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10 Best And Worst Resident Evil 3 Remake Features | Resident Evil 3 Demo Impressions

Look who dropped in to say hello. It’s Nemesis, your, well, nemesis, in Resident
Evil 3. He looks lip-smackingly good. Or he would if he had lips. Perhaps his new flamethrower melted them – better
that than an accident with the rocket launcher he aimed at Jill Valentine in 1999’s Resident
Evil 3: Nemesis. You’ll note that Capcom removed his name
from the new title – pity the producer who had to break it to him – but this gameplay
from a work in progress build shows he’s just as vital a presence as he ever was. His arson habit is one of several alterations
– this remake builds on its original more dramatically than Resident Evil 2 did last
year. I’ve played a chunk of the game, and its new
multiplayer mode, Resident Evil Resistance, and will break down the good and the bad,
preparing you for the game to come on April 3rd. The day after my birthday! Hmmm, which is scarier: being stalked by Nemesis
or old Father Time. Perhaps you could give this video a like as
an early birthday present. Now, onwards… Here’s the big man pre-barbeque: Nemesis. Eight feet of muscle. The nose of a bloodhound. And very little regard for doors. The real victim of Resident Evil 3 is the
poor sod whose living room just got a new window. For the uninitiated, Nemesis is released by
Umbrella to hunt and kill the remaining members of STARS: in the original game he was a constant
threat, spawning in various locations based on past choices and chasing you. You could stand and fight, but you’d only
ever temporarily put him off Jill’s scent. In 2020, Nemesis is instantly supercharged
by more flowing world design. While he could chase Jill through loading
doors in 1999, there’s a more convincing sense of this being a deadly chase round the
connected streets of Raccoon City. He’s still throws a mean right hook, but
can also lasso Jill – mutations he didn’t get until much later in the original. His scariest new trick is a bullish rush that
barges past and blocks your path, forcing you to pull off a split-second dodge or reevaluate
your escape route. He’s also got a new move which empowers
regular zombies which is really interesting, but something I can’t mention without Capcom’s
lawyers releasing their own bio organic weapon after me. Understandable: part of the fun for returning
fans is seeing the big fella pull a surprise out of his coat. One weakness with Nemesis is that some of
his classic moves were given to Mr X in the Resident Evil 2 remake last year. He was one of the best things about that game
– the way he stomped after you, looking like an angry Tic-Tac in a hat – but it also borrowed
some of Nemesis’ magic to deliver those thrills. The ‘oh shit’ moment of Nemesis coming
through a door or appearing in your path is a little less exciting because we did this
whole song and dance just one year ago. Yes, his speed is different, and he’s more
aggressive in his attacks, but the general idea feels… safer? Although having him out in the open does allow
Nemesis to drop from rooftops, which is suitably bowel loosening. Capcom also differentiate their two brutes
with more reliance on setpieces in Resident Evil 3. There are linear chase sequences where Jill
ducks and weaves through tight corridors and hammers quick time buttons to prise open escape
routes, or a scene set inside a burning building – but they feel a lot more scripted and a
lot less exciting as a result: when you’re escaping in the streets it feels like it’s
your game to lose, while elsewhere you’re hitting cues to escape in one piece. It reminds me more of running from the Ustanak
in Resident Evil 6 and I’m not sure anyone wants that. Though I will give the fiery encounter credit
for a cheesy boss battle that made me feel nostalgic. Y’know: shooting an incredibly unsubtle
flame tank on Nemesis’ back, and waiting for his really irate phase to empty precious flame
grenades in his face. It’s old school, but I dig it, and hope
for more of these one-on-one encounters in the mix. Away from Nemesis, terrified pedestrians run
for their lives and it’s easy to see why: the streets of Raccoon City are so much more
intense than they were in the original or the Resident Evil 2 remake. Or perhaps they’re escaping from the freaky
face of Toy Uncle. I would never let my kid go to a shop called
Toy Uncle. Sounds shady as hell. Anyway: in Resident Evil 2 I actually found
the external areas really underwhelming – it was one of the bigger criticisms of my review,
which you can watch by clicking in the top right now. For me, the exteriors lacked the detail and
character of interiors and felt like empty placeholders between main missions. Remember fighting these dogs on an empty basketball
court? Probably the least scary 30 seconds in Resident
Evil history. The streets serve a bigger role in Resident
Evil 3 and are given more love as result: packed with colourful shops that give a great
