Okay, and what do you think is more important in making a PS1 character recognizable: the outfit or the face?
You're comparing a single scene with a complete narrative (Mravin) to one that has multiple variations (Richard). For that reason alone, it's a bad choice to use as a comparison. But even still, collectively, the remake scenes where Richard has been poisoned are much more true to the original than Marvin's scene is to RE2 because they didn't simply remove the narrative of Richard's death scene in the remake the way you seem to be implying, they moved it to the scene where he survives. Compare the dialog of Richard's survival scene in the remake to Richard's death scene in the original. Do you really think it's less true to the original than Marvin's scene is? Furthermore, they were patching up a plot hole in Richard's scene: in the original, why does Rebecca/Jill not give Richard the serum when they have it right there? Or if you prefer, why does Richard insist on handing the radio over when he should be letting them treat him with the serum? It makes no sense. This is a problem area that they needed to address, and I think their solution is ingenious because they actually thought of a way to keep the original narrative of his death scene by moving it to an alternate scene where he survives. So because this scene has a severe lapse in character logic and multiple variations—unlike Marvin's scene—it's not a good one to use as a comparison.
So, back to the scene I asked you to compare in the first place: the reason I asked you to compare the narrative of the first mansion scene with the first RPD scene is because compared to the original RE1, the RE1 remake mansion scene is nearly identical. Compare them and see for yourself. Nothing in the narrative of the RE2 remake matches the original RE2 as closely. Not even close.
Also, I have no problem whatsoever with adding alternate possibilities like they did with Richard. In fact, if they want to do that with RE2, I'm all for it. But even if we assume that the first scene with Marvin will have multiple variations (which I doubt), do you really think the variations will be as significant as those with Richard's first death/survival scene? That's another reason why it's a bad comparison.
Please read what I write more carefully if you're going to respond to it. The question I asked was, "Which layout of the remake is closer to the original, the mansion lobby or the RPD lobby?"
The layout of the mansion lobby has some additions, whereas the RPD lobby doesn't just have additions, its layout is actually rearranged. In other words, the layout of the first hub of the RE2 remake is not as faithful as the layout of the first hub of the RE1 remake.
I think this is probably for several reasons:
- Rebranding it as a reboot would make it more obvious that they have backed out of their original commitment to do it as a remake. In other words, they don't want to look bad.
- They want to sell as many copies as possible, which to them probably means pleasing as wide a range of people as possible. So instead of committing to calling it either a remake or a reboot, they're inventing new terminology (reimagining), which relieves them of the commitment and potential judgment that comes with choosing to brand it using existing terminology.
- Reboot could be interpreted as a reboot of the entire series as opposed to a reboot of RE2 specifically, which would imply they're committing to remaking all of the games in the series. And of course no company would be foolish enough to commit to remaking so many games all at once.
- Reboot is an ugly word for fans who want a remake.
- There isn't a distinct line drawn between a remake and a reboot, it's a gradation. So they have some leeway here in how they brand it. But I think they're far enough in reboot territory in order for it to be considered a reboot, especially when you take into account all of the other factors (more on that below).
Capcom never said it's just like the previous remake.
Besides RE3, other games in the main series aren't connected to RE2 in any way more than at the most basic level. You would have to do something extremely major, like have a Las Plagas infestation instead of the T-virus outbreak, or dismember or kill one of the heroes, in order for it to separate itself from the rest of the series. Is that your requirement for a reboot? Because that's very extreme. While such a drastic change would certainly qualify it as a reboot, reboots don't have to separate themselves from the series. That is not one of the requirements. They simply need to be distinct in some way, and change some of the continuity. And the RE2 remake has done that. Moreover, don't forget that the RE2 remake is separating itself from RE3. So in that sense, it has separated from the series.
And if by "separate" you mean to be in some way distinct, then yes, reboots do need to separate themselves. And the RE2 remake has already satisfied that requirement.
Then why did they not "tiptoe" around the word remake when they announced it in 2015? And why do you think they're "tiptoeing" around the word remake now that the game has been revealed in 2018? Fans have been clamoring for a remake for years. Surely if the developers thought that's all it was, they would have nothing to hide and would still be marketing it as a remake.
For what? Not changing as much as you think they should? They changed plenty.
I'm not sure about the first part of that sentence because I can't think of any reboots that weren't canon at the time they were made. Can you? As for the implication that continuity gets nuked with a reboot, that's not always true. With a reboot, you shouldn't be surprised if not only the same hallmarks return but also some of the same narrative elements as well (only with a fresh take on it of course). Because that's how it often is with reboots. While there's a greater likelihood of continuity getting nuked with a reboot than with a remake, nuked continuity is no guarantee with a reboot and should not be expected. Some things just don't end up getting changed. But what you should expect are continuity changes at some level at least. A remake, on the other hand, isn't something that should make you expect continuity changes. And yet, here we are getting them in spades with the RE2 remake.
