Resident Evil 3 Review Thread

Hawki

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CoCage said:
3 More Days!

Did they...did they actually...

Jesus Christ Capcom, you finally got the sound of Nemesis saying "STARS" correct again. That only took you 21 years. :(
 

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Played the demo. My impressions....HYPED!

Once again, I got to give to Capcom for the attention to details and references. With that out the of the way, gameplay. The gameplay is definitely more actiony than RE2, just like the originals. I noticed that dismemberment is harder to pull off. It can still be done with guns, but you have to be a bit more precise or have the shotgun. The knife has been nerfed. Jill does not do wide swiping motions with the knife. Instead she does more of a jab shank. Dodging has to be frame perfect and on point, unlike the RNG of the original. And Nemesis is more threatening than ever. Dude can do leaps and bounds, very aggressive, and unlike Mr. X, you cannot really hide from him aside from a few rooms. Even then, he will wait for you and ambush. Also, he can infect zombies with parasites now. That can't be good! Overall, I'm scared and redy. I have not tried the beta for Resistance yet, and I might give it a go. The single player is my main focus.
 

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CoCage said:
Played the demo. My impressions....HYPED!

Once again, I got to give to Capcom for the attention to details and references. With that out the of the way, gameplay. The gameplay is definitely more actiony than RE2, just like the originals. I noticed that dismemberment is harder to pull off. It can still be done with guns, but you have to be a bit more precise or have the shotgun. The knife has been nerfed. Jill does not do wide swiping motions with the knife. Instead she does more of a jab shank. Dodging has to be frame perfect and on point, unlike the RNG of the original. And Nemesis is more threatening than ever. Dude can do leaps and bounds, very aggressive, and unlike Mr. X, you cannot really hide from him aside from a few rooms. Even then, he will wait for you and ambush. Also, he can infect zombies with parasites now. That can't be good! Overall, I'm scared and redy. I have not tried the beta for Resistance yet, and I might give it a go. The single player is my main focus.
So, I've pre-ordered, so it's kind of moot anyway, but:

-It's more actiony than RE2; how would you say it stacks up with RE4? I'm assuming less actiony, but significantly less actiony, or slightly less actiony?

-With Nemesis, from what you've said (and what others have said), running away doesn't really work, but if that's true, is fighting him the best COA? Is there anything that fazes him?
 

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Hawki said:
CoCage said:
Played the demo. My impressions....HYPED!

Once again, I got to give to Capcom for the attention to details and references. With that out the of the way, gameplay. The gameplay is definitely more actiony than RE2, just like the originals. I noticed that dismemberment is harder to pull off. It can still be done with guns, but you have to be a bit more precise or have the shotgun. The knife has been nerfed. Jill does not do wide swiping motions with the knife. Instead she does more of a jab shank. Dodging has to be frame perfect and on point, unlike the RNG of the original. And Nemesis is more threatening than ever. Dude can do leaps and bounds, very aggressive, and unlike Mr. X, you cannot really hide from him aside from a few rooms. Even then, he will wait for you and ambush. Also, he can infect zombies with parasites now. That can't be good! Overall, I'm scared and redy. I have not tried the beta for Resistance yet, and I might give it a go. The single player is my main focus.
So, I've pre-ordered, so it's kind of moot anyway, but:

-It's more actiony than RE2; how would you say it stacks up with RE4? I'm assuming less actiony, but significantly less actiony, or slightly less actiony?

-With Nemesis, from what you've said (and what others have said), running away doesn't really work, but if that's true, is fighting him the best COA? Is there anything that fazes him?
RE3Remake is more actiony than the RE2Remake, just like their original versions. But not exactly like RE4's action. I noticed that head shots are little easier to pull off with Jill's default pistol. Especially with the laser sight upgrade. The shotgun just wrecks zombies. Have them walk in to your cross hair, and boom, instant exploding head! Nemesis, is just best to run from, unless you've perfected the dodge counter. Doing a perfect dodge and using your gun causes more damage to an enemy or you can land a critical hit. I found out that you can stun Nemesis for a lengthy time, if you throw a grenade at him. He will kneel down for about 15 seconds, similar to Mr. X.. Nemesis will obviously change forms and have different phases, so I am sure the fame will keep things interesting. Nemesis in his standard form can infect zombies with parasites, leap from long distances, and has his classic tentacle grab. So watch out for that when playing the demo.

The one thing I noticed that's different from RE2 is that sub-weapons no longer have there separate menu. On one hand this keeps Jill from being overpowered as weapon degradation no longer exists, and she has dodge mechanic to make up for it. The downside is that you can't use sub-weapons to get a zombie off you. Not even the grenades can save you. You pretty much have to press the X button (PS4) to get the zombie/creature off of Jill for reduced damage. Hopefully, they can bring that feature back as an unlockable by beating the game, your first time through.
 

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Whatever, just wash your hands.
Holy shit, Nemesis is scary again. He is a dick and can infect zombies with head parasites that have ranged attacks, plus hes got a Batman tentacle that lets him just go up into the air.

I'm not Drunk, your drunk, if it wasn't for Doom and Half Life comign out I would be more stoked for this game but ias it is Im pretty stoked for it.
 

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It seems Nemesis is extremely menacing, to the extent of possibly being annoying or frustrating? I wonder how people will do with no upgrade runs or speed runs having to deal with him constantly cutting you off and tossing you around.
 

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hanselthecaretaker said:
It seems Nemesis is extremely menacing, to the extent of possibly being annoying or frustrating?
That's the big question when the full game is released. It's a fine line between scary and annoying when it comes to stalkers, and Remake Nemesis feels very eager to not let you rest even for a moment.

As for impressions.. It's really damn good. At first the lack of defensive weapons really fucked me up; after having played RE2 Remake dozens of times that get-outta-jail-free instinct is very ingrained. RE3 Remake really seems to go hard on the dodge, and with no defensive ability it completely changes the game. Specifically when dealing with Nemesis you really seem to need to get that dodge right or you're fucked. With that in mind though Nemesis seems much easier to deal with, since you can incapacitate him just as quickly as Mr. X. You can't permanently down him like the Original, but depended on your ammo supply you can put him in a stun state without too much trouble.

Speaking of Nemesis, within the context of this demo he wasn't very scary since he just shows up without any sort of build-up. He also lacked his Original stalker theme which was bone chilling, and the new music really doesn't add anything. Maybe it will better in the full game, but as it is the music is just as disappointing by comparison as RE2 Remake's was.

The game has received a pretty big graphical enhancement over RE2 Remake though. Holy shit, do Jill and Carlos look fucking sexy as hell. Even Mikhail.. I just wanna hug his beautiful face.

Also, anyone else notice how absolutely shit that water spray from the firehose looked? Jesus, it's like they just ripped that effect straight from the Original. I'm guessing that'll get touched up for the full release.
 

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Looks at thread...

...so, anyone else find it odd that a rookie cop and college student can use defensive moves, but a former Delta Force and STARS officer can't? 0_0

Casual Shinji said:
Even Mikhail.. I just wanna hug his beautiful face.
Heh, why don't you nibble his ear while you're at it? :p
 

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it's aight actually. tho to be perfectly honest, never played the original, so might be a filthy secondary here. love having a dedicated bumble button. and the characters are less tiresomely flat than RE2 remake, even if only marginally so. still would be nice to have a shoulder swap ability, why you deny me this cappycom?
 

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Hawki said:
Looks at thread...

...so, anyone else find it odd that a rookie cop and college student can use defensive moves, but a former Delta Force and STARS officer can't? 0_0
Yeah it makes zero sense, but ultimately I think it will help in training the player to dodge attacks rather than escape it, strengthening Jill's character as a S.T.A.R.S member. It does feel really badass when you pull off a perfect dodge, and the game slows down for you to pop a zombie in the head.

Casual Shinji said:
Even Mikhail.. I just wanna hug his beautiful face.
Heh, why don't you nibble his ear while you're at it? :p
I'd nibble every inch of that face if I could.
 

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Hawki said:
Looks at thread...

...so, anyone else find it odd that a rookie cop and college student can use defensive moves, but a former Delta Force and STARS officer can't? 0_0
Which is really odd, as she can use defense items fine in RE1Remake.
 

stroopwafel

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Have the game pre-ordered and will play it no matter what but already know I'm not going to love this as much as RE2 Remake. Emphasis too much on action which makes Nemesis un-scary by default. Carlos with that giant mop of hair just looks plain stupid. Mikhail with his overdone accent is the shady Russian military figure that was already cliche in '80s action movies. Tori Black..eh Jill looks really good though.

Zombie dismemberment and gore also seems toned down. If like RE2 Remake the game had more emphasis on isolation, oppression and dread then Nemesis stalking those hallways could make more of an entrance. Now he seems more like an annoyance you fight along the way in predetermined scenario's. I know RE3 was always more action-y but RE2 Remake had this brilliant build-up to any confrontation here it's just have some weapons have some zombies. There is not any tension or dread aggravated by the dodge mechanic that feels arcade-y. It also lacks that finer elegance RE2 Remake had.

In it's own right I still enjoyed it quite a lot but in direct comparison to RE2 Remake that game is just perfect and it looks like this one isn't going to top that. Still it's only a demo so eagerly awaiting the full release.
 

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stroopwafel said:
Have the game pre-ordered and will play it no matter what but already know I'm not going to love this as much as RE2 Remake. Emphasis too much on action which makes Nemesis un-scary by default. Carlos with that giant mop of hair just looks plain stupid. Mikhail with his overdone accent is the shady Russian military figure that was already cliche in '80s action movies. Tori Black..eh Jill looks really good though.

Zombie dismemberment and gore also seems toned down. If like RE2 Remake the game had more emphasis on isolation, oppression and dread then Nemesis stalking those hallways could make more of an entrance. Now he seems more like an annoyance you fight along the way in predetermined scenario's. I know RE3 was always more action-y but RE2 Remake had this brilliant build-up to any confrontation here it's just have some weapons have some zombies. There is not any tension or dread aggravated by the dodge mechanic that feels arcade-y. It also lacks that finer elegance RE2 Remake had.

In it's own right I still enjoyed it quite a lot but in direct comparison to RE2 Remake that game is just perfect and it looks like this one isn't going to top that. Still it's only a demo so eagerly awaiting the full release.
I played a bit of it and this is the impression I got from it as well. It doesn't feel as claustrophobic as the OG RE3. People keep saying RE3 original was significantly more action-heavy than 2 but there wasn't THAT much of a difference. It was still essentially the same gameplay in narrow alleyways with loads of backtracking. Let's hope they haven't changed as much as they are saying. I'm sure I'll still enjoy but might not end up doing S+ runs.
 

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I?ll probably wait for it to be a PS+ deal of the month. As stroopwafel said it really seems to lack the finer points in terms of design and presentation. I remember liking 2 more than 3 originally though too. Nemesis was a prick back then and it seems he?ll be an even bigger prick now. At least with Mr. X you have those heavy footsteps lurking around stalking you, and it makes for fun cat & mouse scenarios. This just seems like, ?STAARRSS mothafuggaaa here I am fuck you!!? when you?re just trying to explore a bit.

It?s also stupid to have no way of fighting back when grabbed by a measly zombie. There seems to be missed opportunities to make the game mechanics not feel stilted. Even from the RE2 Remake things like not being able to step over a 6? gap in bookcases until you find a jack is cringeworthy, even considering it?s based on design two decades on now.

Basically it would?ve been refreshing if they revitalized some of the survival horror and puzzle elements even half as much as they did the graphics and sound (aside from the soundtrack which as mentioned above is pretty underwhelming next to the original; at least for 2). Even RE2 Remake hasn?t really held my interest enough to finish it yet, and that?s saying something considering it was one of my favorite games back then. Makes me think there is a lot of nostalgia tied to its vast critical acclaim.

It?s kinda ironic as far as remakes go, which leaves me to wonder how much less praise FF7?s demo might?ve gotten if it didn?t update its combat system and just focused almost entirely on presentation.
 

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stroopwafel said:
Have the game pre-ordered and will play it no matter what but already know I'm not going to love this as much as RE2 Remake. Emphasis too much on action which makes Nemesis un-scary by default. Carlos with that giant mop of hair just looks plain stupid. Mikhail with his overdone accent is the shady Russian military figure that was already cliche in '80s action movies. Tori Black..eh Jill looks really good though.

Zombie dismemberment and gore also seems toned down. If like RE2 Remake the game had more emphasis on isolation, oppression and dread then Nemesis stalking those hallways could make more of an entrance. Now he seems more like an annoyance you fight along the way in predetermined scenario's. I know RE3 was always more action-y but RE2 Remake had this brilliant build-up to any confrontation here it's just have some weapons have some zombies. There is not any tension or dread aggravated by the dodge mechanic that feels arcade-y. It also lacks that finer elegance RE2 Remake had.

In it's own right I still enjoyed it quite a lot but in direct comparison to RE2 Remake that game is just perfect and it looks like this one isn't going to top that. Still it's only a demo so eagerly awaiting the full release.
To each is his or her own, but you can still dismember zombies pretty easily. The requirement for it is a bit more precise. Once you know the trick, it's almost as if you're playing RE2 again. Nemesis is still going to be tense, but not annoying. That will probably change when you're playing on hardcore. Nemesis can follow you in rooms, but there are certain other rooms he'll never go in, but he will be waiting for you as soon as you step outside and move a little further. The only thing he can't touch are save rooms. I already know RE3 remake is not going to be as good as RE2 remake. The same applied to the originals. Both versions of 3 are mission pack sequels. I am looking forward to the game regardless.

EDIT: Google speak screwed up again.
 

stroopwafel

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CoCage said:
To each is his or her own, but you can still dismember zombies pretty easily. The requirement for it, is a bit more precise. I want to know the trick, it's almost as if you're playing already to again. Nemesis is still going to be tense, but not annoying. I'll probably change when you're playing on hardcore. Nemesis can follow you in certain rooms. but there are certain other rooms he'll never go in, but he will be waiting for you as soon as you step outside and move a little further. The only thing you can't touch are save rooms. I already know re3 remake is not going to be as good as re2 remake. The same applied to the originals. I am so looking forward to the game regardless.
I think RE2 Remake played more into the franchise's strength. With Mr X the intention was never to intentionally engage him so his presence became more of an atmosphere enhancer and your encounters with him were built around that premise while with Nemesis the intent is obviously the opposite and this takes away some(if not all) of the tension and atmosphere espescially with the game designed around action anyway. Nemesis becomes more like a boss in an action game. Those are also always never scary. I love in RE2 Remake when Mr X pulls the helicopter away and Leon is like ''Jesus Christ'' before noping the fuck out of there. It was awesome and Leon knew Mr X was just way out of his league. It gave depth to the threat.

There are just a ton of details in RE3 Remake missing that all add up. Spaces seem emptier. No real use of lighting to set the mood(the neon signs are way too bright and almost give the game a DmC vibe). A small detail maybe but this sums it up perfectly for me; in RE3 Remake(atleast the demo) all the windows are full of some kind of condense taking away not only the atmosphere of the room or hallway but also the effect RE2 Remake had where you were walking across a transparent window, hear the rain tickling against it while being able to see the city in the distance. It really gave you that feeling you were trapped in this police station full of viruses, zombies and monsters while simultaneously the world outside had gone to shit as well.

Having all those pieces fall in place is amazing beyond belief. Every inch of RE2 Remake felt meticulously planned from multiple angles; both design, artistic and through ambient noise. There were few, if any, intrusions. For that reason I love it's minimalistic soundtrack. RE3 Remake feels more haphazardly put together, relying more on quick thrills with exploding barrels everywhere and scripted setpieces with Nemesis designed for Let's Players to overreact too.
 

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stroopwafel said:
I think RE2 Remake played more into the franchise's strength. With Mr X the intention was never to intentionally engage him so his presence became more of an atmosphere enhancer and your encounters with him were built around that premise while with Nemesis the intent is obviously the opposite and this takes away some(if not all) of the tension and atmosphere espescially with the game designed around action anyway. Nemesis becomes more like a boss in an action game. Those are also always never scary. I love in RE2 Remake when Mr X pulls the helicopter away and Leon is like ''Jesus Christ'' before noping the fuck out of there. It was awesome and Leon knew Mr X was just way out of his league. It gave depth to the threat.
Not that different from vanilla 3. Nemesis would show up at randomized moments or if Jill or Carlos stayed in certain areas for not too long. Nemesis also had his scripted encounters too.

There are just a ton of details in RE3 Remake missing that all add up. Spaces seem emptier. No real use of lighting to set the mood(the neon signs are way too bright and almost give the game a DmC vibe). A small detail maybe but this sums it up perfectly for me; in RE3 Remake(at least the demo) all the windows are full of some kind of condense taking away not only the atmosphere of the room or hallway but also the effect RE2 Remake had where you were walking across a transparent window, hear the rain tickling against it while being able to see the city in the distance. It really gave you that feeling you were trapped in this police station full of viruses, zombies and monsters while simultaneously the world outside had gone to shit as well.
RE3 Remake does have details. Maybe not as much as in RE2, but I disagree. Plus, it's a short section of a demo, so I am not going to base how everything will play off of that. If you go back and play the original RE3, the game was technically brighter than RE2. For one, in original RE3, the game started during the day, You just could not tell, because all of the smoke covered the sky. Once you progress to the halfway and end point, it's night to early dawn. Most of the structure of RE3 was narrow corridors too, so it's actually being true in that regard too. The city's infrastructure was based off a Japanese city instead of an American in the original. The Remake seems to be going for a combination of both. Also, it makes sense for being bright, as you're in the beginning mid area of the zombie apocalypse being started. People are running around, still (barely) alive. You could find survivors briefly, before they got eaten by zombies in the original. It's not like RE2 where most of the shit has already hit the fan, and you're showing up after the fact. You'll get your dark areas later in the game when you get to the clock tower and dead factory. Or that section in the previews with the Drain Demos. Your description of the brightness is an exaggeration. DmC (2013) is way fucking brighter an either version of RE3 can ever muster.


