There’s enough RE characters to make this work and Racoon City has a LOT of ground to cover along with plenty of special enemy types to make an exciting mode. You could even make 2 factions for team based play (Umbrella Operators vs RPD/STARS anyone?)
Could even have the Manor outside of town in the mountains, the train from RE0, special events where a different Tyrant roams the map.
Would be pretty dope.
Hate to throw off the RE3 party, but I gotta shout out you guys who recommended Fight’n Rage. Got it from the gog sale and just started it today. I would have continued looking past this game if it weren’t for you guys as the previews on the store make it look like another title riding the “sooo retrooo” wave but with animal people. Played it on PC on my stick, shit is perfect. Would be awesome with the portability of the Switch but it’s too good playing on joystick.
Speaking of “soooo retrooo” that I would typically brush off, I would’ve done the same with Blazing Chrome if I didnt hear recommendations of it here.
You guys are kinda describing Operation Racoon City, it’s just on a much smaller scale and team based.
I often wonder about the potential of a ORC 2. The original game was riddled with bugs and shit, but when everything came together the chaos of it was actually pretty fun. They could do a lot of cool stuff with a sequel.
RE3 Completed…I’ll compile my list of thoughts from beating it after I take a siesta.
more easy MS Reward points— there’s a CDC one; you just activate the punch card thing and that’s 1000, then get an achievement in any game and you get another 1000 points.
oh haha and there’s a little 10 points from the weekly set-- just “check out this week’s featured game” which is Doom Eternal…just looking at it on the store takes care of that…then 3 achievements in any 1 game is another 40.
Okay, here we go.
Summary
There’s a lot I have to say, and there’s a good chance there will be a bunch of tangents and rambling, so fair warning. I’ll say that the doom and gloom in my opinion was overreacting however I do see where a lot of negativity was coming from.
- First let’s start with the length. As I mentioned earlier, RE3’s length was going to come off a lot worse as it’s a year removed from RE2’s multiple campaigns and it doesn’t have anything to really bring you back for more outside of optimizing your runs. I believe there’s an arrange mode but I haven’t messed around with it if it’s the case.
But I think the main reason people feel the brevity is because simply put…you can’t really get lost in the game. In RE2 Remake (and I’ll compare the Remakes whenever possible) the RPD required you to fulfill a bunch of backtracking, figure out where certain things go and allow yourself to explore and get lost before setting you onto the Sewers and setting you on a more straight path. In RE3 it’s nearly impossible to get lost for any amount of time. You can still explore and it’s encouraged (otherwise you end up like me somehow completely missing the Magnum which got me in trouble late game) but it’s really easy to find your way. I got lost maybe once or twice but it didn’t take me much longer than 5 minutes to find the right track again. Because of this, and the fact that there’s no big overarching area really that’s like the RPD, it feels like you’re blazing through the game. Compared to RE2 where it would take at least one to two more playthroughs to start consolidating completion time I imagine everyone’s completion time is going to be quite similar on their first run, where the time makeup will be simply on how much you die. It will be interesting to see speedruns of the game though.
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Alright, onto Nemesis. My own personal thoughts, yeah what most people are saying are true…to an extent. Really though it’s like I’ve been saying. He’s just a LOT like Mr. X in that they both have one big section to hunt your ass in, and then a bunch of smaller sections to harass you. Honestly though that’s not that far off from how Nemesis functioned in the original, but again the lack of a big hub to explore (as there’s no big item fetch this go around) means that you don’t feel the presence enough. Plus I think what hurts is that in the OG Nemesis was optional to fight every single time up until the infection segment compared to here where you have to do that initial boss fight with Flamethrower Nemi. I guess they didn’t want you sapping ammo. But in a vacuum I think Nemesis was handled fine. At most I would’ve added one more open hunt but anymore than that and he could’ve detracted from the game because he’s still a nightmare to deal with when the area is filled with enemies.
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Speaking of, RE3 I think does a lot better job refilling rooms than RE2 ever did. In RE2 Remake it was really easy to clear out entire areas before proceeding and then having free reign to backtrack when shit like Mr. X shows up. I ended up doing that by complete accident in my first runthrough of RE2 and it made Mr. X completely trivial even though I had to backtrack the entire RPD to pick up the gears I forgot. Only one area filled up with new enemies (Lickers at that) and it’s a common theme throughout. In RE3, no no no, when you pick up plot relevant items or Nemesis is on your ass you will have to deal with a bunch of enemies as well whether you like it or not. This keeps your head on a swivel and makes it so it’s much tougher to dodge and you have to be on your game.
