RESIDENT EVIL 2 Pc Game REVIEW One of the most remarkable things about this reboot of Resident Evil 2 is that it renders again entertaining zombies — the sluggish, brazen, groaning sort. The zombies in this game are terrible, awful things: shuffling muddy lumps of meat that pound down walls, tumbling through broken windows and lunging starving from the darkness. They’re rough and slow and they’re an absolute joy to kill — if you’ve managed to spare the ammo.

Shoot a leg off and they keep coming, pulling themselves around the floor, pale, clawing hands to hit you. Turn a corner, and as the glare of your torch hits their glassy white eyes, they yell and trudge towards you, arms stretched wide, mouths slung with anger. They don’t run or fire or sprout like they do in older Resident Evil titles, thrashing pests. We just scream and lurch and grab, and in that there’s something happily back-to-basic—a sound that spreads through every claustrophobic corridor in this optimistic remake.

Resident Evil 2 is a return to a more traditional style of game, replacing the satirical, rule-breaking Resident Evil 7 with its dark Southern Gothic aesthetic and tactile first person terror. It is a reboot, but the source material is never a commodity, incorporating or cleverly remixing enough elements to make this sound brand new. Also performing as two characters—Leon S. Kennedy and Claire Redfield — and the fun of a few beloved managers and places for fans. But even fan service moments are given some sort of interesting twist or fresh perspective which is, frankly, not what I expected from this reboot at all.


The grand, powerful Raccoon City Police Department has always been a wonderful setting, but the three-dimensional change renders it superb. Where the original game depended on fixed camera angles to create fear, and the distant scream of unknown zombies, the sequel utilizes light, shadow and style to get under your skin in ocean of games. Any areas of the station were plunged into darkness, prompting you to pick up with a torch through the fog. The structure itself is a maze with blind corners, dark recesses, and warren-like passages that produce a persistent feeling of dread and uneasiness.

The station is essentially a giant box of puzzles, and a shortage of goal signs, over and above a few designated points of interest, ensures you have to draw up a mental map when playing. At first most of the structure is securely locked up, or barriers like a wrecked helicopter’s burning wreck obstruct the way ahead. But as you explore you will find items that will encourage you to delve deeper, and the maze of rooms, offices, atriums, and stairwells will begin to feel familiar, slowly but surely. I also like how dead zombies linger, even after a save has been reloaded, as I would often use their corpses as a macabre breadcrumb track.

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