Reviews from

in the past


Having Jill pick up boltcutters and go "these could be used to cut the chains on a door..." while looking straight ahead at a bolted door sets the tone early on, but critiquing the game for this would be treading too closely on its father's hallowed ground; almost everything dumb and gung about this RE3 was present in that RE4 too, so let RE who is without sin cast the first stone.

With the bar set low, there's an unsurprising consistency to how every subsequent puzzle operates precisely one rung below what would be considered an entertaingly 'clever' solution. You'll often pick up an item and think "Aha! So if I just take this to...", only to find the game is all but making it unavoidable that you and your Clown Key will see the Clown Door on your way down the only unbarricaded corridor in a dozen-block radius. It's merely an Imagine Babiez simulation of the Resident Evil mansion-crawler, but nonetheless an enjoyable one. To unload 125 bullets into a zombie and still have enough rounds to glibly massacre twelve more feels positively philistinic when coming straight off the train from Resident Evil 2, but I think this is an admirably different experience - especially given they're in the same engine. RE3 is impressive in its own way - I could actually feel the old Mercenaries DNA bubbling up to the surface during the hospital holdout, and that made me really glad I finally gave up a few hours to play through it. Good times.

I remember borrowing a friend's copy of this game midway through 2020, but ultimately decided against inserting the disc. Something instinctive told me that this game would be Too Much during a pandemic, and I'm sad-glad to learn my gut was right. As I alluded to way back when, 2020 was the first and hopefully last time in my life I'll watch a real human body in a plastic bag be dropped into a makeshift grave, and this game was full to the brim with that same image. Just surreal to think about April 2020 again, isn't it? That unpleasant memory mingled with the game's, giving those opening street sections a unique morbidity that zombie movies never used to have for me; something formerly cartoonish is now psychologically horrific, closing the gap between survival horror as it exists in reality and in fiction. Kinda funny that I was thinking about all of it, again, in a computer game where someone shouts "suck on this, bitch!" while unloading a railgun into a giant tentacle monster. But that's exactly what I wanted to do to the killer virus too.

Perhaps a little upset at my lack of gaming this month, for some reason I decided to play this game again in one sitting. I didnt go for a speedrun or anything but I did it on another account and beat it with a time of around 5 hours. Got a C rank. Not my best work but i was just having fun and not taking it too seriously.

Resident Evil 3 is such a weird game. I love it. The characters and dialogue are really fun. I love Jill and Carlos a lot. But its an undeniable step down from Resident Evil 2. I cant help think what this game could of been if it got some more development time and was a little longer. As is it's a really fun action game and Jill is my best girl for life. But it could of been more. If only. Still love it

Sweaty girl in tanktop that swears and kicks ass ftw

Update: Grinded for some shop items and with my trusty infinite rocket launcher got an S rank on Hardcore difficulty. 1:21:24, 2 saves, no deaths. Proud of it. Already platinumed it on my main account so dont feel the need to try inferno again. Now after 8+ playthroughs, I think its time to take a loooong break from this game. At least until I can get a PS5. Cant say away from Jill's ass forever 🙏

Nancymeter Replay
2 playthroughs
Trophy Completion - 75% (28/33)
Playtime - 13:56 hours
Total Playtime - 36:51
Nancymeter - 95/100
Game Completion #70 of 2022
June Completion #5

Despite the linearity and short playtime, Resident Evil 3 is an absolute blast to play from start to finish. Great level design and an immersive atmosphere make this game totally worth your time. Buy it when it's on sale!

prefacing this by saying this is less of a substantive review and more of an informal attempt at placing it within a broader context, which i feel is somewhat necessary given how often it's excluded from discussion.

