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** Mr. X is now the guy who kills Ben Bertolucci. How? By [[BarrierBustingBlow punching through the wall behind him]], grabbing his head, and squeezing it to a pulp, complete with eyeballs bursting from their sockets from the pressure.

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** Mr. X is now the guy who kills Ben Bertolucci. How? By [[BarrierBustingBlow punching through the wall behind him]], grabbing his head, and squeezing it to a pulp, complete with his eyeballs bursting from their sockets from the pressure.



** Mr. X will not follow you into certain rooms, which is the developers' way of [[AntiFrustrationFeature giving the player some breathing room]]. This doesn't make Mr. X any less scary since he will still follow you to one of the safe rooms and hang around until he eventually leaves. It's also possible to hold the door open and watch him trying to get to you and if you try to tempt fate and get closer, he ''will'' punch you.

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** Mr. X will not follow you into certain rooms, which is the developers' way of [[AntiFrustrationFeature [[AntiFrustrationFeatures giving the player some breathing room]]. This doesn't make Mr. X any less scary since he will still follow you to one of the safe rooms and hang around until he eventually leaves. It's also possible to hold the door open and watch him trying to get to you and if you. If you try to tempt fate and get closer, he ''will'' punch you.



** Look closely at the organic matter; that isn't just ''waste material'' from Birkin's experiments - it's pulsating in a rhythm, almost like ''breathing'' and the entire place seems to be ''alive'', much like the spore-contaminated bayou of [[VideoGame/ResidentEvil7Biohazard RE7's]] 'End Of Zoe'; given the utter carelessness of the material disposal and the handling of facilities like the Dead Factory, it's little wonder Raccoon City succumbed to the outbreak seemingly so easily.

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** Look closely at the organic matter; that isn't just ''waste material'' from Birkin's experiments - it's pulsating in a rhythm, almost like ''breathing'' and the entire place seems to be ''alive'', much like the spore-contaminated bayou of [[VideoGame/ResidentEvil7Biohazard RE7's]] 'End Of of Zoe'; given the utter carelessness of the material disposal and the handling of facilities like the Dead Factory, it's little wonder Raccoon City succumbed to the outbreak seemingly so easily.



* If you were ever thinking about how nice it is to never be chased by a giant version of that incredibly CreepyDoll in the orphanage, [[https://www.youtube.com/watch?v=CRXLjybXoTY things are about to get very unpleasant for you...]]

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* If you were ever thinking about how nice it is to never be chased by a giant version of that incredibly CreepyDoll in the orphanage, [[https://www.youtube.com/watch?v=CRXLjybXoTY things are about to get very unpleasant for you...you.]]



* On the east end of the clocktower room, you find a hallway lined with windows. An attentive player might realize this is the other side of the blocked off corridor on the 3rd floor where you first saw a licker skittering across the window. Not to mention at this point you've been chased enough by Mr. X to know you can't squeeze past him in narrow spaces without getting grabbed or haymakered. [[NothingIsScarier Nothing actually shows up here to bother you]], which only helps ramp up the paranoia.

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* On the east end of the clocktower Clock Tower room, you find a hallway lined with windows. An attentive player might realize this is the other side of the blocked off corridor on the 3rd floor where you first saw a licker skittering across the window. Not to mention at this point you've been chased enough by Mr. X to know you can't squeeze past him in narrow spaces without getting grabbed or haymakered. [[NothingIsScarier Nothing actually shows up here to bother you]], which only helps ramp up the paranoia.
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** The buildup to their reveal in Leon's scenario is a perfect example of ParanoiaFuel and NothingIsScarier. After fighting William, Leon climbs up into the dark and empty parking garage. He's completely alone... Except for the sound of a dog howling and moving around. It doesn't physically appear until Leon examines the card reader next to the gate, but it's clear that he's being stalked. And then you see it coming up behind him in the next cutscene.

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** The buildup to their reveal in Leon's scenario is a perfect example of ParanoiaFuel and NothingIsScarier. After fighting William, Leon climbs up into the dark and empty parking garage. He's completely alone... Except except for the sound of a dog howling and moving around. It doesn't physically appear until Leon examines the card reader next to the gate, but it's clear that he's being stalked. And then you see it coming up behind him in the next cutscene.
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* The remake milks a lot of mileage out of a completely new feature that wasn't present in the original: [[DarknessEqualsDeath the levels are plunged into darkness]]. The simple play around lighting creates a new layer of atmospheric tension, lessening the advantages of the over-the-shoulder camera by creating a real night ambiance, dim lights and whole sections that are pitch black. The characters now only have a flashlight and unreliable ambient light to see and any corner or door may be an occasion for an ambush; worse still is that the darkness exacerbates the impact of sounds and you are more likely to hear the monsters coming [[NothingIsScarier before you can see them]], if they don't lunge at you by surprise. Conversely, the save rooms have functioning lights (although you need to turn some of them on first), creating a sensation of relief whenever you reach them after minutes of navigating dark rooms and corridors.

