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Resident Evil 2 Remake Is Terrifying In Fresh New Ways, But It's Familiar

It was only Leon’s first day...

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The highly-anticipated Resident Evil 2 remake rides a thin line between new and old. It instantly pulls you in with familiar characters and locales, but finds new ways to make you feel uneasy with its new interpretation of classic events from the original. If you played the game back in 1998, you'll likely to feel a nostalgic wave of emotion when you first pick it up; there's a lot here that has been painstakingly recreated. Whether or not you played Resident Evil 2 back when it released, the upcoming remake is shaping up to be a satisfying jaunt through a horror classic well worth looking out for.

My time with the demo began in the main hall of the Raccoon City Police Department as Leon S. Kennedy--who's just as strong willed and naive as we remember. He's no longer the invincible superhero that latter entries transformed him into; he's desperate and vulnerable. These qualities should come as no surprise to fans of the original version, but the remake really leans into them, making your time spent as the rookie cop all the more tense and dire. And with higher-quality voice performances, Leon's circumstances feel grounded and believable.

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It helps that the Resident Evil 4-style, third-person over-the-shoulder camera provides a far more intimate view than the original's fixed camera angles. The remake faithfully recreates the original RPD's narrow halls and pathways; its floor layout is nearly identical. The third-person perspective plays well with the labyrinthian police department, making exploration feel unsettling and claustrophobic; gone are the door-opening loading screens.

All throughout my plodding trek across the RPD, I rarely felt safe. An area would be recreated exactly as I remembered it, but then the game would completely mess with my expectations. For example, in the southwest corridor, I expected to fight the infamous Licker, but in its place was the body of an RPD officer whose mouth has been cut into a Glasgow smile. Despite having played the original countless times, new details like this ensured that I was always on my toes.

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The feeling of desperation intensifies when you run into your first zombie. The empowering over-the-shoulder shooting featured in latter games has changed. When you aim, the cardinal markers on your reticle slowly move until they're closed in on the center, allowing you to fire a more precise shot. But when you move, the reticle resets and must take time to close in again. Shots take time to line up; you can't just instantly fire from the hip and expect to hit your target. It's a small change, but it completely alters your sense of control. Every bullet counts when you're cornered by a pack of zombies, forcing you to pick your shots wisely.

There's a deeper focus on exploration in the remake. Scattered throughout the environment are doors to unlock and puzzles to solve. Thanks to the more seamless navigation, the game feels more akin to Metroid. You're constantly investigating new pathways, gaining new items that might help you open up the way to your objective. There's more freedom overall to explore and discover secrets at your own pace and in varying orders--which is a welcome change of pace from the more constricted adventure game-like progression of the original.

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I walked away pleasantly surprised from my time with Resident Evil 2 remake. As a massive fan of the original, I had reservations going into the demo. But after playing it, I can't wait to jump back in. There's something so special about the way it takes advantage of your knowledge of Resident Evil 2, pleasing you with its faithful renditions of well-known locations, while at the same time terrifying you with everything it does differently. This persisted all throughout my experience with the game, and I can't wait to see all the changes it makes once it finally releases early next year.

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Now Playing: Resident Evil 2 Remake Is Both Familiar And Terrifying - E3 2018

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mgespin

Matt Espineli

Matt is a GameSpot Editor who, like a Dragon Quest Slime, strives to spread love and joy to the world.

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JEF8484

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now the question is....will it have that creepy, classic save room music? Or at least the option for it...?

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zoxdj

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This is how you do a remake and this is how and when you announce it!

Great job Capcom.

If only SquareEnix took notes and learned this then we wouldn't have to wait 5-7 years for every single game they announce. Don't announce early, do it when you are ready and confident...

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Stefi2000

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I didn't play the original game but I think that I will reeeally enjoy this remake.

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Fenbops

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It’s looks good with zombies taking chunks out of Leon in the gameplay, but seriously shouldn’t he get infected from that shit?

I’m not sure I like the new direction (for resi 2) the Resi 1 remake was great, I think I would have preferred the same sort of thing here. It could be good though so we’ll see.

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Yurdle

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@fenbops: Canonically yes the T-virus from a zombie bite is enough to infect someone and eventually turn them into another zombie, as expected. The reason why player characters do not turn is because gameplay is not assumed to be exact canon - that is, it is not canon for the player characters to ever be infected/bitten over the course of the game's story, until the plot demands so. In other words, if the game was told as a novel, Leon/Claire never get bitten at all. There are also hints that herb usage staves off infection.

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spikex8

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Should have went first person like RE7. I loved RE2 back in the day but games have progressed and it was clunky as hell, third person over the shoulder is an improvement but first person is far superior still. I originally thought this was a remaster and had zero interest, knowing they changed the gameplay has me moderately interested now.

