Yeah as much as ı love re2, it's really an easy game. Though this doesnt bother me since that's one of the reasons why it's more enjoyable than re1. I also feel that way about re6 when compared to re4 and re5 which feels easier, ı figured how the game works and it's really easy and satisfying to go through while re4 and re5 still give me annoyance due to their limitations despite them trying to be revolutionary, especially re4.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.
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.
Though ı want to explain more things. While ı dont mind 2019 version increasing challenge, at many aspects, this isnt done properly. It has better mechanics but some changed stuff is for the worse.
Like making zombies unnecessarily bullet spongy, ( Though not as annoying as remake, since that game has an annoying crimson head system. ) overusing t-103 along with a terrible mutant form, overusing g monsters rather than a single boss encounter, changed ivies and birkin's mutant forms excluding 1st and 3rd ones.
As for scenarios; a and b scenarios arent cut per say. Since the game still has 2 claire and 2 leon scenarios along with 1st and 2nd run options. I dont mind zapping being cut but honestly they should have also cut 2 of those scenarios and make only 1 claire and 1 leon scenario. That would have been enough. As it stands, the scenarios really feel tedious and repetitive to go through after finishing one and scenarios not being connected to each other only make it worse for me. I wished it was designed more similar to re6 in this aspect. That game doesnt really feel repetitive at all imo, especially when compared to previous and later ones.
Moving and shooting is a nice addition rather than tank controls however that affects your crosshair and ı dont like that at all. It makes that decision less effective. I prefer outbreak file 2, re6 and rerev2's design systems, they feel more comfortable without that crosshair design system. I also dont like that laser is exclusive to some weapons. I wished there was an option that could be switched like in re6 and rerev2. It would also be nice if you could unequip weapons and being able to perform weak melee attacks like in outbreak games. Being able to tackle, kick ( kevin ) or crouch ( cindy ) are gameplay features that ı really wished were implemented in the game for claire and leon.
Having a zombie, licker and tyrant in the same room sounds very cool as a premise however at the same time, t-103 doesnt really try to destroy the other creatures, it overall just pushes and ignores them in favor of targeting the player. I wished it battled lickers like the ones in damnation did, that would have been really cool. In outbreak file 2, tyrant r can defeat hunter r for a short section. I wished that was expanded both from that game and movie and was seen in the game. More with t-103, ı also wished it dropped loot and was stunned for a longer time. It recovers quick from what ı've remember though ı didnt battle it that much unlike og game cause it's really fast and trying to battle it with normal weapons would most likely result in damage taken.
The zombies following through rooms was done before though. It was seen in outbreak games. Other creatures can follow too. So ı think the " This is how your "old school" knowledge may fail you. " statement applies to people who didnt play those games.
And ı dont really care much for " horror " . You could say that's due to me starting with re6 which is considered least horror ( and that's if it is even considered as one since many people still dont accept it as survival horror along with considering re7 as return to roots. ) and not playing any other franchises that are considered in survival horror sub genre. I find horror / survival horror exaggerated due to forced rules made up by fans. I was one of them while being under that belief for a long time until some time around the release of re2 2019; ı've decided not to believe to those anymore and just articulate my opinions more carefully and properly.
I also have a lot of story issues with the game but that's already mentioned so ı would rather not repeat it again.
Regardless re engine version can be enjoyable but ı still prefer og game and darkside chronicles.