RESIDENT EVIL 2, a remake of the PlayStation classic, is a masterclass in making an old game feel fresh again.
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, clumsy, and an absolute joy to kill—if you have the ammo to spare.
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 the beam of your flashlight 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 dark, claustrophobic hallway of this confident remake.
After the subversive 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 favorite bosses and locations have been recreated. But even moments of fan service are given some kind of twist or fresh angle, which is, honestly, not what I expected from this remake at all.
Bu hikaye PC Gamer US Edition dergisinin April 2019 sayısından alınmıştır.
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Bu hikaye PC Gamer US Edition dergisinin April 2019 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
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Special Report- Stacked Deck - Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big.
Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big. Four years later, its successor Inkbound’s launch from Early Access was looking more like Sandwich Big.I’m not just saying that because of the mountain of lamb and eggplants I ate while meeting with developer Shiny Shoe over lunch, to feel out what the aftermath of releasing a game looks like in 2024. I mean, have I thought about that sandwich every day since? Yes. But also, the indie team talked frankly about the struggle of luring Monster Train’s audience on board for its next game.
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