The House of the Dead 2: Remake Interview – PS5/Xbox Resolution, New Content, Gameplay, and More
Developer MegaPixel Studio is hard at work on its upcoming remake of House of the Dead 2. Publisher Forever Entertainment’s marketing and communications manager Monika Ginter was kind enough to answer some of our questions about The House of the Dead 2: Remake, with subjects ranging from how the overall gameplay was translated from arcade machines to control, to even sillier things, like hanging on to the camp of the original game. Ginter also spoke to us about the general response of an audience to classic games that they may have never seen before. Without further ado, check out the interview below.
How much of a market are you seeing for remakes of old light-gun shooters like House of the Dead?
The remakes of the original House of the Dead and Panzer Dragoon clearly showed us that there’s strong demand in the gaming market for retro remakes, including on-rail shooters. We’re seeing interest not only from longtime fans who remember the golden days of gaming with nostalgia, but also from a younger audience that appreciates retro gameplay in a modernized format.
How has the response to bringing back old games like this been with regards to fans of the original and a brand new audience?
This next entry in such a legendary series, essentially a reimagining of the original game, has sparked a broad and enthusiastic response from both long-time fans and new players discovering The House of the Dead for the first time. From the moment we announced the project, we’ve been receiving a steady stream of messages from people eagerly awaiting the release. That kind of support is deeply motivating for our team.
“From the moment we announced the project, we’ve been receiving a steady stream of messages from people eagerly awaiting the release.”
How challenging has it been to translate old light-gun shooter mechanics from House of the Dead 2 into the remake?
The bulk of the technical groundwork was done during development of the first remake, which helped us refine the gameplay system and made the process smoother for the sequel. That said, we’re still continuously improving the control system, which is a critical element for any on-rail shooter, and exploring new ways to adapt it for both consoles and PC platforms.
Aside from the visual overhaul, will we see any new content in The House of the Dead 2: Remake in the form of new bonus missions or mini-games?
Absolutely. The House of the Dead 2: Remake builds on the groundwork established by the first remake, and we’re committed to expanding the experience beyond just a visual update. Players can expect a variety of new content, including additional weapons, a broad range of unlockable achievements, and an expanded in-game gallery. This gallery will showcase enemy types, weapons, collectibles, and other elements. While we’re staying true to the core on-rails gameplay, we’re also looking into new ways to offer extra challenges and layers of replayability that weren’t present in the original.
Has it been a challenge to keep some of the cheesiness of the original House of the Dead 2 with the remake?
The early House of the Dead titles carry a unique kind of nostalgia: an over-the-top, campy charm that defined that era. We’re doing our best to preserve that cheesy atmosphere in the remake, adapting it to fit the updated visuals. It’s definitely a challenge, especially given how iconic the original voice acting in The House of the Dead 2 has become.
What do you see as being the most challenging part of House of the Dead 2 to play, and how will this carry over into the remake?
The House of the Dead 2: Remake, like any on-rail shooter, is heavily dependent on rhythm and pacing. Maintaining a tempo that closely mirrors the original, while integrating it smoothly with music, cutscenes, and enemy encounters, is a critical challenge. It’s something that has to be executed precisely.
“The early House of the Dead titles carry a unique kind of nostalgia: an over-the-top, campy charm that defined that era.”
As a developer, what are your thoughts on the PS5 Pro? How does boost in GPU help in developing your game compared to the base PS5?
The increased GPU power of the PS5 Pro has certainly been helpful, particularly when it comes to bringing the High Definition Render Pipeline (HDRP) version of the game to the console, something that was previously exclusive to PC.
What are your thoughts on PSSR? What kind of opportunities will this open for the game?
Any technology that helps us achieve smoother gameplay is clearly an advantage, and that’s especially true for a game like The House of the Dead 2: Remake, where frame pacing and responsiveness are critical. While we’ve already aimed for high frame rates even without relying on PSSR, having access to such upscaling techniques gives us additional flexibility. It allows us to maintain visual quality while optimizing performance, ensuring the experience remains fast and fluid across supported hardware.
What resolution and frame rates will the game target on PS5, Xbox Series S, Xbox Series X, and PS5 Pro?
Our base target resolution across all platforms is 1080p, though both standard versions of PS5 and Xbox Series consoles consistently push closer to native 4K in practice. In terms of performance, we’re aiming for a stable 60 FPS on the base versions of each platform. For PS5 Pro and Xbox Series X, the game will support up to 120 FPS, offering an even smoother experience for players with compatible displays.
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