PC_Powerplay-Iss_275_2019

(sharon) #1

WGAME REVIEW


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 ammunition and
risk alerting the Tyrant?
The way he walks slowly towards
you, unflinching and emotionless, is
genuinely unsettling—especially when
he suddenly appears at the end of a
long corridor. And he’s always lurking
near items you need to progress, which
is brilliantly cruel. But I would have
liked more ways to interact with the
Tyrant, because eventually these run-
ins start to feel rather one-note, and
the fear can mutate into frustration.
Even the ability to throw something to
distract him would have made these
sections a bit more interesting, but as it
stands the concept feels disappointingly
underdeveloped.
Similar to Resident Evil 4, the
difficulty of the game adapts as you
play. How it actually works is obscured,
but whatever’s going on behind the
scenes, the balancing is quite masterful.
For the entire nine hours it took me
to finish my first run as Leon, I felt
constantly on the verge of
catastrophic failure.
The good news is that if you sacrifice
ammo to clear out an area, it’ll stay
clear. More zombies can spill through
open windows, but you can block these
up with wooden boards. This gives you
some breathing room, especially when
you’re being chased by the Tyrant. The
last thing you need is zombies clawing
at you when you’re trying to run to
safety. Counter-weapons can also tip
the balance. If you have a grenade or
a combat knife in your inventory and
something grabs you while you’re low
on health, you’ll avoid death: Stabbing
them with the blade or shoving a
grenade in their mouth. So the game
isn’t completely relentless in its
attempts to sabotage you, but for every
inch it gives you, it takes one right back.
It’s never really that scary, though.
Unnerving, tense, and sometimes
overwhelmingly stressful, sure,
but there’s nothing particularly
psychological about it. But that was
always Resident Evil’s thing: Zombie
dogs crashing through windows rat
than the psychosexual mind-beasts
Silent Hill. Still, Resident Evil 7 had
some effectively eerie moments, an
would have liked some of that to m
its way into this remake. If you can
deal with the stress, there is an ‘as
difficulty option that adds generou
auto-aim and makes a small amoun
of health regenerate automatically.


But, honestly, the game just isn’t very
exciting when your item box is heaving
with an abundance of spare shotgun
shells and green herbs.

SECOND WIND
When you finish your first playthrough,
you’ve really only seen half of what the
game has to offer. The second run uses
the same locations and has many of the
same story beats, but the puzzles are
different, enemy types and locations
are mixed up, and you take a different
route through each of the game’s three
major locations. What I love about this
so-called ‘B’ scenario is how the game
uses your knowledge of the setting
against you. Walking into the RPD
main hall as Claire, a protected haven
for Leon, and seeing zombies in there
was a fun subversion. It’s just a shame
the intensity of the Tyrant is amped up
to such a preposterous degree. He’s
constantly looming over your shoulder,
which I ultimately found a bit annoying.
As a longtime fan of the original
Resident Evil 2, I enjoyed the remake’s
many self-aware attempts to clarify
some of the more abstract stuff in the
game—such as why a sewer system
is powered by plugs shaped like chess
pieces, or why a police station would
theme its keys and locks around
playing card suits. There are other cute
references to the old games to find,
but they’re pretty subtle and don’t

feel forced. This could have easily been
a game targeted squarely at fans, but
if this was your first Resident Evil you
would get your head around everything
in minutes—another example of how
refreshingly simple the remake is. The
story is really no more complicated than:
Zombies everywhere, get to safety.
Some of the voice acting and writing
are pretty bad, and not ‘fun bad’ like in
the old PlayStation games: Just regular
bad. The second act, which takes place in
a dingy sewer, is a little slow. And I was
glad when the section where you play
as Ada Wong, solving hacking puzzles
while the Tyrant stalks you, was over.
But otherwise, this is pretty much the
ultimate refinement of the classic Resi
formula—but with the added joy of RE4’s
dynamic over-the-shoulder combat. The
result is a game that is among the best in
the series, and a thrilling survival horror
experience in its own right. It’s not as
surprising as RE7, but as an evolution,
and a celebration, of classic Resident Evil,
you couldn’t ask for much more.
ANDY KELLY

VERDICT:
A tense, challenging
and beautiful remake of
a classic, with enough
new ideas to make it feel
excitingly new. 9

ABOVE: The two
playable characters,
Claire and Leon.

Raccoon City is not
tourist friendly.

Exploding heads like this
are, oddly, rare.

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