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

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 to.it
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.

70 thoughts on “10 Best And Worst Resident Evil 3 Remake Features | Resident Evil 3 Demo Impressions”

  1. The only thing that turned me off with the remake is the lack of the option to turn off Adaptive Difficulty. As much as I enjoy video games, I feel the devs are trying too hard to go for the 'Soul-like' punishment system but games like Dead Space didn't need it. Let me play the way I want dammit!

  2. "More linear set-pieces and QTEs." Ugh… The very worst part of the RE2 Remake was the "Hey you westerners like Uncharted right?!" Crocodile (or aligator?) fight in the sewers.

  3. I have far less vivid memories of RE3 then I do of RE2, so going back and revisiting this will be interesting for different reasons

  4. Zombies that AREN'T bullet sponges? A return of BOTH types of Hunter? Drain Deimos are in? Wow, this game is already looking to be leaps and bounds over 2019's RE2make! I won't lie, I'm a little iffy on the Hunter Gamma's new design, but it'll grow on me, and the flailing tongues thing is awesomely disgusting. I was kind of hoping they'd keep Brain Suckers, but with the new parasitic implant ability for Drain Deimos, I guess that "two-headed bug-man with a poisonous bite" isn't really that interesting a design. All in all, I've got a lot more hope in me for this game now.

  5. I was right the flamethrower shit isn’t scary at all that stupid weak weapon so short ranged and why Nemesis’s attack and speed feats are so slow in here? I don’t know Nemesis is so boring in this remake.

  6. Am i the only one who very much prefer Carlos's naive yet sassy womanizer and skeezy personality ?
    Its honestly miles better than the generic gruff solider personalty and its the personality what made him so distinct to other umbrella members.

    I am kinda glad Carlos still got it judging from the gameplay demo.

  7. i'm glad they didn't keep the choice system it was a shitty horrid design that should have never been implemented in the first place

  8. Nemesis is strong and meant to be relentless, but even though he picked up Jill by the head, he puts her down to point the flamethrower at her? Couldve easily snapped her neck or crushed her head. So many moments he just stands in front of Jill to use his weapons. Seems a bit off.

  9. Of course its going tk be the sane as RE2 with putting ur weponds in the item box,that stopped with RE4 all the way uo to shitty 6i think is gunna be wicked

  10. I'm not really sure what else they can do regarding Nemesis feeling too familiar to Mr. X – he was part of the trilogy, and the central figure the game is based around. Both are also similar tyrants, so I'm not surprised that there's overlap. Also, Mr. X is based heavily off of the mechanics of Jack Baker in RE7, so it wasn't technically fresh in RE2R either.

  11. There are many different ways you can offer critism. Yours has a tone of mockery about it and really this isn't the best way to deliver a review. It makes small issues, which no doubt should be brought up, seem like big issues. The hunter is a good example. I'm not too wild about the new hunter gamma either, but players can make that decision themselves. Anyway it's something to think about.

  12. I appreciated hearing your experiences and insight.

    So far, I am mostly excited with how this remake is turning out. I think your criticism about the game having a ton of familiar elements is a valid one, and even the original RE3 felt more like a companion piece to tie up the few loose ends of RE2, rather than a distinct chronological sequel like RE Code Veronica. RE3 felt like the RE2 equivalent to RE7’s action-oriented “Not A Hero” DLC, only if it had substantially more content in its campaign to make it more worthy of selling as a separate game.

    With that being said, I was never bothered too much by those reused elements and assets in the original RE3, since it still came together in a manner which improved the core gameplay in general and/or complemented the more action-oriented tone. Plus, I liked the new monsters and areas by their own merits. So if the large amount of familiarity is one of your bigger drawbacks so far, I think I can take it as a good sign.

    Before I finish this, I do have a few questions I would like to ask further below (only if you do not mind taking even more time to read through them, plus if you have the “okay” to answer them)…

    1.) One of my few notable problems I had about the RE2 Remake was how the default set of audio left so many rooms completely silent. Often to hear any music at all, you needed to switch on the classic audio option, which was also paywalled by Capcom. After seeing how well the RE1 Remake gave me an immersive and complete musical score (without relying on the exact same PS1 music as a crutch, let alone paywalling said crutch), I found that to be a letdown. In your experience so far, did you find a lot of areas in RE3 Remake that were similarly silent and lacking in music?

    2.) When Project Resistance was first being marketed, Capcom claimed that it would come with a singleplayer mode. Given that the statement was made before RE3 Remake was announced, does the Resistance minigame really have its own singleplayer mode akin to L4D, or was that announcement just a ruse to hide that the real “single-player” mode is the RE3 campaign and pleasantly surprise us? I am asking this, because I do not play online multiplayer games, and the lack of any singleplayer minigames would also mean that Mercenaries was apparently cut out with nothing to even stand in its place (like “Ghost Survivors” for “Extreme Battle” in RE2).

    3.) Speaking of Resistance Mode, I saw footage in your video of the giant plant monster, Yateveo, which Alex Wesker can use as her signature hazard. Because the other enemies and bosses of Resistance appear to be recycled assets from the RE2 and RE3 campaigns, the addition of Yateveo made me wonder. Did they give you a hint, whether Yateveo will actually appear in the RE3 campaign as a new monster or is just a Resistance-exclusive menace?

