Combat reflects this newfound action focus quite a bit. Jill is more tactically trained than Leon or Claire, so she can do more athletic things like the new dodge evade. Time it perfectly, and you get a brief window to pull off a few shots or a few slices with a knife. Time it wrong, and you're lunchmeat.
Things feel a lot less threatening because of Jill's dash ability.
Nemesis is more of a nuisance than an intimating walking wall who hunts you down. The rocket launcher-toting freak still wants your blood and is still a towering monstrosity, but he's no Mr. X. And honestly, I think that's okay. Nemesis fits the bill for what Capcom clearly wanted to deliver with RE3 Remake; he's more of a punctuation mark to the sequences that keep things fresh instead of a wall of text that will wreck your day.
Resident Evil 3 Remake is still very much a RE game, though. There's still puzzles, lots of zombies and merciless mutants who will devour you whole, and a general feeling of being hunted. It has those creepy down-time moments where you must roam and continuously backtrack around creepy areas to find items, flick switches, and solve objectives.
The environments and levels all have that indirect loop-around circular pathing the series is known for, and this time around, the visuals are a lot more dazzling. RE2 was creepier (well, at least until you get to the hospital segment), but RE3 is more well defined, more vivacious, and bombastic.
The areas are clever, uniquely designed, and force you to think and pay attention.
RE3 Remake does channel RE2's darkness, but it doesn't stay there. There are shades of RE2 here - the shadowy sewers with the hulking misshapen beasts who will chew you in half, the blood-soaked streets with their crashed cars, burning mayhem, and half-eaten corpses-but RE3 jumps out of the darkness and into the light quite often.
That's really a good metaphor for the game. It doesn't stay in any one place for too long and is always moving. It was refreshing and made the game feel tremendously cinematic.
It's not until you get to Carlos' segment that the game dives into the darkness again. Carlos arrives at the Raccoon City Police Department HQ, and his sequence sets up RE2's events. It's a nice little prequel that explains how certain things happened before Leon or Claire show up at the station.
The Carlos gameplay is a lot more terrifying and creepier than Jill's. The hospital portion is actually pretty damn scary, and I found myself suffused in the destroyed clinical atmosphere utterly and completely. There's an air of danger at every corner, and the environments really showcase Capcom's macabre mastery. The scenes are straight out of some of the best horror movies, maybe something from Craven or Carpenter.
Carlos' segments are a nice clash to Jill's heroic stunts. He's the yin to Jill's yang.
When you switch to Carlos, things seem more dire, and his assault rifle creates a kind of thrilling tension as the game serves up tons of walking corpses for you to expertly headshot. But the assault rifle reticle is so to zoom in on that pinpoint that you're trying to make every shot count without getting overrun. There are lots of Walking Dead moments with Carlos, those moments where combat skirts on the edge of total chaos.
There's one scene right out of the old school Night of the Living Dead, where Carlos makes a stand against hordes of zombies. That sequence was a total blast and kept you on your toes.
Last updated: Apr 24, 2020 at 09:13 pm CDT