sense of Raccoon City as a functioning place gone to hell, but also loads of crashed cars
and collapsed debris to give zombies places to jump out from while rediscovering the claustrophobia
missing in Resi 2’s outside. There are tight alleys where you rudely interrupt
deadheads having some dinner and have to get up close and personal – er, hopefully not
this up close and personal – but the wider streets are no safer, what with zombies pounding
at fences that could – and will – collapse, forcing you into sudden hordes that push bullet
management to the test. Although you don’t see in this footage,
there’s a lot more toing and froing in the streets: there are gun mods and inventory
expansions that require you to solve puzzles using information found in multiple shops
and the game gives you bolt cutters and a lockpick to entice you back to doors and gates
you couldn’t unlock earlier. Like the similarities between Nemesis and
Mr X, some of this feels like playing an expansion pack for Resident Evil 2, rather than a standalone
venture. You rely on the same tricks: dumping puzzle
parts into item crates knowing they’ll teleport to crates nearer the puzzle solution, or over
relying on safe room typewriters. I found our demo played very easy after Resident
Evil 2, which is odd as it pitches itself as a fiercer action experience. Weirdly, I think it’s the actiony mechanics
that make it feel easier. Jill has a dodge for swooping past zombie
lunges and darting past Nemesis. A similar dodge move was added to Jill’s
tank controls back on PlayStation One, but it’s easier with a modern over the shoulder
camera. Time it right and you get a burst of speed,
letting you quickly swivel and plug your attacker as they realign themselves. Much more deadlier are red explosive barrels
littering the street – somewhat improbably given how much of the place is already on
fire. A well placed bullet here can wipe out any
nearby zombie, frying them so they don’t get back up. While there is an artform to kiting a large
group of enemies towards barrels, it is easy enough to clear out most of Raccoon City’s
main streets with just a couple of bullets. I ended up with so many handgun bullets I
was having to empty them into the inventory boxes to make room for more. Slightly more interesting are fizzing electrical
outlets – shoot them and you stun nearby zombies, either softening them up for easy headshots,
or sprinting by. These are particularly useful against quick
dogs – sadly not in this capture – and play more of a role when running from Nemesis as
a street of stunned zombies is much easier to scamper through. But even with a slow recharge time I found
these to be overpowered. I wonder if they maybe need to adjust the
bullet pick-ups to find a bit more tension? In other places, the fiercer action momentum
really helps sex up some creaky sections. A great example is the substation. Power needs to be pumped to the subway system,
and back in 1999 this meant a lot of tedious button pushing to open doors, balance out
voltages and oh god I can see viewer engagement plummeting the more I show this. Skip to 2020 and the substation is now a deadly
hive of Drain Deimos: basically what happens when a flea gets a dose of the t-virus. They were in the original but were slightly
daft leaping creatures – in the remake they scuttle over floors and ceilings swinging
their claws at you. What this footage doesn’t show is a horrible
new trick where they latch onto Jill’s face and puke up baby insects into her stomach. It’s got big facehugger energy – where’s
Sigourney Weaver when you need her, eh? Oh, she probably works here on the main street. Weird. Once impregnated with fleas, Jill is slower
and her view obscured by throbbing veins on screen – she’s open to attacks unless she
can gobble a green herb and puke up the creatures inside. It turns a simple labyrinthe into a weird
resource management puzzle, as you hunt for transformers while trying not to guzzle down
your green herb supply. It’s one of the few bits in the demo with
a different rhythm to anything in Resident Evil 2 and I’m hoping for more scenes like
it. Oh, and while we’re talking monster makeovers:
look what they’ve done to the mutant tadpole hunter creatures – it looks like bubblegum
that tries to chew you. Easy enough to dispatch with a grenade launcher,
but a one hit kill if it gets close. Creepy stuff. And if I sound slightly down on Resident Evil
3, I should still say it’s a classy production: the way it drags corny cutscenes into the
21st century with slick character animation is a treat and it’s great to see flimsy
characters like Carlos turned from cringey pickup artists – “All the foxy ladies love
my accent, it drives them crazy” – to slightly more well rounded character. “I’m fine.” “Personal space, I get it, let’s go”. Although one who still finds time for the
odd pickup line “It’s no zombie. It knows what it wants and won’t stop until
it gets it. Don’t you like that in a man?” Okay, maybe he is a bit skeezy. “You mean the alley that’s on fire? Maybe, but surely a tall drink of water can
