Yeah, a reboot doesn't have to change everything to be considered a reboot, but it does have to change something major to be called so: This game has the same story, with the same main events, with the same characters (with the same goals and mostly, the same style), with the same antagonist and enemy, with the same locations.
Everything you mention here has undergone change with the RE2 remake, with the exception of perhaps one of the antagonists and the enemies. And you're inventing imaginary standards for what constitutes a reboot. There are tons of reboots where the setting, main characters, enemies, supporting cast, and basic plot all remain the same. The examples in comic books are plentiful beyond measure.
This alone doesn't make it a reboot, since they're telling and doing the same exact thing -
You call that exact? Anyway, the definition of reboot (from Dictionary.com) is:
"to produce a distinctly new version of (an established media franchise, as a film, TV show, video game, or comic book)"
There is no question that this definition is applicable to the RE2 remake. The "distinct" part is precisely what's dividing fans. You can insist on calling it a remake if you want (although I discourage that because I think it's damaging in that it conceals the truth about what was promised and what is being delivered, which essentially makes it a euphemism). But you can't say it isn't a reboot. The developers have said it's not a remake, and it's obviously not something as simple as an HD remaster. If it's neither of those two, what is it? There's only one commonly used term remaining to describe it, and it's "reboot."
just compare it with the Tomb Raider's one to see the differences.
The Tomb Raider reboot is not the standard by which all other reboots are measured. A reboot doesn't have to check every item on your checklist in order to be considered a reboot. If you want to say that there are reboots that have more distinct changes than those in the new RE2...okay, so what? But to say a reboot must have as many changes as the Tomb Raider reboot in order to be considered a reboot at all is to set unreasonably high standards for the word "reboot."
And I'd argue that a reimagination is still a remake, and that they called it so because:
1 - There will be only 2 scenario's with a more defined story.
2 - To try and ease the judgement of the players (it's easier to please the players by calling it so, it's their way to tell players that it's a remake without calling it so)
The change in the number of scenarios is just the tip of the iceberg, and to say "it's their way to tell players that it's a remake without calling it so" is a pretty out-there conspiracy theory. It's obvious that they're aware they're making changes that surpass what people think of as a remake. Otherwise they wouldn't go out of their way to not only rebrand it as a reimagining but also to explicitly state, "
this is not a remake." You're in complete denial of the truth if you won't accept that the developers consider it more than a remake. If you haven't yet watched the video I linked earlier, you need to do that and listen to what the developers say. I shouldn't have to defend hard facts like this.
RE1 and REmake had a different design, they changed it and added to it, because they wanted the Remake to look closer to their original vision. They wouldn't use rejected design it they thought that they were bad or unpractical, if they're using it now it's because they can.
The RE1 remake was made by the same director as the original RE1, but the RE2 remake is not being made by the same director as the original RE2, so that is definitely not a fair comparison. With the RE1 remake, it was the same guy coming back to revisit his work, so you have an argument there that he may have also changed or added things he couldn't do with the original. But with the RE2 remake, it's a new guy who has his own vision for something new and unique, so your argument there is very weak. And anyway, I can't think of a single change to the layout of the RE2 environments that would have been more difficult to implement in the original game. We're talking about differences in design, but there is no limitation on layout when it comes to pre-rendered backgrounds. The only limitations are the number of camera angles, the resolution, and the number of colors. None of those are a factor in basic layout.
They were probably rejected because of the hardware they were working on (which btw, is the same reason they couldn't put the stuff that they ended up adding in the remake) -
Every design change I can think of would have been possible in the original. It just wouldn't have looked as good (obviously). And I don't have a problem with additions if they're good. What I have a problem with is unnecessary changes—which the RE1 remake did not do nearly to the same extent as the RE2 remake is doing. Not even close.
for example: the new hall of the police station it's way more realistic and polished of the old one - there was no reason to choose the latter when they already had this design (wich btw, worked much better), so why go with the more unrealistic design? It's probably because that was the one they had less problem with. Now that they're working with a much more powerful hardware they can actually use what they couldn't at the time.
They could have easily implemented the new layout of the lobby in the original game if they wanted to. If you disagree, it sounds like your understanding of game design and hardware limitations is limited. All they would have to do is replace the "disc loading" ladder with a "disc loading" staircase and swap the locations of the statue and reception desk. We're talking about design choices, not hardware limitations.
As for the realism of the design, I was in the police station of a major US city recently, and aside from having elevators, the layout of its lobby made way less sense than the original RE2 lobby.