the claim i used to stake was that any developer attempting to remake resident evil 4 is intentionally subjecting themselves to one of the most grueling and unenviable tasks conceivable, but in retrospect it’s so abundantly clear to me that reimagining resident evil 3 was the harsher position. resident evil 4 is both universally adored and ubiquitous to such a ludicrous, unheard-of extent that shinji mikami’s original vision is permanently entrenched in the gaming landscape regardless of how many newcomers falsely attempt to claim its systems are in desperate need of modernization (never listen to these people btw they need god). by contrast, resident evil 3: nemesis was already regarded as an awkward and polarizing project when it launched in 1999, representing a shift away from shrewd investigation and route planning and a shift towards action and spectacle that seemed holistically incompatible with its predecessors. very few people appear to genuinely like RE3, and the majority seem to mostly appreciate it only for what it could be. this is, ironically, far from the ideal starting point for an audience-pleasing remake that it initially sounds.

for a game so divisive to nonetheless finally receive a highly requested and sought-after remake suggests a latent urge to somehow salvage the original release and restore it to working condition. after all, it’s widely understood in the community that nemesis humbly began as a mere side project, not a fully-fledged numbered entry in the resident evil canon, and this pervasive stigma seems to have clouded critical discussion wherever its memory is invoked. surely it was precisely this truncated development window, frequent asset reuse, and shift in design methodology that so directly bore an ambitious, if lacking project? if only nemesis was given the time and attention it rightly deserved – maybe, just maybe we could have an impressive title.

my contention with this line of thought is simple: i really like nemesis, and it’s my favourite of the classic resident evil trilogy. i don’t really think it needs a lot of fixing, or tuning up, or what have you. i think it’s, for the most part, perfectly fine the way it is. i find it impressive how well it’s able to convey the panic and dread associated with classic resi at a faster clip, without desensitizing the player to the genuine threat each enemy represents. it’s definitely more oriented towards action, but i think it works given both the expansion of resource management present in the title as well as the overarching design theme of a ‘desperate escape’. i really enjoy how much narrative continuity is shared with 2; across games it imbues the events of the raccoon city outbreak with a really strong sense of tragedy and melancholy. and while less accomplished than the zapping system, branching choices were still more than enough to enrich subsequent playthroughs and keep the pace contained to a singular narrative. but chiefly i have a particular fondness for its bleak atmosphere. with the drama not being contained to a series of interiors, the level design is free to be sprawling, untamed, and suffocating. it’s stunning to whittle a city down to its barest essentials through this unconventional level design – it may be anathema for classic resi structure but through gorgeous pre-rendered environments it imparts the illusion of an open environment while evoking this constantly simmering dread and paranoia as you dart through alleys and skulk around scaffolding.

given its significant departures from the original game and reliance on setpieces, i think it’s this core theming of despairing to escape an inescapable situation which the RE3 remake (henceforth, RE3R) developers latched onto, but whether or not they were successful has obviously been a source of debate. it’s uncanny but capcom were inadvertently able to replicate the zeitgeist surrounding resident evil 3 in 2020: the overarching notion that the remake is unsuccessful compared to its predecessor. in both instances RE3 came out only one year after its predecessor, and in both cases neither represented a radical overhaul or improvement on the form.

in examining why this cold reception remains the case, it’s worth pointing out that any existing problems are more or less foundational. the problems run a lot deeper than either the exclusion of content or the somewhat misplaced accusations of scripting might imply. when capcom set about remaking resident evil 2, 3 eventually wormed its way into the fold in discussion and at a certain point development for both entries was concurrent. it’s impossible to speculate what priorities were being assigned or what was happening behind closed doors, so i won’t, but im struck by the sense that resi 2 remained the centerpiece for the project from beginning to end. the implication this has for 3 is simple: there could be no departures from the design document or from the production pipeline. effectively this means that whatever mechanics were designed for 2 became the basis for 3’s moving forwards, ensuring that in order to successfully replicate the action of 3, all that could really be implemented were simple tweaks to the pace and mechanics. there was never a chance for this remake to be its own project. even the original release managed that much.

