The bottom line
Capcom's Resident Evil remakes work because they change gameplay and content freely while preserving the feeling of playing the original. Great remakes can then feel new even to veterans, as long as the original stays playable alongside them.
Key takeaways
- Most game remakes copy the original beat for beat, and that approach has two flaws. 0:42
- Gus Van Sant's shot-for-shot Psycho bombed, and Roger Ebert called it pointless, yet many game remakes work this way.
- The results can pair cutting-edge graphics with dated gameplay, and give players who know the original little reason to buy.
- Capcom changes mechanics and content freely. 2:06
- Resident Evil 2 swaps fixed camera angles for an over-the-shoulder view.
- Resident Evil 4 moves, expands, cuts and replaces content, so even veterans meet surprises in the village siege.
- Capcom guards the feeling of the original, not its features. 4:01
- Resident Evil 4's pillars include lightning pace, b-movie dialogue, varied encounters and replayability.
- Leon can now strafe, but enemies are more aggressive and numerous, and the knife breaks, so the game stays tense.
- Good remakes modernise, fix old complaints and widen access, without breaking that feeling. 5:43
- Capcom cut RE4's quicktime events and reworked Ashley's AI, health bar and characterisation instead of making her invincible.
- Resident Evil 3 is the least loved because its Nemesis became a simple set piece and lost the original's sensation.
- Big changes are only safe when the original stays available. 10:27
- Old games vanish through dead hardware, delisting and server shutdowns, so some players need the remake to be faithful.
- RE4 sits beside a moddable HD remaster, and Nightdive released the original System Shock and its source code.
A remake of a game can deliver a new experience to players while also touching upon the memories we have of the original, which is an appeal that is different from the appeal of a completely new game.
Capcom
Chapter summaries
0:00 Intro
Capcom's Resident Evil team stands apart in an industry busy reheating old games.
- Publishers are mining their back catalogues for remakes. 0:03
- Examples include Dead Space, Demon's Souls, The Last of Us and Like a Dragon.
- Capcom's remakes feel like more than recycled favourites.
- Over two decades, Capcom has remade Resident Evil 1, 2, 3 and 4.
- Most of the industry treats remakes as a way to sell old games again.
0:42 The Shot for Shot Remake
Many game remakes copy the original the way Psycho's remake did, with only small updates.
- Gus Van Sant's Psycho kept the script, camera moves and score. 0:47
- It added colour, more gore and nudity in the shower scene.
- Hollywood has never tried such a thing again.
- Game remakes use new engines and assets but aim to be beat-by-beat recreations.
- They add only conservative tweaks, and can still be good for catching up on missed games.
2:06 What Capcom Does Different
| Shot-for-shot remake | Capcom remake | |
|---|---|---|
| Gameplay | New engine, conservative tweaks | Modernised: RE2 goes over-the-shoulder |
| Content | Beat-by-beat recreation | Moved, expanded, cut, replaced |
| For veterans | Little reason to buy | Surprises, e.g. RE4 village tower |
| What's protected | The features | The feeling |
Capcom changes a lot, but changing things carelessly can anger fans.
- Capcom says an exact copy would not be fun or interesting. 3:11
- In the RE4 village, a familiar tower climb plays out differently from memory.
- Capcom says its remakes show love through what they change and what they keep.
- Capcom tried keeping RE2's fixed camera before choosing over-the-shoulder.
- Fans have been angered by Ratchet's characterisation and Peter Parker's face.
- VentureBeat called Shadow of the Colossus's new graphics too good.
3:21 How To Stay Faithful
Developers stay faithful by protecting how the game feels, not how it works.
- Pillars should be feelings, not features. 4:04
- RE2's guiding principle was that players should get the same feeling we got back in the day.
- The Dead Space remake used three pillars: sci-fi horror, unbroken immersion and creative gameplay.
- RE2 stayed claustrophobic with hard aiming and a tight camera behind Leon.