When in the history of any game made by a team have all developers had to have confirmed something in order for it to be accepted as their official view?
See for yourself:
No, I would think they would want to make sure the fans know they are getting something they will love by not changing what they don't need to change, especially given the success of the RE1 remake (consider how little was changed in that by comparison). I would think the same game as last time is exactly what Capcom's most loyal fans want—only with better graphics and perhaps with some of the wrinkles in the controls smoothed out, and maybe even some of the plot holes patched up and the A-B continuity fixed. But the changes in the RE2 remake go far beyond that to a level that makes me think Capcom either has no idea what its most loyal fans want, or doesn't care.
Nor does calling it one stop it from being a reboot. My argument isn't that it can't be called a remake, it's that given the circumstances, it's less damaging to the fan base to call it a reboot.
I said it was a reboot of RE2, not a reboot of the RE franchise. But RE3 will be affected, so it does extend to at least part of the series.
Okay then, I can call it a reboot then? Finally, we agree!
I never said people can't call it a remake, whereas you are telling me I can't call it a reboot. What I said was that the developers have explicitly stated it's not a remake, and that I discourage people from calling it a remake not only for it being too different, but to call attention to the fact that the developers have not acknowledged the fact that they are no longer delivering what they promised. They're pretending like this was their plan all along, and that's scummy because they gave fans false hope when they announced it as a remake in 2015, and they aren't acknowledging the bait-and-switch.
That's not hard to do at all: a zombie outbreak happens in Racoon City, and the same characters meet and survive. I wouldn't call that strict. Although let's not forget that in order for it to not break continuity with the rest of the series, part of the RPD needs to have an identical layout to what we see in RE3, and they already blew that one.
You're completely missing the point, which is that they're changing far more than they need to.
I already have in another post but I'll do it here for convenience:
- The statue that has gravity-defying blood dripping upwards.
- Claire's outfit.
- Leon finds out Claire is alive by seeing her on a security monitor rather than in person.
- Marvin bequeaths his knife to Leon.
- Mr. X gets impaled by a monster claw.
- Mr. X has a hat.
- A vastly higher number of lights are out.
- There are now shutters.
- There's a notebook filled with clues prominently featured in a cutscene.
- Doors, switches, and items have icons.
As I said in a previous post, none of these changes are necessary:
And that's not all. There's Marvin too:
More on Marvin:
Just because they're hitting beats doesn't mean they aren't changing more than is necessary.
What makes him more human is the technology, the continuity between takes, and acting. I'm not complaining about any of that. As for the script, he's less human in the RE2 remake because he's less fallible. There's no implication of a very human impulse to prolong his own mortality, as depicted in the original RE2 (and as described above).
As for why I consider most of the changes in the RE2 remake unnecessary, the reason can be traced back to this simple logic: trying to fix what isn't broken is unnecessary. If you go beyond that, you aren't necessarily making improvements, you're simply making changes that may or may not be better.
As for why I consider the RE2 remake a reboot, it's because of:
- The number of changes.
- The degree of each change.
- Expectations created from the RE1 remake, which is much more faithful than the RE2 remake. I think this difference in the level of change between the two remakes alone probably warrants a different word, but my reasons certainly don't begin and end here.
- The difference in what the developers promised during the announcement (a remake) versus what they have revealed (a reimagining), and their decision not to acknowledge that they are failing to deliver what they originally promised. Using the word reboot allows more of the truth behind the bait-and-switch to surface.
- Expectations created from the high number of video game remakes in general that are more faithful.
To clarify that last point, if we are to divide video game remakes into these three categories and define them like this...
- remasters (enhancements such as higher resolution textures, better framerate, etc.)
- remakes (completely rebuilt from the ground up)
- reboots (retold with different continuity)
...the vast majority of remakes (item #2) are more faithful than the RE2 remake. I'm not saying a video game remake aggregate is the standard by which all remakes should be measured, but I think expectations established by what is most common shouldn't be completely discounted. That having been said, the only existing remake in the franchise (RE1 remake) carries more weight as a point of reference for what should be expected.
And I'm not laying down rules here with the terminology because apparently there isn't a general consensus on how some of these words are used. I'm just trying to categorize and define things in a way that helps you and others understand why I consider it a reboot, and why I encourage you and other people to think of it as a reboot too.
The script and flow of events, which are vital components of the storytelling, are not primitive in the original. It's the lack of continuity between takes, the animation, the inability to move cameras during cutscenes, and the editing that are primitive—but you don't hear me complaining about any of that with the RE2 remake.
Different does not mean better.
That's fine, but it doesn't mean you aren't using the word retcon incorrectly. The game is not a retcon. You can call it a remake or a reboot. It might contain retconning. But it is not itself a retcon. If you want to think of a remake or reboot as one big collection of retcons, that's fine, but that's now how the word is used. I'm trying to help you out here.