it’s tempting to claim that the original RE3 was developed under similar conditions – after all, there are certain expectations set in place for resident evil titles, and clearly RE3 endeavored to meet many of those expectations. to illustrate why this isn’t a clean parallel, you need only look at nemesis himself. nemesis in the original RE3 is the game’s core mechanic. he’s an unpredictable, erratic wall of gnarled flesh who will pursue you until you are mangled and pulseless, and the game wisely mixes up his encounters through clever scripting, organic player-driven decisions, and determinate branching choices. there is explicit consistency to his encounters discerned across repeat playthroughs, but within that framework there is that little spark, that little ghost in the machine that ensures he is a presence to be feared. even though he is somewhat scripted, agency drives almost every encounter in such a way that the player’s decision-making is always being given primacy while establishing him as the game’s narrative rival. as you respond to the threats he poses and occasionally take him down at various intervals, he evolves alongside you, eventually giving way to one of the most satisfying moments in the entire series, which is in itself a potential choice because the player is more than capable of running out of time at this segment. beautiful, no notes.

i think, for a lot of reasons, that the original game’s depiction of nemesis remains the gold standard of a stalker enemy, but it’s worth noting that the idea never strayed too far from capcom’s mind. mild parallels can be drawn to the verdugo in RE4 or the ustanak in RE6, for instance. but the pace set by a stalker also informs the rhythm of resident evil 7’s opening arc, as you struggle to navigate a derelict house with the seemingly invincible jack baker at your heels.

conversely, the resident evil 2 remake features an expansion of the mr. x concept. originally a quaint nemesis-esque figure meant to shock the player in the B scenarios, he was altered in the remake to unceasingly hound either leon or claire through the halls of the racoon police station. he arrives unannounced at certain points of the game to deter you from completing obstacles and force you down various chokepoints that test your knowledge of the police station. he’s an omnipresent force-of-nature who might appear at any moment, and as a result he’s an organic nuisance in a way that nemesis isn’t – it’s a differing take on a similar design goal. and by the end of leon’s campaign, leon is expected to have a showdown with the seemingly invulnerable tyrant who’s stalked him for near half the campaign and put him down for good.

if it sounds familiar, that’s because it is, which poses a significant conceptual obstacle for RE3R. by the time capcom’s developers were supposed to be fleshing out work on a remake of a game which featured a stalker as one of its central concepts, its predecessor had already gone and totally invalidated the idea by taking the arc for its own – an arc that wasn’t present in the original game. as if that wasn’t enough, mr. x’s nature was intimately tied to map design and objective design. his functioning at-all is credit to impressive programming and level design which ensures he’s never too far away and lends itself nicely to both trepidation and the ability to recalibrate routes and goals. this set standard now has negative implications for nemesis, who to be successful must now conform to and iterate upon an existing design ideal rather than flesh out his original concept. not an easy task!

keeping all this in mind, it seems fair to suggest that the idealized stalker type many envisioned for nemesis requires at the very least an increased budget, a greater degree of technological sophistication, total commitment, an expansion of scope, increased attention to design, and a strong level of polish which is all but unprecedented for the kind of project RE3R was. in a proposed 1:1 remake of RE3 – which is to say this overriding and frankly unrealistic idea that capcom would take the mr. x concept present in RE2R and meaningfully evolve it to match RE3’s design - this would be virtually impossible to achieve with the structural constraints of the map’s design unless one was to expand raccoon city vertically, which, again, need i remind people – scope, commitment, budget, design, etc.

so RE3R doesn’t bother. by this point in the modern resi timeline, we’ve already dealt with two stalkers (RE7, RE2R), and RE3R bucks this trend and ironically returns the titular nemesis to his roots: scripted encounters. this was a central point of criticism for RE3R so it’s worth reiterating that the scripting in itself is not the problem. after all, the original nemesis was great, and many of his encounters were scripted. but if there’s a failure of RE3R’s nemesis, it’s the failure to meaningfully interweave choice into these encounters. for the most part nemesis as a ‘stalker’ is only present for a very small segment of the game’s first arc, which also happens to be the only portion of the game where you can down him for rewards, a key mechanic of the original release. at every point afterwards he’s either something to run away from or a boss to wrestle with. admittedly, each one of these boss encounters is better than any of the bosses in RE2R, and arguably better than the original’s boss suite, but they’re lacking the flavour the original presented because nemesis’s rendition in RE3R is a total negation of possibility. he is a determinate obstacle, whereas the original was an indeterminate vector.

