Sound effects can be heard clearly and precisely in 360 degrees. The game uses the same dynamic mixing stage developed and used for Resident Evil 7: Biohazard.
However, some easter eggs are present to reference the tone of the original game. As a whole, the story is designed to be more grounded and believable, feeling less like a B-movie. This same battle with William in the demo was also built with the short play time in mind it was stated that the player wouldn't have as many resources when reaching that point of the game. The Dynamic Mixing Stage studio used to develop the sound in the game, it primarily supports a 7.1.4 set-up.Ī few story elements were changed in order to have better pacing or make them feel more dramatic, one example of this is Brian Irons arriving after Claire battles William Birkin for the first time. It was also intentionally made less realistic than RE7 the developers re-did the graphics until they could achieve a Hollywood look, which they described as a "stylized reality". The game has more replayability than Resident Evil 7 and less randomized mechanics to help speed-running. It was stated in it that the game was 80% completed. On July 5, 2018, Famitsu released a magazine that covered the development of Resident Evil 2. The decision was to keep the "key beats" of the original, but fill the space in-between them with new materials. Ī prototype UI for the game shown in the Resident Evil 2: Roundtable.Īnother point of discussion was how much of the remake should be known, and how much of it should be recreated based on the original. This also allowed the implementation of puzzles that wouldn't be possible with fixed camera angles. Ultimately, the over-the-shoulder camera was chosen, with the intent of conveying a sense of claustrophobia, and not turning the game into a shooter - " It's about having this tiny frame, about the claustrophobia.", said Tsuyoshi Kanda. The fixed camera angle approach of earlier games was not chosen as the developers wanted to be able to see the zombies in greater detail than fixed camera angles would allow. When it came to the gameplay style, the team had to decide between the first person view utilized in Resident Evil 7, or the over-the-shoulder view first used in Resident Evil 4. ĭevelopment of the remake began in 2015 and "soft announced" in the same year.
Capcom saw the game as a new entry in the series rather than a simple remake.
The game's development team consisted of over 800 people.