On the toilet, the fear is greatest: open each cabin individually, in each cabin expect the unspeakable horror. It drips, modert, creaks, finally, the door opens and - phew, behind her is a medicinal spray. For the time being, the horror experience in "Resident Evil 2" ends well. However, this does not always happen in this game, where the main character moves through narrow spaces and dark corridors, knowing only one goal: to survive.

"Resident Evil 2" is not a new game, actually. In 1998 it was first released for the Playstation, in Germany it was indexed at that time - too brutal. Also by the manufacturer Capcom censored versions could not change this judgment of BPjM, the game remained until 2014 on the index.

Now, in January 2019, the remake of "Resident Evil 2" with a release from 18 years appears, the new version is also completely uncut. And she certainly does not save on brutal unappetizing.

The question: does it need that?

Like every remake, one question comes up: does it need that? Is it worth it to play a game in 2019, which was conceived in the 90s? And do players of the original get enough new features to make their way back through zombie-infested walls?

The answer to all that is yes. The new "Resident Evil 2" does not have much in common with the old template. At that time, the player was still rather awkward - with the so-called tank control - through vorgerenderte backgrounds and endeavored to always keep a few slots in his inventory, if he should immediately find an important item.

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Remake of "Resident Evil 2": terrifyingly relaxing

Today the camera is positioned over the shoulder of Claire Redfield or Leon S. Kennedy: The game offers both characters, their paths are slightly different. The environment was built from scratch, the graphics adapted to today's standards.

The inventory system, however, has also made it to the remake. Even today, the player can not carry around any amount of ammunition, medicinal herbs or weapons. It is always important to weigh carefully, to keep a good house with the little space you have.

Unused items can be kept in chests, most of which are near the typewriters where they can be stored. That sounds antiquated and it is - but that's exactly why it's a nice change.

Mutating video games

"Resident Evil 2" has the charm of a chamber play. While games like "Red Dead Redemption 2" or "Assassin's Creed: Odyssey" continue to proliferate and mutate, getting bigger and bigger, everything runs on a small scale. There are no endless ways, but usually only one. The player roams through - first - a police station, searches every room, gradually finds cranks, switches, keys - and thus makes his way ever further into the building.

Of course, zombies run into him over and over again and eventually the point will come where he wants the zombies back, because the opponents are getting more and more gruesome. But the player knows that his character is armed: if he acts skillfully, then she will escape.

"Resident Evil" stands for a horror against which one can defend oneself. Other games such as "Outlast 2" leave their protagonists vulnerable, their bodies are vulnerable, their strength is exhausted in the race. This kind of horror game lives from the invincibility of evil. The player can only watch and scare speechless. The world is in complete disarray, it is hell, and man is at the mercy of it. "Resident Evil", on the other hand, gives the player weapons and thus the thought: I can bring the order back.

Logic against horror

"Resident Evil 2" is still full of horror. It plays with the darkness, which is only briefly torn by the flashlight of the player. It hurls sounds at the player that he rarely classifies - and when he puts them, the zombie often stands right in front of him.

The game calls for a slow, deliberate approach. Only logic helps against the horror. These, of course, include the riddles for which the series is known. Keys with different colors that can unlock only certain doors. Amulets that must be found and put in devices. Time and again in "Resident Evil 2" remnants of (un) logics of humans play a role, which now want to be used to defeat the monsters.

After about eight to ten hours, the game is once played through, until then probably sweaty controller can finally be released. What remains is satisfaction. The horror was defeated. And as diffused as the horrors of our real world may be, there's probably no zombie waiting in the bathroom.