This is one of my all-time favorite games. I loved it growing up and it's always been high on my list of favorite games in the Resident Evil series, even if it's one I haven't revisited much since. This year, I decided to finally give the impressive Seamless HD Project a try and wanted to share some thoughts on my initial and most recent experience with this beloved title.
Note: I'm not sure how to treat spoilers for a 1998 game that has been competently remade with both versions being widely played. I will try to add spoiler tags for some of the things that might be spoilery if you've never played this version, but won't worry about things obvious to anyone with even a cultural osmosis knowledge of Resident Evil. If you think you might play this game and never have, even if you've played the remake, I recommend not revealing the spoiler text below.

As a quick shout out, the Seamless HD project did amazing work on this. The original release looked great for its time and the fact its textures don't look too bad even today is a testament to its outstanding aesthetics. All of the screenshots I'm including are from that version (though note, those from cutscenes aren't really as touched up as I understand it), but I highly recommend following the link I inserted above to their site and clicking through the slider-enabled comparison shots to see how much better they got this game looking. True, some of the overly-defined edges do look a little awkward at times without the pixelation covering up some vague points, but on the whole, I found the new look really awesome considering it's just a fan-made touch-up of the existing PC version.

One of the best things about Resident Evil 2 is just how much of a step up with was from Resident Evil (1996). I loved that first game. I played it soon after it came out (even though, at like 9, I probably was much too young for it) as one of the first games I played on Playstation 1 and it scared the hell out of me equally as much as it pulled me into its maze-like corridors. But famously, Resident Evil 2 cleaned up so much from the first game and made it bigger, better, and even more intense. While certainly not an action game, this entry moved Resident Evil just a touch more in the direction of something more cinematically in-motion than the often sluggish horror of the first game. There are more monsters, more weapons, bigger maps, better overall design, a bigger story, and so much more that demonstrate how to make a sequel of any game really pop, and it all moves at a very engaging pace.

One of the most impressive things about this title, even today, is the zapping system. This is where I'll employ spoiler tags as some of the discovery here is part of the fun (and the remake did this pretty differently so it may be news to newcomers). Full disclosure, I've never honestly been sure why it's called a "zapping system," but this is the system in which your decisions in your first playthrough (your A game) as one character will affect things in your second playthrough (your B game) as the other character. For instance, one such key decision is when you access the armory, you can choose to take either a sub-machine gun, or an inventory-expanding side pack. Both are exceptionally valuable but your character will only take one, opting to leave the other one for the other character you're not playing as. When you play your B route, whatever item you left in A will be your only option since it was the only thing left behind. This A-affects-B setup gives the appearance that your separate playthroughs are actually occurring simultaneously, rather than being fully independent stories. One of my favorite aspects of this A/B game system that I still think back fondly to today is that you only encounter Mr. X in your B game playthrough and would have no idea he's in the game until you start it thinking you know what you're in for only to suddenly encounter this gargantuan imposing figure lumbering towards you. Admittedly, otherwise the zapping system isn't perfect by any means. There's definitely substantial overlap in the playthroughs that makes it not completely align, and truthfully, making it completely make sense for fully independent but consistent scenarios would've probably limited the game tremendously in its routing to at least make it quite different, if not much worse. But the effort is noticeable and still works very well.

Piggy-backing on the zapping system, one trend in gaming since these older titles that I very much understand from a development perspective—but kind of resent—is the tendency to frontload development attention. Developers have a strong incentive to make an exciting beginning and middle of a game but when, by definition, the end of a game is going to be the least-experienced part, it is often the most rushed and slapped together segment, ending games on kind of an awkward low note. The tendency to put in significant content that gamers won't even see unless they finish the entire game once is just not something you see much anymore. At most, we get a new difficulty or mode that may be a fun new challenge, but isn't as interesting as something that would've required more development to make really fresh and intriguing and serve as a proper reward. This is no more obvious than comparing the zapping system to the remake of this game, which more or less dispensed with it almost entirely, likely in the interest of costs and simplification. As much as I love the implementation of Mr. X in the remake and find it no surprise they had him present from the get-go, a part of me would've loved to see the reactions from people starting B game thinking they know everything to expect only to run into that wall of a monster they'd never seen before—other than that, of course, these days it would be spoiled online within hours of release. Again, I think this shift has very reasonable motives that make some sense, but it is something I do love to see in at least some older games like this one where the tendency was less prevalent.

