Do the changes of that game bother you?
First of all, changes in a remake is
to be expected.
"Remakes" of a game have been around since the early 90's or even earlier, except we don't call these "remakes", we simply called them "ports".
When you port a game from one platform to another that has a higher graphical capability, sometimes it's expected for the game to be remade from the ground up with some changes, like Lunar from Mega CD to Saturn or the several Ys ports.
Regarding the RE2 remake itself, I am not "bothered" by the changes at all.
There are some that I disagree with but overall, it did not ruin my enjoyment of the game.
The removal of the A/B scenario is something that I can live without, since it's nothing more than an overrated gimmick.
The idea of
"your actions in one campaign affects the other" seemed "innovative" way back when I first played the game in 1998 but after experiencing more "zapping" system in other games, the one implemented in RE2 is simply too gimmicky and out of the way.
RE1 already showed that the outcome of your actions can occur in the exact same campaign you are playing and there's no need to go out of the way to push it to another campaign.
Other games like Siren has a "zapping" system that is not only deeper but is necessary for you to get the true ending.
RE2's "zapping" system feels like they just want different outcomes for the sake of having different outcomes and it doesn't affect the ending or anything.
"Zapping" system works best in a campaign with scripted character change, like in Code: VERONICA.
If you try to mix "zapping" and a "select any character you want", then that makes the A/B thing necessary for balancing.
Such setup is inefficient and I bet nobody can figure a way around it if you try to write your own "zapping" system that also has a "character select" format, without resorting to an out-of-way solution like the "A/B" system.
From a development perspective, this is too wasteful and time-consuming.
Like what do you like and dislike about it?
Straightforwardly, the remake did a much better job at being a "horror game" than the original.
I had a lot of fun with the original when it was fresh back in 1998 but I'm not the kind of idiot who lets nostalgia dictate my judgement.
Looking back at it now, the original is too clunky, gimmicky and imbalanced.
This is especially when you consider that it's supposed to be a "horror" game (or "Survival Horror" if you will) that has a purpose of keeping the players on their toes.
The "wide hitscan aiming" shooting system in the original means that you can just point your bullet-fed gun in the general direction of the enemy and fire, you'll virtually never miss.
"Limited ammo" is kind of a dumb thing to bring up with such aiming.
And let's not forget the game even gives you an auto lock-on to quickly face an enemy when you draw your weapons.
The lock-on and wide hitscan are two separate things and even if you turn off the lock-on in the menu, you can still automatically hit the enemy but just pointing the gun at their general direction.
The pinpoint shooting in the remake feels much more natural in challenge.
Not only you are manually landing your shots but you also have to make your shots
count, as you hit parts to either maximize damage or cripple the enemy.
When you think about those decade-long argument about how horror games are supposed to be "challenging" and "tense", wouldn't a more manual shooting scheme be a suitable choice than a "hit enemies automatically by aiming at their general direction" system?
Wide hitscan shooting also bypasses other factors that comes with firing a gun, like recoil or muzzle rise.
There's a significant difference in how the muzzle rise of Leon's burst-fire handgun causes him to miss two out of his three shots at a zombie and how the aim assist in the original allows Leon to
juggle a zombie dog in the air, automatically landing all three hits from the burst-fire.
And speaking of operating a gun, who could forget the convenience of
stopping time to reload in the original RE2?
Certain players will always tell you that "running away from zombies is the best strategy".
But that was because
zombies can't follow you through rooms, most of the time
.
In the original, not only zombies are basically trapped in the rooms they appear, exiting and reentering the room causes them to
reset their position back to their starting points, making them predictable.
Simply running away is still possible but now has a much higher risk, due to how zombies can spill out here and there, turning up unpredictably in a corner when you backtrack.
The zombie you left behind in the morgue may turn up when you're trying to dodge zombie dogs.
This is how your "old school" knowledge may fail you.
Killing and crippling at least some of the zombies may increase your survival.
And then you're basically going through some sort of monster-petting zoo, since you virtually have one enemy type per room.
If a room contains zombies, then that's all you need to worry about.
Meanwhile, you can have a hallway with a Licker, zombie and a Tyrant all together at once in the remade version.
Do you move silently to evade the Licker's detection or run away from the Tyrant?
You won't get this type of situation in the classics.
And speaking of the Tyrant, it's laughable in retrospect, when you think about how it gives up going after you the second you leave the room (but with the exception of the conference room).
Having it hunt you around the precinct is a much more tense experience as you won't know exactly where it is.
Regardless of what was "changed", the remake does a much better job at being a "horror" game than the original.
This is also if you consider all those decade-long arguments about the "true meaning" of "Survival Horror", like how such games need to be challenging, tense and keeps players on their toes.
The RE2 remake would qualify much more.