Incognito also works on phones.
Since I post a lot here from mobile, (and check the vids posted here) it’s great for me.
Incognito also works on phones.
Since I post a lot here from mobile, (and check the vids posted here) it’s great for me.
Do you just not use the app version of YouTube then?
Not really, but it also has an incognito mode if you wanna use that.
Watched 2 REmake 3 reviews and I’m kind disappointed in what I’m hearing so far in regards to Nemesis…
Such as?
sheiiitttt, the Doom multiplayer looks so great… fulfilling my dream of playing as the demons… something I’ve wanted since the old Doom games
PC Gamer review is out, they gave REmak3 56 out of 100, jesus
Nemesis still dogs you but he’s supposedly a step back in comparison to Mr. X which I don’t know how Capcom fucked that up. I didn’t want to say exactly what I’ve seen yet until I get more but apparently he’s not as dynamic as Mr. X is as Nemesis announces himself via a cutscene then gives chase…which indicates that he’s more predictable. From what I’m gathering is that Nemesis is still terrifying and what not but there’s less suprise when it comes to him. I’m hoping that isn’t completely the case.
Wow, what did Capcom fuckin do?
Mr. X is generally pretty predictable as well. The only time he isn’t is the first time you deal with him if you haven’t cleared the Police Station and you have to start backtracking.
Nemesis also had predictability in the OG. I think it’s lessened here because unlike RE3 which had a bunch of branching paths and drop points and thus would change how things would go quite a bit, the R3Make is pretty steadfast. So in the OG, while Nemesis generally comes at very specific points with only a couple of branch points, because everything else in the game is so damn volatile it still turns into the most unpredictable RE game in existence. The R3Make is built like a more “traditional” RE where everything is going to be at the same place, every time.
There are couple times where Mr. X is scripted but then there are times he isn’t while you are roaming the police station. This review is implying that outside of scripted sections you won’t run onto nemesis randomly which is beyond disappointing to me.
But we see in the Demo that Nemesis works exactly like Mr. X did (at least during that segment). A scripted segment to show up, and then will hound you until you’re able to get to the next gate to get him off of your ass. In both cases, if you come prepared you can get the fuck out of dodge relatively fine. If you aren’t, you’re in for hell.
The main difference seems to be “length”. Even if you know exactly what to do in the Police Station you still have to go a fair distance to reach the room needed to progress, so any setbacks will cause problems. At the very least in the demo the place you need to go is ridiculously close and you can reach it within 30 seconds. But again, considering Mr. X’s and Nemesis’ design this makes sense. Mr. X is very easy to avoid assuming you cleared out the majority of the police station and it’s even been proven that you can outWALK him. Yeah, you can actually walk forward and as long as you don’t stop he can never catch you. Nemesis on the other hand can do…Nemesis shit like running after you, leaping in front of you, catching you with tentacles and a whole bunch of other shit. Basically the design team traded longer stretches of time with Mr. X slowly but forcefully moving you forward to a more intense rush of dealing with Nemesis in a far more brief time frame.
I’ve read the article and their main criticisms seem to be:
I should’ve known it’d lack polish, they seemed to be rushing the release of R3make too soon after 2. I’ll wait for bargain bin price & Code Veronica remake
This is generally why it was a bad idea to remake RE3.
They were never going to go the route of the dynamic campaign that RE3 did. Which means that even if they didn’t pare everything down (which they did) it would be far more linear than the original.
This is especially bad when you consider the things they did for the OG RE3 in the 11th hour to give it the breadth to try and match RE2’s 4 Campaigns + 4th/Tofu Survivor. The birth of QTEs (branching ones at that), changed item placement and Nemesis behavior on every playthrough (though as I mentioned Nemesis was generally pretty scripted himself so it didn’t change much), and of course the birth of Mercenaries. Without the dynamic changes R3Make has no way of competing with RE2Make’s extra modes outside of Resistance which still feels like a gimmick of an Online Mode.
Oh yea, Mercenaries mode is also gone it seems
Man it really sounds like Project REsistance hurt the game in the end, but then again the team had how much development time total?
Honestly plenty, this was in development during RE2’s development as well. RE3 was probably made more as a “Resistance” delivery package more than anything. Ironically enough it’s pretty much how the original was made, as a thing just to get Sony off of their backs.
I will make sure to post spoilers here without spoiler tags.
No, I am joking. Even I am not that cruel.
It annoys me that a game being linear is seen as a negative. Having a tight focus design as it’s positives. It’s sure as hell isn’t bad for a horror game to have.
Normally you’d be correct, but it is a pain when a lot of RE3’s playability and fun hinged on how much stuff would change between each playthrough. Especially in comparison to RE2.
In both versions of RE2, even ignoring the side modes, you had 4 “tight, focused” campaigns you could play through if you wanted to change things up. RE1 had two (more if you take into account the Arrange modes in REMake on top of other different modes). RE3 only has the one campaign.
When you really think about it, RE4 was the first RE game with only one tight, focused unchanging campaign that players actually loved. RE0 and CV were both pretty divisive on release.