Having all those pieces fall in place is amazing beyond belief. Every inch of RE2 Remake felt meticulously planned from multiple angles; both design, artistic and through ambient noise. There were few, if any, intrusions. For that reason I love it's minimalistic soundtrack. RE3 Remake feels more haphazardly put together, relying more on quick thrills with exploding barrels everywhere and scripted setpieces with Nemesis designed for Let's Players to overreact too.
The original RE3 had plenty of environmental hazards, and not jut the exploding barrels. So that is nothing new to the franchise when going post 4. Honestly, it does not take away the horror for me. It might not add a lot, but that is not a bad thing. I know some people did not like original RE3's design, but I don't mind spending time in the city for both versions. RE2's major flaw was the advertisement for the original (the remake obviously does not have this problem), more or less promised you be in the city streets for most of the time. At best it's 20 minutes (even less so in the remake), and after that, the game is a beat by beat repeat of RE1. Police Station (Mansion) --> Basement --> Lab. A traitor in the ranks within the police force. A character that wears red with ulterior motives (Barry/Ada). A male cop that gets powerful handguns and shotguns. A girl that gets the grenade launcher and other powerful, weird, experimental guns. I don't have much of a problem with this, as RE2 was my first RE game back in 1998. But is a bit disappointing in concept around retrospect.

RE2 Remake had set pieces too, so this not that different. Granted, there might have more proper build up than RE3's, but once again, I'll save the criticism when the game comes out.
 

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CoCage said:
You'll get your dark areas later in the game when you get to the clock tower and dead factory.
I'm actually wondering about that. Of all the gameplay we've seen so far, it's only ever been Jill on the streets, or in the power station. No RPD (sans Carlos maybe), no clock tower, no dead factory. Could be hiding it, and Carlos definitely ends up in the hospital, but still...

the game is a beat by beat repeat of RE1. Police Station (Mansion) --> Basement --> Lab.
Sewers and guardhouse might be somewhat distinct. But, yeah. Part of why I always liked RE3 more is that you spend more time in Raccoon City proper, whereas RE2 falls back into the formula of RE1. A formula that works, true, but still a formula.
A male cop that gets powerful handguns and shotguns. A girl that gets the grenade launcher and other powerful, weird, experimental guns.
Dunno if that works though. RE2, Leon and Claire were more or less equal opportunity in what they could get, even if what they got was different (though I felt Leon was easier, since the crossbow was near useless, the grenade launcher was best used sparingly, and the zap gun only became useful in the remake). In RE1, IIRC, Chris and Jill get the same weapons, only Jill gets the grenade launcher while Chris doesn't.
 

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Hawki said:
CoCage said:
You'll get your dark areas later in the game when you get to the clock tower and dead factory.
I'm actually wondering about that. Of all the gameplay we've seen so far, it's only ever been Jill on the streets, or in the power station. No RPD (sans Carlos maybe), no clock tower, no dead factory. Could be hiding it, and Carlos definitely ends up in the hospital, but still...

the game is a beat by beat repeat of RE1. Police Station (Mansion) --> Basement --> Lab.
Sewers and guardhouse might be somewhat distinct. But, yeah. Part of why I always liked RE3 more is that you spend more time in Raccoon City proper, whereas RE2 falls back into the formula of RE1. A formula that works, true, but still a formula.
A male cop that gets powerful handguns and shotguns. A girl that gets the grenade launcher and other powerful, weird, experimental guns.
Dunno if that works though. RE2, Leon and Claire were more or less equal opportunity in what they could get, even if what they got was different (though I felt Leon was easier, since the crossbow was near useless, the grenade launcher was best used sparingly, and the zap gun only became useful in the remake). In RE1, IIRC, Chris and Jill get the same weapons, only Jill gets the grenade launcher while Chris doesn't.
I'm glad they are not spoiling anything. Makes things more fun and interesting. While there are some slight differences, it's mostly the same in terms of structure between RE1 & RE2. We both agree anyway. Funny enough, DMC1 has almost the same structure, just more supernatural. Castle (Mansion) --> Basement--> Forest/Woods --> Ship --> Castle (Altered & at Night) --> Underworld (Lab). The Marionettes are zombies, the Blades are Hunters, and the Nobodies are Chimeras. DMC1 was originally supposed to be RE4, so that makes sense.

I know Chris/Jill mostly get the same weapons, but I was just making a point. The grenade launcher, you get a lot of ammo for it in original RE2. Whether it be the standard, flame, or acid rounds. You could get at least 30 or more rounds a quarter way in to either of Claire's scenarios. In the remake, her grenade rounds are harder to manage. The fact that there's only two types of grenade rounds, make things more difficult. All you get are flame and acid. The flame rounds you have to find and use sparingly. The acid rounds you have to make with make with standard (reg or large) gunpowder and white gunpowder. Hopefully in RE3Remake, they bring back the ice rounds for Jill, so she can have three types.
 

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So I finally tried this out and...I might like it better than RE2 Remake. Jill seems to move a bit quicker and I like the dodge mechanic. The quick time grab escape timing is pretty demanding, but maybe it could be fine tuned to specific attack counters as the meter in the demo doesn?t seem to be very effective.

The normal zombies caused more problems for me in claustrophobic areas than the Nemesis encounter did, surprisingly. He seems easy enough to dodge (I switched to Type B controls which had it on stick+O), and was also pleased that you can also easily look behind while you?re running to keep track of him. It all will depend on how tightly they design these encounters of course, but my first impression was pleasantly tense, if that makes sense.


*edit* on second thought, I think I?m done with this series. Mucking about in the laboratory in RE2 Remake pretty much reminded me why I grew tired of its gameplay so long ago. The stilted design of its gameplay mechanics, combat and progression have gotten too familiar and dull. It?s just too frustrating to deal with backtracking all over the place while some goon pops up yet again out of nowhere while you?re already trying to avoid several unavoidable pricks on the way to the goal without wasting ammo and hobbling along on danger status. Having to constantly go back to the typewriter to avoid tedious retreaded ground after being one-shottedeaten by an overgrown twig because nowhere in hell could I find a key to open the door to the flamethrower is bs, not fun.


Uninstall>delete local and cloud saves>peace of mind on this one.
 

stroopwafel

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This review pretty much confirms all the worries I had with the demo. Too bad nowhere near in the same league as RE2 Remake, but looks to be an enjoyable romp regardless.


https://www.eurogamer.net/articles/2020-03-30-resident-evil-3-remake-review-at-times-brilliant-but-not-a-patch-on-its-predecessor
 

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stroopwafel said:
This review pretty much confirms all the worries I had with the demo. Too bad nowhere near in the same league as RE2 Remake, but looks to be an enjoyable romp regardless.


https://www.eurogamer.net/articles/2020-03-30-resident-evil-3-remake-review-at-times-brilliant-but-not-a-patch-on-its-predecessor
I know we both called this, but I honestly don't care. I buying the game and enjoying it regardless. I heard some people complain about the length, but most of the older RE games are short. Considering they can be beaten in two or two and half hours. I don't know why some of these reviewers are surprised. Also, their is a thing such as replay value. The puzzles have been trimmed alot, but I consider this a great thing. The original RE3 had some of the most absurd and illogical why-would-anyone-make-this-type-of-puzzle-in-the-middle-of-a-city when a key or lock would have done just fine. And don't get me started on the water puzzle. The puzzle everyone despises.

 

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I remember not liking the game very much as a teenager when it came out because I beat it the same day that I got it. It felt really short and not worth even replays. Which is what I've seen with some of the reviews.

RE3 is not like RE2 in the replay value as far as I'm concerned because it does not have alternate scenarios, or unlockable mini missions. You get the single 5 hour (maybe) campaign and the only replay value comes from being able to replay the game with infinite ammo or different outfits.

RE2 simply offered more, with technically less possible content. I'm a bit sad that they didn't expand on RE3 with this game, but at least we know how they got it completed so quickly after RE2.
 

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I doubt I'll end up playing it. I liked RE2 Remake and all but I really didn't even care about playing Claire's scenario honestly. I started playing it but I put it down in like an hour. From SkillUp's review, it seems like stuff was changed for worse vs the better with cut content that the original had and changing how Nemesis works. I've never been a huge RE fan to begin with and the interesting stuff in RE2 seems to be replaced with action gameplay.

 

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This [https://www.theverge.com/2020/3/30/21199382/resident-evil-3-remake-review-ps4-xbox-pc-2-capcom] seems to sum up pretty well. It sounds like the player really has to be a fan of the original RE3, because there doesn?t seem to be a lot to flesh it out here. Easy to see why they tacked on the MP mode, but disappointing to think they couldn?t fortify the main game more with more meaningful content. Not that I would?ve bought it anyways after how disappointed I ended up being with the RE2 Remake though, because to me its fundamentals are painfully flawed at worst and I?m not a fan of them like I used to be at best.
 

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Phoenixmgs said:
I doubt I'll end up playing it. I liked RE2 Remake and all but I really didn't even care about playing Claire's scenario honestly. I started playing it but I put it down in like an hour. From SkillUp's review, it seems like stuff was changed for worse vs the better with cut content that the original had and changing how Nemesis works. I've never been a huge RE fan to begin with and the interesting stuff in RE2 seems to be replaced with action gameplay.

I like skill up, but I disagree with him heavily here. I'm glad Resident Evil 3 is not just DLC. Multiplayer I admit I won't care much for, but I'm going to be coming back to the single-player a lot.

hanselthecaretaker said:
This [https://www.theverge.com/2020/3/30/21199382/resident-evil-3-remake-review-ps4-xbox-pc-2-capcom] seems to sum up pretty well. It sounds like the player really has to be a fan of the original RE3, because there doesn?t seem to be a lot to flesh it out here. Easy to see why they tacked on the MP mode, but disappointing to think they couldn?t fortify the main game more with more meaningful content. Not that I would?ve bought it anyways after how disappointed I ended up being with the RE2 Remake though, because to me its fundamentals are painfully flawed at worst and I?m not a fan of them like I used to be at best.
I'm not one to rely on the verge. They're not the best when it comes to video game reviewing.
 

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CoCage said:
I like skill up, but I disagree with him heavily here. I'm glad Resident Evil 3 is not just DLC. good multiplayer I admit I won't care much for, but I'm going to be coming back to the single-player a lot.
The main parts I took from his review were the Nemesis stuff isn't good as it could've been, the more actiony gameplay, and the cut-content. Unless that's wrong, that's the main stuff I took away for my decision so far. I like RE2 Remake but it's not amazing or anything, I'd probably give it like 7/10. And if this isn't as good, it'll be going to average territory then. I'm not a really big RE fan so playing just for more RE doesn't really matter to me. What does it matter if it's a standalone game or DLC to you? Why wouldn't you be able to replay the game and do what you're planning to do if it was DLC instead? I personally couldn't care less about it being DLC or standalone or the price, I care about spending my time playing through content that is great. Vanquish is like 5 hours and I couldn't care less it was full price, those 5 hours were far better than 50+ hours of mediocrity that is the standard RPG.
 

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Phoenixmgs said:
The main parts I took from his review were the Nemesis stuff isn't good as it could've been, the more actiony gameplay, and the cut-content. Unless that's wrong, that's the main stuff I took away for my decision so far. I like RE2 Remake but it's not amazing or anything, I'd probably give it like 7/10. And if this isn't as good, it'll be going to average territory then. I'm not a really big RE fan so playing just for more RE doesn't really matter to me.
He's has point about the cut content, but the action gameplay is something that was in the original. Hell, RE2 original was more action heavy than RE1. The same applies to RE2Remake when you get to the lab section. Just like the original. If he has a problem with the action segments in RE3, then he might as well have the same complaint about RE2 (both versions) or RE4 & 5.

What does it matter if it's a standalone game or DLC to you? Why wouldn't you be able to replay the game and do what you're planning to do if it was DLC instead? I personally couldn't care less about it being DLC or standalone or the price,


It matters to me and many other RE fans, because we like having physical copies. If it was stand alone DLC, most fans or gamers would be complaining more and louder than the "this should have been DLC only" crowd. Plus, his statement implies that because the game is short(er) it should have automatically been downloadable. Not everything is short hast to be downloadable. Plus, I like having a copy I can share with my brother or friends. And I should not have to buy one game to access another DLC. RE7 did that enough times. Most of it's bonuses was cut content, later repackaged in the gold edition, yet I did not see most of the game critics (including Skill Up) complain about that. Not to mention, RE2 can be beaten in 2-2.5 hours. That applies to most of the old RE titles before 4. On first play through, Normal difficulty, for most people, it will take them 6-10 hours depending on skill level. Because you're not going to know everything or be prepared on a first run. Not without someone telling that person before hand, or watching it on YT first.


I care about spending my time playing through content that is great. Vanquish is like 5 hours and I couldn't care less it was full price, those 5 hours were far better than 50+ hours of mediocrity that is the standard RPG.
I don't know why you're auguring that (unless you're referring to Skill Up), because I agree with you. Vanquish I've spent about over 40 hours playing a decade ago. I still play it on my PS4 too. I prefer great shorter games over long winded, epic, overly padded games with not much variety. I hate empty generic open sanbdoxes. Give me a well crafted linear single player/option co-op game with decent bonuses over Sandbox/Open World nearly any day of the week.
 

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Best review is from Sphere Hunter. Skip to 13:55 to see her more accurate description about game length. She definitely paid more attention than most of the professional reviewers. It's like the case against Metal Gear Rising's length all over again.

 

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CoCage said:
He's has point about the cut content, but the action gameplay is something that was in the original. Hell, RE2 original was more action heavy than RE1. The same applies to RE2Remake when you get to the lab section. Just like the original. If he has a problem with the action segments in RE3, then he might as well have the same complaint about RE2 (both versions) or RE4 & 5.

It matters to me and many other RE fans, because we like having physical copies. If it was stand alone DLC, most fans or gamers would be complaining more and louder than the "this should have been DLC only" crowd. Plus, his statement implies that because the game is short(er) it should have automatically been downloadable. Not everything is short hast to be downloadable. Plus, I like having a copy I can share with my brother or friends. And I should not have to buy one game to access another DLC. RE7 did that enough times. Most of it's bonuses was cut content, later repackaged in the gold edition, yet I did not see most of the game critics (including Skill Up) complain about that. Not to mention, RE2 can be beaten in 2-2.5 hours. That applies to most of the old RE titles before 4. On first play through, Normal difficulty, for most people, it will take them 6-10 hours depending on skill level. Because you're not going to know everything or be prepared on a first run. Not without someone telling that person before hand, or watching it on YT first.

I don't know why you're auguring that (unless you're referring to Skill Up), because I agree with you. Vanquish I've spent about over 40 hours playing a decade ago. I still play it on my PS4 too. I prefer great shorter games over long winded, epic, overly padded games with not much variety. I hate empty generic open sanbdoxes. Give me a well crafted linear single player/option co-op game with decent bonuses over Sandbox/Open World nearly any day of the week.
The lab parts of RE2 were the game's weakest parts IMO. The problem is that RE4 has better combat than RE2 Remake so the parts that focus on it aren't going to be very good. The heart and soul of RE2 was the police station.

You can do a DLC standalone and on disc like Uncharted: The Lost Legacy. I recall SkillUp's main point for it being DLC was the fact it reuses assets and mechanics from RE2, not necessarily the length by itself. I'm guessing with RE7, reviewers didn't know about cut-content at release vs RE3 Remake and the fact that RE3 already exists.

Yeah, I was basically saying I couldn't care less about whether someone says something should be DLC or not, it's not going to affect my decision of playing a game or not. I only care about the quality of the content itself and nothing else.
 

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Phoenixmgs said:
CoCage said:
He's has point about the cut content, but the action gameplay is something that was in the original. Hell, RE2 original was more action heavy than RE1. The same applies to RE2Remake when you get to the lab section. Just like the original. If he has a problem with the action segments in RE3, then he might as well have the same complaint about RE2 (both versions) or RE4 & 5.

It matters to me and many other RE fans, because we like having physical copies. If it was stand alone DLC, most fans or gamers would be complaining more and louder than the "this should have been DLC only" crowd. Plus, his statement implies that because the game is short(er) it should have automatically been downloadable. Not everything is short hast to be downloadable. Plus, I like having a copy I can share with my brother or friends. And I should not have to buy one game to access another DLC. RE7 did that enough times. Most of it's bonuses was cut content, later repackaged in the gold edition, yet I did not see most of the game critics (including Skill Up) complain about that. Not to mention, RE2 can be beaten in 2-2.5 hours. That applies to most of the old RE titles before 4. On first play through, Normal difficulty, for most people, it will take them 6-10 hours depending on skill level. Because you're not going to know everything or be prepared on a first run. Not without someone telling that person before hand, or watching it on YT first.

I don't know why you're auguring that (unless you're referring to Skill Up), because I agree with you. Vanquish I've spent about over 40 hours playing a decade ago. I still play it on my PS4 too. I prefer great shorter games over long winded, epic, overly padded games with not much variety. I hate empty generic open sanbdoxes. Give me a well crafted linear single player/option co-op game with decent bonuses over Sandbox/Open World nearly any day of the week.
The lab parts of RE2 were the game's weakest parts IMO. The problem is that RE4 has better combat than RE2 Remake so the parts that focus on it aren't going to be very good. The heart and soul of RE2 was the police station.

You can do a DLC standalone and on disc like Uncharted: The Lost Legacy. I recall SkillUp's main point for it being DLC was the fact it reuses assets and mechanics from RE2, not necessarily the length by itself. I'm guessing with RE7, reviewers didn't know about cut-content at release vs RE3 Remake and the fact that RE3 already exists.

Yeah, I was basically saying I couldn't care less about whether someone says something should be DLC or not, it's not going to affect my decision of playing a game or not. I only care about the quality of the content itself and nothing else.
I actually like the lab parts, and there honestly not that weak as the some people like to exaggerate. Yeah it sucks on a first time playthrough for both scenarios, but once you have the solutions memorized, written down, or took a picture, the three major puzzles in RE2Remake lab can be done in seconds. I do admit them being a bit of time waster (more so the plant 43 solution mix puzzle). I know about Lost Legacy, but there people who literally complained that it should have been downloadable only (which was going to be the case) and that it should have been less than the $40. Which proves my point about that type of crowd. Skill Up and others not knowing about RE7's cut content is no excuse. Especially when the signs were obvious. A lot of 7's DLC got delayed, and you could tell most of the content was already done. Capcom was just being stingy and a few extra buck of what would have been unlockable modes pre-2010. Hell, some critics actually tried praise Capcom holding content back like they were doing everyone a favor. Bullshit, I Say! Bullshit! RE4's combat is "better", yet I don't care. I've had more fun with RE2Remake and Evil Within 2 than RE4.
 