    4.) You mentioned encountering zombie dogs during your playthrough and pointed out how they were not shown in the publicly released footage. While you were given access, did you see any hints or confirmations of other specific RE3 enemies returning in the remake? So far, I am still holding out for the infected crows, Gravedigger larvae (a.k.a. sliding worms), Brainsuckers, giant spiders, and two boss encounters with more matured Gravediggers. The amount of enemies cut from the RE2 Remake was another notable gripe I had.

    5.) Finally, are there any signs of Lickers from RE2 being added to the campaign of RE3, and not just the Resistance game? I always thought it would have made sense, because Jill Valentine visits the RPD in the original, Lickers should be popping up in other areas of Raccoon City too (as RE Outbreak demonstrated with the Apple Inn scenario), plus the Drain Deimos has been retooled as a smaller nimbler pest with its own special attack (so the niche of a more medium-sized wall-crawling monster, that mainly relies on regular attacks, is now even more open for a Licker to take).

  13. “Jill is almost too good at fighting zombies” Uh yeah, she’s a trained S.T.A.R.S. Member and survived the Spencer Mansion, of course she is

  14. Why shouldn't Mr X, and Nemesis have some similar style attacks? They both had literally that same similar style punch in the originals, too, and B. They are both the same type of tyrant, only Nemesis has a Parasite in him that basically makes him more intelligent. I don't get why people act like the similarities are negative in the remake, but totally disregard the similarities in the original.

  15. Part three was never my favorite, it grew on me….but Part 2 is my absolute favorite……and the Remake is dope af, so I know I'll like RE3 Remake now that they have blueprint together for real this time…..

  16. wish it looked a little different from re2remake, and maybe if jill had one less testicle in this one. but nemisis was my fav from the franchise so look forward to it.

  17. Nemesis is a yawnfest, I hope this is Easy mode. He looks like a melted Diglett with constipation. The caution tape makes zero sense. How is this a horror experience by any stretch of the imagination? In an age where people obsess over hardcore games like Nioh, Dark Souls, etc… And yes, making Resistance instead of Mercenaries was an incredibly braindead mistake.

  18. I already pre ordered. Can't wait to watch them speed runs. I hope no one starves themselves to death trying to set the next world record.

  19. There's nothing bad about this game dude, you have no idea about the resident evil real fans like me that have been playing this game since the first game came out in 95..this game is perfect in my opinion just like resident evil 2 remake. So I'm giving this dumb video a dislike.

  20. I'm pretty sure Nemmies old rocket launcher will be making a reappearance. A certain major plot point in the original depends on it.

  21. Nemesis is a tyrant, Mr X is a tyrant. It makes sense that they fight similarly but Nemesis has evolved and is much faster, stronger, etc. Hence them sending him to complete what Mr. X couldn’t.

    Jill is a combat trained, STARS team member who’s been through this before and took out a giant snake, giant spiders, the 1st tyrant, many zombies, etc. She would definitely learn to dodge them over the years. It makes perfect sense that a rookie cop and a regular college student couldn’t do all that. Ha

    Some of your points are cool but some of them are kind of self explanatory.

  22. Waiting for you guy to write your sjw article about how theres too much zombie killing in the game and its racist towards the undead, fucking ass clowns

  23. Youre complaining about the dodge when they already removed the emergency items like disposable knife & grenades that needed to be shoved to zombies..its actually better option since it will force you to actually try or even master the dodge mechanic to avoid damage instead of trying to tank it because you know you have emergency tools

  24. This review makes you sound like you’re not familiar with Resident Evil lore or the history behind the making of these games. For every criticism I already knew the answer as to why without even having to research. I get it your page isn’t devoted to Resident Evil but I’m not surprised why you’re getting nerd rage about your review

  25. I have a notice that been bothering me since the day the RE3 remake releasing this trailers and that is, why is nicolai are much shorter than carlos 🤔. In the original is carlos is shorter than nicolai and why the reverse plot here, also why the zombies can't be shove when they grab you before they can bite you and they always do that "bite first and then be shove" 🤨. I hope capcom fix this minor details than RE2 remake 🙂.

  26. Creeker2001 Reviews and Montages

    Rock Paper Shotgun this video is awesome! Thanks for making this. There is always things that aren’t perfect with a game, but I’m glad you generally like this. I gave it a like. Happy early birthday! I’m sure this will be 10/10 or at the very least 9/10.

  27. My one and only concern is the games length but I am not too bothered I know capcom will expand it and make it longer than the original if the main game is 10-12 hours I am perfectly happy plus additional unlockables. I still preordered it in December I am confident Capcom will deliver =) can't wait

  28. Love Resident Evil games .But Remakes not to say pt 1, 2 which I am semi playing as RD2 Online is playable for me again. Remember what I said Rd2 online is playable for me as still a lot of Glitches.
    Just Remakes easy money but to be fair they did a nice job with 1,2 3 i will hold back on .Listen to the feedback .Online I like to hear more see more .As you said being aTyrant the Villain everyone will want as always. But nice vid covered everything you can without monetizing or DRM 😴. Looks well open streets.

  29. I'm actually counting on the fact that this game will be easier and not make you run out of ammo every 5 minutes of playing. Wasn't a big fan of RE2 Remakes idea you should only pick up less rounds per ammo pack than you need to down a zombie with only headshots…

  30. Nemesis can be improved a bit. I want to hear him and get scared. I dont want him to be an idiot like the Tyrant in RE6, Not scary at all.

  31. too much nitpicking here… capcom has given us soooo much in recent years that i refuse to even complain…. we've been asking for an RE2 remake for over a decade and they delivered MUCH more than i would have even expected. Capcom are gods right now. So grateful to them.

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