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Resident Evil 0 HD Remaster Is Designed for a Modern Audience

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Old scares for a new audience.

Resident Evil 0 is the latest title in the beloved survival horror Resident Evil franchise to get a makeover for the modern era. Thanks to the power of new technology, the upgrades to the 2002 title will show the events of RE0 like they've never been seen before; environmental objects like train car plaques and slumped over corpses look more real than before, adding a deeper, more unsettling level of creepiness to the game and strengthening its intended tone and atmosphere. This, along with a handful of smaller tweaks like an even easier difficulty option, also make the game more accessible to a modern audience, whether its players are new to the game or returning fans that just want to experience the story once more.

I sat down with Resident Evil 0 HD producer Tsukasa Takenaka to talk about the importance of the series' past, the challenges of bringing the franchise to a modern audience, and where he sees the series going in the near future.

GameSpot: Why remaster Resident Evil Zero 0 next?

Takenaka: After the great success of the Resident Evil 1 remaster, we thought it was a really good time to bring RE0 back because it's a prequel story to RE1. It fills in the blanks of the background of the mansion incident depicted in RE1, and it's also explains all the mysteries and details of that game. Like for example, that famous scene in Resident Evil 1 when you walk down the corridor and there's someone being eaten by a zombie, and the zombie turns around and looks at you. If you play Resident Evil 0, you can find out who that guy was who was being eaten and why he was there. It seemed like the right time to let this game come back as an HD remaster.

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You've worked on classic Resident Evil titles, as well as more modern titles like Resident Evil 5, Resident Evil Revelations, and Resident Evil 6. What do you think is different about the series now compared to when RE0 first came out?

At the time Resident Evil 0 came out I was still a game designer on Onimusha, so I can't really speak on how much the working atmosphere on Resident Evil titles has changed since that time period. But you're right in saying that I've worked on the more so-called "modern" Resident Evil titles. I've seen, definitely, that since RE0 was released, I've seen RE4 really bring the series in a new direction in terms of modernized gameplay systems. We've seen the fans as well--some people tend to like the newer games and some people like the classic old-school ones. That's something that we recognize in the fan base, so people who have only gotten into Resident Evil since 4 onwards, which have a different feel, I think it's a great chance to bring this remaster to them because these are classic titles and we want to show we haven't forgotten them. Also, purely because these games were released on hardware these people don't still own, they now have the chance to play them on modern systems.

Why do you think so many fans are attached to that older style of the Resident Evil series?

The other reason why I think a lot people say they want us to return to that style is that since we've modernized the series, we've kept the horror aspects of it and found new ways to express that side of the games. At the same time, it's true that certain kinds of things have been left behind in the change, and that's what those fans I think are still craving. For example, when we're working with fixed camera angles, we are able to hide an enemy until the camera angle switched, and then as soon as you go to the new angle, not even going into a new room, you would have a different angle of the same room and there's a zombie in the corner you couldn't see because of the camera system. That kind of particular style of surprise and horror is something that you don't do in a modern game with a 3D camera. So I think those people still want to see those kind of old-school versions of horror in the series, and that's something they miss.

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I think the [camera angle] is one big factor [in fans clinging to classics] but probably not the only one. It's probably also the change to the newer style. We've shifted gameplay from the older games, you could almost put them in the Metroidvania category where you'd go back through the same location where you have to backtrack with new items and so forth. Since RE4 that's changed to wider spaces that allow more open outside areas as well. I think that's another big thing that's a part of the old style that's changed, but we do feel like we will be bringing something more in lines with the times and what players expect and want from us.

What are your thoughts on the fixed camera and do you feel that allows you to create a scarier scene? Or is it easier to compose scenes this way? How do the characteristics of these different camera angles help you create that sense of horror?

This kind of camera can certainly have its advantages in creating a horror scene, because like I said before, you can literally hide things beyond the next cut from the player, and they see exactly what you want them to see. But that's not the only part of the games. I think the fixed angles also bring certain downsides in terms of game design in that it's a lot harder to get a read on the immediate surroundings beyond the camera angle, and of course the controls... I mean the whole reason we implemented the so-called "tank controls" in the original games was to get over the hurdle of the fact that when the camera angle changes, your directional inputs will change from seeing the scene. We have had to add more modernized controls in the remasters as well because they can be rather frustrating for players to use these days. While fixed camera angles certainly have their advantages and disadvantages, I wouldn't say that they are the absolute right answer for creating horror. They're not the only answer for creating that atmosphere.