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CoCage said:
I actually like the lab parts, and there honestly not that weak as the some people like to exaggerate. Yeah it sucks on a first time playthrough for both scenarios, but once you have the solutions memorized, written down, or took a picture, the three major puzzles in RE2Remake lab can be done in seconds. I do admit them being a bit of time waster (more so the plant 43 solution mix puzzle). I know about Lost Legacy, but there people who literally complained that it should have been downloadable only (which was going to be the case) and that it should have been less than the $40. Which proves my point about that type of crowd. Skill Up and others not knowing about RE7's cut content is no excuse. Especially when the signs were obvious. A lot of 7's DLC got delayed, and you could tell most of the content was already done. Capcom was just being stingy and a few extra buck of what would have been unlockable modes pre-2010. Hell, some critics actually tried praise Capcom holding content back like they were doing everyone a favor. Bullshit, I Say! Bullshit! RE4's combat is "better", yet I don't care. I've had more fun with RE2Remake and Evil Within 2 than RE4.
It's just that after the police station RE2 just kinda becomes a standard linear game that's been done better already. I like Raycevick's analysis [https://www.youtube.com/watch?v=QE1WLK_5lZE], though he definitely liked it more than me. I like the ending sentiment of RE2 Remake is the game to play for people not into either RE or survival horror. I'm getting the feeling RE3 Remake isn't really doing anything special that is a "must-play" for non RE fans or survival horror fans. People, gamers especially, ***** about the dumbest shit whether it's Lost Legacy (I didn't even know people didn't like it was standalone) or Horizon Zero Dawn releasing on PC or bullshit like every dollar paid should equal an hour in content. I don't think SkillUp was like a Youtuber for RE7 but that doesn't really matter. The whole "what is legit DLC and what isn't" is such a grey area and usually can only be confirmed either way if you have intimate knowledge of the development of the game. As long as the game feels like a full experience is all that matters to me; I can't personally comment on RE7, I really know nothing about it. What I can tell you about RE3 Remake is literally nothing would be different it was released standalone on disc as like RE2: Nemesis or the way it currently is.
 

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I just hope they improve the dodge mechanic in the full release. There have been times in the demo where I've dodged a zombie only for it to somehow Stretch Armstrong me into grip. Given that every time you get grabbed it is a guaranteed loss of health, it's going to get old really quickly.

That aside though the rest of the mechanics work well and the game looks great, though I've become oddly fixated on Jill's nose for some reason.
 

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votemarvel said:
I just hope they improve the dodge mechanic in the full release. There have been times in the demo where I've dodged a zombie only for it to somehow Stretch Armstrong me into grip. Given that every time you get grabbed it is a guaranteed loss of health, it's going to get old really quickly.

That aside though the rest of the mechanics work well and the game looks great, though I've become oddly fixated on Jill's nose for some reason.
I've noticed it too. From what I've seen from videos like Sphere Hunter and Easy Allies, this seems to be fixed. I've gotten more successful dodges from Nemesis than the zombies in the demo.
 

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So a certain game arrived at my residence today. It looked rather evil.

...okay, terrible puns aside, RE3 arrived, and I'll start playing it tomorrow (hopefully). I'll leave my thoughts here, on both RE3 and Resistance - I'm treating them as separate games.
 

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Hawki said:
So a certain game arrived at my residence today. It looked rather evil.

...okay, terrible puns aside, RE3 arrived, and I'll start playing it tomorrow (hopefully). I'll leave my thoughts here, on both RE3 and Resistance - I'm treating them as separate games.
How evil are we talking?

Levels of BET evil?



Or Mermaid Man levels of screaming "EVIL!"?


I'll be picking up my copy up at the Target right by my job.
 

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I'm going to be honest, some of the reviews from fans haven't filled me with confidence. It looks like they cut out huge sections of the game and ALL the puzzles. The clock tower and park aren't even there. And apparently nemesis is completely scripted and nowhere near as good as MR X.

I'll wait until you guys tell me what it's like, but I'm not going to rush to buy this one. Don't think it's worth the full price for a 5-hour game.
 

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ChupathingyX said:
Any news on whether Regina's outfit is in the game?
It isn't. There's only two bonus costumes - Jill's original RE3 costume (a pre-order bonus, along with Carlos's one) and her STARS uniform, which is awarded for beating the game.
 

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I'm enjoying it quite a bit despite my initial disappointment with the demo. Game is super intense and demo kind of failed to provide that proper context of events in order. Scripted setpieces with Nemesis make more sense given the chase/thrillride emphasis and they add to the succeeding gameplay with a sense of urgency and danger. I initially approached it as a game similar to RE2 Remake but it's quite different. This very much plays like the vision they must have had with the original RE3 but were never able to execute due to technical limitations(and as such making it like a more action-y RE2).

RE3 always felt like the third disc to RE2 but RE3 Remake feels more like a companion piece to RE2R. Very slick, tense and focused experience with constant forward momentum compared to it's more exploration based predecessor.
 

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It's good so far, but not very survival-horror. If you're looking for a similar experience to RE2 Remake, as in item and threat management while you traverse back and forth through unfamiliar surroundings, you're not going to find it here. It's very straight-to-the-point with little backtracking.

It's also a lot more traditional action gameplay. I honestly haven't shot too many rounds outside of Boss fights, but that's because I spend most of my interactions with enemies just dodging, which I have to say feels way easier than it did in the demo. Overall the game feels easier than RE2 Remake, eventhough I've died a ton of times already. But that probably has to do with it being more an action game and thus not forcing me to play more cautiously than I would otherwise. Also the fact that there's no ink ribbons now even on Hardcore, which I'm playing on. I understand why they took them out on Hardcore, because there's a lot of instances where you'll get killed very quickly or instantly. But it does make traveling through hazardous areas lacking any real risk resource-wise, since you can save as much as you want. And save rooms are very close to one another.

This might scare some people, but RE3 Remake feels more like an Uncharted game set in the Resident Evil universe. It just has that same sort of pacing. There's also quite a few scripted set pieces, which I didn't mind playing through, but I don't know how well I'll like them on repeat playthroughs. It's almost like if Resident Evil 6 actually played really, REALLY well. And this is not me trying to slam RE3 Remake, because I fucking despise RE6 and I do really like RE3 Remake so far.

I really like Jill and Carlos too, and the dialoge and delivery is quite good. And by that I mean it isn't as fucking cringe inducing as the dialoge was in RE2 Remake. The characters sound natural and lively and not like the stiff, awkward androids Leon and Claire were. Oh, and Nicolai gets a really bad-ass introduction. It sorta just comes out of nowhere, and I loved it despite.. well, what he does.

Also, fuck that electricity bit with the bugs. Jesus Christ, that was bad, and Capcom should be ashamed for having put it in the game.
 

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I got the last copy at the Target near my job. I have a bit of a dilemma, because my local Gamestop called me, because they have my pre-order. The problems being, one they're only taking credit transaction (no debit or cash), and two, I want use my credit card for food emergencies only. I only had partial pre-order paid off with cash. The guy that called me wasn't sure if he could give me a cash refund. Tried calling corporate, but the wait time is 60 minutes. Tried calling my local store, but they ain't answering now either. Any suggestion?
 

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dscross said:
I'm going to be honest, some of the reviews from fans haven't filled me with confidence. It looks like they cut out huge sections of the game and ALL the puzzles. The clock tower and park aren't even there. And apparently nemesis is completely scripted and nowhere near as good as MR X.

I'll wait until you guys tell me what it's like, but I'm not going to rush to buy this one. Don't think it's worth the full price for a 5-hour game.
Everything I?ve read so far - including user reviews - leans towards this being a straight up cash-in attempt hot off the heels of the success of RE2 Remake (which imo was overrated, but at least had more substance). I?m sure it?s made well, but that should be a given with how small of a game it is. Highly doubtful the tacked on MP will have much staying power either.
 

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The dodge mechanic is still VERY unforgiving but it definitely has less of the Mr. Fantastic grab element.

Overall though I've enjoying it a lot more than I did the Resident Evil 2 Remake. RE2RM kept everything I didn't like about the original and that really grated against the more modern everything else. There's still an awful lot of back and forth in Resident Evil 3 Remake but the smaller map works in its favour for me, it doesn't feel as if I am wasting my time.

Nemesis just feels irritating rather than challenging. He's not like Mr. X who always followed you, he only shows up for set pieces but again given the smaller map size that makes sense.

I've reached the point where I get to control Carlos for the first time.
 

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I've just had my second random crash in the game. Very frustrating when you are trying to avoid manual saves.
 

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Okay, I've played for about an hour, so here are my thoughts.

Overall, I'm enjoying it, but if I compare it to RE2 (the remake), it strays into uncanny valley territory. As in, it looks similar, it plays similar, but it doesn't take you long to notice the differences.

First off, the zombies are much weaker. I'm playing/played on normal difficulty each time, but whatever the case, zombies go down much more easily here. In RE2, you could down zombies, even with headshots, and the bastards would come back for more. Here, I'm popping off headshots, and making zombie heads go pop as well. Consequently, I've got no shortage of ammo. In RE2, for most of the game (well, at least the A scenario), handgun ammo was at a premium. Here, I suddenly came to the realization that I'd played less than an hour and had 60 rounds. You could attribute this to me taking the lessons from RE2 and applying them here, but I don't think so. They're zombies. I know to make headshots. Headshots have been a part of the series from day 1 in some form or another. Here though, the zombies are weaker, and there's more ammo to deal with them. I've seen it suggested that the headshot factor is to represent how Jill, as a STARS officer, is a better shot than Leon or Claire, and while that does make sense, I doubt that's the rationale behind it. But whatever the case, so far, there's more ammo and weaker enemies than RE2. And consequently, while both games have a 'dread factor,' RE3's kind of lost it already for me. I can't really call that bad, per se, since RE3 makes it clear from the start that it's different in RE2 (RE2 starts in an abandoned gas station, RE3 starts with explosions, fire, Nemesis, and hordes of zombies), but it's a noticable shift in tone.

That said, this isn't an action game. It isn't even a game in the vein of RE4. What I mean by this is that in RE4, you faced hordes of Ganados, and a lot of the time, you had to keep on the move. Take the village at the start of the game - best method is to pop off some shots, move when you have to, rinse and repeat, and the ganados are reactive to where you shoot them. In contrast, RE3 still encourages you to take your time. Stand still, let the icon close in, fire, repeat, move only if you have to because it's going to bugger up your aim (like RE2). The encounters are still slower, so the game doesn't cross into the 'action' side of the franchise. Or at the least, despite what I said, it has more in common with RE2 than RE4.

Oh, and minor notes, I love the easter eggs scattered around. Like, there's movie posters everywhere, and they all reference a Capcom IP or schlock horror. But on the flipside, the characters? I dunno. Dario gets a 1 minute appearance, though you can try talking to him instead of running on ahead, in which case he'll use lines from the original RE3. Which is weird, because they're the same words, but without the hammy voice acting, they sound off. Also, Brad. I'm torn. Like, part of his character was that he was a wimp, whereas here he's not a wimp, and while it establishes effectively that he and Jill are close colleagues, it's jarring to see Brad be so different from his RE3 persona of a guy being on the edge. And as for Nemesis? Fuck's sake, don't throw Jill around, just kill her. God, lethal B.O.W. my arse. And Jill herself? Well, I'd tell you more, but it's lunch time and I'm going to make myself a sandwich (actually, noodles).

So, yeah. It's decent, but overall, I prefer RE2 so far. Better atmosphere, slower paced, harder, etc. Still, early days yet.

Oh, and Resistance? I tried a match. I died. Quickly. We all did. :(
 

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I'm nearing the end of the game, and I just got past the difficulty spike. Holy shit, do you need to have Carlos' perfect shoulder rush down if you want to make it through that on Hardcore. That or somehow have 3 grenades on hand.
 

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So I've just arrived at the hospital. Going to give some more thoughts:

-Nemesis is different from Mr. X, and I don't mean that in a good, or bad way. A lot of people have complained that Nemy is more scripted - Mr. X had a constant presence in the RPD. Nemy doesn't really follow the same paradigm, in that he turns up for set encounters, but each one of those encounters is memorable. So, on one hand, Nemy avoids the annoyance factor Mr. X could have, in that you could be minding your own business, only for him to find you, run away, rinse and repeat. With Nemy, if he turns up, run. Just, run. Or, failing that, take him on, but use the power boxes whenever you can. I think a testament to this system is that I actually downed Nemesis by chance, where he dropped a case, but I had to keep running due to all the zombies around. I didn't get round to picking up that case until much later while he was on my tail again.

Basically, Mr. X is a more constant horror, while Nemy is more short bursts of horror that are memorable each time. I don't think either of these systems are better than the other, but they do fit the tone both games are going for.

-Concerning characters and character interactions - RE3 follows the RE2 remake in regards to character details, in that there's much less script, but it's tighter. Much less plot, but it has the benefit of improved graphics. Like, seeing Nicholai's smug smirk...yikes, he's even uglier than Nemy. Similarly, Mikhail. We get far less time with him than in the original, but it's able to convey a similar amount of character depth. Which isn't all that much, granted, but the UBCS characters do a good job of selling the notion that they've worked together for awhile and are a unit with a history. But as for the main duo?

Of the two, Jill comes out of this pretty good. The writing of her toes the balance of badass and compassion. Like, she gets thrown around a lot (and I mean, a LOT), and you're left to wonder how the poor girl is still on her feet before she's infected by Nemy. We're not talking RE4 Leon here, but, well, let's just say I don't see RE2 Leon or Claire surviving the hell Nemy constantly puts her through. I mean, not complaining, this is a STARS officer we're talking about, but not only can Jill take a pounding, but she can deal it in turn. Well, least she can with her mouth. Why yes, there IS a lot of swearing in this game, how could you tell?

As for Carlos? Well, in a recurring trend for these remakes, he's got less personality, but it's a less archtypical personality, so pick your poison. That said, the game doesn't really do it for me in selling me the idea that there's a bond between these two, because of what I've played so far, the majority of their interactions have been over the radio. It's not exactly what I'd call contrived, but honestly, I think the buddy system they had was done better in the original game.

-Another point, atmosphere. The game is less atmospheric than RE2, but it's not bereft of it. Like, you start off at around 8pm (the game gives you time stamps), and by the time you're done with the subway car (and speaking of subways, the gem puzzle unlocks loot in the clock dial, because someone stored stuff there for some unknown reason), it's past midnight, and the game's much, much darker. Also, fun fact, in the early stages of the game, you can hear RPD radio chatter if you get close enough to police cars, but by this stage, the chatter's gone dead. It sells the idea that in the time you've been playing, there's no-one left alive. It's atmosphere that doesn't match that in RE2, not even when Carlos enters the RPD himself (in part because I'm going through the motions, in part because the assault rifle means you're never short of ammo), but it's atmosphere nonetheless. The game starts off with a bang (well, a whole lot of bangs, and sirens, and helicopters), but ends with a whimper. While you've been playing, Raccoon City's died around you. The original did something similar, how the game got darker as you played onward (plus the zombie moans in the background), but the remake does it well also, just in a different way.

So, yeah. Enjoying the game so far.
 

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The section with the Gamma Hunters were tough. There definitely more durable than the original. I already passed the first Carlos section in the RPD. It was fun going through there and see how certain line up before Leon/Claire get there in 2. Nice use of continuity. I'm back as Jill and taking a brief brake.

Thoughts. This game is great. There are still some problems with the dodge mechanic being super tight. Otherwise it's mostly fine. I tested this, and if you switch to Type C controls (dodge button becomes the O/B), dodging is a beat easier. The game is not as good as RE2Remake, but that is not a bad thing. The game is still great. I have no interests in Resistance. Luckily, you do not have to install it. Both modes have their own installation applications., so I don't have to waste any space.
 

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I finished it and I don't know how I feel about it, but certainly not as possitive as I was about RE2 Remake.

The game is very short, though that on itself shouldn't be as much an issue, but it's still something that really sticks out. Added to that is that a) the game kind of races through most of the environments, and b) leans quite heavily on cinematic set pieces.

RE2 Remake starts with a little bit of straightforward gameplay at the gas station, followed by a short section where you're meant to simply run. But once that's over you're set lose to make your way through the rest of the game, with maybe Leon's crocodile run being the exception. RE3 Remake starts with a pretty long drawn out intro that has you walk from one scripted sequence into the next that's supposed to feel tense, but since there's little you can do but move forward till the next cinematic triggers it really doesn't. There's no ticking clock or sense that something dangerous is niping at you heels; during your "hectic" escape you can literally wait for an hour just before Nemesis crashes through another scripted floor to get you. All these scripted moments that Nemesis shows up in (which is a lot) not only lack the same tension Mr. X had in Remake 2, but also Nemesis in the Original RE3. Those games simply introduced the monster into the gameworld and then it became part of the gameplay from then on. Remake 3 Nemesis feels like a cinematic gimmick.

The game's environments also feel too small and linear for Nemesis to properly roam around in, which is likely why the developers opted not to. He only really shows up to roam in that one small area from the demo, but once you're done there he's relegated solely to scripted events, cutscenes, and Boss fights. The police station was perfect for Mr. X, because it consisted of a lot of rooms and hallways. Which is also why he doesn't really show up post-station. But the gameworld of Remake 3 is small, linear, and often getting blocked off by cutscenes, so Nemesis can only jump around a bit in one section comprised of maybe three or four streets and a couple of little shops.

So yeah, Nemesis was kind of done dirty. He's not as imposing as Mr. X or Original Nemesis, and once he sheds his initial form he just becomes an extremely generic monster. Also, one of his later Boss fights is fucking awful due to the inclussion of an annoyance factor that the game's camera is not designed for at all. This game is a lot more focused on action, but its gameplay is mostly unaltered from Remake 2. So for the game to suddenly require you to keep track of a very dangerous and fast foe AND a bunch of other moving threats while Jill takes up, like, 30% of the screen is kind of shit.
 

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CoCage said:
The section with the Gamma Hunters were tough. There definitely more durable than the original.
More durable perhaps, but I found them very easy. Shotgun, stand, wait for them to open, shoot, repeat. They get even easier when you get the grenade launcher - same process, shoot a flame round, they die (well, least they did on the difficulty setting I was on). They reminded me of the G offspring from RE2, but easier.

I have no interests in Resistance.
Of what I've played so far, you're not missing out on much.
 

