![]() X encounters suggested that Capcom could update Resident Evil 3 and do something interesting and innovative with Nemesis. The remake of Resident Evil 2 was excellent, and the Mr. It’s not bad enough to hate and not good enough to praise. The game always makes it obvious which track you’re supposed to take because Resident Evil 3 is a series of linear setpieces. You’re either running from him to get to the next area, or standing your ground in an attempt to defeat him. That’s how the Nemesis encounters play out for the rest of the game, consistently more annoying than fun. Nemesis is a hindrance, an undefeatable creature blocking me from that goal. At this point on the Racoon City streets, hero Jill Valentine just needs to get to the subway to escape. It’s scary and tense, but it also only happens once. X, able to leap ahead of you and lash out with a tentacle that can drag you towards him or infect ambient zombies with a headcrab-esque tentacle whip that makes them harder to kill. He’s invincible, but the player can stall him by doing enough damage or hitting exposed electricity boxes that will slow him down. After solving some rudimentary puzzles and crisscrossing the map, it’s time to leave. The demo is an early portion of the game that takes place on the zombie ravaged streets of Racoon City. If you’ve played the Resident Evil 3 demo, then you’ve seen Nemesis at his most dynamic and the game's level design at its most interesting. Rather than a constant presence that’s putting pressure on the player to plan routes and avoid certain rooms, Nemesis is a boss monster that shows up when you’re ready to leave an area and move on to the next. The issue is that he’s much less mechanically interesting than Mr. In theory, Nemesis is supposed to be an upgraded Mr. He was slow and loud, but hearing him move around the RCPD added tension to the game. In that game, players had to crisscross the map, solve puzzles, and dodge zombies while pursued by a seemingly invincible Frakenstein’s monster. In Resident Evil 2, the large and lumbering Mr. Resident Evil 3’s biggest problem, Nemesis, should have been its biggest selling point. In one instance, one got behind me during a late game encounter and devoured me.Īnd that’s what Resident Evil 3 is:a series of annoying action encounters occuring in uninspired levels. The brief sewer levels contain an amphibious monstrosity with a horrifying maw that gobbles the player up if they get too close. Blind but long clawed hunters can reach the player and slit their throat in one blow. I often encountered these monsters in confined spaces where I had few movement options. Killing zombies is still a good time, but Resident Evil 3’s new creatures include several biomutant weapons that can kill the player in one hit. But the levels aren’t distinct and the enemies populating them aren’t fun to fight. I crisscrossed a map, opening locked doors and backtracking to put in safe codes. At two points-the opening streets and the later hospital-the game feels more like a traditional Resident Evil. Unlike the Spencer and Baker Mansions or the RCPD, the unremarkable maps of Resident Evil 3 feel linear and bereft of puzzles. It still feels like it sits between survival horror and action while doing neither well. ![]() But it still feels like a survival horror game that wants to be an action game. The level design is better, the graphics completely overhauled, and the story more expertly delivered. The remake of Resident Evil 3 is an overhaul that, somehow, doesn’t change enough of the original game. Pursued by a nigh-invulnerable biomutant, heroes Carlos and Jill used rocket launchers and machine guns to stall the creature while solving puzzles and dodging spiders. Resident Evil 3 felt like a survival horror game that wanted to be an action game. It doesn’t resolve the tension between the two extremes of the franchise but typifies it. It bridged the gap between the deliberately paced horror of its predecessors while pointing to the wild B-movie action that would dominate Resident Evil 4. ![]() The original Resident Evil 3 existed at the middle of that tension. The original, Resident Evil 2, and Resident Evil 7 lean more horror while 4, 5, and 6 lean towards action. This tension occurs both on a micro level within each game, and on the macro level through the entire series. Typically, the player starts with few tools to handle the zombie outbreaks but becomes a killing machine towards the end of the game. ![]() Early in the series, Resident Evil maintained a tension between survival horror and action. ![]()
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