it’s a shame for the project to have been utterly kneecapped from the start like this, but it also happens to be far from the disaster it’s frequently made out to be. i think it’s short enough and hectic enough that stepping in for a couple more chances at bat would honestly be pretty engaging. the level design is obviously less compelling than either RE2R or the original RE3, but it trades that for a mostly engaging sense of momentum at all points in the adventure; for all its lapses as a remake it remains a solidly paced action title. neither of these remakes have really even come close to holding a candle to the original releases they’re based on (and i wish people would scrutinize RE2R with even half the severity of RE3R given that lobotomizing the zapping system is a far greater sin than the removal of the clock tower), but i grew to appreciate RE3R’s attempts at divergence. a few changes made to the narrative are well-considered and refreshing compared to RE2R undercutting the emotional arcs of the cast present in the original game. ultimately, i kind of just wish it was given enough time to be more of its own thing, because while the magic of the original release is faded here, the thrill new dangers and new textual interpretations could have presented is really enticing.

addendum: m-two worked a lot on RE3R, and i would have appreciated seeing m-two’s take on the RE4 remake before they got axed from the project; they reportedly wanted to do different things with it, but the lesson capcom unfortunately seems to have internalized from RE3R is ‘people will complain loudly if things aren’t 1:1’ and not ‘uh-oh we shouldn't kneecap the game's identity prior to release' or 'man developing two games at the same time can sometimes be problematic'

addendum 2: despite what i've said here i dont really like mr. x or jack baker ¯\(ツ)/¯

addendum 3: if you felt cheated by RE3R, try the evil within 2! you might find it a good degree more satisfying

Um remake ruim? Sim.
Um jogo ruim? De forma alguma.

Este título na franquia me parece concebido em cima da seguinte pergunta: E se Resident Evil 3 fosse um jogo de ação?

Eu creio ser uma decisĂŁo estĂșpida que descaracteriza o jogo sem nenhum propĂłsito, mas o resultado nĂŁo Ă© de todo mal. Essa conversĂŁo de formato foi feita decentemente e gerou um jogo consideravelmente divertido, mesmo que nĂŁo esteja no modelo ideal. Apesar de todo o conteĂșdo ser filtrado e o potencial enorme reduzido apenas a uma progressĂŁo semi-linear, ainda Ă© um Ăłtimo entretenimento que entrega bem diversos aspectos.

Um deles Ă© a maior essĂȘncia do jogo: O Nemesis.
Critiquem Ă  vontade as alteraçÔes de design, mas a mensagem foi entregue. Sua insistĂȘncia assĂ­dua e ferocidade brutal o transformam em um digno e literal nĂȘmesis, que genuinamente me surpreendia e abalava com essa persistĂȘncia sem fim. Cada vez mais intenso e bizarro, gerando boss fights legitimamente divertidas que se valorizam demais pelo formato frenĂ©tico que esse jogo gerou. Manteve-se icĂŽnico.

Outras características que não apenas foram bem projetadas, como também EXTREMAMENTE aprimoradas em relação ao jogo clåssico, estão em tudo que envolve os personagens. Anteriormente, a dupla que sustenta essa história se limitava a avatares muito banais que são incapazes de ter uma linha de diålogo que vå além de frases prontas e genéricas sem sal. Em contraste, este remake deu grande carisma a ambos, agregando personalidade e bastante charme com as tiradas badass da Jill e o estilo descolado do Carlos. O que não só os transforma em personagens de verdade, como também concilia a identidade caricata que a franquia de Resident Evil ostenta, se dividindo entre o sério e sóbrio, e o cÎmico e ridículo. A dose é precisa.

Indiscutivelmente é um remake limitado que negligenciou seu potencial gigante como reimaginação de uma série tão marcante, mas individualmente se faz como jogo e entrega virtudes valorizåveis.



Now that RE4 Remake is out it makes better sense what this game is. It's clear the RE2 Remake team wanted to do RE4, therefore, someone had to do RE3, but the release of it shouldn't conflict with Village, so it HAS to be out by 2020, hence: a game that barely resembles Resident Evil 3 and more closely resembles a piece of crap DLC. I could almost guarantee that if you asked the director what happened to this game, he'd say, "Well we had a year to develop a AAA Resident Evil release. It's a miracle any of this happened at all." He'd be right, too!