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Beat the game earlier. Got a C rank, and I beat the game a little over 6 hours. Like I said before, the game is not as good as RE2. but it still great game. I honestly don't mind they removed some stuff the original. I hated the puzzles in the clock tower, Gravedigger was never a fun boss fight, and I certainly don't miss the little snake enemies nor the spiders either. I do miss the multiple choice pathway system. I understand why they got rid of it, but I wish they kept that anf Mad Jackal. Getting rid of the first mercenaries mode is no excuse.


The Nemesis boss encounters are some of the best and most fun in RE history. I won't spoil anymore more boss wise.
I am definitely going to try the game on Hardcore and Nightmare later. If anyone has a questions, just let me know?
 

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Some statistics from the game?s player base. [https://www.residentevil.net/sp/en/threestats.html#bd_select]
 

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CoCage said:
Beat the game earlier. Got a C rank, and I beat the game a little over 6 hours. Like I said before, the game is not as good as RE2. but it still great game. I honestly don't mind they removed some stuff the original. I hated the puzzles in the clock tower, Gravedigger was never a fun boss fight, and I certainly don't miss the little snake enemies nor the spiders either. I do miss the multiple choice pathway system. I understand why they got rid of it, but I wish they kept that anf Mad Jackal. Getting rid of the first mercenaries mode is no excuse.


The Nemesis boss encounters are some of the best and most fun in RE history. I won't spoil anymore more boss wise.
I am definitely going to try the game on Hardcore and Nightmare later. If anyone has a questions, just let me know?
Sounds like a good game broadly but a crap remake if you loved the original?
 

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dscross said:
CoCage said:
Beat the game earlier. Got a C rank, and I beat the game a little over 6 hours. Like I said before, the game is not as good as RE2. but it still great game. I honestly don't mind they removed some stuff the original. I hated the puzzles in the clock tower, Gravedigger was never a fun boss fight, and I certainly don't miss the little snake enemies nor the spiders either. I do miss the multiple choice pathway system. I understand why they got rid of it, but I wish they kept that anf Mad Jackal. Getting rid of the first mercenaries mode is no excuse.


The Nemesis boss encounters are some of the best and most fun in RE history. I won't spoil anymore more boss wise.
I am definitely going to try the game on Hardcore and Nightmare later. If anyone has a questions, just let me know?
Sounds like a good game broadly but a crap remake if you loved the original?
That varies from person to person. Me personally, despite some issues removing stuff, I found it to be a great remake. It is not as great as the remake of 1 or 2, but still a great remake nonetheless. If there is one thing I'll give credit for, it has the best pacing out of all the remakes. Look, not every make has to be almost exactly like the original with updated graphics being the only new thing. It's only a crap remake, my
if that is what you decide or you're just basing and hoping to be almost the exact thing like the original. I've noticed that it's a problem with certain reviewers online or hardcore RE fans.

Edit: Google speak screwed up again. I fixed up the grammatical errors.
 

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CoCage said:
dscross said:
CoCage said:
Beat the game earlier. Got a C rank, and I beat the game a little over 6 hours. Like I said before, the game is not as good as RE2. but it still great game. I honestly don't mind they removed some stuff the original. I hated the puzzles in the clock tower, Gravedigger was never a fun boss fight, and I certainly don't miss the little snake enemies nor the spiders either. I do miss the multiple choice pathway system. I understand why they got rid of it, but I wish they kept that anf Mad Jackal. Getting rid of the first mercenaries mode is no excuse.


The Nemesis boss encounters are some of the best and most fun in RE history. I won't spoil anymore more boss wise.
I am definitely going to try the game on Hardcore and Nightmare later. If anyone has a questions, just let me know?
Sounds like a good game broadly but a crap remake if you loved the original?
That varies from person to person. Me personally, despite some issues removing stuff, I found it to be a great remake. It is not as great as the remake of 1 or 2, but still a great remake nonetheless. if there is one thing I'll get a credit for, it has the best spacing out of all the remakes. Look, not every make has to be almost exactly like the original with updated graphics being the only new thing. It's only a crap remake if that is what you decide or you're just basing and hoping to be almost the exact thing like the original. I've noticed that it's a problem with certain reviewers online or hardcore RE fans.
I think resident evil 2 remake walked the line perfectly of both - I loved that game and so did a lot of the fans of the original. It doesn't sound like this one does try to walk the line at all. It seems like they cut all my favourite parts. The clock tower. All / most of the puzzles. The backtracking. The park. The factory. The choices. The multiple endings. The choice of ink ribbons. And they made nemesis worse.

On top of that, they seem to have essentially started the game partway through near to where you meet Carlos. Ok, they added some stuff into the hospital and another NEST, but I'm not that bothered about all that.

It sounds like also changed the game to be linear and too action-heavy. Yes, the original was a little more action-y than the 2nd but it wasn't combat focused. It was still basically the same type of thing.

The original took me about 10 or so hours the first time. Is this one 4 or 5? I'm sorry but it doesn't sound like a good remake. I'm sure it's a good game more broadly if you know nothing about the original or you weren't that bothered about a lot of bits of it. But it seems like lost all of its personality.

I'll still play it - I've played every mainline resident evil game including both revelations games - but I'm sad they didn't pay homage to one of my favourite games. I really think a lot of big fans of the original will be disappointed whereas they weren't for RE2. I think it's a wasted opportunity.
 

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CoCage said:
it has the best spacing out of all the remakes.
Spacing out?

It's only a crap remake if that is what you decide or you're just basing and hoping to be almost the exact thing like the original.
I didn't expect it to be the exact same, but the fact is that there's a lot of stuff that's been outright removed. The uptown area has been reduced to an intro run. The downtown section is much smaller. The clocktower's been completely removed. Yeah, the RPD section is about equal in length, and the sewer section was added (though pales to its RE2 counterpart), but at the end of the day, the remake's given us less, while the RE1 unoquivacably expanded its scope, and the RE2 remake mostly expanded its scope as well.

I mean, I have enjoyed the game so far, but it feels like it got the short end of the stick. Again. I dunno, maybe it's fitting, since the original RE3 was meant to be a spinoff, but compared to the original, I can't deny that the remake is missing a lot of material.
 

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Hawki said:
CoCage said:
it has the best spacing out of all the remakes.
Spacing out?

It's only a crap remake if that is what you decide or you're just basing and hoping to be almost the exact thing like the original.
I didn't expect it to be the exact same, but the fact is that there's a lot of stuff that's been outright removed. The uptown area has been reduced to an intro run. The downtown section is much smaller. The clocktower's been completely removed. Yeah, the RPD section is about equal in length, and the sewer section was added (though pales to its RE2 counterpart), but at the end of the day, the remake's given us less, while the RE1 unoquivacably expanded its scope, and the RE2 remake mostly expanded its scope as well.

I mean, I have enjoyed the game so far, but it feels like it got the short end of the stick. Again. I dunno, maybe it's fitting, since the original RE3 was meant to be a spinoff, but compared to the original, I can't deny that the remake is missing a lot of material.
I meant to say pacing. Google speak screwed up. I just fixed it in the editing.
 

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I think RE3 Remake keeps with the spirit of the original game but isn't really a faithful remake like RE2R was. It's also a very guided, straightfoward ordeal that trades exploration and tense encounters with dramatic setpieces and a scripted Nemesis. The production values also seem slightly less from environmental and lighting detail to the zombies to even the lyp synching being off. The cinematics are very good though. I still think the design of Nemesis is fucking awesome but it's second form loses the ominous presence and the boss fight also feels like it came straight from RE6. I did however enjoy the story and characters more than I thought I would. I would put RE3 Remake more in a league of a title like RE Revelations than the brilliant RE2 Remake.

I must say I did enjoy every minute of it though and that is mostly b/c of it's pacing that has zero padding or tedious busywork. The game starts and never loses steam. Even if the zombies aren't as detailed as in RE2R the particle effects and sheer number on screen this time makes this one of the most fun action games I've played in a long time. I would love to see Code Veronica next or RE4 in the RE engine *drool*
 

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Hawki said:
CoCage said:
it has the best spacing out of all the remakes.
Spacing out?

It's only a crap remake if that is what you decide or you're just basing and hoping to be almost the exact thing like the original.
I didn't expect it to be the exact same, but the fact is that there's a lot of stuff that's been outright removed. The uptown area has been reduced to an intro run. The downtown section is much smaller. The clocktower's been completely removed. Yeah, the RPD section is about equal in length, and the sewer section was added (though pales to its RE2 counterpart), but at the end of the day, the remake's given us less, while the RE1 unoquivacably expanded its scope, and the RE2 remake mostly expanded its scope as well.

I mean, I have enjoyed the game so far, but it feels like it got the short end of the stick. Again. I dunno, maybe it's fitting, since the original RE3 was meant to be a spinoff, but compared to the original, I can't deny that the remake is missing a lot of material.
3Remake does gives us better characterization for Jill, Carlos, and the other UBCS mercs. So that is definitely a plus. I admit, some sections could have been a little longer, but overall, the game is great. The game has a more consistent dodge compared to the original. Though it can be iffy, even if you know what your doing. I know that if dodge from the side of zombies, you will almost always get a perfect/counter dodge.

The Hospital I found creepy as fuck. Especially with the Hunter Betas running around. The only thing I hate abouth them are the stupid, one hit kills. They got me once with Carlos. NEST 2, the beginning anyway, was kinda creepy. It sucks, the dead factory got removed, but the finale more than makes up for it.

dscross said:
It sounds like also changed the game to be linear and too action-heavy. Yes, the original was a little more action-y than the 2nd but it wasn't combat focused. It was still basically the same type of thing.
I disagree. There still plenty of horror. The hospital freaked me out. The original and remake had the right amount of action-horror.
 

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CoCage said:
I disagree. There still plenty of horror. The hospital freaked me out. The original and remake had the right amount of action-horror.
Yeah, the hospital was terrific. The diary entries about a mysterious illness and supplies running out also really set the tone. The realistic graphics and better story also made the remake a lot meaner.

I also loved how in one of the diary entries in Nest 2 they appear to link Nemesis to RE4. Speaking of diaries those haven't been as good since ''itchy, scratchy'' RE1 Remake. They really helped make the environments more sinister.
 

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CoCage said:
I disagree. There still plenty of horror. The hospital freaked me out. The original and remake had the right amount of action-horror.
That's a tiny bit of the game. I would have much preferred they kept the uptown and downtown areas tweaked in the same way they kept the police station in re2 so you could get to know the area and do some backtracking. Then clock tower with the hospital and park. They were much better survival horror locations. You could have STILL had the new hospital! They could have easily made this longer.
 

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stroopwafel said:
I still think the design of Nemesis is fucking awesome but it's second form loses the ominous presence and the boss fight also feels like it came straight from RE6.
Can't comment on RE6, but am I the only one who saw Nemy's second form and was reminded of the xenomorph?

I would love to see Code Veronica next or RE4 in the RE engine *drool*
Or...make a new game? Or how about remaking something like Survivour or Dead Aim? Convert them into the new game format and polish them up.

That aside, Capcom would probably get diminishing returns from remaking post-3 mainline games. The graphics haven't aged as much for one thing, and RE4 was the one who pioneered the over-the-shoulder system in the first place.

CoCage said:
3Remake does gives us better characterization for Jill, Carlos, and the other UBCS mercs. So that is definitely a plus.
Eh...maybe?

You can see earlier on in the thread how I feel about the changes.

stroopwafel said:
Speaking of diaries those haven't been as good since ''itchy, scratchy'' RE1 Remake.
That's itchy, tasty.

Peh, some fan you are. :p

But on the flipside, are we really holding that diary entry up as an example of stellar writing? The thing became a meme, and probably not for the reasons the writers intended.
 

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dscross said:
CoCage said:
I disagree. There still plenty of horror. The hospital freaked me out. The original and remake had the right amount of action-horror.
That's a tiny bit of the game. I would have much preferred they kept the uptown and downtown areas tweaked in the same way they kept the police station in re2 so you could get to know the area and do some backtracking. Then clock tower with the hospital and park. They were much better survival horror locations. You could have STILL had the new hospital! They could have easily made this longer.
Speak for yourself. There are other examples.

Hawki said:
Eh...maybe?

Hawki said:
But on the flipside, are we really holding that diary entry up as an example of stellar writing? The thing became a meme, and probably not for the reasons the writers intended.

That diary entry is one of the most creepy moments in horror game history. You be surprise how scary reading that diary entry as a kid or an adult. Hell, I've seen grown men in their 40s & 50s freakout or get disturbed by the infamous entry. It ain't the pinnacle of horror writing, but it was one of the few things Mikami got right for RE1.

stroopwafel said:
CoCage said:
I disagree. There still plenty of horror. The hospital freaked me out. The original and remake had the right amount of action-horror.
Yeah, the hospital was terrific. The diary entries about a mysterious illness and supplies running out also really set the tone. The realistic graphics and better story also made the remake a lot meaner.

I also loved how in one of the diary entries in Nest 2 they appear to link Nemesis to RE4. Speaking of diaries those haven't been as good since ''itchy, scratchy'' RE1 Remake. They really helped make the environments more sinister.
You mean "itchy, tasty". I appreciate the enthusiasm either way.
 

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CoCage said:
That diary entry is one of the most creepy moments in horror game history. You be surprise how scary reading that diary entry as a kid or an adult. Hell, I've seen grown men in their 40s & 50s freakout or get disturbed by the infamous entry. It ain't the pinnacle of horror writing, but it was one of the few things Mikami got right for RE1.
Maybe that's true, but I was never among them. I played RE1 not too long after it came out, and even as a kid, I found it humorous. I remember a friend of mine imitating the "itchy, tasty" thing as a joke, and I joined in.

It's not that the game couldn't write impactful files. There's the Researcher's Will file, and in the remake, the writings of George and Lisa Trevor. These files were far more impactful (to me) than the itchy, tasty one.
 

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Hawki said:
CoCage said:
That diary entry is one of the most creepy moments in horror game history. You be surprise how scary reading that diary entry as a kid or an adult. Hell, I've seen grown men in their 40s & 50s freakout or get disturbed by the infamous entry. It ain't the pinnacle of horror writing, but it was one of the few things Mikami got right for RE1.
Maybe that's true, but I was never among them. I played RE1 not too long after it came out, and even as a kid, I found it humorous. I remember a friend of mine imitating the "itchy, tasty" thing as a joke, and I joined in.

It's not that the game couldn't write impactful files. There's the Researcher's Will file, and in the remake, the writings of George and Lisa Trevor. These files were far more impactful (to me) than the itchy, tasty one.
Note how I said RE1, and not Remake. Remake has great ones too, but itchy, tasty eclipses them (for most people).
 

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dscross said:
CoCage said:
I disagree. There still plenty of horror. The hospital freaked me out. The original and remake had the right amount of action-horror.
That's a tiny bit of the game. I would have much preferred they kept the uptown and downtown areas tweaked in the same way they kept the police station in re2 so you could get to know the area and do some backtracking. Then clock tower with the hospital and park. They were much better survival horror locations. You could have STILL had the new hospital! They could have easily made this longer.
This is a big problem with the game; areas feel very small and over in a sneeze. Resident Evil 4 is way more of an action game than RE3 Remake, but it still made you feel its locations through length and partial backtracking. When you say goodbye to the village section in that game you really feel like you've been there for an appropriate length of time.

Original RE3 already had issues with the streets being too cramped and sectioned off to truly feel like a city, and with RE3 Remake Capcom had the benefit of current technology to really expand on this. Not make it open-world, but give it a larger breath so it doesn't feel like the city is comprised of just 5 or 6 streets boarded off by rubble. But instead Raccoon City in RE3 Remake is relagated pretty much to just the promenade from the demo. And I'm not counting all the scripted sequences or that short walk to the second Boss fight.

Jill, Carlos, and Nicholai were terrific here, but they really deserved a better game.
 

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Casual Shinji said:
Original RE3 already had issues with the streets being too cramped and sectioned off to truly feel like a city, and with RE3 Remake Capcom had the benefit of current technology to really expand on this. Not make it open-world, but give it a larger breath so it doesn't feel like the city is comprised of just 5 or 6 streets boarded off by rubble. But instead Raccoon City in RE3 Remake is relagated pretty much to just the promenade from the demo.
I think the games have pros and cons in this. The original had a wider area, but most of the streets were narrow. You can make the argument that Jill is sticking to side streets, and there's clearly some streets wide enough for two lanes, but the width is compressed. In contrast, what we do see of the streets in the remake feel more in keeping with a city, but we just don't see enough of them.
 

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So, been playing some more.

Let me say at this point - screw Resistance. It's some unholy union of Umbrella Corps (where undead literally spawn out of the ground), and Outbreak (group of survivours). Only it has less story than Umbrella Corps (and saying that had a story is like saying there's a pebble in dirt - mostly academic to the feeling of dirt), and the maps aren't large enough or dynamic enough to get close to Outbreak. And it doesn't help that the connections are terrible, with regular lag. I've seen it suggested that Resistance was bundled in with RE3 to help sell the game (RE3), but I'm beginning to think it's because Capcom realized that Resistance could never succeed on its own. I'll give you a ranking once I'm done with RE3, but right now, it's lurking in the territory of Umbrella Corps.

On the other hand, RE3 itself continues to impress. I've made it through the hospital up to the point where I've retaken control of Jill (a pointless dream sequence aside), and it's kind of like a pick your poison thing. Like, we've lost the clock tower, but got a better hopsital setup, so go figure. Better in the sense that it's more creepy than the original, and the Hunter Betas. Y'know, those things that you beat in the original by standing and shooting, while now can take a full clip and not blink, and dodge shots, and will still swipe their claws if you use a flash grenade? THOSE THINGS?!

Also, minor point, but the emergency broadcast thing? It's not really a plot hole, but I have to question some of the rationale behind it. Government declares that they can't contain the infection, so they tell anyone still in the city to get out...possibly further spreading the infection...that you said you can't contain...um, okay...

Oh, and if the team ever implements the mercenaries mode, make Tyrell playable. He's gone from a character in one scene in the original to a guy who can fight his way across the city to link up with Carlos. And that was after Carlos apparently did the same thing. Train cars? Peh, who needs them? :p
 

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Finished it today. took me a hair under 10 hours to complete on hardcore, cutscenes included... but it *cannot* be understated what a slow, methodical player I am, so a normal person would likely get it done a couple hours faster than I did. Concerns about its length are justified, and I don't fault anyone who waits on a sale for that reason alone, but if you're a fan of the franchise I can safely recommend this.

