I, like most people, was supremely happy during most of the game, especially those quiet eerie moments like the hospital segment, where that pitch-black, nostalgic terror was reconstructed with a professional level of skill and finesse, slowly opening every door with Carlos, knowing perfectly well that a damn Hunter was due any minute.īut these moments are not only over too soon due to the fast-paced nature of the game, there's also exclusions of whole sections of the original which when it's over leaves you asking ‘why?’. The game doesn’t hold back in staying true to its original Japanese title of ‘Last Escape’, but I feel once again that this has been mistranslated or indeed misunderstood. Much like it was in the late nineties, Resident Evil 3 remake is being criticised for straying too far from its predecessor, but where the previous installment made use of its DNA, this one seems to leave it behind for a sense of high-octane escape.ĭon’t get me wrong, when the remake wants to do high-octane, it does it well, especially in the gloriously rendered and directed cutscenes, with jaw-droppingly gorgeous visuals that the RE Engine seems to be perfecting with every outing. ![]() It seems to me like the lovely folks at Capcom got carried away with trying to recreate the difference in between this remake and its predecessor, Resident Evil 2 (2019). You see in the 1999 version of Resident Evil 3, the runtime is made longer, due to the aforementioned back-track puzzling and deducing we all so love, and the linearity of the escape from Raccoon City is made less linear due to its core game design. In reality, the straight-line gameplay of the remake is more awkward mistranslation than faithful recreation. Now, for those who can put the length of the game aside, there is still analysis of the remake that sits awkwardly with me, namely comparisons to the original game and how the linearity of the remake is exactly right and faithful to scripture. This isn't meant as an insult, because part of the fun in survival horror games is always the moment-to-moment progression and the Metroidvania tinged level design, making the world you live in feel like a literal puzzle-box of death. Resident Evil has always been a shorter video-game experience in comparison to most, but what made that first playthrough so much longer than the second or third, was the mixture of ‘what the fuck do I do now?’ and ‘where the fuck do I go?’. Even though I believe this game to be a bit of a missed opportunity in comparison to the game it's based upon, I think the argument of length is misdirected and awkward in the grand scheme of ink ribbons and shotgun ammo. It seems to me that even though it's been open season in terms of criticism for the game, most of it understandably so, a few things need to be clarified. It is, amongst other things of course, its longevity. But to me, and the initiated who know the Resi formula like the first floor of the Spencer Mansion, I know that length isn’t the selling point of a Resident Evil game. The game has come out to mixed fan and critical reaction, with people citing a shorter run time than expected (amongst other things) as being the main issue with the game. ![]() It’s been a bit of a roller coaster for its remake, released barely over a month ago now. ![]() If I had to break it down, it’s simple really: Jill, in her best design to date (in more ways than one), has had enough and Nemesis is her final, grotesque, shit-the-bed, fucked up hurdle. But the third one has always been special to not only me, but the vast majority of Resi fans who have gone back and played the first few titles in the legendary series. Resident Evil 3 is absolutely my favourite of the first three games on the original PlayStation the first two Resident Evil games on the PS1 are both classic survival-horror titles, and two of my absolute favourites of all time, so to c hoose a favourite is no easy task. Articles // 5th May 2020 - 3 years ago // By Kelvin Yaghoubi Resident Evil 3 and the Missed Opportunity
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