There's something inherently beautiful about horror media. Finding the courage to face the unknown despite the odds being stacked against you is an experience which I constantly find myself being intoxicated by. Yet horror is a slippery slope, many horror entertainments lose their fear factor the second time around. You’ve already seen the monsters, shot the zombies, and turned on the metaphorical lights, most horror medias have nothing else to offer in a second playthrough or viewing… Resident Evil Remake is different.
Atmosphere is the most important part of any horror experience, when done right you can get the feeling you’re never in control, that someone- or something is always watching you. Resident Evil Remake uses all of its tools to create a dark and unnerving atmosphere. The game uses the classic horror staple of a “fixed camera” to show players their environment. At the time of release, this method of presentation was scrutinized for limiting the players understanding and control of combat situations, in an oversaturated market of games whose implementation of the system wasn’t natural. But in a time where this kind of AAA horror is rare if not non-existent, I now understand this only adds to the experience allowing the game designers complete control of what the player needs to see, and what they shouldn’t. Gameplay is clunky for a reason. Moving Jill and Chris feels like piloting a tank instead of a special agent, but when considering the situation they are in, would you be so nimble? People tense up when scared, and take time to convince themselves to act in the face of the unknown, despite their training I doubt either of the playable characters were prepared to fight the undead. This clunky movement was chosen to push this feeling of tense and intentional movement. The enemies that you will fight range the gambit from vanilla zombies, mutated reptiles, to hellish undead creatures who look as though they were pulled through a steel grate. Each creature fights differently forcing players to count their bullets and rethink their strategies when entering rooms. The levels are cramped, dark, and tightly connected to the point I would consider calling it Metroid inspired, Almost all rooms hide something useful, whether that be a key or a few rounds of ammunition. And very few rooms will only be visited once, as hallways and living quarters believable lead into each other. Resident Evil is known for its music (especially its save themes) and Remake provides one of the best soundtracks.in the series. Using deep strings and wind instruments, the soundtrack is able to disarm the player's sense of belonging. Most instruments play single drawn out sounds to keep tension rising before finally silencing at the opening of the door, or intensifying with the entrance of an enemy. A resident evil game is only as good as its save room theme, and by God… this game has the best of the series (in my opinion). The slow use of piano chords in a repeated melody do provide the closest thing to comfort in the entire game, but never enough comfort to let you forget about the horror outside the locked door. And the story is… not great. Though the backstory or the mansion and its inhabitants is smart and well told, the story of STARS is not. Bland voice acting and very generically obvious villains do dampen serious scenes, but environmental storytelling and a subplot about a girl in the cabin do make the script enjoyable.
Whether it be your first, second, or fifth time running in the Spencer Mansion there seems to always be something new to appreciate.