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Run run big scary BOW
1. Op doesnt even own the game and I doubt he refunded it that deep into the game. (Unless he was speed running his first playthrough lol.)
2. Dude you play Dead by daylight
The hide and seek game of 2018
He's just annoying.
OP is right; Mr X is terrible, and if we set aside our fanboy blnders for a few minutes, it's not hard to see why that is the case. Chase sequences have never been fun in a Resident Evil game. The times they are included invariably wind up being the weakest parts of the game, and it's no accident that the games where they happen most frequently are also the most forgetable titles in the main Resident Evil line - think Resident Evil 3 and the Sherry/Jake Campaign from Resident Evil 6.
Mr X isn't hard. You just move forward, and sometimes run in a circle. He's not like a boss, where you're stuck in one spot and have to worry about budgeting your ammo and health items; he's not like a zombie horde, where you've got to think tactically about whether to fight or dodge, deciding which zombies you need to deal with and which zombeis you can reasonably ignore. No, Mr X is basically ONE zombie, and his function isn't being tricky to avoid or being difficult to kill, his function is solely to prevent you from taking your time while exploring. And this function plays a big role in explaining why he is not scary. In fact, I'd even go so far as to say that Mr X is anti-scary, his presence being enough to suck most of the potential for fear out of this game.
Consider the principles behind horror: genuine scares come from the clever managment of tension. The best scares tend to come from a slow buildup of tension: a creepy house, an unknown threat, the slow reveal of a monster (think about the way Original REvil 2 introduced you to Lickers). You can also get "jump scares" by abruptly switching from low levels of tension to very high levels of tension (the dog hallway from Original REvil 1). While many horror hipsters argue that the only valid technique for creating quality horror is "slow-building", I believe that both can work - and HAVE worked - in the context of Resident Evil.
But once Mr X shows up, the tension level gets stuck at about 80%, and remains that way until you transition to a new region and he finally fecks off for a few minutes. Under these conditions, the game can't deliver any build-up scares at all, because with Mr X strolling after you, the tension isn't allowed to increase or decrease at a controlled rate. It stays put. So while Mr x is around, jump scares are the only thing the game can handle. And sure, credit where credit's due, there are A LOT of jump scares with Mr X "suprise mothafr"ing you around corners... but the trouble is, these jump scares are always pathetically small (because you're already tense, and going from 80% to 100% tension isn't that big deal), and worse, since you expect him to jump out at you at any given moment, they are all predictable. And this is a huge problem, because as any horror movie fan will tell you, nothing will make a film or game seem cheap and annoying, more than relying on constant, predictable jump scares.
And that's it. That's all he contributes. Every time Mr X shows up, Remake 2 goes from being a challenging game with a lot of potential for horror (just like the classics of survival horror), to becoming a simple yet stressful checkpoint-timer game ala Outrun or Crazy Taxi. And maybe that'd be OK in one or two sections, for five to ten minutes, as a boss sequence - but not as a core mechanic starting a quarter to a third of the way into the game.