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Yurdle

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@spikex8: Gamespot did an interview with the producers of the game, where they explain why they chose the third person camera: https://www.gamespot.com/articles/the-challenges-of-remaking-a-horror-classic-like-r/1100-6459995/. Basically it was because it was the best choice for horror, gameplay, and puzzle reasons.

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spikex8

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@Yurdle: I would argue first person is better for horror and gameplay, and have no opinion on the puzzle aspect because I frankly don't care for puzzles and just treat them as an obstacle to be overcome and not an activity to be enjoyed. A dev can say whatever they want in an interview, doesn't hold much weight to me as a person that has played thousands of hours of video games I can form my own opinion. TPP is more popular on consoles than FPP and that is likely the real reason, as to why it's more popular I really don't know as I don't understand it. But like I said I'm still at least interested now that I know they've updated the gameplay. Great games can surely be in TPP, I loved the Witcher for instance but I would have rather played it in first person (not that their combat system would have worked great in first person, but their combat isn't really a strong point imo) and am looking forward to cyberpunk all the more because it is FPP.

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se7en1989

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60 bucks for a 20 year old game with updated graphics lmfao

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elmarine2064

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@se7en1989: To each their own. I never played the original, so I i will pick this one up.

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masscrack

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@se7en1989: get a job or go mow some yards or something kiddo.

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Mogan

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Edited By Mogan  Moderator

@se7en1989: Well, they rebuilt it from scratch, it's got entirely different core mechanics, they re-imagined a lot of the areas. This isn't just a graphical update.

But if you still think $60 is too much, it wont be that much forever.

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wicked_laugh

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'gone are the door-opening loading screens.'

So I'm assuming you can no longer flee zombies simply by going through a door? Man, that feature saved me a few times in RE 1-3.

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Yurdle

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@wicked_laugh: You can't. Gameplay footage shown that unless you escape via cutscene/plot convenience, any regular gameplay door you can go through the zombies can go through too. Just like in RE4 they'll chase ya.

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joesguy

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Nothing about this Frankenstein's monster of a game is "familiar." You done stuffed up Capcom.

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Undeadzombie

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@joesguy: I bet you whining about resident evil 3 remake too

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joesguy

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@undeadzombie: Whining, no. Not buying trashy, generic redumps of already excellent games, yes. But then again, I didn't care much for the original 3 anyway.

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aross2004

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@joesguy: Yeah, it looks like a better game now. A port with prettier graphics is boring AF.

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asnakeneverdies

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@aross2004: If by better thou means more generic, then forsooth.

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joesguy

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Edited By joesguy

@aross2004: Remake HD disproves your assertion. It's a masterpiece. A total conversion of RE6 with RE2 maps is objectively boring as ****.

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lostn

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This remake is much more ambitious and impressive than the RE1 remake. But honestly, with the perspective they've gone for, I feel it will be less horror and more action, like the later RE games.

With fixed perspective, they were able to hide enemies just off screen, sometimes right in front of you. You could hear them but not see them, and that provides some tension. With the RE4 perspective, you can see them, and you can manipulate the camera in ways you couldn't in RE0-3 (+CV). It's also no coincidence that RE4-6 were not scary at all.

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Mogan

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Mogan  Moderator

@lostn: I never felt like the fixed camera letting enemies hide right in front of you was scary so much as artificial and lame.

The fixed camera angles make for some cool shots, but bad gameplay.

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asnakeneverdies

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Edited By asnakeneverdies

@Mogan: The fixed camera angles are essential, Mogan.

The segregation impacts the experience in more ways than most imagine, methinks. It's a foolproof method to ensure the game doesn't devolve into the realm of action by giving the player too much control over the combat thus internalizing the other, more enthralling components of the aesthetic.

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asnakeneverdies

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Edited By asnakeneverdies

@lostn: I disagree with your characterization of this effort. This remake appears utterly formulaic and graphically inferior to the 2002 one, even with a polygon budget that might surpass that of REbirth a hundredfold.

We've yet to realize the extent to which Capcom has gone to implement what's in my opinion this game's most exciting new mechanic, the ability to bar windows to temporarily isolate certain areas.

I find that most intriguing, because I believe it would only have enhanced authorship had it been present in the original. It's too early to tell, but it's a conceptually sound and seemingly authentic Survival Horror consideration.

That said, I've found Resident Evil 4 to have been the scariest one for me, with Salazar's Right Hand, the U-3 cage challenge, the Regenerators, and dreadful Dr. Salvador. And that's especially because of the OTS perspective, I believe. The action oriented titles place a lot more emphasis on the horror component, which I believe was incidental to the brilliance of the classics.

