Resident Evil 2 remake sets the bar for videogame maps
I have this vivid memory of playing Resident Evil 1 and getting lost in the labyrinthine halls of the Spencer mansion. The in-game map did little to help: it didn’t provide room names or give any indication that I was finished exploring any particular area. I resorted to taking notes on graph paper, drawing out by hand the various locks and puzzles that remained unsolved. Where was the lock with the sword carved in it again? I had to consult my homemade map and attempt to decipher my terrible handwriting to find the answer.
Purists will say this is all part of the experience, that Resident Evil was made to force memorisation of its hallways and dark rooms. That may be, but game design has come a long way since 1996, and Capcom has smartly adapted to player expectations since. One noticeable result of this shift is that the map system in the Resident Evil 2 remake comes with a host of features that make exploring the Raccoon Police Department, sewers, and the underground Umbrella laboratory a breeze.
Whereas the original Resident Evil games provided a mostly static map, the RE2 remake map is a living, breathing document. It changes and evolves as you explore each terrifying area, filling in helpful notes and giving you reminders in case an important detail slipped your mind as you frantically tried to escape a Licker. It complements the game, allowing you to focus on banging out headshots on zombies and evading Mr. X, instead of getting lost.
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