

There's a lot of key elements in there that mean a lot to us. we have a lot of nostalgia and respect for the original material. Yoshiaki Hirabayashi: Myself and all of the development team included. How long did it take you to come up with this direction? What was the prototyping process like? It really does carry the feeling of Resident Evil 2, even if it's actually quite a different game when you get down to it. VG247: First of all, I've got to say I'm really impressed with how the game feels.

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I spoke to producers Yoshiaki Hirabayashi and Tsuyoshi Kanda about how they and their team approached tackling a remake of one of the most beloved horror games of all time.

It's a potent combination, and one that I feel pretty confident will set the standard for what a remake of a game from the late 90s should look like, jettisoning those dodgy early 3D visuals while holding on to the feeling of what made the original unique and special. The close-up, over-the-shoulder camera feels borrowed from RE4, while the mood, tone, speed and difficulty appears ripped right from the original RE2. The engine, many UI elements and general look of the game is borrowed from the realistic look of RE7. The RE2 remake, which I played at E3, feels like a really clever combination of elements from across the series. Full-blown remakes of classic games that were on iffy hardware seem like they'll become pretty common on the future - but Capcom is looking to set the bar high with Resident Evil 2.
