Video summary

Are The Resident Evil Remakes Actually Good?

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Recap / Main Plot

The video is a first-time Resident Evil remake “mainline gauntlet” discussion from the perspective of a newer fan who binge-played the remakes (and the RE1 remaster) with no nostalgia. The creator compares what each remake gets right/wrong—then ranks them—while constantly linking gameplay choices to what kind of fear the game is trying to deliver.


Highlights & Key Points by Game

Resident Evil (2002) Remake

  • Big selling point: atmosphere + dread. The narrator calls it the series’ best by far for tension and fear that doesn’t rely on cheap jump scares.
  • Jokes / bits:
    • Multiple expletive-laced reactions to horror sounds (clock, footsteps, crows).
    • A recurring “headcanon” style explanation (e.g., Wesker as a creepy stalker tracking you through the mansion).
  • Why it scares (their explanation):
    • tension from what might happen (silent hallways, wasting bullets on threats that won’t die),
    • plus fear escalation when enemies do suddenly attack.
  • Fixed camera angles explained as “charm.” Even if they disorient new players, the creator treats the jank as part of the horror “DNA.”
  • Crimson Heads love: They’re described as horrifying because they turn the zombie formula into a resource-management nightmare—forcing panic decisions like: should I kill this thing… or will it come back angrier?
  • Main criticism: early game doesn’t hold your hand.
    • They disliked the deduction/exploration burden at first (limited map guidance).
    • They rant about backtracking—especially a ring puzzle that leads to an “I missed a thing in this room” moment.
  • Conclusion: They consider RE1 basically near-flawless and put it in S tier.

Resident Evil 2 (Remake)

  • Main praise: accessible but still “Resident Evil.” The creator says it takes the franchise’s dread mechanisms and makes them work cleanly for modern audiences.
  • Standout enemy: stalker tension. Mr. X is the centerpiece—unpredictable, always forcing you to move, and making the RPD feel alive.
  • Protagonists praised for characterization:
    • Leon: cool, brave, “dogooder” cop on his first day of hell.
    • Claire: younger, less trained, but tough enough to solo her campaign.
  • Story & pacing: tight, escalatory, and well-written—gas station → RPD → sewers → lab feel distinct and build emotion/mechanics.
  • Jokes / reactions:
    • Mr. X “surprise” moments,
    • “line is canonically” type bragging about beating scenarios,
    • “7-foot tall linebacker” imagery for Mr. X.
  • Main complaints:
    1. Late-game becomes action-heavy (ammo/herb abundance reduces survival fear).
    2. A/B story continuity timeline issues (Mr. X appears when they shouldn’t, and boss/environment repeats feel like padding).
    3. Sewers dislike (gunkier/annoying enemies, repetitive “padding” puzzles).
  • Conclusion: Still their favorite modern remake, placed in A tier.

Resident Evil 3 (Remake)

  • Premise framed as frantic “pursuit fear.” Jill’s PTSD/burnout is treated as part of the horror—everything is about being chased.
  • What’s good:
    • great opening tone (Nemesis arrival),
    • Jill and Carlos chemistry,
    • dodge/evade moves that feel like character expression (Jill dodges, Carlos short-charges),
    • some nice retellings/setpiece additions from RE2 spaces (Kendo shop, RPD connective tissue).
  • Carlos spotlight: described as charismatic and campy/fun—sometimes even stealing attention.
  • Major criticisms:
    1. Nemesis mishandled: Nemesis becomes too scripted/less threatening than Mr. X’s unpredictability; instead of constant pursuit fear, he feels like a setpiece.
    2. Too short + cut content (clock tower removal is cited as painful).
    3. Exploration is limited/“on rails” with fewer discovery loops than RE2.
    4. Survival horror tension missing (resources feel generous; the game rarely asks, “do I have enough?”).
    5. Nikolai underwhelming—treated as forgettable and more obstacle than true threat.
  • Biggest meme/complaint moment: Jill’s iconic “stars” line is said too early and can be missed; they feel it should have been used at the finale for maximum payoff.
  • Conclusion: Called the weakest of the modern remakes and placed in C tier.

Resident Evil 4 (Remake)

  • Big picture: the series shifts from survival horror dread → action/cinema.
  • What’s praised:
    • iconic opener and Leon’s evolution from “young cop” to “battle-ready,”
    • the village section as a tonal/gameplay turning point (combat becomes more “cathartic” with Leon’s kicking and direct player agency),
    • tight combat, flashy interactions, crafting/customization,
    • escort mechanics with actual control (order Ashley to hide),
    • merchant + side characters described as memorable,
    • Luis praised for humanizing Umbrella and being genuinely likable,
    • boss variety highlighted (including the “knife fight” and Salazar as camp villain energy).
  • Jokes / reactions:
    • merchant line “having a rough day, stranger,”
    • “canceled immersion” but it’s funny enough to not matter,
    • repeated comparisons/analogies to modern culture (e.g., Last of Us).
  • Main complaints:
    • Not scary like the earlier games (leans hard into action).
    • They challenge fan reception/hate toward later entries, claiming RE5 hate is weird since RE4 is similar.
    • Mendez and Sadler criticized as less compelling/less threatening than earlier bosses (more scripted/required than personal).
    • Ada voice acting criticized as flat/stilted compared to RE2 remake.
    • Overall: the creator feels the “magic” for older fans may be partly missing without nostalgia for the original.
  • Conclusion: Despite reservations, they like it a lot and put it in B tier.

Overall Ranking (as stated/implied)

  • S tier: Resident Evil 1 Remake/Remaster
  • A tier: Resident Evil 2 Remake
  • C tier: Resident Evil 3 Remake
  • B tier: Resident Evil 4 Remake

Standout Jokes / Tone

  • Frequent comedic emphasis on horror sounds/awkward moments.
  • “Headcanon” theories (e.g., Wesker as a stalker explanation).
  • Random pop-culture comparisons and profanity-heavy reactions to pacing and bosses.
  • The “stars” line complaint in RE3 is treated like a major missed-payoff moment.
  • Running theme: Resident Evil games differ by what they’re trying to scare you with—unknown → tension → pursuit → action/cinema.

Main Personalities Mentioned (at end)

  • Resident Evil creator / narrator (video speaker): “Never Not June”
  • Other YouTuber referenced: Spear Hunter
  • Character callbacks used as references: Wesker, Leon, Jill, Chris, Ada Wong, Nemesis, Mr. X, Carlos, Luis, Krower/Krauser, Salazar, Nikolai, Ashley, the Merchant, etc.

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