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As for the enemies themselves, Zombies feel a bit less bullet spongey though that may be because it’s a lot easier to Knife Check them. But they show up in enough numbers that you can’t take them for granted and you find yourself missing the Defense Items REAL fast. Lickers are in one section which was neat…so were the Drain Deimos which was less neat. They needed to be more recurring than they were, it was disappointing to have that tense, despair filled section with the generators…and then you kill them all. The Hunter Gammas are easy if you have the right equipment, and a nightmare if you don’t. I think it’s more fun to fight them though with a handgun/shotty combo as the Nade Launcher makes them trivial. The Alphas…geez, is there any RE game they AREN’T terrifying in? But again, like the Gammas, Nade Launcher does them in without much difficulty which makes the final time you see them a non-starter as you’re given essentially 3 Acid Rounds. The Dogs are in two sections and good lord, they had to have been last minute additions because they were rendered horribly. It looked like someone forgot to finish their damn textures in time. It actually distracted me from shooting them. Lastly the Pale Heads, creepy as fuck but nothing special.
(Extra Note, while Zombies are less bullet spongey they also seem to not stun nearly as well from a well placed headshot as I tried the RE2 multiple times to get past when Nemesis was chasing me down and it led to me getting grabbed).
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Weapons were fine, though again I can’t speak on the Magnum. Shotty felt worse than RE2 personally, but that might be placebo. Nade Launcher is the truth like it always is in any RE game.
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Story…well for once you can rename the game “Jill Survives This” as realistically she should’ve been dead about 20 times over from the amount of trauma she takes in the game. Like she takes more abuse than Chris or Leon have in any game or animated movie, and that includes shit like RE6 and Damnation. Like I get they want to show the First Lady of RE being the badass that she is, but I think they took it a bit too far with giving her a skeleton made of adamantium. The characters were pretty great from top to bottom. They even redeemed Brad…though I think they made him too good of a character as it doesn’t reconcile him fleeing like a chickenshit in RE1. They really made the Jill/Carlos partnership arguably the best on-screen partnership in the series. The game goes through great pains to see how these two grow in respect for one another throughout the course of a couple of nights and they really sell it perfectly. Also shows how much the two are real equals, which I think having that second playable section for Carlos helped out with. The entire UBCS is a joy to watch.
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Going back to Jill, while I like her personality for the most part, like the Brad thing, it does make reconciling her usual partnership with Chris odd as she’s 20x more headstrong and 30x more ready to fuck up someone’s shit. It’s just hilarious that it took her maybe 2 minutes before she just stopped showing much fear towards Nemesis and actively provoked him.
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Down to final thoughts. For one, I think they made a big mistake releasing the Demo as they did because it made it even easier for most to traverse and it takes the wind out of the Nemesis section. Yeah it’s much longer in the actual game but not so much that it doesn’t detract from the experience. It’s pretty much the only section of the game that’s relatively open until the Hospital. I think that really added to people’s perception of the game. Otherwise it was still a fun, tense ride. I have to try out Resistance as well sometime but not tonight.
If I had to TL;DR
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Game is still incredibly tense and thrilling.
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The game still rewards you for going off the beaten path, especially in the hospital as Jill.
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The story and characters are engaging enough to keep you moving forward.
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Enemy Types are far more varied.
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They should’ve let us run around a bigger hub than the one we get initially. It being short really lends itself to the rest of the game being short.
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Should’ve had one more Nemesis hunt.
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Nemi boss fights 2 and 3 are far too similar in structure, just replacing Mine Rounds with Generators to shoot. You should’ve left Nemi Form 1 for a second fight without him having weapons.
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Save rooms were a bit too generous. It always felt like you could breathe and be back at a save point.
Overall though I enjoyed the game and I’m gonna enjoy watching better people than myself go through it.
That sounds like Umbrella Corps or Operation Raccoon City and we all know how that went
right I didn’t bring up that game because it’s not exactly what I wanted nor was I pleased with what the results were on that game.
Gears 5—another good run on Horde mode…only 1 person disconnected! This was set to “Beginner” though so it’s not like there were any threatening scenarios that happened…teammates only got downed on a couple of occasions… but naturally since I was playing as Jackbot, of course I had that covered. Jackbot is the greatest support character I’ve ever had the pleasure of playing, man. With a good Jack on the team you will cruise through all the waves unless we’re talking something like Insane difficulty of course, where enemies just glance in your direction and you’re downed.
ohhh and that golden, perfect scenario occurred on wave 20… Brumak shows up, and a pouncer spawns close to it. This is always an amazing setup for Jack. I hijacked the pouncer and demolished the Brumak in seconds. Each of the “quills” that pouncer shoots from the tail does 610 points of damage, and it’s a shotgun-like blast of quills… so at something like 10 to 12 quills we’re talking at least 6,100 per shot, it’s just SILLY Nothing can handle that kind of damage…and with the rate of fire there… in no time you’ve done what…4 hits for 24,000+?! Ridiculous
Since the Brumak is obviously a huge target, it’s impossible to even miss…he’s going to take every bit of that damage. I also have that skill-card that makes it so hijacked enemies explode when it’s over so that’s even more damage to anything in the area when the creature I’m controlling dies or my ultimate ends.