And another problem I have with the RE2 remake lobby is that the staircase in the back makes it look too much like the mansion lobby from RE1, which reduces the unique identity of the RPD lobby. In other words, this little touch only succeeds in homogenizing the design variety in the series. You might think this is too small a detail to matter, but consider that it's the main hub in both games, so you see it a lot. Personally, I would prefer a spiral staircase for the RE2 remake. That's closer to a ladder in design and would help the RPD lobby maintain more of its unique identity. Unique design is more important than real-life practicality in this case anyway.
I wasn't talking about the design or the locations of the puzzles, which I'm okay with (well, mostly, there are some that are actually weird now that you're making me think about it, for example the one on the second floor, with the statue with the red gem, that should have raised so many questions between the police officers).
You need to collect all of the files you can pick up in RE2 and read them, because they explain how the chief is an art collector and that there are officers who are weirded out by odd things in the police station.
I'm talking about some rooms and stuff like the hall or the emergency stairs - or even the lack of rooms like the bathrooms.
I have no objection to adding bathrooms. It's changing the layout of existing rooms that I have an objection to.
Yeah, but they're aren't changing stuff just for the sake of it, they're changing stuff that needed to be changed.
Why does the statue need magical gravity-defying blood dripping upwards? Why does Claire's outfit need to be changed? Why does Leon need to find out she's alive by seeing her on a security monitor rather than in person? Why does Marvin need to bequeath his knife to Leon? Why does Mr. X need to get impaled by a monster claw? Why does he need a hat? Why do so many lights need to be out? Why do there need to be shutters? Why does there need to be a notebook filled with clues? Why do the steps at the lobby's entrance need to be curved instead of straight? Why do doors, switches, and items need icons? None of these changes are "needed." These changes only succeed in making the game different, in some cases for no apparent reason, and in other cases, it even makes the game worse. Blood dripping the wrong way is something that should be reserved for supernatural horror like Silent Hill, Claire should be more recognizable, finding out Claire is alive in person is much more dramatic than finding out she's alive by seeing her on a security monitor, and icons that indicate doors, switches, and items detract from the survival aspect of the game.
And why does so much narrative context need to be completely removed from the scene with Marvin? They cut out the reference to Leon's welcoming party, and the story of what happened at the mansion and the RPD in the aftermath of RE1. This is important not only because it creates context, but because it patches up a plot hole by explaining how an outbreak was able to happen so long after the mansion incident when the returning STARS members knew what was going on. Now the RE2 remake has created a new plot hole: how come the rest of the RPD doesn't know about the mansion incident? Why would the surviving STARS members not try to inform the RPD? The RE2 remake also removes the objective Marvin gives Leon about rescuing the remaining survivors in the police station. And having the guy draw his gun and lock the door behind you raises the tension level and implies Marvin knows he is doomed to turn into a zombie, which I think is very intriguing. There's just so much narrative straight up deleted. Why? They also cut out Marvin giving Leon a card key, which adds a practicality to both the narrative and the gameplay by giving the player access to more areas, which of course ties in with the objective Marvin gives Leon. Why is removing all of this "needed"?
If you think all of these changes are improvements, that's fine. But you can't say the original is problematic for not doing it the way you like best. You should reserve that kind of judgment for plot holes and breaks in continuity. Furthermore, they've changed literally every single line of dialog. Do you really think the entire script of RE2 needs to be changed? I'm actually starting to wonder now, do you even like RE2?
I'm pretty sure that they are going to keep the main jump scares, they are just changing the timing and the locations (one of the dev said that we're going to see a glimpse of the licker in another window for example).
Again, I don't have a problem with this if such things can be improved (although I'm incredibly skeptical that the licker reveal can be orchestrated any better than it is in the original). But changing things simply to surprise the player for the first playthrough is a cheap gimmick. They are trading lasting quality for fleeting novelty. Does that sound like a good trade to you? If the new timing and locations aren't an improvement, they're making a change for the worse.
it also makes more sense for the new Marvin to not pull out his gun IMO (I mean all the rooms are connected, closed or not, Leon was still going to enter by other side of the room anyway), which is why I don't mind is new location.
Don't forget that Marvin tells Leon to "rescue the survivors in the other rooms," other as in not this one—as in stay the hell out of this room. Drawing his gun on Leon and the way he locks the door after Leon leaves supports this interpretation. The act of locking himself inside also adds a layer to his character because it implies a degree of cowardice: he knows he's going to die, but he's not willing to eat a bullet as a human to save other people from being attacked by him after he turns. It also adds to the narrative by exploring one of the psychological impacts in zombie catastrophe, which is that people turn on people. The game returns to this theme again with Annette, and a little bit with Ben. Chief Irons too, although he's also a sadist.
Whatever man, let's just agree to disagree xD
Sounds good to me.
Either way, we're going to enjoy a new RE game.
That's the thing, I'm scared I won't enjoy it.