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Resident Evil 2 Remake Audio Director Says It Betrays The Original In A Good Way

From what I've seen thus far, the remake of Resident Evil 2 has been received rather well by its target fanbase and the gaming community at large. Admittedly, I was afraid that it'd deviate too far from the original, but it luckily retained the spirit and, for the most part, told the same story. I mean, I'm still indifferent as to how "new" it is because I desired the balance achieved by 2002's RE 1 remake, though I love it nevertheless.

Resident Evil 2

From what I’ve seen thus far, the remake of Resident Evil 2 has been received rather well by its target fanbase and the gaming community at large. Admittedly, I was afraid that it’d deviate too far from the original, but it luckily retained the spirit and, for the most part, told the same story. I mean, I’m still indifferent as to how “new” it is because I desired the balance achieved by 2002’s RE 1 remake, though I love it nevertheless.

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While it’s easy to discuss the obvious stuff like a remodeled Police Station, sewer system and Umbrella laboratory (NEST) – not to mention those gorgeous modern graphics – we can sometimes overlook the aspect of audio. But if you were to ask me, that assisted in creating what I feel’s probably the most intense Resident Evil game I’ve ever played.

During an interview with Digital Trends, audio director Kentaro Nakashima was more than willing to discuss breaking new ground, and here’s what he had to say:

“It was a challenge that I gladly accepted. For the reboot of Resident Evil 2, we approached the sound direction from a number of different angles in a way that would ‘betray’ the sound of the original, but in a good way. Sound is very important when it comes to fear, and with modern technology we were able to produce sounds that weren’t possible at the time of the original. This challenge greatly motivated the entire sound team and influenced every aspect of the design, helping us to uncompromisingly produce sounds of horror that I believe no one’s heard before.”

To be honest, Nakashima and his team had to make this effort their own because they were no longer relying on fixed camera angles, and instead had to complement a third person, over-the-shoulder perspective. When you think about it, these folks needed to help in crafting a fully immersive experience for those of us venturing down dimly lit hallways that may or may not have hungry zombies lurking around the next corner.

All that aside, I missed the music from the 1998 original, which I believe to be among the best scores in the entire series. Right now, I’m regretting not getting the special edition that allowed for a soundtrack swap because I remember the main hall and save room pieces most fondly of all (yes, the former made it in, though it wasn’t quite the same).

When it comes down to it, I’m quite happy with the finished product and happen to be among those who hope the success of Resident Evil 2 yields a remake for RE 3 in the very near future. If you agree, keep shouting from the rooftops so that Capcom hears us.