![]() But when we bring it to this kind of level of photorealism using the RE Engine, you’d have to bring some groundedness to certain aspects. There’s a legacy of the series following the same key beats. Tsuyoshi Kanda: This is definitely based on the original and we’re respecting it as much as we can. When you began the project, knowing you had a good deal of creative freedom, what were some of the things from Resident Evil 2 that you felt had to stay? And what things from the original game did you decide, to be remade in 2018, had to be completely changed to be appealing in 2019? Resident Evil 2 seems to go even further with its change: The entire story structure is being streamlined. There’s a spectrum between the ultra-loyal remasters, like the work being done by Sega and Capcom on their retro game collections, and projects that take a more liberal approach, like the recent remake of Shadow of the Colossus, which tweaked the art style and improved the controls. Polygon: It must be challenging and maybe exciting to produce a remake when nobody agrees on what a remake should be. At Tokyo Game Show 2018, we spoke with producer Tsuyoshi Kanda about the specifics of those edits. The remake project, simply (albeit confusingly) titled R esident Evil 2, features a number of revisions intended to make the game more accessible, particularly for people accustomed to the amenities of modern games.
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