To those of you who insist that the RE2 remake isn't a reboot, consider that the developers had this to say at
PlayStation's E3 gameplay demonstration:
"This isn't a remake of the original, it is a full new game that we really want to push."
And again, they're now calling it "reimagined" on the
official website. There is no mention of "remake" anywhere on the official site.
The story is the same, the characters are the same (and seems to share the same backgrounds), the main location is the same, the genre is the same, the enemies are the same - this alone makes it a remake and not a reboot (which is something else entirely - like the DmC one).
That doesn't amount to anything substantial because all you've done is describe the most basic foundation upon which either a remake or a reboot can be built. What is the same does not determine how different each of those things is going to be. And a remake doesn't have to be as distinct as DmC to be considered a reboot.
The new design are also based on the early concepts of the original RE2, and the remake seems to use a lot of the stuff that was used in RE 1.5. If anything this Remake is more RE2 than the original RE2 was (at least design-wise, even the main hall of the police station is now based on the early concept of the original RE2, same goes to the new Mr.X and etc...).
Sorry, but rejected design variations are not more canon than the game itself. Yes, whatever they choose for the RE2 remake will be canon, but basing a RE2 remake on designs that never made it into the original game does not make the RE2 remake more authentic than the original. It just makes it different.
Also, I didn't notice a difference in design with the RE2 remake version of Mr. X (other than his hat, which I didn't mind). Could you please explain or show what makes him more like the concept art?
Was it needed? Actually, I think that it was. One thing that always bothered me of the original RE2 was the bad design of the police station: it wasn't realistic and it made no sense most of the times - don't get me wrong, I love the setting, but it was downright awkward in some points (which is why, it always was one of my least fav locations of the saga), the new one though? It's more realistic while still respecting the original game.
Don't forget that the entire police station is a death trap designed by Chief Irons. Aren't there files you can collect that mention some of the renovations he orchestrates? How do you know the design of the police station isn't meant to reflect this? That's always been my impression and I've always thought it was ingenious, because it also explains all the completely insane puzzles everywhere and strange places for items to be stashed away.
They changed the jump scares, exactly like in the REmake, which makes sense: they want to keep things fresh - yeah, the sense of surprise might only last during the first run, but it would still be enough, and definitely more than what we would have gotten if the remake was made shot by shot (and just because they're doing them differently doesn't mean that they're going to be less iconic).
Making changes for the sake of making the RE2 remake feel fresh is not a good reason. If such things were optimized in the original, it's going to be impossible to improve on them ("if it ain't broke, don't fix it"). Sure, it's possible they'll improve it in situations where such things weren't optimized, but changing it to make it fresh is changing it for the wrong reason. If they're going to change it, they should change it to make it better. Years from now the first playthrough will be a fading memory. We need the game to be as good as it can possibly be for the long years down the road, not as fresh as it can possibly be for the first playthrough.
There is also the fact that they needed to do it if they still wanted to scare the players, which is what this genre is about (I mean, it's hard to get scared by the lickers if you already know their location, but if you don't... Now, that's something to fear) - this wasn't something to choose over, this was necessary to give life to tension.
If the goal is to keep players on their toes, what the developers really need to do is randomize the circumstances of each jump scare—change which window, door, room, vent, wall, etc. that something pops out from. Change what pops out. Change the number of whatever pops out. Make the gameplay itself a menacing psychopath the player can't predict. Now
that's something to fear.
The new soundtrack can also be replaced with the original.
Yes, this is one of the things the RE2 remake is doing right! Give us options like this! Like I said, the music still holds up. Although please note: this feature is only available in the Deluxe Edition.
And yes, the lines are different, but that doesn't mean that the story is different
It's not just the dialog that makes up the story. It's the circumstances and location of each character encounter, the design of the characters and the environment, and what actually goes down in those cutscenes. All of that together can influence the story.
(Leon is still a rookie cop, Claire is still a college student that is searching for her brother while protecting a young Sherry), which was also made in the remake,
Again, really basic plot stuff here. That isn't nearly enough to distinguish a remake from a reboot.
and yes this remake seems to add even more to this department but I'd argue that this is because Resident Evil 2 always had a larger plot than RE1 (which means that there is also more to add and correct).
I'm not sure about there being more to add, but there probably is more to correct in terms of patching up plot holes and fixing the broken continuity between the A/B scenarios. But these are not the kind of changes we're seeing in the trailers. We're seeing changes that don't need to be made.
Honestly, I already like RE2make!Marvin more than RE2!Marvin, which I also liked btw (Leon and Marvin's interactions already feels more genuine).
Marvin is the perfect example of the direction the entire RE2 remake should take with the characters. He looks like he does in the original, only better—a visual upgrade without a significant change in design. But most of the changes to his dialog are unnecessary, and I doubt they're why his interaction with Leon feels more genuine to you. There's a lot more subtlety happening with the graphics, and I think most of the VO problems in the original can be attributed to timing and a lack of continuity between takes, rather than the ability of the actors. That having been said, the talent of the voice acting is top notch in the RE2 remake. I'm just not convinced about the casting yet, particularly for Claire.