Resident Evil Remake Remastered Remembered

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Yes, it’s another version of the original Resident Evil. No, that’s not a problem. After all, no one moans when The Godfather gets upscaled and released on Blu-ray. Why should it be different here? It shouldn’t, especially as Capcom hasn’t just pissed this one out (I know, I know). Instead, it’s put some effort into making it palatable – and playable – for current-generation platforms, and so far it’s doing a fine job.

At its core, this is the same Resi that launched on GameCube 12 years ago: there don’t appear to be any new weapons or items, characters or side modes (although you can now play through the game in Chris and Jill’s Resi 5 outfits). Barry’s eyes are still too close together, Wesker still isn’t voiced by DC Douglas. If you fondly remember crashing around in the Spencer Mansion on a console that for some reason had a f***ing carrying handle, then you’ll be right, er, at home.

Of the headline new features, most players will want to know how well Capcom has prettified the visuals. Those expecting PS4-level graphics will naturally be disappointed. Even older players hoping only for slight upgrades to bring it to somewhat modern standards will notice there are issues: models are generally good (especially the zombies), if a little glassy-eyed. Some of the backgrounds look fuzzy, others blurry. There are edges so sharp on shadows you fear for the STARS team should they brush against a bannister. Certain rooms, such as the main hall with its polished floors, can give away the fact that the characters are very obviously superimposed onto the backgrounds.

All of these niggles ceased to be an issue within about 10 minutes of play. On the whole, Capcom has cleaned the visuals up very well for HD (just try upscaling the original on the Dolphin emulator), with the extra resolution making the environments look far better than their GC equivalents. The game’s aesthetic appeal was always in the details apparent in those backgrounds, and they’re allowed to stand out – and expertly blend together – here better than ever before. Not everything has upscaled well – the east wing second floor hallway’s brown colouring makes it look muddier than your average Glastonbury – but on the whole it looks very good.

Capcom’s work getting around the limitations of the GameCube hardware led it to include focal points for most of the rooms – light sources, dynamic elements (recorded as ‘video’ backdrops) or simply just clever framing – and they still stand up here, augmented by the resolution bump and being redrawn. The net result is that the environments still evoke an atmosphere of sheer dread, which made Resi such a superb game the first six times around. At first, there was a concern that it could look too clean, and I grumbled to some of the other VG staff that it could do with a VHS filter. But after a few rooms this proved to be another non-issue. Despite its problems: this is the Resi you know and love, now looking as good as you probably remembered it doing all along.

Other changes have been made for newcomers who don’t know what I’m babbling about. A widescreen mode now introduces pan and scan, reformatting the image so it’s all visible in 16:9 (the option to play in static 4:3 remains). It seems an odd, even inelegant solution, but in practice becomes negligible, tracking your character well and never making itself so apparent as to be jarring.

Controls have also been tweaked. The ‘tank’ configuration remains, meaning that up on the stick or D-pad is always forward – handy if you’re playing a game where the perspective is constantly changing. But because some people are confused or are somehow uncomfortable with what is a simple setup – up is always forward – it’s now possible to make your character move instantly in the direction you thrust the stick.

The problem with this ‘solution’ to a problem that was never really one at all is that turning your avatar is now too quick. Not only does this rob the game of some tension – backing your character away and around enemies is always one of Resident Evil’s more fraught moments – but it makes it more obvious that you’re controlling polygonal models against a pre-rendered backdrop. Chris and Jill’s weight, and as such their anchor into the world, is based upon their animations. Turning or running are deliberate actions in the old control scheme, heavy and desperate. With the new controls, it feels like they’re skating.

Despite the preview build containing the full game, I’m currently not allowed to peg a score on the end of this as some of the later environments are not representative of the final product. So far, however, this remaster doesn’t resemble a cash in – instead it’s another opportunity to get reacquainted with one of gaming’s best adventure titles.

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Resident Evil HD Remaster

  • Platform(s): Nintendo Switch, PC, PlayStation 3, PlayStation 4, Xbox 360, Xbox One
  • Genre(s): Action, Adventure, Survival Horror
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