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Resident Evil ResistanceĮveryone who buys the game receives access to the Resident Evil Resistance online mode. It is understandable to stop for a few moments and admire the details of posters, storefronts and even zombies, which, depending on the point where they are shot, have specific damage and can even be dismembered according to the part of the body where the bullets hit. The highlights are the details of the scenery and the play of light in shadow - which, at times, is even able to predict the danger. This happens thanks to the graphics engine RE Engine, created by Capcom and applied to recent games. New enemies help the game build its own identity, without having to rely on the legacy of the saga. The scenarios are much more explorations and hide surprises and dangers around every corner. Unfortunately, as not everything is perfect, an area, considered a favorite of the fans - and with one of the puzzles that gave me the most trouble - was almost totally removed and summarized in a specific battle.ĭuring the game, you can see that there is more to life in Racoon City - not in the literal form of the word, obviously. Areas were expanded, as is the case with the exploration of the hospital when we took control of Carlos Oliveira. This gives the game an air of novelty and notwithstanding a renewed version of the classic. The addition of the new scenarios is very welcome. In a first move, knowing nothing about the story or the objectives, it took me about seven hours to complete the game, even leaving items behind. The map was well expanded from the original. However, it is not worth it, as these are common spoils, such as ammunition and healing items - contradicting rumors that he would leave pieces to assemble a weapon. Just like in the original game, it leaves items for the player. The fact that it disappears into the air does not diminish the constant fear factor caused by Nemesis each time it appears.įor the bravest, there is the option to take him down for a few seconds, just cause enough damage. Of course, this is just a personal observation. I understand that he must disappear from one area to appear in another, but this could be shown differently, as a villain grabbing a building and going up, for example. The second one becomes strange, it is as if the monster were the 'Spider-Man' and trapped its tentacle in a cloud to disappear. The first option is understandable, since he is aware that the player can leave at any time. If we enter an area that he has no access to after a chase, there are two attitudes of the villain: he waits outside, staring out a window, or he simply disappears when he raises one arm and releases a tentacle that takes up.
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Normally, Nemesis only appears at predefined moments, after picking up an important item, for example.Īs everything is not perfect, one thing bothered me a little. The meetings are punctual, always with tense animations and that try to show the player what to expect. However, it does not appear so much that it disrupts the gameplay. NemesisĪs in the demo, Nemesis is a ruthless villain and a stumbling block while exploring specific locations. It is desperate to see that Jill is in the middle of activating a lever and a monster is coming to attack her. In some moments of tension - or when performing a task, such as activating power terminals - specific frames are used. Reading them helps not only to understand the story, but also to progress at certain times.Īnother important factor of the experience is the camera angles. It is quite common in Resident Evil 3 Remake that the combination of safes and tips on what to do next are in documents found along the way. Obviously, there are bags that expand storage spaces, but they end up not helping much, as some weapons and items take up more than one slot. There are several times when the player must return to the chests to store items that will not be used at that time. The game gives more items than can be carried. At the time, this is a personal matter, a user thing that has spent a lot of time trying to solve a puzzle involving a piano.Ī very interesting detail, which came directly from the original Resident Evil 3, is the very small inventory space. They are even present, but they are few and can be solved in a simple way. What bothered me a little during my tests was the lack of puzzles. Each great encounter between the girl and the villain shows that he carries a different weapon - they are tentacles, flamethrowers, rocket launchers. Speaking of Nemesis, the presence of the monster's pursuits represents one of the highlights of the remake - especially a moment of despair within a building, which results in a great battle.