To figure out whether the team behind Resident Evil 2 meant for this to be a subconscious crash course in speedrunning, I spoke to its director, Kazunori Kadoi. Speedrunning Resi 2 is a joy, and one already noted for RPS by Alan Wen. Living on this earth without an unlimited ammo rocket launcher became an ever-approaching reality, and let me tell you, that’s what real fear is. I started to become frightened not of zombies but of wasting time, like when puzzle solutions changed tack, rendering my scrupulous notes worthless. You could find me in the lowest level of the sewers, faced with a swamp monster who wants to fill my mouth with poison, doing the very British dance of “Sorry, can I just squeeze past?” By then I was pushing past every Chomp, Lick and Scary like they were inebriated punters at a sold-out gig. My trembling first attempt, for example, came in at a disgraceful six hours, yet my 2nd Run with Claire came in comfortably under four. Yet one of the more puzzling revelations of the game was how it teaches you to face your fears not just by peppering zombies with shotgun shells, but also by speedrunning right past them. My first playthrough was fraught with thick Geordie expletives. So when I booted up the newest Resi, I was cast into the deep end of the survival horror pool with no floaties. I don’t like horror games and I’ve avoided them for most of my life. Being a toddler in 1998, I arrived fresh to the Resident Evil 2 remake with bright eyes and principled reservations.
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