Did anyone find the Magnum in RE3? I completely missed it on my playthrough.
So I’m watching an RE3 run.
(My PC can’t really run it, I have to run everything on the absolute minimum to get it running, so I wanna watch it at good quality first.)
Even with the expected focus on action over survival horror, this game looks significantly worse than RE2R. Not 56/100 bad, it’s a nice game, but RE2 was very good.
Droppin some spoilers.
I’m watching Max’s first run through the game, stopped after Carlos’s hospital segment.
The game has some serious design flaws.
Nemesis is way too scripted for such a linear game. I’m on the camp that says that linearity isn’t bad by itself, but when you have corridor syndrome in a city, places and mechanics feel underexplored (Power Plant and Sewers) you got a problem.
Nemmy should show up roaming more often like Mr. X. Even if it was for a shorter period of time, it’d be nice. The scripted sequences are really just a couple of chase sequences through corridors for the most part. The Rocket Launcher sequence is criminal.
If you don’t just yet a grenade at him, grab the loot and run, that is. Grenades are thoroughly stupid in this game, they down Nemesis is one hit, they outright kill Hunter-Beta Simps in one hit, and that’s on Hardcore.
Speaking of which, it doesn’t feel right to have Hardcore be so damn forgiving after 2 even had you picking up Ink Ribbons to save. The sheer abundance of save points and item boxes kinda bothers me too. Some sections have a safe room before and after a Nemesis chase sequence. Wtf? Checkpoints are a thing too, that’s just redundant af, literally no reason for all those save rooms. I’m told there’s a harder than Hardcore difficulty setting, so maybe that’s why, but I’ll hold off judgment on it until I get to see it.
The Nemesis boss fights are cool so far. Flamethrower one is a bit on the easier side, but y’know, first boss. Definitely beats G1 on RE2R.
The second one with the cool new form tho… I think Max said it best when he described it as a Zelda Boss.
I’ll go further. It’s comparable to a lame Zelda Boss. It’s not Morpheel bad, but it’s really easy.
He has a bunch of generic slash attacks, then he starts running around the town, climbs up the Clock Tower, “Nemesis from the top rooooope!!!” aaand it whiffed. It’s lame. It’s like a lesser G4 fight in RE2R. There’s just wayyyy too much space. Just damage him and when he starts running, plant a mine and let him run into it.
Dodge is hella busted too. So many I-frames.
There’s a lot of good stuff about this game tho, especially on the presentation. The beginning, despite just glossing over a chunk of the OG RE3, is just insane. It really establishes how critical the situation is.
The engine is solid too, but we already knew it from RE2. Some enemies like Nemesis and the Hunter-Simps being able to dodge is really cool and that was a standout in the Flamethrower Boss Fight.
It’s a good game, but not as good as RE2.
To be fair, the original game had underexplored areas too. In the original the power plant only existed to grab a weapon and one of the train parts. Raccoon park was a transitional area. The remake is matching the original game with it’s break neck pacing.
Summary
I agree with this. I’m disappointed with how easily Nemmy goes down and the way he was used in early part of the game should have been how he should have been used for most of the game. Once the flamethrower boss fight starts it goes downhill for him.
Tbh, OG RE3 wasn’t all that impressive to me and I don’t think a remake has to have the original’s flaws. You can have fast-paced games with well-explored areas.
Honestly, RE3 doesn’t look like a fully realized game at some points. And that’s mostly due to the badly implemented backtracking and the corridor sydrome.
I don’t mind way the original game and this remake is paced as the entire point of the game is leaving city while being pursued by a 7 foot tall monster. It doesn’t make any sense to linger around any one area for very long. Take what you can get and keep it moving.
You’d think the remake would give those areas an actual purpose to exist, not outright delete them
Power plant is in the remake. It’s where you restore power to the subway system.
Yeah man, some of that faux retro indie stuff is really good. Others that come to mind quickly are Hyper Light Drifter (that one’s a bit obtuse at first, to be fair), Axiom Verge, Dead Cells, and Bloodstained: Curse of the Moon. Glad you’re enjoying FnR, it gets better the more you play it and learn the systems. Unlock the training mode if you haven’t het, it will really open you up to a lot of the combat possibilities you may not have figured out yet.
Dead Cells*