Almost everything I envisioned what an RE2 remake should be is coming true.
Almost.
I have always wanted to see what if Capcom made use of the latest hardware to eliminate interrupting loading times as you travel around the precinct.
And because the game does not load one room at a time, it means that zombies can freely chase you through doors, meaning that simply running away like the first 3 games might be disastrous.
With new format, it allows Mr. X to be more persistent and could be anywhere.
Maybe even more persistent than Nemesis in RE3.
Another thing I've been thinking for years is different enemy types mixing up together in a single room.
The "load one room at a time" format in older RE games meant that 90% of the time, you always have the same enemy types in every room.
Now you could be walking in a room full of Lickers with Mr. X right behind you and probably zombies who caught your scent.
We have seen Mr. X knocking aside zombies in its path, making me wonder if all the other monsters interact with each other in their own way, like zombie dogs fighting with Lickers.
The one thing that I was disappointed with this game is the paused menu.
If modern horror games taught me anything is that a real-time pause menu or real-time puzzle solving is always more tense.
In RE7 and Revelations 2, you could be interrupted trying to heal yourself but in this RE2 remake, you can just open the time-stopping inventory and use a First-Aid Spray.
I guess the developers don't know what kind of animation to use when the characters heal themselves with Herbs.
It's all good though, since the rest of the game makes up for the time-stop menu.
Other players probably don't like fiddling with the inventory while monsters are right behind you but I prefer something more tense.
I'll be enjoying this when it's released next year.