt and expects to die within the hour, but Leon could still make it - but first he has to find the secret way out.

The level design for the police station segment is inspired. It allows you to explore its offices and cramped, dim corridors one section at a time, solving puzzles, catching up with recent story events and fighting zombies to progress further. It constantly loops back to a central hub, where you can save and resupply, and unlock shortcuts to quickly get in and out. The automap is great, revealing points-of-interest and what rooms you have left unfinished.


After a few hours the game introduces its crowning achievement; the hulking Tyrant, a semi-giant mutant of a man who hounds your every step through the station. Wearing a trenchcoat and fedora, his almost civilized appearance makes him all the more scary, when combined with his dead stare and patient, methodical walk. The worst thing is his unpredictability. He doesn't follow a set script so much as his own A.I. which means he doesn't follow a set pattern. Whenever you run or fire your handgun, he'll hear and come walking. He is not fast, but indestructible and relentless - just like the monster from the cinematic masterpiece It Follows.

The Tyrant is a gamechanger, and the element that nearly made me quit the game. His loud footsteps can be heard constantly through the walls, as he searches for you. Once he finds you, he follows you everywhere, except for a few safe locations. If he hits you once, you get seriously hurt. A second punch kills you. I will put it out there and call him one of the most frightening enemies in gaming history. The way he crouches to get through doorways, all the while staring you down, induces panic.


The entire game, its puzzles, combat and exploration, fits together so nicely it's hard to point out a single objective flaw. The limited inventory, whilst a genre staple, is a grey area for me, as it forces me to backtrack too much. Survival equipment is one thing, but I'm not crazy about sharing it with puzzle items. I would have preferred a dedicated, maybe even unlimited inventory section for fuses, keys, keycards and other cruicial stuff to avoid some of the nuisance. However, after completely exhausting the use of a certain key item, the game lets you know that you can safely discard it. Clearing up more inventory space this way is exactly as satisfying as it sounds.

I worked myself through the story very slowly and methodically. Every point of progression came at roughly thirty-minute intervals. By then I would save the game, quit, and take a long breather to brace myself for the next section. Combining items for puzzles feels like a nostalgic throwback, but the puzzle design feels a little dated. But I suppose it wouldn't have felt like Resident Evil 2 without it.


The zombie infestation story is B-level schlock, which is perfectly fine as it's the least important facet of this game. Also, it is presented in a way that makes it look like a horror masterpiece. The character models seem life-like, and the voice acting is convincing. The weighty movement animations add further realism. The terrifying sound design, especially once the Tyrant starts looking for you, never leaves you alone.

Resident Evil 2 does not lend itself well to screenshots. The environments are too dark, the gameplay too stressful, and mistakes too punishing. The time you take to line up a perfect shot could cost you a lot of progress. If you choose the hardest setting, saving is a resource like health and ammo, which means you can only save a limited amount of times throughout the game. You could lose 20-30 minutes of progress upon death in a worst case scenario. On the normal or easy mode you can save free of charge, but the spacing between saving opportunities still adds a bit of anxiety.

You see the through line here? The stress; it runs rampant the throughout the game. In short, Resident Evil 2 is no game for safe escapism and power fantasies. It is a taxing, oppressive commitment, a game for free weekends, meant for seasoned players during the darkest times of the year. It requires you to clear a few hours of time and dedication. If all the puzzle pieces slide neatly into place, this could result in one of those flawlessly holistic interactive experiences of a lifetime. It nearly did for me - I can only lament that the craftsmanship was too goddang perfect.

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