I loved the game, basically felt like more of RE2, and since RE2 was basically a drug for me last year, that's all I could have asked for. I did notice some things that were changed for the worse, though, which I'll highlight below:

-This likely is an issue only for me and people like me, since the game is likely designed with more powerful machines like PC, or the PS4pro, to run, but on my vanilla PS4, when zombies are at a distance, there's some weird texture over them that causes them to blur a bit. One let's player put it best with "They kinda look like GIFs from 90s websites". The issue is only in zombies at a wide distance though.

-zombies have strictly set patrol zones they reside in, and have a set "default" point they return to when you leave that set patrol zone. This makes them very easy to cheese by finding the boundary of their patrol zone, stepping into range and attacking them, waiting for them to get close, then stepping out so they turn around and return to their default point, at which point you can get free shots at their back with minimal risk.

-Jill's knife animation isn't as useful as the RE2 gangs, or Carlos', since she stabs straight forward and randomly jukes backward when you touch the analogue stick while attacking, which can give zombies extra seconds to stand up again if you do it by accident while trying to permakill a downed enemy.



There were also a few adjustments I liked, though. namely:

- Zombies can double-lunge now, likely to make the dodge mechanic marginally less broken as a defense. If you don't realize they can do this, it's easy to overestimate their reach, so it helps to keep you on your toes.

- They can also lunge while rising and quick-turn if you're close to them, now. This erases one of the cheese strategies of RE2 where you just knife the crap out of them while they're prone. That's still the best way to permakill them, of course, but now you have to be mindful of where you are in relation to them before you get stabby.


Overall I had a blast, and recommend it to anyone who can get past the pricepoint-to-length ratio. It's not quite as good or as polished as RE2, but it's still very good. The changes to the story were mostly for the better... especially with Carlos, who became my favorite thing about this game... and given how... tolerable I found him in the original, that's no small praise. I love how he and Jill contrast each other. Jill was done with this shit yesterday, and just wants to get this over with and take a shower, where Carlos is more chill and jovial.

Tyrell was fun, too. It's nice to have a character who notices how weird everyone else in a narrative is. I only wish Nicholai had more time to develop.
 

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balladbird said:
-This likely is an issue only for me and people like me, since the game is likely designed with more powerful machines like PC, or the PS4pro, to run, but on my vanilla PS4, when zombies are at a distance, there's some weird texture over them that causes them to blur a bit.
It's not just you, I had the same issue. Heck, I had the same issue in RE2 as well. And this is me playing on an Xbox One (the base model).

-zombies have strictly set patrol zones they reside in, and have a set "default" point they return to when you leave that set patrol zone. This makes them very easy to cheese by finding the boundary of their patrol zone, stepping into range and attacking them, waiting for them to get close, then stepping out so they turn around and return to their default point, at which point you can get free shots at their back with minimal risk.
I've noticed that as well, but in a bad sense. There was a point where in the construction building there's two flights of stairs. I tried luring the zombies down one flight so I could dodge past them on the other flight. However, they went down a bit, then lumbered back up. Perturbed, I tried again, and got the same result. It occurred to me that either the zombies aren't as brain dead as you think, or more likely, they had the zone factor you described. It was minor, but immersion breaking - if I can see how I can use the environment to my advantage, I shouldn't be gimped for it.

Jill was done with this shit yesterday, and just wants to get this over with and take a shower, where Carlos is more chill and jovial.
And insert line about how Jill won't be having that shower alone...

Or likely will, since this is Resident Evil, and none of the characters are ever paired up by the writers. :(

Tyrell was fun, too. It's nice to have a character who notices how weird everyone else in a narrative is.
From what I've played so far, I don't recall that. Carlos, though, I did notice. He comments on the weirdness of the RPD, and complains about the voice code for Bard's office. He's basically every player who's ever asked why there's so many puzzles in the series.
 

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I'm playing it on Nightmare difficulty now, and it's caused a slightly more positive shift in my opinion on the game. This feels like an actual hardcore difficulty. Enemy and item positions are remixed forcing the player to approach enemy encounters a lot more cautiously than they would on the lower difficulties. On Hardcore I was blasting and dodging my way through most encounters, but on Nightmare I need to actually think and strategize so as not to waste all my bullets and health items. The ability to save as often as you want is still a pretty big safety net though.
 

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Casual Shinji said:
I'm nearing the end of the game, and I just got past the difficulty spike. Holy shit, do you need to have Carlos' perfect shoulder rush down if you want to make it through that on Hardcore. That or somehow have 3 grenades on hand.
Do you mean at the end of the hospital with Carlos? I've had a go on the game now (on hard) but I gave up on it late last night because I died a few times as I was nearing the end of this part - I'll try again after work. This part reminds me A LOT of Leon's campaign from RE6. The sewers did as well. And there are parts that remind me of Jake's campaign too. I'm finding the boss fights painfully boring, which also reminds me of certain parts of RE6.

I liked the downtown area a lot though near the start. Some great moments, and they used nemesis well in those parts. I wish they would have made the game more centered around that and expanded the uptown area etc.

Miss ink ribbons and lack of ammo. I'll try it on nightmare afterwards, although I won't look forward to the bosses having to take EVEN MORE damage.
 

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dscross said:
Casual Shinji said:
I'm nearing the end of the game, and I just got past the difficulty spike. Holy shit, do you need to have Carlos' perfect shoulder rush down if you want to make it through that on Hardcore. That or somehow have 3 grenades on hand.
Do you mean at the end of the hospital with Carlos? I've had a go on the game now but I gave up on it on it late last night because I died a few times as I was nearing the end of this part - I'll try again after work. This part reminds me A LOT of Leon's campaign from RE6. The sewers did as well. And there are parts that remind me of Jake's campaign too, like the bit with the rocket launcher. I'm finding the boss fights painfully boring, which also reminds me of certain parts of RE6.
On my standard playthrough, I was able to get it on the first try. On my hardcore run, (which I'm finishing up later after work) I had reload my save 3 times. Carlos punch rush is easier to pull of than Jill's dodge surprisingly. What was a huge pain is that you have 2 Hunters spawn after different times, and both of them spawn with a parasitic zombie. The first spawn you get a drop on with a grenade. The zombie I shot in the head before he got up and became a parasite. The 2nd spawn I just used a grenade when both happened to appear in the same spot at the 2nd window to the barricaded doors. Once you get past that huge hurdle, the defend gets easier. Nightmare and Inferno are a different matter from what I've seen in video guides.
 

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Hawki said:
From what I've played so far, I don't recall that. Carlos, though, I did notice. He comments on the weirdness of the RPD, and complains about the voice code for Bard's office. He's basically every player who's ever asked why there's so many puzzles in the series.
Well, that wasn't the best way to word it, it's more that he's the straight man of the ensemble, who is well aware that he seems to be surrounded by action heroes. XD


One other change I noticed that I forgot to mention... whether it's a change for the better or the worse depends on your perspective, I guess: In RE2 you could use your knife to gimp any corpses you come across, which had a tactical advantage for the player... sometimes when you entered a room for the first time there would be corpses that wouldn't animate when you first went through, instead the game saves them for an ambush after you progress past a certain point or obtain a certain item... if you knew this, you could cut off the corpses' arms/legs to ensure they posed minimal threat when the game decided to activate them.

RE3 has circumvented this in two ways. First, the way Jill knifes enemies makes targeting/severing limbs with the knife basically impossible to do, and second, until the instant a corpse is activated as a zombie assailant, you can't cause it meaningful damage in any way.
 

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balladbird said:
Well, that wasn't the best way to word it, it's more that he's the straight man of the ensemble, who is well aware that he seems to be surrounded by action heroes. XD
I kind of get what you mean, but I can only see it if I view it from the perspective of the gamer. As in, I know the original RE3 story and tropes to know that Tyrell ain't making it out of this game alive. But even then, Tyrell appears to be able to hold his own. I mean, he fights his way on foot from the RPD to the hospital, and if they needed to take a subway train for that, that must be quite a distance. Yeah, he doesn't escape unscathed, unlike Carlos, but that's probably a better job than what most people would manage.

Edit: On that note, is it just me, or does noticing infection come and go as the plot demands? Mikhail's been bitten, but shows no symptoms of it bar the physical pain, and no-one raises the issue that he's a potential walking time bomb. Jill insists that Brad might not necessarily be screwed after being bitten, but then looks at Murphy (or is implied to) that "yeah, you're screwed, kid," even if she protests to Nikolai. Then, Tyrell arrives at the hospital, clearly infected (though not showing any bites), but no-one mentions this, not even "hey, there's a vaccine supply, there might be hope for you." There's also the question as to how naieve Jill seems to be as to what's happening in Raccoon City pre-28th. Yes, she's under practical house arrest, but she still has the news. The T-virus leaked into the sewers on the morning of the 23rd, zombies were filling the streets by the 24th (according to Outbreak, though its canon status seems to be in question now), and yet, 4 days later, she's caught offguard. I mean, she clearly has a TV that works, and she's watching the same reports the player is.

One other change I noticed that I forgot to mention... whether it's a change for the better or the worse depends on your perspective, I guess: In RE2 you could use your knife to gimp any corpses you come across, which had a tactical advantage for the player... sometimes when you entered a room for the first time there would be corpses that wouldn't animate when you first went through, instead the game saves them for an ambush after you progress past a certain point or obtain a certain item... if you knew this, you could cut off the corpses' arms/legs to ensure they posed minimal threat when the game decided to activate them.
When I look at the remakes together, it's a weird compromise. In RE2, I found myself wishing that I could roll aside, at least during boss fights. "Oh no, Birkin is swinging his huge claw at me, let me continue to jog along." On the flip side, RE3 gives us a dodge (and not a dodge that is so 'elite' that only ubers like Jill and Carlos can do it), but removes the defensive weapons system. My guess is that the developers of both games might have felt that having both would have made things too easy, but I dunno. The defensive weapons helped in RE2, but they did add a layer of strategy in that if you wanted the knife back, you'd have to expend ammo to get it, plus, using it as a weapon would reduce its durability, hence a health vs. durability choice.

That aside, I don't mind the swiping stuff here. I mean, it is a step back from RE2 in that the dismemberment function isn't there, but in RE2, you're spending a lot more time in the one area (the RPD), whereas RE3 has you going from area to area in succession. So, the lack of being able to use the knife defensively is more annoying for me than the inability to slice and dice with it.
 

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dscross said:
Casual Shinji said:
I'm nearing the end of the game, and I just got past the difficulty spike. Holy shit, do you need to have Carlos' perfect shoulder rush down if you want to make it through that on Hardcore. That or somehow have 3 grenades on hand.
Do you mean at the end of the hospital with Carlos? I've had a go on the game now (on hard) but I gave up on it late last night because I died a few times as I was nearing the end of this part - I'll try again after work. This part reminds me A LOT of Leon's campaign from RE6. The sewers did as well. And there are parts that remind me of Jake's campaign too. I'm finding the boss fights painfully boring, which also reminds me of certain parts of RE6.

I liked the downtown area a lot though near the start. Some great moments, and they used nemesis well in those parts. I wish they would have made the game more centered around that and expanded the uptown area etc.

Miss ink ribbons and lack of ammo. I'll try it on nightmare afterwards, although I won't look forward to the bosses having to take EVEN MORE damage.
Yeah, that's the one. Carlos doesn't have a weapon with blow back, so fighting those Hunters requires you being able to perform his shoulder rush well enough or having a couple of grenades on hand.

A lot of really fucking annoying bits in the game became a lot more manageable my second time around. Still some fucking terrible design decisions though, like the Drain Deimos area. 'Hey, let's make a little maze area with bug enemies that spawn indefinitely, are the same texture as the floor, walls, and ceiling. And what the hell, let's also make it dark and have the camera zoomed in really close to the playable character so you can barely see the ceiling at all. Oh, and less we forget, we MUST make sure to have these bugs hone in on you when you're holding down the button to activate the breakers. And poison ofcourse, let's not forget the poison.'
 

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Casual Shinji said:
dscross said:
Casual Shinji said:
I'm nearing the end of the game, and I just got past the difficulty spike. Holy shit, do you need to have Carlos' perfect shoulder rush down if you want to make it through that on Hardcore. That or somehow have 3 grenades on hand.
Do you mean at the end of the hospital with Carlos? I've had a go on the game now (on hard) but I gave up on it late last night because I died a few times as I was nearing the end of this part - I'll try again after work. This part reminds me A LOT of Leon's campaign from RE6. The sewers did as well. And there are parts that remind me of Jake's campaign too. I'm finding the boss fights painfully boring, which also reminds me of certain parts of RE6.

I liked the downtown area a lot though near the start. Some great moments, and they used nemesis well in those parts. I wish they would have made the game more centered around that and expanded the uptown area etc.

Miss ink ribbons and lack of ammo. I'll try it on nightmare afterwards, although I won't look forward to the bosses having to take EVEN MORE damage.
Yeah, that's the one. Carlos doesn't have a weapon with blow back, so fighting those Hunters requires you being able to perform his shoulder rush well enough or having a couple of grenades on hand.

A lot of really fucking annoying bits in the game became a lot more manageable my second time around. Still some fucking terrible design decisions though, like the Drain Deimos area. 'Hey, let's make a little maze area with bug enemies that spawn indefinitely, are the same texture as the floor, walls, and ceiling. And what the hell, let's also make it dark and have the camera zoomed in really close to the playable character so you can barely see the ceiling at all. Oh, and less we forget, we MUST make sure to have these bugs hone in on you when you're holding down the button to activate the breakers. And poison ofcourse, let's not forget the poison.'
Yeah, that section can be a downer. During my hardcore run, I did not get poisoned, but, two Drain Deimos put me in a stun loop and I went from regular fine to danger after the third hit. I had to use one of my green and red herb combos. All I have to say is the shotgun is your best friend in that section and dodging them is a matter of reflex. They're actually one of the easiest enemies to dodge once you know how they work. Still no less annoying though.
 

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CoCage said:
Yeah, that section can be a downer. During my hardcore run, I did not get poisoned, but, two Drain Deimos put me in a stun loop and I went from regular fine to danger after the third hit. I had to use one of my green and red herb combos. All I have to say is the shotgun is your best friend in that section and dodging them is a matter of reflex. They're actually one of the easiest enemies to dodge once you know how they work. Still no less annoying though.
It's also a really bad design to have Jill go through a vommiting animation after curing herself of parasites. Nearly everytime this has happened it left me wide open to get attacked again.

And while I'm at it, it really bugs me that when you pick up any new item, the game then kicks you out of the inventory screen. You can't leave the inventory screen open and combine your newly received item (like a gun part for instance); you're forced out of the inventory screen once you got the item, and you have to go back in in order to combine. It's stupid, because RE2 Remake didn't force you out, it just left it open for you so you could immediately take stock of what you had and combine on the spot.
 

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Casual Shinji said:
Yeah, that's the one. Carlos doesn't have a weapon with blow back, so fighting those Hunters requires you being able to perform his shoulder rush well enough or having a couple of grenades on hand.
I'm finally passed it. Man, that was an ordeal on Hardcore. That will be a killer on the two higher difficulties. It's not scary though, it's just frustrating.
 

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So I beat the game, which means I'm obliged to talk about it and force all of you to listen to me.

For starters, I'm going to give my ranking of the series as it now stands for reference, so:

17) Resident Evil: Umbrella Corps
16) Resident Evil Gaiden
15) Resident Evil: Resistance
14) Resident Evil: Survivour
13) Resident Evil: Outbreak File 2
12) Resident Evil: Dead Aim
11) Resident Evil: Outbreak
10) Resident Evil (original)
9) Resident Evil Zero
8) Resident Evil Code: Veronica
7) Resident Evil 3 (remake)
6) Resident Evil 5
5) Resident Evil 2 (original)
4) Resident Evil 3: Nemesis
3) Resident Evil 2 (remake)
2) Resident Evil (remake)
1) Resident Evil 4

I'm not going to say anything else about Resistance bar what I think I've said already - it's a mix of Umbrella Corps and Outbreak, and fails to capture the strengths of both, even though it's less wretched than the former. If Capcom wants to deliver DLC in a manner similar to RE2, I'd much rather it be singleplayer stuff. Like, Ghost Survivours for UBCS members. Heck, I might even pay money for it. Just don't waste your time with Resistance. The co-op of RE5 aside, it seems like Capcom struck a nugget with Outbreak, if not a gold vein, and has instead dug up numerous holes instead of refining their mining in the original site.

So. The remake...

Huh. It's weird. If I look at the original trilogy, my ranking goes 3>2>1, whereas in the 'remake trilogy' (yes, I know, RE1 is separate from RE2/3 here), the preference goes 1>2>3. According to my scores, I had 8 hours of total playtime, and nearly 6 hours of in-game playtime (I assume they don't count cutscenes?), so I don't feel short-changed as far as raw time goes. That's a similar time period to my A run playthrough of RE2, so while RE3 offers less than its predecessor, and strips out the alternate routes as well, I don't feel I wasted my time or money. That said, this is still a remake, and it's a remake that's the least faithful to its original template, and cuts out the most. And it's also the only case where I think the original still stands above its predecessor. Yeah, the remake improves a lot, but it's just missing too much.

Y'know what occurred to me in NEST 2 while playing through it? I think the lack of a "Nemesis" subtitle here is intentional, or at least, indicative. In the original, Nemesis turned up far more, felt like a constant presence, and retained his 'core form' for most of the game. As in, he remained humanoid right till the end. Here, he spends just as much time as a xenomorph knockoff, and there's less a sense of being stalked, not to mention how he even got into NEST 2 in the first place when he's that big. In the original, Nemy felt core to the experience, here, he's simply part of the experience. And as fun as it was to fight Nemy in a giant arena environment, it's still a giant arena environment meant to invoke the feeling of a game, whereas the original version of the fight felt less artificial. And the final fight? Yeah, it's fun, but not only are we bereft of "you want STARS? I'll give you STARS," somehow, holding a railgun down Nemy's gullet doesn't have the same impact as bombarding him with revolver rounds.

On the subject of that, y'know how people played RE2, and said that Mr. X could provide the foundation of a Terminator game? I got the same feeling here, just replace Nemy with a xenomorph which turns into a queen by the end.

Finally, Nicholai. I really don't know what to make of this guy. Like, there's the core of a character there (sociopath), but here, it's expressed much differently. I mean, I kind of enjoyed it, along with the broken English that comes out of him, but it makes him a much less effective villain in my eyes. Also, he's almost certainly dead, while in the original canon, it was implied that he survived. Also, it introduces the mystery of who he was really working for, and it's left as a plot hook, but I don't know how it's going to be solved. Not as a game, and certainly not as a remake. I dunno, maybe they're planning to do a Code: Veronica remake, where it'll be revealed that Nicholai was working for Wesker or something, and Chris will discover it in a file, but I don't particuarly care. I know what happens to Umbrella, and we know how it collapsed. Nicholai's mystery employer isn't some great mystery to me. What I'll remember from Nicholai more than anything else is him kicking down Jill into the arena like some Roman emperor who speaks in a Russian accent.

So, yeah. Despite all of this, I did enjoy the game. After finishing it last night, my first inclination was to dive back in. Short version is, I don't have that many gripes with the game in of itself. It's certainly fun. But it's still a remake, and in the shadow of that remake, when I consider what it left out, and what it changed, that's where it comes up short. And frankly, I don't see the need for any more remakes, but given the post-credits teaser and comments from Capcom, I wouldn't be surprised to see Code: Veronica come next.

Yay...
 

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dscross said:
Casual Shinji said:
Yeah, that's the one. Carlos doesn't have a weapon with blow back, so fighting those Hunters requires you being able to perform his shoulder rush well enough or having a couple of grenades on hand.
I'm finally passed it. Man, that was an ordeal on Hardcore. That will be a killer on the two higher difficulties. It's not scary though, it's just frustrating.
It is, by an enormous margin, the least fun part of the whole game on higher difficulties. I had to vent about it for a while when I cleared it the first time. Why is the camera so close to her! It makes it impossible to survey the entire area ahead... the only method I found that worked was to just scream "screw it!" and charge forward at full speed, quickly pulling up my shotgun to blast any deimos that happen to appear in front of me. I was eventually able to make it through the segment only spending one healing item (outside the one a cutscene forces you to use) and 4 shotgun shells... but that was after attempting the segment five times.

Also, having time to ruminate on things, I decided I do, in fact, have *one* final complaint about the game:

At least on hardcore, the boss fights last WAY too long. Nemesis is such a damage sponge that it takes so long to bring him down... way past the point where the fight has become tedious. Bear in mind, I said 'long', not 'difficult'. He's not especially hard to beat in any of his encounters... which kind of makes it worse. By the time I finished the game I had a chest full of healing items I never ended up using... but I still dreaded fighting nemesis because I knew it would be such an ordeal.
 

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Beat hardcore mode 40 minutes ago. Got a ton of unlock points. Hardcore is still challenging, but nowhere near as tough as RE2's Hardcore. I got so much ammunition at the end. Especially the magnum ammo. I saved so much of the high grade gunpowder, with a little help from the gunpowder mixer perk (gives you extra ammo when mixing). Nemesis gets a bit cheap on his penultimate fight. Dude killed me in his 3rd phase and constantly had me in a stun-lock and I could not bring up items menu, because of it. They should patch that up. I tried a little bit of Nightmare mode and it is insanely difficult. Weapons are placed in different spots, more or different enemies spawn, and all of them are faster and more aggressive than the lower difficulties. I think I might hold off for now.
 

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dscross said:
Casual Shinji said:
Yeah, that's the one. Carlos doesn't have a weapon with blow back, so fighting those Hunters requires you being able to perform his shoulder rush well enough or having a couple of grenades on hand.
I'm finally passed it. Man, that was an ordeal on Hardcore. That will be a killer on the two higher difficulties. It's not scary though, it's just frustrating.
If you have two grenades for the Hunters it's actually pretty easy (on Hardcore anyway). The zombies go down easy enough, and once the breaker room opens up you can hide in there with a clear view of the barricade. It also prevents those parasite heads from getting you as easily.

Speaking of which, can we talk about how fucking shitty those enemies are? Jesus Christ! There's no way to anticipate those tentacle attacks AND they can reach you from, like, 10 fucking yards away. They also stun-lock the shit out of you. It made me realize how well designed as a mechanic the parasite heads in Resident Evil 4 actually were.
 

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I finished the game yesterday and was very pleased with it, the final Nemesis fight was a pain though. Still I got through it without death, which is where my confusion of the ranking system comes in.

I decided to restart and make sure I went for the best challenges to earn points for the shop. I didn't save or use the item box. I didn't die and kept my healing use to the bare minimum. Took me a little over four hours to finish.

The game gave me a C? I'm guessing time is a very important factor when it comes to the ranking the game gives you. It seems rather harsh though when running away is more of a necessity than usual when you need to avoid even the chance of damage.
 

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votemarvel said:
the final Nemesis fight was a pain though.
Really? I found the final boss fight the easiest in the game.
 

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I'm on the final boss at the moment (on Hard). Haven't quite finished yet but I know enough to know it ranks lower than nearly all of the mainline titles for me. It didn't do the original game justice at all. They had so much to work with and they hardly used any of it. I think people are cutting the game too much slack.

At the end of the day, I'm sad they cut out all of my favourite bits - not just the iconic locations, but all the classic resi-style puzzles and especially the backtracking. In some ways, once the game reaches the half way point, it sort of feels EVEN LESS resident evil than 4 because of lack of backtracking, and I have criticised 4 in the past. It feels like a hybrid of the later action games. This game could have been so much more and I think all the people sticking up for it right now would actually probably have liked it a lot more if they'd have respected the source material. I'm no longer excited for any more remakes. They will spoil them.

Having said that, I enjoyed it and I'll replay it. It's a good game in its own right. But you would expect the game to be decent as it was based on such an amazing classic game and uses the RE Engine, which is great. But there's so much wasted potential I simply can't overlook that.

Oh well. My disappointment aside, here's my current rankings. (I don't dislike any of these tbf. It's still great franchise. Revelations 2 is pretty good even though I put it last). For me, the new remake ranks lower than any of classic style ones (yes, including zero) and also lower than 4 or 7 - but higher than 5, 6 or either of the revelations games.

15. Resident Evil: Revelations 2
14. Resident Evil 5
13. Resident Evil 6
12. Resident Evil: Revelations
10. Resident Evil 3 (remake)
9. Resident Evil Zero
8. Resident Evil 4
7. Resident Evil 7: Biohazard
6. Resident Evil 2 (remake)
5. Resident Evil (original)
4. Resident Evil 3: Nemesis
3. Resident Evil Code: Veronica
2. Resident Evil 2 (original)
1. Resident Evil (remake)
 

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dscross said:
I'm on the final boss at the moment (on Hard). Haven't quite finished yet but I know enough to know it ranks lower than nearly all of the mainline titles for me. It didn't do the original game justice at all. They had so much to work with and they hardly used any of it. I think people are cutting the game too much slack.

At the end of the day, I'm sad they cut out all of my favourite bits - not just the iconic locations, but all the classic resi-style puzzles and especially the backtracking. In some ways, once the game reaches the half way point, it sort of feels EVEN LESS resident evil than 4 did, and I have criticised 4 in the past. It feels like a hybrid of the later action games. This game could have been so much more and I think all the people sticking up for it right now would actually probably have liked it a lot more if they'd have respected the source material. I'm no longer excited for any more remakes. They will spoil them.

Having said that, I enjoyed it and I'll replay it. It's a good game in its own right. But you would expect the game to be decent as it was based on such an amazing classic game and uses the RE Engine, which is great. But there's so much wasted potential I simply can't overlook that.

Oh well. My disappointment aside, here's my current rankings. (I don't dislike any of these tbf. It's still great franchise. Revelations 2 is pretty good even though I put it last). For me, the new remake ranks lower than any of classic style ones (yes, including zero) and also lower than 4 or 7 - but higher than 5, 6 or either of the revelations games.

15. Resident Evil: Revelations 2
14. Resident Evil 5
13. Resident Evil 6
12. Resident Evil: Revelations
10. Resident Evil 3 (remake)
9. Resident Evil Zero
8. Resident Evil 4
7. Resident Evil 7: Biohazard
6. Resident Evil 2 (remake)
5. Resident Evil (original)
4. Resident Evil 3: Nemesis
3. Resident Evil Code: Veronica
2. Resident Evil 2 (original)
1. Resident Evil (remake)
Your the second person I have seen that puts Code-Veronica above Zero. (the first being Johnny) and I still disagree and believe Code:Veronica is the worse then Zero.
 

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Samtemdo8 said:
Your the second person I have seen that puts Code-Veronica above Zero. (the first being Johnny) and I still disagree and believe Code:Veronica is the worse then Zero.
I love zero, don't get me wrong. I really like all the games I've ordered from 9 and above. I completed it multiple times. Just I've replayed a lot of them recently and it's the ones I enjoy replaying the most, basically, is how I've ordered them. Zero can be a bit of a drag to replay, at times, in my opinion. I'm more surprised you didn't comment that I'd put 6 above 5. lol.
 

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dscross said:
15. Resident Evil: Revelations 2
14. Resident Evil 5
13. Resident Evil 6
12. Resident Evil: Revelations
10. Resident Evil 3 (remake)
9. Resident Evil Zero
8. Resident Evil 4
7. Resident Evil 7: Biohazard
6. Resident Evil 2 (remake)
5. Resident Evil (original)
4. Resident Evil 3: Nemesis
3. Resident Evil Code: Veronica
2. Resident Evil 2 (original)
1. Resident Evil (remake)
You know, I could swear that I saw a ranking of yours that put RE4 much lower.

I guess the questions that come to mind (for me) is why 6 is better than 5, and why Revelations 2 is so low.

Samtemdo8 said:
Your the second person I have seen that puts Code-Veronica above Zero. (the first being Johnny) and I still disagree and believe Code:Veronica is the worse then Zero.
Well, someone didn't look at my ranking where I ranked it similarly.

But, yeah, I consider Code: Veronica to be above Zero. CV's main sin for me is that it's dull. Zero's main sin is that it's frustrating. I'll take dullness over frustration any day of the week, thanks.

dscross said:
I really like all the games from 9 and above.
But that includes 4?

This isn't meant to be a "gotcha!" moment, I just thought you really disliked that game.
 

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Hawki said:
But that includes 4?

This isn't meant to be a "gotcha!" moment, I just thought you really disliked that game.
I recently replayed all the mainline action style resi's and 4 grew on me a lot. I still don't like it for what it did to the franchise because I still like the old style of game a lot more, as they are my fav types of game, but now that a lot of time has passed I can appreciate it more for what it is, finally. I feel the same way about 6 having played that again recently and realising it can be quite fun if you take it for what it is.

At the end of the day, it still took the franchise in a direction I didn't want it to go at the time. But yeah, I've changed my opinion recently on RE4, RE5, and RE6. I can enjoy them for what they are. A guy can change his opinions right? lol.
 

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votemarvel said:
I finished the game yesterday and was very pleased with it, the final Nemesis fight was a pain though. Still I got through it without death, which is where my confusion of the ranking system comes in.

I decided to restart and make sure I went for the best challenges to earn points for the shop. I didn't save or use the item box. I didn't die and kept my healing use to the bare minimum. Took me a little over four hours to finish.

The game gave me a C? I'm guessing time is a very important factor when it comes to the ranking the game gives you. It seems rather harsh though when running away is more of a necessity than usual when you need to avoid even the chance of damage.
Time is one of the most important factors for grade, yeah. assuming it's like other RE games, up to 2 hours is S rank. Number of saves also counts against your score, as does the number of first aid sprays you use, though I don't believe herbs count against you... if they do, not as much as first aid sprays.
 

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Hawki said:
I guess the questions that come to mind (for me) is why 6 is better than 5, and why Revelations 2 is so low.
At first, I agreed with the consensus that 6 was a lot worse than 5, but having replayed them recently, I remembered that there were quite a few bits I liked in 6. Leon's campaign. was alright. Ada's campaign was pretty great. Chris's campaign was boring. Jake's campaign was just ok. I can happily replay Ada's campaign and I grew to like parts Leon's campaign. I still think resi 5's more consistent, but I there was certain parts of 6 I enjoyed a lot more, even though there were parts I really didn't like.

As for revelations 2, I dunno, I just don't feel the need to replay it, certainly compared to revelations 1 but even less so than resi 5 and 6 on reflection. I've graded these mainly on how much I like to replay them and I'm really not that bothered about replaying revelations 2 again, even though I liked it at the time. I'd pretty much re-complete most of the others happily. Does that answer your question? Where would you put the revelations games? I noticed they weren't in your rankings.
 

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Samtemdo8 said:
dscross said:
I'm on the final boss at the moment (on Hard). Haven't quite finished yet but I know enough to know it ranks lower than nearly all of the mainline titles for me. It didn't do the original game justice at all. They had so much to work with and they hardly used any of it. I think people are cutting the game too much slack.

At the end of the day, I'm sad they cut out all of my favourite bits - not just the iconic locations, but all the classic resi-style puzzles and especially the backtracking. In some ways, once the game reaches the half way point, it sort of feels EVEN LESS resident evil than 4 did, and I have criticised 4 in the past. It feels like a hybrid of the later action games. This game could have been so much more and I think all the people sticking up for it right now would actually probably have liked it a lot more if they'd have respected the source material. I'm no longer excited for any more remakes. They will spoil them.

Having said that, I enjoyed it and I'll replay it. It's a good game in its own right. But you would expect the game to be decent as it was based on such an amazing classic game and uses the RE Engine, which is great. But there's so much wasted potential I simply can't overlook that.

Oh well. My disappointment aside, here's my current rankings. (I don't dislike any of these tbf. It's still great franchise. Revelations 2 is pretty good even though I put it last). For me, the new remake ranks lower than any of classic style ones (yes, including zero) and also lower than 4 or 7 - but higher than 5, 6 or either of the revelations games.

15. Resident Evil: Revelations 2
14. Resident Evil 5
13. Resident Evil 6
12. Resident Evil: Revelations
10. Resident Evil 3 (remake)
9. Resident Evil Zero
8. Resident Evil 4
7. Resident Evil 7: Biohazard
6. Resident Evil 2 (remake)
5. Resident Evil (original)
4. Resident Evil 3: Nemesis
3. Resident Evil Code: Veronica
2. Resident Evil 2 (original)
1. Resident Evil (remake)
Your the second person I have seen that puts Code-Veronica above Zero. (the first being Johnny) and I still disagree and believe Code:Veronica is the worse then Zero.
You forgot about me. I also consider Zero the worst mainline RE game. CV is dull game of not much consequence. "Let's take down Umbrella!" Except, none of the protagonist do. It was Wesker, and the asshole villain from Dead Aim that did the job for them. Which has always been a problem with RE's story. Nearly every major plot point lined up for the next game is usually ignored and never mentioned again, ends anti-climatically, or filled with many retcons. Who's Ada Wong and her benefactors? Nada and never explored since starting in 2. Neo Umbrella? Organization dies off-screen in 7, despite 6 implying many members are still active, despite Simmons death. Jake will be the new leading man? Nope, it's some generic guy looking for his wife. The betrayers (Double Quadruple Reverse Agents) in Rev1 who are all Ada wannabes who work for their own secret shady organization? Never followed up ever again! With Rev2, even the good ending implying some form of Alex Wesker's conscience exists in Natalia. Does Capcom follow up on it? Hell, no! Instead we get the CG movie, Vendetta, RE7, and no Revelations 3 in sight.

1. REmake 2
2. RE2
3. Evil Within 2
4. RE4
5. Remake
6. REmake 3
7. Evil Within
8. RE3
9. RE5
10. RE7
11. Original
12. RE6
13. Code Veronica
14. RE0

I've enjoyed REmake 3 despite its flaws. It has better pacing than og 3, and I love the dodge mechanic. Yes, some elements are lost (Mad Jackal, the multiple choices, Gravedigger), but I'm only upset about the former 2 missing. Always hated gravedigger and so glad I do not have to deal with the water treatment puzzle or the puzzles in the clock tower.
 

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CoCage said:
I've enjoyed REmake 3 despite its flaws. It has better pacing than og 3, and I love the dodge mechanic. Yes, some elements are lost (Mad Jackal, the multiple choices, Gravedigger), but I'm only upset about the former 2 missing. Always hated gravedigger and so glad I do not have to deal with the water treatment puzzle or the puzzles in the clock tower.
I don't understand this argument about 'pacing' in this context. I don't believe old school Resident Evils are about 'pacing'. Backtracking, puzzles solving, getting lost/learning your surroundings, getting key items to progress, resource management and running away/dodging zombies is where it's at in old-school resident evils. I don't think the new version does much of that very well, except for possibly a little bit of the downtown area near the start and possibly a bit of the hospital if I'm being generous. In contrast, I think the RE2 Remake did those things VERY well on hardcore mode.
 

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dscross said:
CoCage said:
I've enjoyed REmake 3 despite its flaws. It has better pacing than og 3, and I love the dodge mechanic. Yes, some elements are lost (Mad Jackal, the multiple choices, Gravedigger), but I'm only upset about the former 2 missing. Always hated gravedigger and so glad I do not have to deal with the water treatment puzzle or the puzzles in the clock tower.
I don't understand this argument about 'pacing' in this context. I don't believe old school Resident Evils are about 'pacing'. Backtracking, puzzles solving, getting lost/learning your surroundings, getting key items to progress, resource management and running away/dodging zombies is where it's at in old-school resident evils. I don't think the new version does much of that very well, except for possibly a little bit of the downtown area near the start and possibly a bit of the hospital if I'm being generous. In contrast, I think the RE2 Remake did those things VERY well on hardcore mode.
Even when taking into account that RE3 Remake is more of an action game, it still has choppy pacing. RE4 is a straight-up action game and it has way better pacing.

RE3 Remake should've given us a city area to roam around in at the start of the game, instead of the cinematic intro. This would've given the player the oppertunity to familiarize themselves with the game's mechanics, so that Nemesis could be introduced in-game, just like Mr. X. The way he's introduced now with the scripted cinematic sequences deflates him of any tension or anxiety; That sequence where he grabs the concrete slab and starts chasing you? You can wait a full five seconds until he actually does. On repeat playthroughs especialy this intro becomes more and more of a drag.
 

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dscross said:
CoCage said:
I've enjoyed REmake 3 despite its flaws. It has better pacing than og 3, and I love the dodge mechanic. Yes, some elements are lost (Mad Jackal, the multiple choices, Gravedigger), but I'm only upset about the former 2 missing. Always hated gravedigger and so glad I do not have to deal with the water treatment puzzle or the puzzles in the clock tower.
I don't understand this argument about 'pacing' in this context. I don't believe old school Resident Evils are about 'pacing'. Backtracking, puzzles solving, getting lost/learning your surroundings, getting key items to progress, resource management and running away/dodging zombies is where it's at in old-school resident evils. I don't think the new version does much of that very well, except for possibly a little bit of the downtown area near the start and possibly a bit of the hospital if I'm being generous. In contrast, I think the RE2 Remake did those things VERY well on hardcore mode.
In terms of not being in one spot for too long, is what I meant by pacing. And yes you can get through stuff quickly in the old RE games, if you know where all the items are, and what order to do them in. but there are plenty of puzzles in the old re games (0 & CV can both fuck off for this), and a couple in re2 remake that just waste your time and kill the pacing a bit on a first playthrough. I already mentioned the water treatment a music box puzzles in re3. In REmake 2, you have that weird key pad puzzle with the rectangular shapes in place of numbers, and that mixing solution puzzle against plant 43. I've you have the solutions memorized, or took a screenshot, they're easier to get through. But on the first time play through their frustrating. Especially when they change and solutions on the second run. Which is understandable, but it's pretty obvious padding. Most of the puzzles in Remake 3 are so simple, that they make Devil May Cry 3 and 4 puzzles complex by comparison.
 

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CoCage said:
dscross said:
CoCage said:
I've enjoyed REmake 3 despite its flaws. It has better pacing than og 3, and I love the dodge mechanic. Yes, some elements are lost (Mad Jackal, the multiple choices, Gravedigger), but I'm only upset about the former 2 missing. Always hated gravedigger and so glad I do not have to deal with the water treatment puzzle or the puzzles in the clock tower.
I don't understand this argument about 'pacing' in this context. I don't believe old school Resident Evils are about 'pacing'. Backtracking, puzzles solving, getting lost/learning your surroundings, getting key items to progress, resource management and running away/dodging zombies is where it's at in old-school resident evils. I don't think the new version does much of that very well, except for possibly a little bit of the downtown area near the start and possibly a bit of the hospital if I'm being generous. In contrast, I think the RE2 Remake did those things VERY well on hardcore mode.
In terms of not being in one spot for too long, is what I meant by pacing. And yes you can get through stuff quickly in the old RE games, if you know where all the items are, and what order to do them in. but there are plenty of puzzles in the old re games (0 & CV can both fuck off for this), and a couple in re2 remake that just waste your time and kill the pacing a bit on a first playthrough. I already mentioned the water treatment a music box puzzles in re3. In REmake 2, you have that weird key pad puzzle with the rectangular shapes in place of numbers, and that mixing solution puzzle against plant 43. I've you have the solutions memorized, or took a screenshot, they're easier to get through. But on the first time play through their frustrating. Especially when they change and solutions on the second run. Which is understandable, but it's pretty obvious padding. Most of the puzzles in Remake 3 are so simple, that they make Devil May Cry 3 and 4 puzzles complex by comparison.
Part of the fun in classic resi is the getting lost, discovery and working stuff out the first time around though, but under pressure to get from A to B, owing to the hostile surroundings - but you are saying it's a bad thing. I completely disagree. It's just a linear horror action experience without those elements I mentioned. That's one of the things I love about resi games - without them, it's essentially a generic 3rd person modern horror game without any of the personality that made them great in the first place.
 

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dscross said:
CoCage said:
dscross said:
CoCage said:
I've enjoyed REmake 3 despite its flaws. It has better pacing than og 3, and I love the dodge mechanic. Yes, some elements are lost (Mad Jackal, the multiple choices, Gravedigger), but I'm only upset about the former 2 missing. Always hated gravedigger and so glad I do not have to deal with the water treatment puzzle or the puzzles in the clock tower.
I don't understand this argument about 'pacing' in this context. I don't believe old school Resident Evils are about 'pacing'. Backtracking, puzzles solving, getting lost/learning your surroundings, getting key items to progress, resource management and running away/dodging zombies is where it's at in old-school resident evils. I don't think the new version does much of that very well, except for possibly a little bit of the downtown area near the start and possibly a bit of the hospital if I'm being generous. In contrast, I think the RE2 Remake did those things VERY well on hardcore mode.
In terms of not being in one spot for too long, is what I meant by pacing. And yes you can get through stuff quickly in the old RE games, if you know where all the items are, and what order to do them in. but there are plenty of puzzles in the old re games (0 & CV can both fuck off for this), and a couple in re2 remake that just waste your time and kill the pacing a bit on a first playthrough. I already mentioned the water treatment a music box puzzles in re3. In REmake 2, you have that weird key pad puzzle with the rectangular shapes in place of numbers, and that mixing solution puzzle against plant 43. I've you have the solutions memorized, or took a screenshot, they're easier to get through. But on the first time play through their frustrating. Especially when they change and solutions on the second run. Which is understandable, but it's pretty obvious padding. Most of the puzzles in Remake 3 are so simple, that they make Devil May Cry 3 and 4 puzzles complex by comparison.
Part of the fun in classic resi is the getting lost, discovery and working stuff out the first time around though, but under pressure to get from A to B, owing to the hostile surroundings - but you are saying it's a bad thing. I completely disagree. It's just a linear action experience without those elements I mentioned. That's one of the things I love about resi games - without them, it's essentially a generic 3rd person modern horror game without any of the personality that made them great in the first place.
Yes, I get the appeal of the puzzles, but it does not make them any less annoying in certain installments. If you like them that's fine. Me personally, there are puzzles in the classic re games I just straight up do not like. Mainly the ones from RE0 and Code Veronica. Oh, and Remake 1 can fuck off with the don't run nitroglycerin puzzle. Hated back then and I hate it even more now.
 

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dscross said:
Hawki said:
I guess the questions that come to mind (for me) is why 6 is better than 5, and why Revelations 2 is so low.
At first, I agreed with the consensus that 6 was a lot worse than 5, but having replayed them recently, I remembered that there were quite a few bits I liked in 6. Leon's campaign. was alright. Ada's campaign was pretty great. Chris's campaign was boring. Jake's campaign was just ok. I can happily replay Ada's campaign and I grew to like parts Leon's campaign. I still think resi 5's more consistent, but I there was certain parts of 6 I enjoyed a lot more, even though there were parts I really didn't like.
.
Honestly... I'm kind of the same. RE5 is the worst of the RE games by far, in my opinion. Perhaps I'm biased toward 6 because things just happened to go right for it when I played it: I had a friend to play co-op with, which helped the system to shine best and hid some of the flaws, but it felt more like an RE game to me than 5 did, even in spite of its flaws. It's worth noting I haven't actually *hated* any RE game except survivor though, so maybe I just have shit taste.

I will say that most of my dislike for 5 has always been aesthetic. Bright sunny africa just isn't a good horror game setting.
 

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dscross said:
Where would you put the revelations games? I noticed they weren't in your rankings.
Haven't played them.

CoCage said:
You forgot about me. I also consider Zero the worst mainline RE game. CV is dull game of not much consequence. "Let's take down Umbrella!" Except, none of the protagonist do.
In CV's defence, I don't think that's a flaw. Yeah, Leon declares "hey, it's up to us to take out Umbrella," but there was no onus for the next game to skip right to that. Granted, RE3 ends with Jill saying "that's it, Umbrella's going down," and Chris makes a similar declaration at the end of CV, but...look, I think we can all agree that it's jarring to skip to RE4 and have an introduction that says "yeah, Umbrella was disbanded, have fun with ganados," and that it shouldn't have been relegated to Umbrella Chronicles, but I don't think CV can be faulted for the sins of later games.

It was Wesker, and the asshole villain from Dead Aim that did the job for them.
Morpheus? Yeah, he takes out the Spencer Rain and Atlantic facility, but that's hardly taking out Umbrella.

I mean, cripes, what was Morpheus's actual goal apart from establishing his "kingdom of beauty," whatever the heck that means? Even Wesker had a twisted logic behind his genocidal goals. Stock logic, narratively speaking, but logic nonetheless.

Which has always been a problem with RE's story. Nearly every major plot point lined up for the next game is usually ignored and never mentioned again, ends anti-climatically, or filled with many retcons. Who's Ada Wong and her benefactors? Nada and never explored since starting in 2. Neo Umbrella? Organization dies off-screen in 7, despite 6 implying many members are still active, despite Simmons death. Jake will be the new leading man? Nope, it's some generic guy looking for his wife. The betrayers (Double Quadruple Reverse Agents) in Rev1 who are all Ada wannabes who work for their own secret shady organization? Never followed up ever again! With Rev2, even the good ending implying some form of Alex Wesker's conscience exists in Natalia. Does Capcom follow up on it? Hell, no! Instead we get the CG movie, Vendetta, RE7, and no Revelations 3 in sight.
I think that's a fair point, but I also think it's only really post-RE5 that it becomes a problem.

Every main series game from the original to RE5 has some connective tissue between them. RE1-3 introduces us to Wesker, Umbrella, and the onus for taking out the latter (Raccoon's destruction). C: V reintroduces Wesker, and fills us in more on Umbrella. You can skip Zero, but it does at least add to the worldbuilding (though you'd get more out of it just by reading Wesker's Report, which goes in-depth on Spencer, Umbrella, and pretty much everything else). RE4 gimps it a bit, but it at least introduces us to the Las Plagas, and reaffirms that Umbrella is gone, as clumsy as it is. RE5 tops it off, as we see the origins of the T-virus, Wesker is killed once and for all, and a lot of it is operating in the shadow of Umbrella itself (they screwed over the tribe, screwed over Sheva, their collapse is the reason for the BSAA having to form, etc.) It's not perfect, but I'd maintain that up to RE5, the series was reasonably cohesive, and also why I've repeatedly said that 5 felt like a natural end to the series plotwise, since there weren't any major plot points left unaddressed, and why I was never that interested as to what came after it.

But stuff has come after it, and while I haven't played much of it, it looks like the series is spinning its wheels under the new paradigm of "BOWs are everywhere, incident occurs, cue plot). I get why - RE's too profitable a brand to forsake - but like numerous series, it's clearly in territory that's gone beyond its original premise. I mean, if I asked you prior to RE5 who the main villain of the series was, chances are you'd say "Wesker" or "Umbrella" (or Spencer if you want to be a smartarse). Post-RE5? Well, it's not Neo-Umbrella. It's not The Family. It's not Alex Wesker. It's not Il Veltro. It's not Los Illuminados. It's not even Eveline going all Alma Wade on us either. And granted, it's not that a series needs a singular antagonist, but the post-RE5 landscape is a clear departure from the pre-RE5 one. It's why there's an article on this site describing the franchise as being akin to the DCEU. How in the RE2/3 remakes, we get the tropes of "amoral greedy company" that would be at home with Weyland-Yutani, while coming off a game that takes inspiration from Texas Chainsaw Massacre (RE7).

Think it's also telling that spinoffs keep returning to Raccoon City as opposed to, say, Tall Oaks. One city had its downfall done over 3 games, the other is nuked as just part of an overall story.

balladbird said:
It's worth noting I haven't actually *hated* any RE game except survivor though, so maybe I just have shit taste.
Oh, feel free to hate on Survivour. I don't think anyone's going to stop you.

That said, I'd say the only RE game I hate is Umbrella Corps. And bear in mind, there's not much fictional media that I hate (why hate something that doesn't exist in a sense), but no, I hate this game. There is literally nothing to reccomend about it. Gaiden at least seems like it had some effort put into it, and Survivour at least has a potential "so bad it's good" angle, but Umbrella Corps is lazy garbage.

I will say that most of my dislike for 5 has always been aesthetic. Bright sunny africa just isn't a good horror game setting.
I personally liked the aesthetic. If the whole game was like that, then, sure, but how convenient is it that pretty much every Resident Evil game just happens to take place at night, or in the case of RE3 original and RE4, murky daylight at the start of the games? Honestly, it makes a nice contrast to me, how the game starts off bright and sunny, and ends at sunset at a volcano?
 

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Hawki said:
dscross said:
Where would you put the revelations games? I noticed they weren't in your rankings.
Haven't played them.

CoCage said:
You forgot about me. I also consider Zero the worst mainline RE game. CV is dull game of not much consequence. "Let's take down Umbrella!" Except, none of the protagonist do.
In CV's defence, I don't think that's a flaw. Yeah, Leon declares "hey, it's up to us to take out Umbrella," but there was no onus for the next game to skip right to that. Granted, RE3 ends with Jill saying "that's it, Umbrella's going down," and Chris makes a similar declaration at the end of CV, but...look, I think we can all agree that it's jarring to skip to RE4 and have an introduction that says "yeah, Umbrella was disbanded, have fun with ganados," and that it shouldn't have been relegated to Umbrella Chronicles, but I don't think CV can be faulted for the sins of later games.

It was Wesker, and the asshole villain from Dead Aim that did the job for them.
Morpheus? Yeah, he takes out the Spencer Rain and Atlantic facility, but that's hardly taking out Umbrella.

I mean, cripes, what was Morpheus's actual goal apart from establishing his "kingdom of beauty," whatever the heck that means? Even Wesker had a twisted logic behind his genocidal goals. Stock logic, narratively speaking, but logic nonetheless.

Which has always been a problem with RE's story. Nearly every major plot point lined up for the next game is usually ignored and never mentioned again, ends anti-climatically, or filled with many retcons. Who's Ada Wong and her benefactors? Nada and never explored since starting in 2. Neo Umbrella? Organization dies off-screen in 7, despite 6 implying many members are still active, despite Simmons death. Jake will be the new leading man? Nope, it's some generic guy looking for his wife. The betrayers (Double Quadruple Reverse Agents) in Rev1 who are all Ada wannabes who work for their own secret shady organization? Never followed up ever again! With Rev2, even the good ending implying some form of Alex Wesker's conscience exists in Natalia. Does Capcom follow up on it? Hell, no! Instead we get the CG movie, Vendetta, RE7, and no Revelations 3 in sight.
I think that's a fair point, but I also think it's only really post-RE5 that it becomes a problem.

Every main series game from the original to RE5 has some connective tissue between them. RE1-3 introduces us to Wesker, Umbrella, and the onus for taking out the latter (Raccoon's destruction). C: V reintroduces Wesker, and fills us in more on Umbrella. You can skip Zero, but it does at least add to the worldbuilding (though you'd get more out of it just by reading Wesker's Report, which goes in-depth on Spencer, Umbrella, and pretty much everything else). RE4 gimps it a bit, but it at least introduces us to the Las Plagas, and reaffirms that Umbrella is gone, as clumsy as it is. RE5 tops it off, as we see the origins of the T-virus, Wesker is killed once and for all, and a lot of it is operating in the shadow of Umbrella itself (they screwed over the tribe, screwed over Sheva, their collapse is the reason for the BSAA having to form, etc.) It's not perfect, but I'd maintain that up to RE5, the series was reasonably cohesive, and also why I've repeatedly said that 5 felt like a natural end to the series plotwise, since there weren't any major plot points left unaddressed, and why I was never that interested as to what came after it.

But stuff has come after it, and while I haven't played much of it, it looks like the series is spinning its wheels under the new paradigm of "BOWs are everywhere, incident occurs, cue plot). I get why - RE's too profitable a brand to forsake - but like numerous series, it's clearly in territory that's gone beyond its original premise. I mean, if I asked you prior to RE5 who the main villain of the series was, chances are you'd say "Wesker" or "Umbrella" (or Spencer if you want to be a smartarse). Post-RE5? Well, it's not Neo-Umbrella. It's not The Family. It's not Alex Wesker. It's not Il Veltro. It's not Los Illuminados. It's not even Eveline going all Alma Wade on us either. And granted, it's not that a series needs a singular antagonist, but the post-RE5 landscape is a clear departure from the pre-RE5 one. It's why there's an article on this site describing the franchise as being akin to the DCEU. How in the RE2/3 remakes, we get the tropes of "amoral greedy company" that would be at home with Weyland-Yutani, while coming off a game that takes inspiration from Texas Chainsaw Massacre (RE7).

Think it's also telling that spinoffs keep returning to Raccoon City as opposed to, say, Tall Oaks. One city had its downfall done over 3 games, the other is nuked as just part of an overall story.

balladbird said:
It's worth noting I haven't actually *hated* any RE game except survivor though, so maybe I just have shit taste.
Oh, feel free to hate on Survivour. I don't think anyone's going to stop you.

That said, I'd say the only RE game I hate is Umbrella Corps. And bear in mind, there's not much fictional media that I hate (why hate something that doesn't exist in a sense), but no, I hate this game. There is literally nothing to reccomend about it. Gaiden at least seems like it had some effort put into it, and Survivour at least has a potential "so bad it's good" angle, but Umbrella Corps is lazy garbage.

I will say that most of my dislike for 5 has always been aesthetic. Bright sunny africa just isn't a good horror game setting.
I personally liked the aesthetic. If the whole game was like that, then, sure, but how convenient is it that pretty much every Resident Evil game just happens to take place at night, or in the case of RE3 original and RE4, murky daylight at the start of the games? Honestly, it makes a nice contrast to me, how the game starts off bright and sunny, and ends at sunset at a volcano?
Morpheus actions had bigger consequences to Umbrella than you realize. That ship was full of Umbrella's bigwigs, executives, and high rollers. Morpheus killed them all. That definitely was a major blow to Umbrella. Not to mention Wesker benefited from an even more so. The irony being, Morpheus what is a bigger death law to Umbrella than Wesker technically. Wesker was nothing more than a final nail in the coffin by comparison. All he had to do was go to court.
 

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Hawki said:
votemarvel said:
the final Nemesis fight was a pain though.
Really? I found the final boss fight the easiest in the game.
It was a pain as in you had to keep stopping while pushing the fuses back in to dodge Nemesis' hits. Do a little run around the area before pushing again. It was a pain because it was very tedious.

balladbird said:
Time is one of the most important factors for grade, yeah. assuming it's like other RE games, up to 2 hours is S rank. Number of saves also counts against your score, as does the number of first aid sprays you use, though I don't believe herbs count against you... if they do, not as much as first aid sprays.
It is essentially punishing you for being frugal and avoiding enemies, which you think would be important in a zombie apocalypse. Still at least I know now and can more effectively farm for those points. it just goes against my nature to do so, I've never been a fan of speedrunning a game.

As to pacing. I find RE3 Remake to be far better in that regard than the RE2 Remake. I guess my gaming tastes have just changed over the years but I found the constant back and forth in RE2 Remake to become tedious very quickly, whereas the smaller map area in the RE3 Remake meant I wasn't spending as much time just running back and forth over empty corridors.

Mr. X helped the RE2 Remake to some degree but he eventually became an irritant more than a threat, just adding more to the back and forth as I was trying to get things done. Being irritating may have been the point in his character but I just didn't find it enjoyable.

In short the pacing of the RE3 Remake is better for me because I spend more time doing stuff rather than running back and forth before I'm allowed to do stuff. Perhaps this and the last generation of games have just soured me on collectable hunting and that is what the RE2 Remake feels like.
 

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votemarvel said:
It was a pain as in you had to keep stopping while pushing the fuses back in to dodge Nemesis' hits. Do a little run around the area before pushing again. It was a pain because it was very tedious.
If you did it like that, I can see why you'd think that. The trick is to shoot the pink pustules that appear on Nemesis. They all explode after 2-3 handgun shots and once they are all gone Nemesis keels over for a fairly long nap so that you can push the fuses in peace. Do it like that and it is almost insultingly easy.
 

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I have a question for someone who might be further in testing the game than I am:

One of the trophies is "I might need these later", which rewards you for using 1 or fewer recovery items in the whole game... My question is, when you enter the substation for the first time, the game infects Jill with a parasite in a cutscene, basically forcing you to use a green herb to heal her. Does that count against the total?
 

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balladbird said:
I have a question for someone who might be further in testing the game than I am:

One of the trophies is "I might need these later", which rewards you for using 1 or fewer recovery items in the whole game... My question is, when you enter the substation for the first time, the game infects Jill with a parasite in a cutscene, basically forcing you to use a green herb to heal her. Does that count against the total?
No. I checked other forums online. You're good to go in that particular case.
 

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balladbird said:
I have a question for someone who might be further in testing the game than I am:

One of the trophies is "I might need these later", which rewards you for using 1 or fewer recovery items in the whole game... My question is, when you enter the substation for the first time, the game infects Jill with a parasite in a cutscene, basically forcing you to use a green herb to heal her. Does that count against the total?
Erm, I think it does count against the total. I don't know where CoCage got that: https://gamewith.net/resident-evil-3/article/show/17616

The achievement is essentially 'don't use any healing items' I think, which is what it would have been if it wasn't for that encounter. Do it on assisted, it says.
 

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balladbird said:
dscross said:
Casual Shinji said:
Yeah, that's the one. Carlos doesn't have a weapon with blow back, so fighting those Hunters requires you being able to perform his shoulder rush well enough or having a couple of grenades on hand.
I'm finally passed it. Man, that was an ordeal on Hardcore. That will be a killer on the two higher difficulties. It's not scary though, it's just frustrating.
At least on hardcore, the boss fights last WAY too long. Nemesis is such a damage sponge that it takes so long to bring him down... way past the point where the fight has become tedious. Bear in mind, I said 'long', not 'difficult'. He's not especially hard to beat in any of his encounters... which kind of makes it worse. By the time I finished the game I had a chest full of healing items I never ended up using... but I still dreaded fighting nemesis because I knew it would be such an ordeal.
Yeah, I found this. Although I actually did find the 2nd to last boss in the arena quite challenging as well as the hospital zombie attack. I died quite a lot before I figured out how to do it - starting on hardcore. Boring and repetitive though. The very last boss was easiest by a long way and I wish they were all that short!

I enjoyed the original game's bosses a lot more because they were short and not a focus of the game. I really don't like that new nemesis dog/alien transformation thing. They should have kept him in an original form much longer. He was pretty much humanoid until right near the end in the original and I think that was the way to go. It definitely made a better impression. When I think of all the amazing things the original did that they didn't do for this it really irks me.
 

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votemarvel said:
It is essentially punishing you for being frugal and avoiding enemies, which you think would be important in a zombie apocalypse. Still at least I know now and can more effectively farm for those points. it just goes against my nature to do so, I've never been a fan of speedrunning a game.
They do want you to be frugal and avoid enemies, but quickly - it's much quicker dodging than shooting in many cases with normal zombies. Everyone gets a C or a B first time. It's par for the course. The grades are for repeat playthroughs once you've learned the game. It's like that in most Resident Evil games.
 

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Gethsemani said:
If you did it like that, I can see why you'd think that. The trick is to shoot the pink pustules that appear on Nemesis. They all explode after 2-3 handgun shots and once they are all gone Nemesis keels over for a fairly long nap so that you can push the fuses in peace. Do it like that and it is almost insultingly easy.
Well now I feel absolutely idiotic, I somehow got it into my head that they were decorative. Well I'll know better for next time.

dscross said:
votemarvel said:
It is essentially punishing you for being frugal and avoiding enemies, which you think would be important in a zombie apocalypse. Still at least I know now and can more effectively farm for those points. it just goes against my nature to do so, I've never been a fan of speedrunning a game.
They do want you to be frugal and avoid enemies, but quickly - it's much quicker dodging than shooting in many cases with normal zombies. Everyone gets a C or a B first time. It's par for the course. The grades are for repeat playthroughs once you've learned the game. It's like that in most Resident Evil games.
I just don't remember them ever being that weighted toward the time limit when it came to rank though. I didn't expect to get an S but would have thought better than a C given how I did everything else.
 

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votemarvel said:
I just don't remember them ever being that weighted toward the time limit when it came to rank though. I didn't expect to get an S but would have thought better than a C given how I did everything else.
All the mainline games prior to 4 (I/2/3 and Code Veronica, as well as the 1/2/3 remakes) have grading systems based time limits and the number of saves. Occasionally they throw in an extra stipulation of not using first-aid sprays or special weapons earned for completing the game.

I can't remember how they grade 5, 6, 7 and the revelations games - it may be slightly different. Don't think 4 has grades at all.
 

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I got to the final fight on Nightmare mode and the game just turns into fucking Sekiro. I thought after getting past the acid room Boss fight the final fight would be relatively easy, but I've spent more than an hour on it and I couldn't even get past the first phase. The problem isn't even health items or fire power, it's that one fuck-up pretty much condemns you to death. His side sweeps are easy enough to (perfect) dodge, but his overhead slam attacks completely fuck me over. He does this three-hit combo, and if you don't perfect dodge the first or second strike you get stun-locked and then killed by the follow-up attack.

I really enjoyed Nightmare mode overall, a lot more than Hardcore, but that final fight is ludicrously hard and I for the life of me could not get past it.
 

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Casual Shinji said:
I got to the final fight on Nightmare mode and the game just turns into fucking Sekiro. I thought after getting past the acid room Boss fight the final fight would be relatively easy, but I've spent more than an hour on it and I couldn't even get past the first phase. The problem isn't even health items or fire power, it's that one fuck-up pretty much condemns you to death. His side sweeps are easy enough to (perfect) dodge, but his overhead slam attacks completely fuck me over. He does this three-hit combo, and if you don't perfect dodge the first or second strike you get stun-locked and then killed by the follow-up attack.

I really enjoyed Nightmare mode overall, a lot more than Hardcore, but that final fight is ludicrously hard and I for the life of me could not get past it.
How was the zombie siege in the hospital on nightmare (assuming you didn't use any special weapons from the shop)?
 

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dscross said:
Casual Shinji said:
I got to the final fight on Nightmare mode and the game just turns into fucking Sekiro. I thought after getting past the acid room Boss fight the final fight would be relatively easy, but I've spent more than an hour on it and I couldn't even get past the first phase. The problem isn't even health items or fire power, it's that one fuck-up pretty much condemns you to death. His side sweeps are easy enough to (perfect) dodge, but his overhead slam attacks completely fuck me over. He does this three-hit combo, and if you don't perfect dodge the first or second strike you get stun-locked and then killed by the follow-up attack.

I really enjoyed Nightmare mode overall, a lot more than Hardcore, but that final fight is ludicrously hard and I for the life of me could not get past it.
How was the zombie siege in the hospital on nightmare (assuming you didn't use any special weapons from the shop)?
I think it's the same difficulty as on Hardcore. But I was cutting it pretty close on ammo, and that's with me not wasting any handgun or assault rifle ammo on the two Hunters in the room where you find the cassette tape, and the one with the cutscene introduction.
 

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dscross said:
votemarvel said:
I just don't remember them ever being that weighted toward the time limit when it came to rank though. I didn't expect to get an S but would have thought better than a C given how I did everything else.
All the mainline games prior to 4 (I/2/3 and Code Veronica, as well as the 1/2/3 remakes) have grading systems based time limits and the number of saves. Occasionally they throw in an extra stipulation of not using first-aid sprays or special weapons earned for completing the game.

I can't remember how they grade 5, 6, 7 and the revelations games - it may be slightly different. Don't think 4 has grades at all.
I've played all mainlines games (not 7 as I don't like first person games) and I know time played a part.

I'm just not a fan of speed running in games, I really don't see the point in playing a game if you are going to just blaze through it, so to have the ranking so heavily weighted that way is a bit disappointing to me.
 

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votemarvel said:
dscross said:
votemarvel said:
I just don't remember them ever being that weighted toward the time limit when it came to rank though. I didn't expect to get an S but would have thought better than a C given how I did everything else.
All the mainline games prior to 4 (I/2/3 and Code Veronica, as well as the 1/2/3 remakes) have grading systems based time limits and the number of saves. Occasionally they throw in an extra stipulation of not using first-aid sprays or special weapons earned for completing the game.

I can't remember how they grade 5, 6, 7 and the revelations games - it may be slightly different. Don't think 4 has grades at all.
I've played all mainlines games (not 7 as I don't like first person games) and I know time played a part.

I'm just not a fan of speed running in games, I really don't see the point in playing a game if you are going to just blaze through it, so to have the ranking so heavily weighted that way is a bit disappointing to me.
You don't have to speed run it though. As I said, the grading system is purely for 2nd playthrough purposes once you know the game well - and it's been part of the series, for like, ever, so it's not unexpected and if you've played the other mainline games you should have expected it. You don't need to feel bad about your initial grade. Like I mentioned, nearly everyone gets a C first playthrough if they weren't rushing. It's meant to incentivise you to run through it again quickly. It's not meant to make you feel bad about getting a C.

There are waaaaaaaaaay more disappointing things about this game than the grading system, which basically just follows the standard resi formula.
 

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dscross said:
You don't have to speed run it though. As I said, the grading system is purely for 2nd playthrough purposes once you know the game well - and it's been part of the series, for like, ever, so it's not unexpected and if you've played the other mainline games you should have expected it. You don't need to feel bad about your initial grade. Like I mentioned, nearly everyone gets a C first playthrough if they weren't rushing. It's meant to incentivise you to run through it again quickly. It's not meant to make you feel bad about getting a C.

There are waaaaaaaaaay more disappointing things about this game than the grading system, which basically just follows the standard resi formula.
But you kind of do. When you do everything else pretty much spot on only to have the grade dragged down because of the time, then that is forcing you to speed run if you want to boost the rank. Even the RE2 Remake wasn't this harsh.

I don't feel bad about the C, I feel cheated.

That aside I actually like the game far more than the Resident Evil 2 Remake, that game took everything that was good about the original and improved it but kept everything that was bad without change.
 

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votemarvel said:
That aside I actually like the game far more than the Resident Evil 2 Remake, that game took everything that was good about the original and improved it but kept everything that was bad without change.
Can you elaborate?
 

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So in case anyone's wondering, I won my first match of Resistance. With January. Despite this being April.

Anyone?

Okay then. :(
 

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Hawki said:
So in case anyone's wondering, I won my first match of Resistance. With January. Despite this being April.

Anyone?

Okay then. :(
Did you have any fun?

I got a B rank for Normal mode with no deaths. Yay for incremental improvements. Those par times are stricter than RE2's.
 

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Hawki said:
So in case anyone's wondering, I won my first match of Resistance. With January. Despite this being April.

Anyone?

Okay then. :(
Glad you're having fun! Resistance is okay. I'm glad they bundled it, because I don't care enough about multiplayer games to have ever tried it otherwise. Been a mastermind all of one time, but I prefer being the underpowered party in asymmetrical games, so it suits me fine.
 

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Hey guys, I said I beat it, I never said I had fun doing so. :p

Anyway, there's not much more to say on Resistance than what I've said already. It's not good by any means - it's this weird little hybrid of Umbrella Corps and Outbreak, but the maps are too small, and it toes this line between vulnerability (as in, you're test subjects in a dire situation) and frustration (when the shit being thrown at you just becomes tedium). A lot of times, it ends up on the wrong end of that spectrum.

TBH, I'd much rather have characters die permanantly rather than respawn. For instance, there was a time when a teammate was being killed by Birkin and I chose not to save them because if they died, they'd just respawn. Yeah, we'd lose some time, but it's very difficult to stun the 'ubers', and near impossible if you don't have a grenade. Permadeath would add to the tension and feel more in keeping. I mean, Outbreak had a system where if you died, you'd resurrect as a zombie. Why not here?
 

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Alright, this is probably going to be the last thing I say on the matter of Resistance barring additional developments (yes, I know Jill and Nikolai are coming, that isn't news) or questions.

I've won quite a few more matches, and have got into the swing of things. Better sense of how to play which character, and how best to work in conjunction with other players. I've had some enjoyment, but the gameplay is pretty shallow, and I don't see myself wanting to come back to this much. I haven't played as a mastermind, because the matchmaking has never put me as one, but I'm actually okay with that. When I play RE, I enjoy having a sense of vulnerability, or at least, vulnerability at the start - I'm fine with unloading heavier weapons on bosses at the end, because it's power that's been earnt. So playing as the survivours is more ideal to me.

That said, again, there isn't that much depth, and it feels like a regression from Outbreak. Both games have the premise of ordinary people being thrust into horrific circumstances, but Outbreak felt more 'real,' in that those circumstances were a viral outbreak rather than Umbrella experiments. So ergo, felt more of a connection. Also helped that Outbreak had a narrative, however loose, not to mention much larger maps. If Capcom wants multiplayer-focused RE games, again, Outbreak is the template I'd like to see used. Resistance however, is 'Outbreak lite.' There's some fun to be had, but I can't see it holding my attention for long.
 

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I hate it when Resident Evil remakes come out, because that means SGF will spend, like, three solid months playing nothing else. First he plays the original a couple times to get the different endings, then he plays the Remake a couple times. Ugh. Resident Evil games are so boring to watch! This time I just watched him play through the original once on double speed, and the remake demo and that was enough for me.
 

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Drathnoxis said:
I hate it when Resident Evil remakes come out, because that means SGF will spend, like, three solid months playing nothing else. First he plays the original a couple times to get the different endings, then he plays the Remake a couple times. Ugh. Resident Evil games are so boring to watch! This time I just watched him play through the original once on double speed, and the remake demo and that was enough for me.
So what? Then don't watch his stuff. I am subscribed to SGF (supergreatfriend) and don't care much for his RE3 Remake playthrough. Liked his playthrough of the original though. I still have not seen remake run due to playing the actual fucking game, and not that invested. Love the guy, and he's got a whole bunch content I can watch through again or look up.
 

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CoCage said:
Drathnoxis said:
I hate it when Resident Evil remakes come out, because that means SGF will spend, like, three solid months playing nothing else. First he plays the original a couple times to get the different endings, then he plays the Remake a couple times. Ugh. Resident Evil games are so boring to watch! This time I just watched him play through the original once on double speed, and the remake demo and that was enough for me.
So what? Then don't watch his stuff. I am subscribed to SGF (supergreatfriend) and don't care much for his RE3 Remake playthrough. Liked his playthrough of the original though. I still have not seen remake run due to playing the actual fucking game, and not that invested. Love the guy, and he's got a whole bunch content I can watch through again or look up.
This is what I've done, however, this has the obvious drawback on not having any SGF to watch, which is a sorry state of affairs.

Although, I've just noticed that he's started playing something called Quantum Break, which appears to be another terrible FMV game, so things are looking up!
 

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Drathnoxis said:
CoCage said:
Drathnoxis said:
I hate it when Resident Evil remakes come out, because that means SGF will spend, like, three solid months playing nothing else. First he plays the original a couple times to get the different endings, then he plays the Remake a couple times. Ugh. Resident Evil games are so boring to watch! This time I just watched him play through the original once on double speed, and the remake demo and that was enough for me.
So what? Then don't watch his stuff. I am subscribed to SGF (supergreatfriend) and don't care much for his RE3 Remake playthrough. Liked his playthrough of the original though. I still have not seen remake run due to playing the actual fucking game, and not that invested. Love the guy, and he's got a whole bunch content I can watch through again or look up.
This is what I've done, however, this has the obvious drawback on not having any SGF to watch, which is a sorry state of affairs.

Although, I've just noticed that he's started playing something called Quantum Break, which appears to be another terrible FMV game, so things are looking up!
I find that somewhat even less interesting. QB is not the worst game out there, but it is Remedy's worst game. It was during that weird phase, Microsoft were focusing on their TV and Sports crowd. Instead of you know, their actual target audience. QB is just another generic cover shooter with some underused mechanics or does take time manipulation far enough. What your essentially playing is a worst version of Vanquish. I am so glad Remedy is not stuck under Microsoft's thumb anymore. I have not played Control yet, but it looks way more interesting than Quantum Break. Also, the production values in the FMV sequences are the worst for a modern game. The live-action bits in RE1, most FMV games, and Twisted Metal 1 look like high production art by comparison. Also, who the hell is still copying Jason Bourne in 2016?
 

Drathnoxis

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CoCage said:
I find that somewhat even less interesting. QB is not the worst game out there, but it is Remedy's worst game. It was during that weird phase, Microsoft were focusing on their TV and Sports crowd. Instead of you know, their actual target audience. QB is just another generic cover shooter with some underused mechanics or does take time manipulation far enough. What your essentially playing is a worst version of Vanquish. I am so glad Remedy is not stuck under Microsoft's thumb anymore. I have not played Control yet, but it looks way more interesting than Quantum Break. Also, the production values in the FMV sequences are the worst for a modern game. The live-action bits in RE1, most FMV games, and Twisted Metal 1 look like high production art by comparison. Also, who the hell is still copying Jason Bourne in 2016?
I'm digging it a lot. The FMVs are glorious! It's like a 7th grader's first powerpoint presentation with random stuff just flying around sideways and random picture in picture shots of the same person for no reason. The voice acting is great too. The game is terrible and I love it! And strangely, the game actually seems to have a lot of thought put into its world building. You just can't this kind of game anywhere outside of the 90s.

Oh, I just realized I made a typo in my last post. He's playing Quantum Gate, not Quantum Break.