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* The remake milks a lot of mileage out of a completely new feature that wasn't present in the original: [[DarknessEqualsDeath the levels are plunged into darkness]]. The simple play around lighting creates a new layer of atmospheric tension, lessening the advantages of the over-the-shoulder AlwaysOverTheShoulder camera by creating a real night ambiance, dim lights and whole sections that are pitch black. The characters now only have a flashlight and unreliable ambient light to see and any corner or door may be an occasion for an ambush; worse still is that the darkness exacerbates the impact of sounds and you are more likely to hear the monsters coming [[NothingIsScarier before you can see them]], if they don't lunge at you by surprise. Conversely, the save rooms have functioning lights (although you need to turn some of them on first), creating a sensation of relief whenever you reach them after minutes of navigating dark rooms and corridors.

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** What makes Irons scary is just how ''[[TheyLookJustLikeEveryoneElse normal]]'' he seems even after he shows his true colors. The Chief in the original game was a [[LargeHam very melodramatic fellow]] who waxed poetic about his [[SerialKiller passions]]. This Chief, however, is [[SoftSpokenSadist far more grounded]], delivering his threats in a blunt, matter of fact tone of voice, demonstrating only mild impatience even as he threatens Claire and Sherry with his gun. When he yells at Sherry, he sounds less like a bloodthirsty maniac and more like a cross between a more down-to-Earth RabidCop and an impatient babysitter. Somehow that's ''more'' frightening than the hammy psycho from the first game.

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** What makes Irons scary is as always, just how ''[[TheyLookJustLikeEveryoneElse normal]]'' he seems is as a horrific threat in a setting where every other major villain is some sort of biohazard or a superhuman with a god complex. He's not a superhuman, he's not a bio-organic threat, he's not even after he shows his true colors. infected -- he's just a completely mundane fuck-off cop with no superpowers whatsoever who is both a horrific torturer and a SerialKiller.
**
The Chief in the original game was a [[LargeHam very melodramatic fellow]] who waxed poetic about his [[SerialKiller passions]]. This Chief, however, is [[SoftSpokenSadist far more grounded]], delivering his threats in a blunt, matter of fact tone of voice, demonstrating only mild impatience even as he threatens Claire and Sherry with his gun. When he yells at Sherry, he sounds less like a bloodthirsty maniac and more like a cross between a more down-to-Earth RabidCop and an impatient babysitter. Somehow that's ''more'' frightening than the hammy psycho from the first game.
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** What's more, he slurs out Sherry's name, just like in the footage of RE 1.5, and on some occasions, just stops to spaz out and swing his pipe at nothing in particular. It's almost as if William's humanity is FightingFromTheInside and he has moments of understanding of what he's become.

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** What's more, he slurs out Sherry's name, just like in the footage of RE 1.5, and on some occasions, just stops to spaz freak out and swing his pipe at nothing in particular. It's almost as if William's humanity is FightingFromTheInside and he has moments of understanding of what he's become.
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* Speaking of Lickers and gore, after entering the west wing's ground floor, Leon stumbles across the corpse of an officer who seemingly fell victim to one... and the man's throat and [[{{Jawbreaker}} mouth have been completely torn open]], with the jaw only hanging on by the ''[[{{Squick}} highly-detailed]]'' muscle fibers. And before you ask, yes, that's what provides this page's image above.

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* Speaking of Lickers and gore, after entering the west wing's ground floor, Leon stumbles across the corpse of an officer who seemingly fell victim to one... and the man's throat and [[{{Jawbreaker}} mouth have been completely torn open]], with the jaw only hanging on by the ''[[{{Squick}} highly-detailed]]'' muscle fibers. And before you ask, yes, that's what provides this page's the page image above.
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* The point where you initially encounter the Licker has been changed, much like the Cerberus in the first game's remake. Your first time through the hall, you merely encounter a zombie that breaks its way in through a window... Though you also find claw marks on a nearby wall and a smashed barricade. Thus, veterans of the series will get that familiar feeling of [[ParanoiaFuel "Where the]] ''[[ParanoiaFuel fuck]]'' [[ParanoiaFuel is it?"]]

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* The point where you initially encounter the Licker has been changed, much like the Cerberus in the first game's remake. Your first time through the hall, you merely encounter a zombie that breaks its way in through a window... Though you also find claw marks on a nearby wall and a smashed barricade. Thus, veterans of the series will get that the familiar feeling of [[ParanoiaFuel "Where the]] ''[[ParanoiaFuel fuck]]'' [[ParanoiaFuel is it?"]]
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** Don't look too closely at the zombies you plug in the face with bullets, either. You'll [[ShowsDamage regret that,]] especially if they manage to grab you as the game forces a GrossUpCloseUp. Some demo players reported that enemy eyes will hang out of their heads from enough damage, and if you don't manage to blow a head clean off with a [[ShotgunsAreJustBetter shotgun blast]] or a lucky pistol hit, you'll literally tear the flesh away from a zombie's head altogether. And the worst part? Chances are they ''still won't die'' unless you're prepared to waste more bullets until their head are completely destroyed.