What other elements do you think have become unchangeable hallmarks of the franchise?

I think it probably applies to movies as well as games, without strictly speaking about a game design thing--but for horror the most important thing is combining sound design and lighting design, and that contrast between light and dark places. Not just in exactly how you combine those things, but in using that as a toolset for the designer or director to control the player's emotions as they progress through the experience.

That you have to have in place to make it a Resident Evil game, to make it scary. But on the opposite side, with what not to do... We have a joke in the office that if we ever go to space, we're done. It will all be over at that point. We need a grounded setting for our stories as well, it's zombie fiction but it is in the real world, it has a certain amount of realism to it.

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What new features in the remaster do you feel improve it or make it a different experience?

The level of detail that comes up by doing an HD remaster. We've gone back over all the assets with a fine-toothed comb and not only can you now read all the writing around the train and see all the details in the setting the original designers created, it brings new discoveries that even I have made myself. For example, there's a train car where a dog comes out and attacks you, and there was a sign there and a chair and it's like, I never knew what that particular car was for and why that chair was randomly there. But it's only now that we get the assets redone in HD and we can see a sign saying "smoking area." I've always wondered what that area was for and these kind of little details the original designers took care into creating for the setting we can now see with the new technology. The technology we had at the time wasn't able to bring that full imaginative setting to the players, and now we can see every single detail like that. Things like that are really fun to point out and notice, where you can see how much effort has gone into making the environments very realistic and atmospheric.

Thirteen years ago there was no way to get that level of detail out onto the consumer version of the game even though they designed the game at such a high level of detail. That was a really great discovery for me. On the other hand, there were some things there that had to be redone because, knowing they could get away with it, there were some visuals shortcuts that we exposed that had to be changed. For example the train cars have these little plates saying what the next car is, and there is a dining car on the train and a plate that says that. Turns out because you couldn't read the writing, they reused the restaurant car plate in multiple places. There were a few things like that we did pick up on once we could see all the details that we had to move around and correct.

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Did you find anything else like that that was really amusing?

There's a sleeper car and there are people's photos lying around. One of them, if you looked at it again now--because you couldn't see what it was then, it's a photograph taken of the team at a bar drinking, and it was blurred enough to look like a random photo when they put it in at first. But now in this train ostensibly set in the United States it mismatched the setting, so we redid that one to make sure it wasn't completely out of place. Japanese guys getting drunk. Why would someone have that photo in a sleeper car on a train making its way towards Raccoon City?

Are there any other changes to the game other than visuals?

This is a 13-year-old game, and back then there was a difficulty to games that was taken for granted. It's kind of old-school. Not quite old enough to call it Nintendo-hard, but there was a certain difficulty that was just part of the landscape of gaming. I think in the modern gaming era, people expect games to be easier to get into and somewhat more comfortable to get through as an experience because they have so much more variety available to them that they don't necessarily have the time to plug into this kind of thing. The original GameCube version of Resident Evil 0 had a normal and hard difficulty, and then when we re-released it on Wii several years later we added an easy difficulty. What we've done this time around for the remaster is we actually tuned the easy difficulty to be somewhat easier again, because we want the easy option to truly represent the way to get through the game and see the experience without feeling frustrated. In that sense what we've done is rather than make specific minor adjustment to the gameplay balance, we wanted a situation where the modern gamer who doesn't want this old-school RE experience but wants to play the game has an option available to them.

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We've got this current trend where people are turning to games like Dark Souls for real meaty challenges. They can rest assured that it's only easy mode that has been returned this way, normal and hard are kept the same as the original and you can really experience the original difficulty and tension that way.

If Resident Evil 0 does well, will we see more remasters of older games? Perhaps Resident Evil 3 or Code Veronica?

Yes! We'll be looking to see the performance of Resident Evil 0 Remastered as an indicator for what fans want and what they expect from us. So certainly, we'll be looking at it as an indicator of how we should proceed.

Alexa Ray Corriea on Google+

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Alexa Ray Corriea

Alexa Ray Corriea is never not covered in glitter at any given time.

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deactivated-578f2053b4a13

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Code Veronica and RE 3 would have to be "remakes", not "remasters", Gamespot. They already released a Code Veronica remaster that looked pretty ugly, 4 years ago.

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pure_evil_80

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but when is the remaster of the remake of the reboot coming out?

