RE2 was what it was because you were in a police station full of zombies. Meaning that if even the police station is overrun, then shit has truly hit the fan.
That has nothing to do with static camera angles, which were there mostly due to technical limitations, might I add.
The two most memorable enemy reveals are the Licker and Tyrant busting through the wall, and they could easily be redone with an OTS camera. You just place a low arch in front of the Licker on the ceiling so that it can't be seen behind. Though let's face it, with REmake 2, they'll have to alter that scene like the did the dogs coming through the window in REmake anyway. The IG demo had already made a consideration for this, with a vent hole in the Licker spot, and they'd changed it up, like REmake, so that you didn't get attacked the same way, instead you come across it later when you come back. T busting through the wall is in an obvious place and it would be an even more impressive jump scare if he bust through the wall you're looking at and grabs you by the throat - or if I did myself I'd actually have the scare postponed and he breaks through the door, and grabs you once you're finished breaking your expectations. Meaning you have to get past him as the door's the only exit. Have the Licker bust through the one way mirror when you examine it, even before the text even finishes loading. It's one thing for the Licker to bust through the mirror, now imagine it coming straight at you and pinning you down. It's all very easily reimagined and 'in your face' jump scares trump static angles of enemies not even grabbing you anyway.
Defining RE2 as being fixed camera only smothers what it could be.
Not being able to see what's off screen pan is, is not only unnecessary, it's so easily replaced by 'not being able to see what's around the corner' or 'in the shadows' or what's behind the object' - in the RPD building of all game maps. Zombies breaking through unexpectef windows. Coming out from behind stacked artwork on the upper floor. Following you into rooms, breaking through doors after you. Emerging from dark corners. Why's the power even on in most of the RPD anyway?
They could actually intensity the game a Hell of a lot more WITH an OTS camera.
One argument I've always made about Nemesis and which applies here just the same. Think about it. When Nemesis is chasing you on fixed camera - you can see him easily. If Nemesis or T is chasing you wth OTS - you can't see how close he is because he's behind you.
Besides, fixed camera works for the first playthrough then you know the game, it's a one trick deal. OTS is dynamic and you can't see what's behind you, everytime you play.
It is the pacing the defines the differences in gameplay between RE2 and say RE4. The fixed camera angles in RE2 gave it a particular sense of presentation.
That's not gameplay.
Gameplay in RE2 is 'aim your shotgun high'. OTS does that better. Take the streets section from the beginning, I would prefer a larger pack of zombies and I have few bullets and I have to clip a couple in the knees to squeeze through the gap of zombies on both sides. That's far more intense than having a camera angle that displays all zombies, fewer zombies in total, gives you auto aim and a wider berth and more time to get through.
If you take such rigid measures in remaking something, we'd never have had Crimson Heads or Lisa Trevor. You have to intensify the game with a REMake, because a straight copy which is simply prettier, adds nothing.
There are so many ways in which they can do unannounced / unseen enemies now, and they can make the RPD station look amazing in 3D, and free aim is better gameplay than quasi-isometric auto aim, to the extent that there is no reason for fixed cameras other than a particular presentation style, which is, dated. Regenerators in RE4 had no problem with OTS. Nor did Verdugo. Despite my avatar I rate RE4 lower than any of 1-3, but it doesn't change the fact that RE4 still presented enemies offscreen just fine with OTS. Enemies are also going to appear larger and more intimidating with OTS and something charging straight at you is a more intense perspective.
Like I said, I'm happy enough with a straight REmake 2, but using some imagination it could be so much more than fixed cameras allow for.I don't play RE2 for camera style. I play it for the creepy ass setting, the city overrun, to decapitate zombies.