---Resident Evil 3: Remake---
Hey, fuckface
(For reference, the redone save room theme is probably my favorite thing about this game)
After the absolute megaton critical and fan success of the Resident Evil 2 Remake, we were all waiting for the other shoe to drop and Capcom to announce a RE3 Remake. It just seemed like common sense, almost a foregone conclusion. Perhaps due in part to the short turn around between the original 2 and 3, or the shared assets of the originals, down to retreading the RPD again. In a lot of ways the original 3 felt like an expansion pack to 2, or if you're being more positive, a companion piece.
Capcom went with the odd choice of promoting a multi-player side game first, and then dropping an aside that, yeah, it also includes an extra mode that's a fucking RESIDENT EVIL 3 REMAKE, BITCHES. Nevermind the fact that internet sleuths had deduced as much several days before the surprise.
Threemake is an odd creature. It's like a piece of abstract art. It appears to be and means different things to different people depending on the angle they approach it from. I've heard the sentence "It's a reimagining, not a remake," parroted plenty of times, and there's certainly some validity to this. All the elements you'd expect to be there, all of the *bare* essentials that make the Nemesis experience Nemesis are there, but it feels very new, and very truncated in places.
The biggest thing noted is the omission of several key areas from the original. The actual portion of the city you explore covers a lot less distance than the original. The Clock Tower's interior is gone. The park is gone. The Dead Factory is gone. Fans will argue that it's for pacing, or to ground things in realism, critics will say something along the lines of "NEST 2 is functionally the same thing. Why change it in the first place?"
I'll admit, I'm far closer to a drooling fanboy who will shovel any bullshit into my mouth offered to me if it's in a pretty enough bun. I DO miss what I feel would have been a cool opportunity to see these places from 99 really breathe and come into their own atmospherically. The Clock Tower was the first place my mind wandered to when I was thinking about how cool RE3 would be if it got the RPD treatment.
Speaking of, the detractors go on to say that with everything being "remixed," the part they decided to leave in entirely was the RPD retread. In a game with a campaign that takes six hours if you're walking everywhere and examining everything, this seems like a blatant asset flip. I enjoy what they actually DID in the level, and I appreciate the police precinct being there for lineage's sake, but instances like this make me think that maybe Capcom wasn't being coy promoting the multi-player game first. Maybe they were REALLY trying to drive up interest in it in the hopes that people would look at the two games as companion pieces because they knew what they had with RE3R was going to set off some people.
This review of mine has a "neutral but leaning toward it sucks," tone so far, so let me get into the things that I most assuredly did enjoy.
As noted above, the music. RE2R's music was sparse. Low in the mix. Thirty second audio vignettes that danced across the room you were in and faded. RE3R has a lot more musical presence, while incorporating a couple of my favorite tracks from the original game into new arrangements. The reworking of that absolutely cheesey ass 90's J-Ballad that was the original's credit music made me grin ear to ear.
Enemy types? No spiders. Fuck this game.
Nah, I feel like Capcom definitely took the complaints of RE2R about enemy variety, and instead of taking the straight line, they addressed it in a very circuitous route. No spiders or Grave Digger, but overall the enemy variety was a lot better than in 2R. Zombies, Parasite zombies, zombie dogs, Drain Deimos, Hunter Beta and Gamma, Licker, Pale Head Zombies, Nemesis. It's not necessarily up to the heights of RE4, but for the length of the campaign, it probably doesn't need to be. Some of these creatures are only fought in one place, so brisk a pace does this game travel at.
Gunplay and ammo crafting are basically the same as 2R, and both function and feel about as good as they did before. Disappointed that the zombie dismemberment was toned down, and also that the zombies have like what? Six or seven models, total? But gameplay wise, it's a very tight, reflexive system, and like RE2R, if you fuck up, it never really feels like the game's fault. The (now working flawlessly) dodge mechanic helps this a lot.
The Nemesis encounters feel a lot more scripted, but again, they sort of always were, anyway. The main problem I think, is that the game was tasked with balancing on a line between Mr. X from RE2R, an actual factor in the game world itself that operated independently of the player and had to be managed, and Ustanak from RE6, a big brick shithouse who was there for setpieces and boss fights. They clearly erred to one side, and for a lot of what made the Nemesis nostalgic (at least for Western gamers, I don't know about other markets) it was the wrong side. In a set piece or a boss fight, you have two options as a player: pass the trial and succeed, or die and restart. It's intrinsically linked to action games' DNA in a way that promotes tension, but not fear. There are two ways out, no agency. The opponent will always behave the way he's scripted in a scene, and the player can only behave one way to progress the game. With Mr. X and the original Nemesis before him, the margin for success or error was wider. More things could organically happen through gameplay on either side. This wild card mentality kept the player on their toes, their ears perked for every disturbed plank of wooden floor or shuffle of feet on concrete.
That's not to say that Nemesis' implementation into this game was a failure, just that I think the majority of players were expecting Thing A and got Thing B. Pacing is really good in this game, and you're on a constant adrenaline rush from city to sewer to RPD to NEST 2. It's a very quick game that's old school sensibility is more geared toward the arcade heads for it's high replayability and feeling of "topping my own personal best," than it is toward "give me the same experience from my childhood, but prettier, please," Both would work, but the fact that it was one or the other and not both is probably where the great chasm originated.
One last note. Voice performances and facial capture were both several levels above even 2R. Had a GREAT time watching these scenes.
Overall, I enjoyed this game. It was tense, it was fun. I felt like Sarah Connor, and normally it takes a few drinks for that to happen. RE3R is a good RE game. It just might not be the best RE*3* game.