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lostn

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@asnakeneverdies: What I mean is that the cost and effort of making this fully 3D creation of RPD far surpasses the budget and effort needed to do REmake 1.

If you think it looks graphically inferior, that's just a matter of taste. Some people like the art style of 2D more than the 3D which would otherwise take a lot more effort to recreate.

It's perfectly valid to say Persona 5 is a better looking game than FFXV due to art style despite being simpler. But XV was a much more expensive and difficult game to make, even if the world sizes were the same.

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Pliger

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@lostn: I wouldn't make that assumption about cost and effort. Adjusting for inflation and the overall drastic increases in budgets and resources for triple-A development in recent generations, it might well have cost more for them to produce this game in the REbirth style with pre-rendered environments and all. I think it might be more work and more expensive to pay the environmental artists who meticulously draw those perfectly blended environments of REbirth and 0, than it is to simply model the environments in real-time graphics.

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asnakeneverdies

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@Pliger: The workflow for ingame asset creation usually includes the modeling of high poly meshes whose high frequency detail is thence baked into a low poly for real time rendering in the game engine. Also, prerendered backgrounds only have to look good from one angle, and that's it. I doubt the classical approach would've been more expensive, Pliger.

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lostn

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@Pliger: 2D graphics only have to be seen from one angle. You don't have to model the back of a building or object if you're not seeing it from that angle. In a fully 3D world, you have to model everything. That's more work.

3D graphics are always progressing technically. Environments look more realistic, new effects, textures get higher resolution, physics get more accurate, environments can react to damage in real time, characters get dirty or wounded and it is reflected exactly where the damage took place. So many things you can't do in 2D.

2D graphics have not progressed and there's a good reason only indie and low budget games still use it. There's only so much you can do with 2D, while 3D keeps advancing. How pretty a 2D game looks is down to the artist and not the engine wizards.

Development budgets have increased since 2002, no question. And it's not even due to inflation. A lot more people are involved in making a game now, and their salaries cost money. Every Ubisoft AC game requires the collaboration of 10 studios worldwide to make. There's no way a 2D RE remake would utilize that many people.

If you can name a 2D game that you think would have the kind of budget associated with AAA games (tens of millions), I'm all ears.

I'm not buying your argument. If you're going to use the inflation argument, we may as well say the original 8 bit Final Fantasy game costs as much to make as FFXV in equivalent dollars. Would anyone actually believe that?

2D games simply don't require as many people to create as 3D games. The burden is on the artists of which there will be only a few. 3D games require a lot more tech and personnel. It is human resources that cost the most in development. Bigger team = more money.

Doing a 2D fixed camera remake of RE2 is not going to look dramatically better than the 2002 remake. There's only so far you can go. Do you go for photo realistic graphics? In that case, just take photos as your background. You'll have as much environmental detail as physically possible. But would that actually look good?

On the other hand, a 3D remake in 2018 will look orders of magnitude better than your best looking 3D game from 2002. And take more work than that game did.

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Pliger

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Edited By Pliger

@lostn: To answer both you and @asnakeneverdies on the question of costs and angles, of course pre-rendered environments only have to look good from one angle. Because that's the point — there is and can only be one angle, shot-to-shot. Remember that in RE1/remake, 2, 3 and 0, every single different instance of a background had to be hand-drawn and modeled. Whereas with real-time environmental meshes as snake mentions, the construction process is wholesale by comparison: you create the mesh and textures for entire rooms and environments and then all you have to worry about is the camera placement, whether over-the-shoulder or going the CV route.

But every time camera placement changes with pre-rendered backgrounds, you're not shifting spatially in a real-time rendered physical space that can be created all at once or contiguously; you're switching to a distinct, hand-made background. It's far less economical, from a design standpoint when you're dealing with pre-rendered backgrounds. So who knows exactly how it shakes out accounting-wise, but it's remiss to summarily assume dealing with real-time environments is the costlier of the two.

The rest of your comment is a bit off on a tangent I didn't broach. We're not talking about 2D games; both REbirth/RE2 and RE4/RE2 remake are 3D games. Technically the environmental graphics in the former are 2D pictures, with essentially invisible 3D meshes crafted to the meticulous illustrations to create the illusion of depth. Which just goes back to what I said above: those all have to be created individually and pieced together, unlike with RE2 remake where that work is far more streamlined and wholesale.

