Introduction

When I played Resident Evil Remake for the first time, I hated it. I couldn’t stand how the camera angles were fixed, how the zombies took so many bullets, how some puzzles felt so cryptic. I stopped playing the game, and didn’t play it again until a few months later. When I played it for the second time however… I still didn’t like it. I don’t believe that it was until my third time playing the game that something about it finally clicked for me. Note: I’ll be abbreviating Resident Evil Remake to REmake for brevity.
A lot of gamers tend to hyperfocus on the fluidity of a game’s gameplay. “How’s the combat, the movement, the controls?” And I think this can make the experience of going back to older titles less digestible. REmake is a 2002 GameCube game that is a remake of the 1996 PlayStation 1 game Resident Evil. Many remakes have a different and unique approach to how they reimagine a game. Some completely overhaul visual and gameplay elements, while some opt for a more “don’t fix what isn’t broken” approach; REmake goes for the latter. The camera angles remain fixed, the tank controls are still in the game (although there is an option for modernized controls), and the core gameplay is largely the same. To many modern gamers, it may still feel dated despite the many upgrades introduced in the remake. But during my third attempt where I finally beat the game, I think I ultimately realized why the game is still so special and enjoyable.
“Limitations”
First, I’d like to talk about the camera angles. Fixed cameras are somewhat of a relic rarely seen nowadays. Free cameras are often propped up as an obvious upgrade as opposed to the limited fixed camera. But with these limitations come a lot of great things. First, Resident Evil’s fixed angles are designed with intention. They are not haphazardly cobbled together. The developers carefully gave each angle a unique composition that allows players to see everything they need to see. The fixed camera angles can be used to highlight key items, or to utilize a unique perspective to make it feel like you are being watched. You might enter a room and hear an enemy, but not see it, creating tension and anxiety. The fixed angles can even allow the game to sometimes have a somewhat cinematic feel.
Fixed camera angles also force you to play more cautiously. REmake’s main location is the Spencer Mansion. It’s claustrophobic, gothic, and almost cartoonishly evil at times. It’s littered with zombies, zombie dogs, snakes, spiders, and many more monsters. In a more open environment with a free camera, you wouldn’t need to think too carefully about your movement. But Resident Evil demands thoughtful navigation. The fixed camera angles don’t show you everything. This adds to the horror, because you can’t just dash through the mansion’s narrow hallways and expect to come out unscathed. When entering a room you need to pay attention to not what you can’t see, but what you can see and what you can hear. These fixed camera angles make even simple hallways feel like an obstacle course, and ultimately the game benefits greatly from them.
Secondly, I’d like to talk about the game’s controls, that being tank controls. Earlier I mentioned that the remake also gives you the option to select more modernized movement, much more similar to modern games. Move your stick up, character goes up. Move your stick right, character goes right. All of these movements are done in respect to the camera. Due to my lack of experience, I opted for this control scheme for my playthrough instead of the original, “outdated” tank controls. I had pretty much no trouble using the modernized controls and would recommend them to anyone really struggling to adapt to tank controls. However, tank controls are far from being an inferior option.
I’ll quickly explain how tank controls work. Tank controls move your character with respect to your character. Using the d-pad (not the stick, I think d-pads work better for tank controls), if you press up on the d-pad, your character moves forward, not up. If you press down, your character moves backward, not down. Lastly, if you press left/right, your character rotates with respect to that direction.
Tank controls are… an adjustment. I remember when I first started Silent Hill 2 (a game that has tank controls as the default) that when I started playing I spent about 3 minutes trying to figure out how to even control my character. I had no idea what tank controls were, and when I realized they could be turned off, I quickly switched over to modernized controls for that game too. However, I don’t think tank controls are bad. In fact, I really like them. While tank controls can be hard to get used to, it’s important to keep in mind that the game is built around them. The environments and enemy placements were designed with thought of players using tank controls. Avoiding and maneuvering around enemies is more than possible, you just need to get used to it. That being said, the game is more than playable with the modernized controls. If you are really struggling to get a hold of tank controls, you should consider switching.
Gameplay
The gameplay of REmake is quite engaging. You’re trapped in the spooky Spencer Mansion, and you need to find a way out. Hallways are littered with zombies, and progress is blocked by locks and puzzles. The game is similar to a metroidvania: You can’t progress here now, but keep this location in mind for the future. You’ll be backtracking back and forth through the mansion, figuring out which items can be used to solve certain puzzles. On its own, this isn’t anything amazing. What really brings the gameplay together is the exploration and puzzle-solving combined with thoughtfully planning navigation.
