Capcom is planning to bring the 2002 GameCube Resident Evil HD remake into the present with the upcoming current-gen Resident Evil, and USgamer has plenty to share about the creepy survival horror treat. After playing for about an hour, USgamer's Bob Mackey found that this is very much a Resident Evil that will stick with players for a long time to come.
Capcom's Resident Evil REmake... Remake Pays Proper Respect to the Astounding Original
When I first heard of Capcom's plans to bring the 2002 GameCube Resident Evil remake (often known simply as "REmake") into the world of HD, I had my doubts. It's a game that primarily relies on pre-rendered assets developed for 480p displays, so bringing these visual resources up to modern standards of graphical fidelity-and doing it convincingly-seemed like an impossible task. (And let's not forget a lot of Japanese developers rarely bothered to archive their work back in the early aughts.)
That said, it only took an hour-long, hands-on session with REmake HD to calm my fears. Capcom could have easily made it a slapdash port with the most minimal effort, but the work put into this newest edition of Resident Evil can't be called anything but reverent. The game's original 2002 GameCube version stands as the ultimate expression of Resident Evil's first phase, and my time with the game made it clear Capcom understands this remake's place in history.
If you're a stickler like me, you'll be happy to know this port lets you play the game as its creators intended-so if you want a 4:3 presentation and PlayStation-era "tank" controls, they haven't gone anywhere. But if you'd like to play a more modernized version of Resident Evil, REmake HD features a few thoughtful alterations to make the experience less dated. Widescreen mode puts the original's 4:3 display in a 16:9 format, though it doesn't artlessly crop out visual information on the top and bottom of the screen. Similar to the old pan and scan VHS formatting, Resident Evil does just that: The camera pans up and down, when necessary (compared to its static nature in the GameCube version), to reveal areas obscured by the widescreen aspect ratio. It's an extremely subtle effect-and one that's tailored on a room-by-room basis-but it works well, and the game feels very natural in 16:9, despite being developed years before this format became the standard.
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