- Any new idea had to fit inside a pillar.
- New moves can break the feel unless something offsets them. 5:17
- RE4's knife gains a parry and a stealth takedown.
- Together these could have made Leon overpowered.
- This is the aesthetics-over-mechanics approach.
5:43 Modernisation
Remakes must meet modern expectations, but every mechanical change ripples through the whole game.
- Updated controls can make an old game too easy. 6:14
- Players expect conveniences like fast travel and quick save.
- The GoldenEye remaster's modern controls make a game built for clunky inputs a cakewalk.
- In 2004, Capcom said it didn't want to go into the shooting / army type genre, so original Leon could not strafe.
- The remake counters Leon's new mobility with tougher enemies.
7:02 Addressing Criticism
A remake can fix flaws that even the original's creators wished they had solved.
- Remakes let developers fix what they never liked 7:42
- Zelda boss Eiji Aonuma says that after The Wind Waker, the team discussed what they wished they had done differently.
- The Wii U version speeds up a contentious late-game fetch quest.
- Ashley's escort section can become annoying babysitting that threatens the fun.
- Making her an invincible helper, like partners in games since 2005, would have changed the original's dynamic.
7:57 Accessibility
Remakes should welcome newcomers and players with disabilities, but through optional settings.
- Remakes win over people who bounced off or never started the original 8:02
- The first Resident Evil Remake was designed to ease new players in, since the original threw them in the deep end.
- Resident Evil 2 through 4 offer an assisted difficulty setting.
- Assisted mode adds health regeneration and aim snapping.
- The Last of Us Part 1 has perhaps the most extensive accessibility options yet seen in a game.
- Easier modes work best when players can switch them off 8:43
- The Pokemon Diamond and Pearl remakes give the whole team a shared EXP Share that can't be disabled.
- It wrecks the balance and annoys players who want a challenge.
- As an option, it would have suited players wanting an easier time.
- RE4's attaché case tidy button is hard to resist pressing, even if you could simply ignore it.
9:25 Why RE Remakes Work
Capcom changes almost everything except the sensation of the original, so each remake feels fresh.
- Capcom freely rewrites characters, plot, mechanics, puzzles and content 9:29
- Each remake feels as fresh as a brand new release.
- Players who have finished the original a million times still enjoy it.
- The feeling of the first game is the lodestar guiding every change.
- That keeps Resident Evil 2 scary and Resident Evil 4 an action-packed rollercoaster.
10:27 The Problem with Remakes
Free reinvention is only fair to players if the original stays easy to play, which games rarely manage.
- Film remakes can change anything because the original is always available 10:31
- Psycho was called pointless because the 1960 original is readily available.
- Films are easy to remaster from the master recording for formats like Blu-Ray.
- That frees film remakes to change the era, the culture or the audience.
- In the video's words: Change what you want: the original is always available.
- Games are hard to remaster, so some players need a faithful remake 11:15
- Plenty of game remasters are crummy.
- Great ones, like Metroid Prime on Switch, are a rare treat.
- These players want an ultra faithful recreation with a few modern updates, in effect Gus Van Sant's Psycho.
- The fix is better preservation, not more shot-for-shot remakes 11:42
- Publishers who keep the originals available deserve praise.
- Zero Mission let players boot up Metroid 1 inside the game.
- Rockstar pulled the Grand Theft Auto games from Steam for its disastrous remasters.
- Blizzard removed Warcraft 3 to make way for its disastrous remake.
- The older Resident Evil games are hard to play today, and the hope is Capcom fixes that as it does with its Mega Man compilations.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Capcom's Resident Evil remakes change gameplay and content freely, but use the feeling of the original as a guide so the game stays true to what made it loved. The Resident Evil 4 remake, where strafing is added but enemies get meaner so the game still feels pulse-pounding, shows how to modernise without losing the feel.
More from Game Maker's Toolkit · The whole library, and ask it anything