put out a few flames.” Okay, a lot skeezy. It’s just that having explored dank sewers
and grim subterranean tunnels just 12 months ago, some of it is bound to seem a little
less fresh. And I’d certainly take the campaign over the
new Resident Evil Resistance multiplayer mode that comes with the game – a strange addition
that has a completely different pace and tone to the main game. The quick pitch: a team of four prisoners
have to survive and escape three challenges set by a mastermind, controlled by a fifth
player. The challenges are simple but designed to
split the group: in the casino stage you first have to collect three items scattered across
the stage – a simple scavenger hunt. In round two you have to find a security card
zombie, kill him and use his keycard to access three terminals – but it’s a tangle of rooms
so you need to first split up to find the guard and the keycard stations, before uniting
to to solve the task. Finally you bash tanks of evil Umbrella corporation
goo – but there are multiple tanks and only one is open at any given time, forcing you
to divide and conquer. Of course, a divided team is exactly what
the mastermind wants: this villain views the level through security cameras, using a deck
of cards to select traps and monsters to place at will. For me, this meant hedging my bets on a single
nightmare room – picking a room with a key objective and filling it with every monster
I possibly could, placing bear traps next to doors and using hacking powers to lock
the door and turn off the lights as soon a victim stumbled in. You see, I quickly discovered the key
wasn’t trying to wipe out the entire team, but to waste as much of their time in early
stages as possible. Creating one room full of horrible monsters
got them every time. Best of all, you charge up energy to unleash
a boss monster, letting you step into the horribly mutated shoes of Resi 2’s William
Birkin, for example, whacking people with a massive pipe as they scramble for the exit. What feels chaotic and messy when playing
as the prisoners feels like delightfully mischievous fun when you’re dishing it out – I think
a problem it’s going to have is convincing people to sign up as escapees when the villain
role is that much more enjoyable. A lot of thought has gone into Resistance:
choosing to play as a brawler, or a trap laying kid improbably named Martin Sandwich or as
Sweet Dee from It’s Always Sunny In Philadelphia results in very different roles – especially
with Sweet Dee’s hacking turning off the mastermind’s cameras and leaving them at
a disadvantage. And there’s a substantial unlock tree to
shape these characters – and the masterminds – to reward people who get stuck in. But it does have the smell of one of those
cute high concept deals that plays fine during early hours of novelty and then you never
go back to it. Maybe it’s just memories of getting bored
with the man-versus-monster action of Evolve or perhaps it’s the fact that we played
on PS4s, where a sluggish framerate renders the action horribly unresponsive – you can
see from this capture that it’s a bit of a horror show. I just didn’t come away with the feeling
that I’d ever play it again. And that’s a shame, as there’s a big multiplayer
shaped hole in Resident Evil: one that used to be filled by the egg-throwing shenanigans
of Mercenaries mode. The hours lost to Resident Evil 5’s co-op
Mercenaries were unreal – I’m not sure why they don’t just have another go at that. Yes, getting to play as Mr X is a dream come
true – I’ll never look this good in a hat – but I’m not sure it’s got the appeal
that Capcom are betting on. But it’s only another month until you get
to test it for yourself and see if you fall wildly in love with it. My only concern is that Resistance is bundled
in because the campaign will be that much shorter: Resident Evil 3 was a brisk game
back on PS1 and doesn’t have the dual campaign structure that stretches out Resident Evil
2. Impossible to say for sure until we jump into
the final thing, but probably worth holding off on pre-orders until reviews come in. I just hope Capcom don’t send out an angry
bioweapon to hunt anyone who drags the metacritic score down. Based on my experience, I think I’d be dead
meat. I hope you enjoyed this look at Resident Evil
3 remake and sorry we don’t have our own campaign footage to show off some of the cool
details, but hopefully it’s given you an idea of what to expect. If you are left with any questions, you may
add them to the comments below – bonus points if you write them in the style of the creepy
diary entries you always find in these games. Please do click the thumbs up button and subscribe
to Rock Paper Shotgun if you enjoyed this – and watch our Resident Evil 2 review to
kill the time. It was one of our top games of last year and
well worth checking out. Thanks for watching. See you soon. Bye.

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