Adon
Arcane
- Joined
- May 8, 2015
- Messages
- 667
I've finished the game on Normal and started another playthrough on Hardcore.
Some quick impressions:
- I don't like it as a remake or even a reimagining. If this game didn't already exist, I would be okay with it, but as is, they cut out just way too damn much. It's essentially a streamlined version of the events in the same vein as Umbrella Chronicles is, but that game at least had the excuse of being a literal on-rails shooter that just condenses the events of the games it covers into 3-4 levels. Water treatment plant, the park, clocktower, about the majority of the street sections were cut out, and game immediately throws you into damn near the halfway point of the original. This is probably their biggest mistake, and why the game ends up being short. You could've easily alleviated the time, and some complaints if they had expanded that section. They could've gotten away with cutting out the inside of the clock tower and even switching the plant for a lab if they had done that instead.
- Almost feels like the team behind this game had no reverence or understanding of what made RE3 different from the rest of series, and what makes it so beloved by some people, or the intention behind the original devs and why it works. Yes, RE3 is naturally a more action-oriented game due to its inclusion of Nemesis and how the game is built around him. But no, it doesn't completely forego the formula set up by its predecessors; it branches off from it by introducing a different kind of tension and enemy. That's where the more action-oriented part comes from, but everything else is still there.
- Disagree with the assessment that the game is one set piece after another, but there's enough that they should've dialed back. The initial streets of Raccoon City, the hospital, and the lab are where the game is at its most traditional and they could've been great, but they're just too short for the player to become intimately familiar with any one area the same way they have to become familiar with Spencer Mansion or the Raccoon City Police Department. This is probably why people think the game is rushed. It's not that the game doesn't take its time (at least not as much as it should've), but there's a certain kind of tempo they decided to follow that did the game no favors. Action doesn't mean rushing from one section to another.
- I do love the combat mechanics and the visuals, but dislike that they cut some stuff out from RE2R. RE2 was great in letting you know when your condition deteriorated so I was slightly irked that RE3 didn't do the same. RE2 also let you immediately attach custom parts to your weapon upon initially picking them up, RE3 forces you to put it into your inventory before being able to combine it into your weapon. I don't particularly care about defensive items being excluded because you have a mighty useful dodge, but don't see the reason for them to take it out either considering the dodge isn't a free get-out-of-a-grab card.
- A small theory I have about Nemesis and why the streets section is short is that they thought they made him too good at chasing you, and the idea of having a Terminator going after you for half the game didn't sound appealing and they didn't know how implement that without having him being annoying. They also probably didn't want to make Nemesis too much like Mr. X considering he's now Nemesis-lite.
- Small thing that they added that I thought was great was Jill's fear of being infected and slightly traumatized from the events of the first game.
Some quick impressions:
- I don't like it as a remake or even a reimagining. If this game didn't already exist, I would be okay with it, but as is, they cut out just way too damn much. It's essentially a streamlined version of the events in the same vein as Umbrella Chronicles is, but that game at least had the excuse of being a literal on-rails shooter that just condenses the events of the games it covers into 3-4 levels. Water treatment plant, the park, clocktower, about the majority of the street sections were cut out, and game immediately throws you into damn near the halfway point of the original. This is probably their biggest mistake, and why the game ends up being short. You could've easily alleviated the time, and some complaints if they had expanded that section. They could've gotten away with cutting out the inside of the clock tower and even switching the plant for a lab if they had done that instead.
- Almost feels like the team behind this game had no reverence or understanding of what made RE3 different from the rest of series, and what makes it so beloved by some people, or the intention behind the original devs and why it works. Yes, RE3 is naturally a more action-oriented game due to its inclusion of Nemesis and how the game is built around him. But no, it doesn't completely forego the formula set up by its predecessors; it branches off from it by introducing a different kind of tension and enemy. That's where the more action-oriented part comes from, but everything else is still there.
- Disagree with the assessment that the game is one set piece after another, but there's enough that they should've dialed back. The initial streets of Raccoon City, the hospital, and the lab are where the game is at its most traditional and they could've been great, but they're just too short for the player to become intimately familiar with any one area the same way they have to become familiar with Spencer Mansion or the Raccoon City Police Department. This is probably why people think the game is rushed. It's not that the game doesn't take its time (at least not as much as it should've), but there's a certain kind of tempo they decided to follow that did the game no favors. Action doesn't mean rushing from one section to another.
- I do love the combat mechanics and the visuals, but dislike that they cut some stuff out from RE2R. RE2 was great in letting you know when your condition deteriorated so I was slightly irked that RE3 didn't do the same. RE2 also let you immediately attach custom parts to your weapon upon initially picking them up, RE3 forces you to put it into your inventory before being able to combine it into your weapon. I don't particularly care about defensive items being excluded because you have a mighty useful dodge, but don't see the reason for them to take it out either considering the dodge isn't a free get-out-of-a-grab card.
- A small theory I have about Nemesis and why the streets section is short is that they thought they made him too good at chasing you, and the idea of having a Terminator going after you for half the game didn't sound appealing and they didn't know how implement that without having him being annoying. They also probably didn't want to make Nemesis too much like Mr. X considering he's now Nemesis-lite.
- Small thing that they added that I thought was great was Jill's fear of being infected and slightly traumatized from the events of the first game.
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