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** Don't look too closely at the zombies you plug in the face with bullets, either. You'll [[ShowsDamage regret that,]] especially if they manage to grab you as the game forces a GrossUpCloseUp. Some demo players reported that enemy eyes will hang out of their heads from enough damage, and if you don't manage to blow a head clean off with a [[ShotgunsAreJustBetter shotgun blast]] or a lucky pistol hit, you'll literally tear the flesh away from a zombie's head altogether. And the worst part? Chances are they ''still won't die'' unless you're prepared to waste more bullets until their the head are is completely destroyed.



*** This is only slightly subverted, since G-1 William roars in a distorted human-like manner, however he ''partially mutates'' during battle; when the eye comes out, the roaring becomes deeper and less human, and while the eye is gone, you can actually hear him mumbling in agony for help, showing that when the eye comes out he is no longer in control, but when it isn't, ''he partially is!'' [[FightingFromTheInside The keyword being "partially".]]

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*** This is only slightly subverted, since G-1 William roars in a distorted human-like manner, however he ''partially mutates'' during battle; when the eye comes out, the roaring becomes deeper and less human, and while the eye is gone, you can actually hear him mumbling in agony for help, showing that when the eye comes out he is no longer in control, but when it isn't, ''he partially is!'' [[FightingFromTheInside The keyword key word being "partially".]]
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** The resultant battle is no better. Birkin attacks Claire with a primal fury, shrugging off everything she throws his way, even acid and incendiary grenades. And the ''[[HellIsThatNoise roaring.]]'' ''[[PunctuatedForEmphasis He just won't. Stop. Roaring.]]''

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** The resultant battle is no better. Birkin attacks Claire with a primal fury, shrugging off everything she throws his way, even acid and incendiary grenades. And the ''[[HellIsThatNoise roaring.]]'' ''[[PunctuatedForEmphasis He just won't. Stop. Roaring.]]''



** What makes Irons scary is just how ''[[TheyLookJustLikeEveryoneElse normal]]'' he seems even after he shows his true colors. The Chief in the original game was a [[LargeHam very melodramatic fellow]] who waxed poetic about his [[SerialKiller passions]]. This Chief, however, is [[SoftSpokenSadist far more grounded]], delivering his threats in a blunt, matter of fact tone of voice, demonstrating only mild impatience even as he threatens Claire and Sherry with his gun. When he yells at Sherry, he sounds less like a bloodthirsty maniac and more like a cross between a more Down-to-Earth RabidCop and an impatient babysitter. Somehow that's ''more'' frightening than the hammy psycho from the first game.

to:

** What makes Irons scary is just how ''[[TheyLookJustLikeEveryoneElse normal]]'' he seems even after he shows his true colors. The Chief in the original game was a [[LargeHam very melodramatic fellow]] who waxed poetic about his [[SerialKiller passions]]. This Chief, however, is [[SoftSpokenSadist far more grounded]], delivering his threats in a blunt, matter of fact tone of voice, demonstrating only mild impatience even as he threatens Claire and Sherry with his gun. When he yells at Sherry, he sounds less like a bloodthirsty maniac and more like a cross between a more Down-to-Earth down-to-Earth RabidCop and an impatient babysitter. Somehow that's ''more'' frightening than the hammy psycho from the first game.



** Want to know how viscerally disturbing Chief Irons is? '''''[[WebVideo/RealTimeFandub Real Time Fandubs]]'' couldn't make him funny.''' In the midst of a video that turns the entire game into a barrage of comedy (including reimagining the notoriously horrifying G as [[ItMakesJustAsMuchSenseInContext a man made of Lunchables meat]]), Irons remains as a coldly brutal KnightOfCerebus, to the point that- with the exception of a single non-sequitur joke about Applebees- most of the humor from his portions of the video comes from how disturbed the rest of the crew is by Alfred's dead serious performance.

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** Want to know how viscerally disturbing Chief Irons is? '''''[[WebVideo/RealTimeFandub Real Time Fandubs]]'' couldn't make him funny.''' In the midst of a video that turns the entire game into a barrage of comedy (including reimagining the notoriously horrifying G as [[ItMakesJustAsMuchSenseInContext [[MakesJustAsMuchSenseInContext a man made of Lunchables meat]]), Irons remains as a coldly brutal KnightOfCerebus, to the point that- with the exception of a single non-sequitur joke about Applebees- most of the humor from his portions of the video comes from how disturbed the rest of the crew is by Alfred's dead serious performance.
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No meta moment, see this query.


* On a meta-level, just how YOUNG Leon and Claire actually are. Being 21 and 19 respectively, players who were BORN in 1998 when the original game came out would now be the same age as Leon. And the advanced graphics only drive this point home harder.

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