Somewhat controversially, I actually really like the story in this game. The voice acting is top notch hilariously awkward. And the story is often somewhat nonsensical if not overly simplistic with cartoonishly evil corporations that heavy-handedly criticize sociopathic corporate greed. But, weirdly, perhaps because I was so young when I first immersed myself in these games, I really appreciated this simplicity. I found it enthralling learning about not just the sci-fi virology and terrifying bioweapons, but also the shadowy symbiosis between government corruption (especially in the police) and corporate money. It's actually kind of funny that these very much M-rated games broke down a relatively socially complex interplay in a way that my rather young mind who barely understood these social structures could comprehend quite easily. Much of this is achieved by hand-waving and suspension of disbelief that weirdly contribute to a sort of real nightmare irrationality to the story that enhances the discomfort of these games.
But this approachability is also because the games have a surprising focus on straight-forward and enjoyable characters, good and bad. The villains, while often over-the-top or one-dimension, are clear and distinct with internal conflicts that are easy to follow. The heroes are altruistic normal people: a rookie cop so far untainted by his department-to-be's rampant corruption and politics, and a college student who picked the worst day to check in on her brother. But at every turn they look to help other people survive this awful night, despite being constantly threatened and scared out of their minds (though yes, these early games could've made the main characters a lot less ridiculously stoic when acting out fear). Claire especially has always been one of my favorite video game characters despite the fact that she's frankly a quite simple character in most respects. The game's treatment of story and character is all rather straight-forward and overly simplistic, with a touch of visceral Survival Horror feel that makes it approachable but, in my opinion, still much more than just a shallow B-horror flick.

I won't go too much into the gameplay specifics as I've ranted a lot already and they're fairly well-known. But everything that I love about old school fixed camera Survival Horror is done exceptionally here. There's a wealth of inventory management, balancing scarce resources with keys and items needed for a slew of item puzzles. There's a fairly large and thoroughly varied map full of distinct and evocative set pieces, many of which you can examine for flavor text that supports the environmental storytelling without ever getting in the way. A number of boss fights act more as puzzles in saving the right resources than a test of your quick reflexes. There are classic bizarre and unrealistic puzzles with clever solutions (though one or two more challenging ones wouldn't be unwelcome) that would baffle anyone who found them in a public building of all places. Even if I feel the games up to Resident Evil 0 were all quite solid, I've always felt this one was done just a bit better, a bit tighter.

So I come to the End Boss of this review (see what I did there?): does the game hold up today? Honestly, yes and no. Much of what I loved about it was still very much there. The nostalgia factor was through the roof, which I pretty much expected given my history with this title. The HD touch-up also made the revisit all the more fresh and pleasant. I didn't really feel let down to a significant degree and on balance I would say yeah, it holds up. My only caveat is that it didn't hold up quite as well as I'd hoped. For one, the game was far shorter and easier than I remembered. This is unsurprisingly true of most any game I beat at 10 years old, but it was a bigger difference than I expected. I barely died at all and found little trouble managing resources. This is partially because even 20 years later, I know the game decently well and recent remake experience is more relevant than you might think. But the game is pretty short even by this genre's standards at the time, which was not part of my memories of the game. Each of my playthroughs were around 3-4 hours long and while I went slightly faster than I might normally since I played them on stream with a friend, I was still very much taking my time, reading all notes, looking for hidden items, examining the environments, etc. This is not so bad considering part of the experience is that you should definitely play both A and B games, but still, I was expecting at least 5 or 6 hours from each and was a little surprised there wasn't much more to it. But while this dampened my nostalgic opinion of the game slightly, I still very much enjoyed revisiting it and any disappointment was not significant.

This remains one of my favorite games. I have a hard time guessing at how it would be to play it today for the first time, whether you've played more of the series or not. But for me, my initial time in the creepy halls of the RPD with Leon and Claire have always been cherished—if frightening—memories. Replaying it in 2023 is all the more interesting as revisiting a classic influential game brings to mind lots of issues regarding how games have changed, how they've taken or improved from our library of older titles, and how there is an appeal to both. But most especially, despite how much I love a lot of modern games, this was a potent reminder of how much I miss some things.
My other Resident Evil reviews: