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.