Resident Evil 8: 10 Things It MUST Learn From RE2 Remake

9. Third-Person Shooting That's Actually Suspenseful

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Capcom

The problem Capcom found themselves with from Resident Evil 4 onwards was how to make third-person combat suspenseful. Originally the tension came from your character's limited movement, as you were forced to stand still while shooting and make every bullet count against a horde of zombies. When that control scheme fell out of fashion for something more kinetic, though, the last remnants of suspense were similarly sucked out of RE's combat.

Consequently, in order to re-embrace the horror, the developers switched to the in-vogue first-person perspective in the seventh game, which did indeed bring back a sense of claustrophobia and unease. Resident Evil 2 proves that wasn't necessary however, and that you can actually give the player a full range of movement while maintaining the core tenants of survival horror gameplay.

Here, enemies take a whole load of punishment before they go down, and while you do have the ability to aim where you want with ease, their inhuman movements make them tough targets to pin down. Combine this with with a lack of resources, and each combat encounter has the perfect balance between skilled shooting and unpredictable, on-the-fly tactics.

It's a great, weighty combat system, and hopefully won't be discarded after this one remake.

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