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mogan

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Edited By mogan  Moderator

@pure_evil_80: It released relatively recently. : p

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Aentikraist

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thats weird since RE 0 was one of the most hard even a lot harder than RE remake , god they are complaining a lot most new fans saying The Evil within is too complicated XD , then if they respect the normal mode on Zero was lik ebeing Ammo less for decades!!! and still there going to be fans complaining about easy mode is "hard" if modern audiences means dumb down the nature of the game yeah i see why is for "modern (unskilled) audiences" XD ah well they really need to squeeze the money out of that title i just dont get why waiting Eons since they have the original files all they do is rehash textures , mapping new controller buttons and do little arrangements maybe the adding of wesker but hey already have the model frm RE remake. sitll ill get it!!

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uninspiredcup

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Edited By uninspiredcup

Would love to see Code: Veronica on the pc.

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adamus

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guess they really need the cash to throw out so many remasters how about just making a new RE that is actually good instead of chucking the old games out. oh well guess the hardcore fans are gonna eat it up like mindless zombies.

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WilliamRLBaker

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Nothing in that interview made me happy, It all seems very PR and leads me to believe they are gonna screw it up.

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HerrAxelsson

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Edited By HerrAxelsson

I love how he claims they have kept the horror in RE6. Reality check. The reson most RE fans view it as a total failure is simple. They turned it into a generic shooter. Fighting zombies with karate just isnt Resident evil. And If you can play like Steven Segal Jr in the Re2 remake i will bomb Capcom Hiroshima stye

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ughz

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Edited By ughz

@herraxelsson: I own RE6 on 3 systems, have platinumed it on 1 of them and played it way more than it deserves. And I honestly couldn't, even if you paid me, think of one remotely "horror" or tense moment that was intentional, and not caused by god awful gameplay mechanics like mother f*cking snowmobiles.

I don't think innocent people need to suffer for Capcom's stupidity, but I agree with the sentiment. I've wanted an RE2 remake for 13 years and the last 7 of those I stopped trusting Capcom's ability to do it properly.

I won't even wait to see the gameplay. If they so much as use over the shoulder camera, I'm done. I've promised to boycott Capcom forever after both RE5 and RE6 (although Rev 1 and 2 were a good start to an apology) but I definitely mean it if they ruin my RE2.

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redeemer6666

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@ughz: Yeah if they **** up RE2 i'm also going to be pissed.

NO OVER THE SHOULDER CAM!!! It plainly sucks and will screw the gameplay style up hard.

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GamerOuTLaWzz

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Cause that ''modern audience'' is clearly the one who purchased REmake Remastered last year. Way to be totally out of touch.

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ughz

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@gameroutlawzz: Yea it's hard to say but I highly doubtr it wasn't just people rebuying it for the 13th time. I definitely did. I don't even know where my big box original RE for PSX copy is - likely long lost. I rebuy things frequently when it comes to games.

Who honestly was buying it for the first time?

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GamerOuTLaWzz

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Edited By GamerOuTLaWzz

@ughz: Played both REmake and 0 to death back on GC (still own my copy of REmake), played them on daulphin like 4 years ago, pre-ordered REmake remastered last year and Im deffinately going to purchase this one too cause the games ar ethat good. I just hate that they feel like this game needs any type of touch up gameplay-wise to please the ''gamers'' of this gen when what they are IS what made them such masterpieces in the first place.

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ughz

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@gameroutlawzz: Yea. The fact that they're putting in this Wesker mode nonsense, before he HAD superneopowers, is just another great reason not to buy this. I'll buy it anyway to have it, but it's stupid.

The only gameplay problem with this game was that the "co op" system of you switching between characters was frankly stupid.

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W4rl0ck

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Yes I'm gong to buy it....and every other RE remaster they come out with

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GamerOuTLaWzz

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Edited By GamerOuTLaWzz

Well thats sad.

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JDlok

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A casual audience, in other words.

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Tyson_Way

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Edited By Tyson_Way

I didnt read the whole article, i just skipped thru..But he mentioned onimusha...HD remaster of onimusha would be awesome

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ughz

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Edited By ughz

@tyson_way: Even a normal re-release of onimusha would be fine. They had Onimusha 3 on Steam for 2 seconds, just long enough for me to buy it, before they took it down - and they've never had the first two on there.

I'm hoping with the re-release of Dragon's Dogma, again, Crapcom might actually be realizing people want some of their games.