REmake is a survival horror game. Your weapons are tools, not toys. You have limited ammo, limited defense items, and limited healing items. It’s not a question of “Should I backtrack?” but rather “How should I backtrack?” and “What items do I need?” If you frequently go through one route more than another, then you need to consider if it might be worth using ammo to kill the enemies in that area. You need to keep a visual map in your mind of what rooms have enemies and which ones don’t. Every journey is a risk, and that’s what kept me so invested in the navigation of the game.
Item management is a key aspect of early Resident Evil games and a divisive one. When talking about exploration and navigation, I feel that the game can be very fun in this regard. Item management is another fantastic point of decision-making in REmake. You can’t carry every item at once; you need to consider what weapons, health items, and key items you might need. That being said, it can be frustrating or tedious going across the mansion only to realize you didn’t bring the item you needed, and therefore you need to backtrack all the way again. Horror can be powerful and overwhelming, but it is easily eroded by frustration or tedium. Overall, I consider item-management to be a great aspect of this game, but for inexperienced players, it can sometimes lead to a more frustrating experience.
Puzzles aren’t an aspect of horror games that I have ever particularly loved. In horror games, their main purpose is usually to give the players a temporary break from the more stressful aspects of the game and to manage the game’s pacing. I think that overall the game’s flow of exploration, combat, and puzzle-solving is fun; however, fun can hit a snag if you get stuck. If you’re playing the game for the first time, then you won’t immediately know which items are for which puzzles. Sometimes the items you need are obvious, and sometimes I feel they aren’t. I feel that some of the game’s puzzles are a bit difficult to complete, but I’ve never been great at video game puzzles in the first place. I’m being kind of vague, so I’ll just say that some puzzles were fine, and others I didn’t care for.
Bosses are another part of the game I have mixed feelings on. I generally found the bosses in this game to be quite easy. I think the plant boss is fun, and the second encounter with Yawn is kind of memorable, but other than that I think the game’s bosses are one aspect of the remake that could have possibly benefited from some changes.
Regarding characters, the game has two playable characters: Jill and Chris. Not only do they have different abilities, but they both experience slightly different versions of the same story. Jill’s story has her working with Barry Burton to escape, while Chris’s story has him working with Rebecca Chambers. In terms of gameplay differences, Jill has eight inventory spots and lower health while Chris has six inventory slots but higher health. There are some other differences, such as Jill having a lockpick on her at all times, while Chris has the lighter on him at all times. Overall, Chris is generally considered the more difficult character option.
Story
The story is fine, but I wouldn’t consider it to be the main draw for this game. I don’t think all horror media need to have intricate plots or deep characters to be good. REmake has a simple story with simple characters and there’s nothing wrong with that. That being said, I think the premise of being trapped in a strange, spooky mansion with a variety of monsters and death traps is great.
Visuals
The visuals in this game are amazing. The developers used pre-rendered graphics (another game creation technique considered obsolete nowadays) and it paid off. Every single part is just oozing with atmosphere. The mansion is this dense, creaky maze of tight hallways. When you go outside, you can practically feel the cool dampness of the air. The aqua ring is a very small part of the game, but the water, the lighting, the music make this short area feel all the more memorable. This is easily one of the most atmospheric games I’ve played. The lack of needing to render a 3d environment led to the character and enemy models to be extremely polished as well. While pre-rendered graphics may not be used anymore nowadays, we should still give respect to artists and games that used them in the past. If you imagine an alternate timeline where Capcom decided to render the environments in 3d, the game’s visuals would probably not have aged so gracefully.
Music and Sound Design
I like the soundtrack a lot, and I think it contributes greatly to the atmosphere of the game. In addition, I think the sound design of the game is great. The moans of the zombies, the sounds of bullets crippling their decaying bodies, and the cracking shots of the guns are all fantastic.
Would I Recommend?
Overall, REmake is a horror game classic that has aged considerably well. While I might not have been a fan of it immediately, I’m glad that I kept giving it a chance. Its gameplay mechanics created a fun and engaging loop that kept me consistently invested in the experience. Its utilization of fixed camera angles, thoughtful navigation, atmosphere, music, and sound design are all excellent. If you’re a fan of horror games, I recommend giving it a chance. And, if you're a fan of survival horror games and you haven’t played REmake yet, go play it!