The best way to adapt RE2 to a new camera and controls would be making the enemies more capable. A 14 years old game called RE4 did this but Capcom today doesn't know to make good games anymore.
You realise RE4 had even stronger rank, right? RE4 scales fucking everything with how well you're doing. Your damage/enemy damage/enemy aggression/amount of enemies all get modified. Item drops too, but they're just based off what you're carrying rather than having a persistent counter going on.I don't recall the old RE games punishing good players by increasing the zombie's HP.
The best way to adapt RE2 to a new camera and controls would be making the enemies more capable. A 14 years old game called RE4 did this but Capcom today doesn't know to make good games anymore.
when it comes to pacing and level design - they absolutely did.Return to the roots they said
making zombies more capable will require devs to rework levels to be more open-ended and rework character to be more agile. Making levels more open-ended and player character more agile will stray the game even further away from original RE2, so your solution is wrong.The best way to adapt RE2 to a new camera and controls would be making the enemies more capable. A 14 years old game called RE4 did this but Capcom today doesn't know to make good games anymore.
The objective of these games are quite different.
In RE4 you're supposed, and rewarded, to kill as many enemies as possible.
In the old RE games trying to play that aggressively is a bad idea as the game is not geared towards that playstyle. REmake 2 adapts this very well, since like in the original you're better off evading them - only spending ammo when absolutely necessary.
And Capcom lately as made great games - Megaman 11, Monster Hunter World, REmake 2 and the excellent DMC5.
Yes, but the ganados were never HP bloated. They are also more fun than zombies.You realise RE4 had even stronger rank, right? RE4 scales fucking everything with how well you're doing. Your damage/enemy damage/enemy aggression/amount of enemies all get modified. Item drops too, but they're just based off what you're carrying rather than having a persistent counter going on.
I mean, I don't really like rank either (the game has a difficulty select at the start, isn't that enough?), but it's funny that you bring RE4 up in regard to it.
So? Leon suplexing zombies isn't necessary but Capcom could've at least included a sidestep button, a stamina bar, zombies that can spit acid, zombies with bulletproof vests and helmets (they only exist in the extra modes), crimsons heads, different types of mutated plants, spiders, crows and slighty more open levels.when it comes to pacing and level design - they absolutely did.
making zombies more capable will require devs to rework levels to be more open-ended and rework character to be more agile. Making levels more open-ended and player character more agile will stray the game even further away from original RE2, so your solution is wrong.
Again, no brainer. Pistols for the zombies, shotgun for an ocasional headshot, medium weapons for medium enemies and the best weapons for the bosses. These games are very simple, even the Project REsistance beta was more engaging.RE2 remake doesn't punish good players. It gives players an opportunity to make a decision whether it is safer to kill zombie so he would not pose a threat later on, or to kneecap him. Pistol is good at kneecapping, shotgun is reliable enough to instakill on headshots.