Would pre-order onimusha HD collection.

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Chaos_Dante_456

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@tyson_way: I've wanted that for so long

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ughz

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Edited By ughz

Why are you interviewing a dude who probably did little more than some programming on the originals about what he thinks? No one cares about his opinion. No one even wanted RE0 HD because anyone who actually likes RE0 and accepts it as part of the story is ridiculous.

Clearly dude doesn't know what he's talking about.

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Undeadzombie

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@ughz: neither do you

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Jetro290

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Sweet! Didn't know this is coming out. Never really played this one so I will now wait for this one instead. :)

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J-007

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I'll probably still get the game but then it needs to stand out nicely. Although Wesker is nice to see that we can play with and where he worked with BRAVO team before betrayal, he isn't fitting in for me, maybe I'm not used to it but the work on his actions need fixing. This is Resident Evil after all and so it needs to be kept that way

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Ripper_TV

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I didn't like how he said that the series can do away with the static cameras. I completely disagree.

A true RE game can ONLY be done with fixed perspectives. Only then it will be a true cinematic experience, like 0 - 3 were.

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Undeadzombie

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@Ripper_TV: you not getting fixed camera angles get over it

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Edited By Metallunar

I also wish Capcom would do a reboot of the RE series. It feels like the current RE series has gone off the rails.

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Arsyad00

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@metallunar: yea, after wesker died, they having hard time creating new villain

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Metallunar

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"Yes! We'll be looking to see the performance of Resident Evil 0 Remastered as an indicator for what fans want and what they expect from us. So certainly, we'll be looking at it as an indicator of how we should proceed."

In other words buy it! If you ever want to see another RE game get remastered.

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yeah_28

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Good interview.

And Takenaka, the main thing that made old REs what they were was precisely not the camera, and I suspect most survival horror fans dont even consider it a must.

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ughz

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@yeah_28: Wrong.

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deactivated-64efdf49333c4

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I respect the guy, but it sounds like he doesn't have a clue what RE fans really want. Tight camera angles and lighting didn't make the old school games great-ish (I say "ish" because I can't stand the old controls anymore). It was item management and a real sense of dread.

A photo of drinking Japanese guys had to be removed? Come on!

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ughz

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@Barighm: It was probably very ah shamefuru.

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deactivated-58270bc086e0d

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As long as there is an option to turn tank controls back on I'll be happy.

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starjay009

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Funny title. "Modern Audience" ? So those of us born 20+ years ago are considered ancient/medieval then ?

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ughz

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@starjay009: Pretty much yes.

They don't give a damn about anyone born before the 90s or they would stop making RE into an action game.

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deactivated-58bd60b980002

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@starjay009: I think you are part of that "modern audience" because you obviously not born during the NES and SNES area and maybe you did experience the PSOne

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Edited By Thanatos2k

So it's going to suck?

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ughz

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@Thanatos2k: Considering RE0 already sucked, yes. It is.

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deactivated-64efdf49333c4

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@Thanatos2k: If you actually read the article, you'll see there are no changes that would make it suck (assuming it didn't already). They're making easy mode easier. And some graphical stuff. That's it.

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Thanatos2k

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Edited By Thanatos2k

@Barighm: But RE0 does suck. So if they haven't fix anything and are making it worse.....

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deactivated-63e52db38ad31

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@Thanatos2k: But RE0 doesn't suck so this is all good news...

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ughz

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@Bsgifford05: It does actually.

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southsouthsac

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I like what I'm hearing personally

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beyondthegun

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@southsouthsac: I agree. Like that they kept the same difficulty for the normal and hard but made the easy difficulty for newer players. Smart choice!

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Edited By tandukbadak

"We'll be looking to see the performance of Resident Evil 0 Remastered as an indicator for what fans want and what they expect from us. So certainly, we'll be looking at it as an indicator of how we should proceed."

.

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"...as an indicator for what fans want and what they expect from us."

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"...what fans want and what they expect..."

Seriously? It's been years since we expecting RE to go back into a true horror game instead of a f***ing over-the-top action shooter. Yet you still think people believe this kind of answer?! BULLS**T!!!

Next time, make a Free-to-Play MMORPG Resident Evil game where people have to Pay-to-Win.

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They should include the RE3 campaign in RE2 Remake. LeonA, ClaireB, ClaireA, LeonB and Jill. After all, the timeline and the story would allow that perfectly.

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