How that shakes out with the budget isn't for you or me to say definitively. We do not have the balance sheets in front of us. I can certainly conceive of a situation where dealing with the real-time graphics ultimately works out to more money, but I can also see it going the other way with all the work and piece-by-piece meticulous work of the pre-rendered environments. All I said was that I wouldn't make the assumption. Nor is this about whether REbirth or RE2 remake are the more expensive production, inflation adjusted. You greatly exaggerate with the FF example, we're talking much more in the margins here. There are numerous other factors to consider besides environmental graphics and rendering, such as character modeling, sound design, voice over, mo-cap, etc... I'm saying with regard to this production specifically, everything else being equal, I would not jump to conclusions on the cost/man-hours breakdown on rendering real-time environments with existing engines and technology, versus churning out hundreds and hundreds of meticulously, individually crafted pre-rendered backdrops.

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asnakeneverdies

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Edited By asnakeneverdies

@Pliger: CGIs are not illustrations made by hand. In both cases, you're working with a 3D environment. The prerendered approach is more optimizable and has higher tolerance, as you're not constrained by endpoint limitations.

You can optimize through procedural generation and this is relevant for both methods, however, realtime assets will require a significantly higher degree of human intervention before they can be deemed game engine ready.

I don't know which approach is costlier, however, I do know realtime asset creation requires the most work.

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Pliger

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Edited By Pliger

@asnakeneverdies: Notice I mentioned the modeling involved with pre-rendered backgrounds. Indeed, the ultimate products of both environmental graphics approaches are built in 3D environments. That doesn't change though that the work is far more manual, tailored and bit-by-bit, i.e., handmade, than working with rendering real-time environments. That's the consideration for pre-rendered graphics that has to be weighed against the technical challenges of making sure real-time rendering runs smoothly and effectively, as you alluded to.

Remember too that procedural generation was far more primitive in the 90s and even for REbirth and 0 than it is now, which only further attests the difficulty of the piece-by-piece manual illustration and modeling approach at the time.

I'm sure if you asked the artists who did the painstaking work on the ultra-high detail and fidelity backdrops of REbirth, and the engineers involved in implementing the environment meshes and texture artists for RE2 remake, they may differ on what's more work. Or they might not offer any opinion at all, out of either politeness or not caring. It's not like there's actually a commensurable standard for laboriousness. Is it more work to landscape a big yard or do stacks of paperwork for big finance? it's apples and oranges, far as I'm concerned, and not especially useful to debate to an absolute conclusion for anyone outside the production.

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asnakeneverdies

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Edited By asnakeneverdies

@Pliger: I'm sure these approaches put pressure over different departments and create their own challenges. However, I don't think it's reasonable to assume that realtime would equate to less work given such simple considerations.

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asnakeneverdies

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Edited By asnakeneverdies

@lostn: Why do you have to be so wordy?! Jeez! ?

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lostn

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@asnakeneverdies: sorry man. I do get carried away sometimes. I don't mean for it to be that long, but then I can't stop.

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asnakeneverdies

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Edited By asnakeneverdies

@lostn: N/P. I didn't mean to smother all those puppies just now, but I just couldn't stop. We're not so different, Lostn.

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METALION

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@lostn: lol none of them were ever remotely scary.

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lostn

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Edited By lostn

@metalion: Perhaps I should have used a different word. Not scary but 'tense' or 'stressful'.

If you had to run from invisible enemy with a cloaking device who can one shot kill you if he gets close enough, but otherwise just looks like a normal man with a knife is not "scary". But it's tense because you can't see him.

That's what RE was. Not 'scary' but tense.

Scary would be a game like PT which messes with your mind.

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kstaggs87

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@metalion: obviously you’ve never played RE7 in VR mode. It’s like a whole different ballgame.

However I agree that the other games weren’t really scary at all. At least from nemesis on. 1 and 2 had their moments.

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aross2004

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@kstaggs87: This! RE7 was shit your pants scary in VR.

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AnnetteBomb

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Awesome. Looking forward to playing this as enjoyed Resi 4 but never did get to play the earlier games. It’ll be great to play an earlier modern version of such an iconic franchise.

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asnakeneverdies

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@annettebomb: You haven't played the original Resident Evil games?! That's craziest shit I've ever heard, Annette! Do you even culture? ?

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Roy023

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Here's to hoping some option/mode/part are enjoyable in VR. RE7 in VR is my best gaming experience in years.

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HiroArka

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After this releases, Capcom needs to sit down and think about re-creating that old NES game known as Sweet Home.

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Undeadzombie

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@HiroArka: they don't have the rights to sweet home

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kaeyny

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This is it!! origins of residen evil

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DoomsdayHell01

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Edited By DoomsdayHell01

Looks really good but i would like Capcom to go back and look into the old Cadillac of franchises and do a new Dungeons & Dragons game

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