Sorry but ı dont get it.Resident Evil 7 biohazard, Resident Evil 2 and Resident Evil 3 are three different games that had a different direction and were created by different people. The fact that they were created on the same engine and have a realistic visual thanks to photogrammetry, does not mean that these games are obsessed with realism. And even the Western form of dialogues does not mean this.
Resident Evil 7 biohazard literally feels like a love letter to the old school of American horror: there's black humor, slapstick, grotesque, and even a chainsaw fight. Even at the very beginning of the game, Ethan's hand is cut off in the best traditions of The Evil Dead, although from the point of view of realism, first, it would be impossible to do this with a chainsaw, and secondly, Ethan would die before defeating Mia. At the same time, speaking of enemies or lore, Resident Evil 7 quietly uses concepts from early games in the series like DNA mimicry.
Resident Evil 2 was obsessed with realism, so, for example, the developers rewritten the ivy and even wanted to give up the alligator. For them, the original was a syncretic fantasy that needed to be grounded.
Resident Evil 3, on the contrary, as the director himself said, was conceived as a dramatic game like Resident Evil 6, for example. Therefore, they made the second form of Nemesis so spectacular and huge, and then made other decisions, so that there was more pathos and drama. This is different from the approach to developing the original, because the original was more realistic.
If you have a limited budget, 3 years to develop, but you need to redo the original in the modern language of game design, you will not be able to cover the entire volume of the original content. This is the root reason why the reimagining were made. The 2002 game still contains two-dimensional backdrops and the old combat system, so the developers, having the resources and knowledge, it was not difficult to redo everything. Now games, animations, and so on are becoming much more complex and require a lot more people. If previously a small team of artists could draw the backdrop of a clock tower and a million other locations, today at least one location is much more difficult to design, and you need to take into account other factors such as contextual animation of enemies and characters. If you think that the developers were just too lazy to make crows or worms, you are very unfair to them.
You say it's impossible for ethan's hand to be cut off with a chainsaw in a realistic way and yet you think it's possible for claire / leon ( 1st run ) to get blown up by the rpd car in a realistic way while hitting their body very hard to another car only to get up and pretend it never happened? Or what about ada surviving annette's trap only to get her leg hurt followed by her surviving another fall ( Her leg is still hurt and the nest lab is in self destruct with debris falling. ) only to toss a rocket launcher to leon later on? Or what about the scenarios? They dont even connect to each other. Re6, the most action packed mainline entry, had proper campaigns that connected to each other storywise. Why cant re2 2019 do the same, especially when obsessed with realism unlike re6 that isnt obsessed with realism at all?
Re7 and re2 2019 also have dramatic moments and crazy huge monsters just like other games in the series, this isnt exclusive to re3 2020. Where was it said that the devs wanted a dramatic horror experience for re3 2020 just like re6? A source? Steam page doesnt mention " dramatic horror " while the steam page for re6 mentions " dramatic horror " . I got the idea that they wanted to give the game the " not a hero " treatment precisely cause re2 2019 is re7 with re2 skin along with some gameplay elements from remake and rerev2. And the not a hero episode is a more action packed experience compared to main game of re7 just like how re3 is more action packed than re2 and this carried over to re3 2020 and re2 2019 respectively. That's why they wanted to go back to more survival horror oriented / grounded approach with re7 ı think; to reuse that game's style / presentation when remaking / reimagining re2 and re3 which are more survival horror oriented than 4 / 5 / 6.
And ı still dont get how re2 2019 can be obsessed with realism but re7 and re3 2020 cant. What ı said stands. I dont dislike re engine but it isnt used well for those 3 games. This seems to be a problem with resident evil, ı dont have these issues for dmc5 which also use re engine similar to those 3 games but it manages to keep its style and tone similar to past dmc entries not to mention the writer for the game wrote some of the previous dmc entries.
As for the last statement; if they werent going to be faithful to og games, then they shouldnt have remade / reimagined the games. It feels like a waste of resources to recreate the games as " reimaginings " . They promised the fanbase to faithfully recreate the games and yet they get chickened out while going with the reimagining route instead. Not to mention; it also feels like a waste of time to go through those games cause they arent canon due to being " revisiting " . They unnecessarily convoluted the past too; none of the previous games in the series did that, they simply expanded on plot points. They didnt steal previous games' names in an unfaithful way while being seen as " replacements " to public.
Oh and might as well drop these: