Resident Evil 2 Remake

Sound Design Critique

Ian Effendi

Sound Design

- RE2 uses sound and music to communicate with the player.

Composition

- The instrumentation and composition of the soundtrack help build the setting for the remake and it's backed by historical context.

The Original

  • Survival horror by Capcom.
  • Original released in 1998.
  • Composers: Masami Ueda, Shusaku Uchiyama, Syun Nishigaki.
  • Released for the PlayStation: consider limitations of that era's consoles.
  • Graphics were great at the time and audio was serviceable, but all the data was compressed/lossy.

The Remake

  • Remake released early 2019.
  • Released for current-generation consoles and PC.
  • Compared to other games, has a small installation size (25GB, not including DLC).
  • Audio still compressed, but, it's a lot better than 1998.

Suspenseful & Tense

Uncharted Territory

Puzzle
Solving

Claustrophobic Encounters

Limited Resources

Terrible Controls

(original only)

And don't forget, Mr. X

Chances of survival are slim to none.

Sound Design

A majority of the game lacks music, giving space for ambient, diegetic sound.

Sound Design

Footsteps.

Gunshots.

Shell Casings.

Barking Zombie Dogs.

Doors.

If you hear it, it's probably there.

Sound Design

The player hears everything from the perspective of the in-game character.

Footsteps in water splash.
Characters groan when they exert themselves.
Mr. X sounds like he's getting closer...

One more thing...

In the classic games, the PlayStation couldn't load the entire game into memory all at once. To get around this, the developers would place a loading screen after every zone.

You could have a breather for about ten seconds.

But, the remake doesn't have this kind of limitation.

Neither does Mr. X.

Mr. X lifts helicopters up with one hand, just to eat your bullets for breakfast.

But, what does Mr. X sound like?

Sound Design

Mr. X is an 8' tall bio-weapon engineered to ordered to kill every human left alive in the police department and he is completely silent, save for the sound of his footsteps.

Fun fact: In one interview, the game's director revealed that Mr. X's footsteps were created by splicing together different impact sounds; a normal person's footsteps wasn't scary enough!

His footsteps echo throughout the building and are muffled behind walls, but as soon as he enters the room you're in, they get louder, more aggressive, and sound threatening.

Music Selection

The nuanced music selection in the game can communicate information to the player about the game's state.

Music Selection

Music is intentionally sparse in order to provide contrast.

In this example, the music doesn't start until the player is being chased.

And it leaves, just as quickly as it starts, once the player evades danger.

Music Selection

Music doesn't always generate anxiety in the game.

While there isn't any immediate danger, the 'safe' music still reminds players that there's something more sinister at play.

Moments of safety help provide additional contrast for players when things become dangerous and chaotic.

Music Selection

Subtle music can suggest to the player that they can take their time.

When it isn't about danger, it's about exploration.

In this example, the player is in the middle of solving a puzzle. There are no enemies around and the music reassures the player that they can take their time.

Composition

The game showcases music that was meant to feel nostalgic. It's late-1990's fuel.

Orchestra Horror

Masami Ueda's, the lead composer for the original game, was inspired by the orchestral hits popular in the blockbuster movies of the late 90's.

In some ways, Resident Evil 2 is just a '90's action thriller.

Composition

Released in January 1998, the original game's orchestral horror proved to be highly thematic and cinematic in nature.

In fact, it had a lot in common with music from the franchise that Mr. X might have been inspired by.

Composition

Listen and compare the main theme for Terminator 2 to the sewer alligator's theme in the original Resident Evil 2.

They sound like they could be from the same film or game!

Composition

The remake goes to great lengths to replicate that feeling.

Since the remake isn't a modern retelling, the game takes place in the late 1990's, just like the original.

Although audiovisual fidelity has improved, the composers created the music to feel just as it did in the 1990's.

Shusaku Uchiyama also returned to help compose for the remake!

Composition

Listen and compare the original's synthesized theme for the police department to the remake's recorded rendition.

Like the game itself, the music of the remake is familiar but definitely different. Things are just as sinister as before.

Composition

The directors acknowledged this approach - they wanted the game to feel like the 1990's and created a song reminiscent of '90's grunge rock. It can only be enjoyed if you reach the end credits.

For context, this was definitely late '90's music. The track sounds just like music used on the score for The Matrix (1999).

Composition

This dedication to nostalgia and the '90's goes beyond just the base game. Take a listen to the character theme that plays in 4th Survivor, a bonus game mode unlocked after completing the campaign.

For a similar track from the '90's, here's another one from score for The Matrix.

Resident Evil 2: Remake - Sound Design Critique

By Ian Effendi

Resident Evil 2: Remake - Sound Design Critique

A sound design and music composition critique of Resident Evil 2 and its remake.

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