I didn't realize there are substantial differences between the REmake and the original. Based on all the endorsements I've seen of REmake, I assumed it was basically a 1:1 version of the game, but with updated visuals and twin-stick support added. I don't own a PSX (or a Saturn. Lawl.), and I'm slightly averse to emulation because I find it's generally an imperfect recreation of the original, but my curiosity is piqued by this discussion. Perhaps I'll check out the original version when I have a hankering for a replay a few years down the line (which I definitely will).
On the REmake front, I just reached the Residence with Jill. I'm playing mostly blind*, and I think I've kind of fucked up a lot so far (which is great). I finally found a shotgun a little while ago, but it's only because I accidentally got my buddy Richard (who?) killed, the hallways are full of Snyder-esque running zombies, and I have zero defensive items. It's entirely possible that I'm wrong because this is my first time through and I am, again, playing mostly blind, but the amount of C&C that this game is at least pretending to is extremely impressive, and as far as I know unparalleled in non-RPGs/Adventure games. It's bizarre, but the game it's most strongly reminding me of in terms of overarching design philosophy is Laura Bow: The Colonel's Bequest (which as some may know is one of my favorite games of all time and also one that I feel is bizarrely ignored and maligned by critics and history). This could of course go up in a flash of smoke if upon replays the C&C/character campaigns turn out to be cosmetic window-dressing, but the promise is definitely there. Somewhat ironically playing this game has very slightly increased my disdain for RE4. They had something special and unique in the gameplay format of the first game, and, whether or not they intended to, they threw it in the garbage in order to pave the way for the era of decline.
*I've started to refer to a hint guide that states which inventory items are relevant to particular rooms, because I'm just really not enjoying that part of the game (yes, you all knew I would find something to bitch about, bring on the decline/shit/retadred ratings, bitches). I think I might have not minded it as a younger person with free time, but as a grown man who basically has maximum 1.5 hrs/day to play videogames while my son takes a nap, constantly guessing about which inventory items I might need to fully explore hallway X and then having to backtrack to an item box when I find out I've guessed wrong feels like unnecessary bloat and artificial difficulty inflation. Also it's completely fucking retarded that I can have an empty weapon in my inventory, find a clip of ammo, and be unable to use it because my inventory is "full". What the ever-loving fuck? I'm perfectly willing and able to suspend my disbelief over unrealistic systems/mechanics that actually make a game more fun, but that's just pants-on-head level speshul, and it doesn't lead to any sort of interesting design space.