There is no doubt they probably wanted a more dynamic Nemesis system, but that has to be a pain in the fucking ass to program and playtest, so he is restricted to much easier to manage scripted-sequences. Every problem this game has easily points to the idea that they didn't have time to make this while the main teams were developing Village and 4. This is a total bummer because Nemesis is such a fun game with so many great set-pieces, and RE3 2020 barely resembles that game.

Carlos rules though. Carlos alone justifies rating this 3 stars.

Part of what makes the Resident Evil and Resident Evil 2 remakes so good is their reverence for the games on which they're based. Both firmly root you in very familiar locations, with puzzles, enemies, and plot beats being expanded in ways that don't feel inauthentic to the original games. For whatever reason, Capcom decided to deviate heavily with Resident Evil 3, making it barely recognizable as Nemesis. Character relationships are heavily altered, iconic locations are dropped entirely, and Nemesis heself is downright neutered.

This becomes apparent from the start as Raccoon City's opening streets are radically scaled down, becoming more confined and less interesting to explore. You spend very little time here compared to the original, and the few key locations that do carry over are gone in a flash. Take the opening sequence in the warehouse, where Dario Rosso locks himself in a shipping container hoping to just wait out the zombie apocalypse. In the original game there's a whole second floor to explore, and you're able to return later once you've acquired the lockpick, which actually provides some closure to Dario's little substory. In the remake, you just run in here real quick, Dario tells you to get bent, and you leave. You're in there for all of a minute, you never hear from Dario again, and as far as I'm aware you're not able to go back. Locations like the restaurant feel microscopic compared to the original, lacking its basement level or really serving as anything other than a space between two doors that connect different streets. Gone are places like the pharmaceutical company office, and really much of uptown in general. It's just... not here.

Nemesis gets done the most dirty, though. In the original, he occasionally shows up to cut off your route, forcing you to think on your toes and adapt. You could try to take him on, but that meant wasting precious ammunition only to buy yourself a brief respite. No, your best option was to avoid him entirely, and that meant learning the map and taking advantage of its many twisting roads and alleyways. Raccoon City was the culmination of Resident Evil's non-linear design, with Nemesis almost serving as a point of confidence. When you finally lost him, he would actually stay away for a decent amount of time, allowing tension to build as it becomes more probable he'll burst through the next door or swing around the next corner.

In the remake, he shows up after a scripted event and is just kinda always there. You basically endure one long segment where he's constantly on your ass, and this is because the Raccoon City streets are much more linear, with far fewer places to juke or outrun him. Whereas evasion was your best COA (course of action) in Nemesis, in RE3 you actually should just dump ammo into him. Or toss a single grenade, because uh, that's all it takes. He's such a non-threat here, utterly lacking in the qualities that made him frightening, and then after the opening hour of the game he kinda just stops showing up outside of scripted encounters. Mr.X was so well utilized in the RE2 remake, how could they fuck up my boy like this?

Still, I don't think Resident Evil 3 is a bad game, it's just disappointing. In some ways I think it suffers from releasing too soon after Resident Evil 2. It feels like they were in a crunch to get this one out, and as a result you'll often see people saying it feels more like DLC for that game. In that way, it also benefits from some of RE2's strengths. The controls feel great, puzzles are well designed, and it looks purdy. Mostly...

I should note that I played this on the Playstation 5, which has a free upgrade available similar to Resident Evil 2. I decided to play the game with ray tracing enabled, but about halfway through the game all the textures got screwed up. Everything had lines running through it, giving even metalic surfaces a sort of woodgrain texture. A lot of textures also looked blurry as hell. Like, Playstation 2 blurry. I have no idea what caused this, but restarting the game and switching to performance mode did not fix it. Since this game takes like, 3 hours to beat on a blind run, I did not find it worthwhile to reinstall.

You can at least find Resident Evil 3 for a fair price now days. I think initial opinions were a lot more harsh when this game came out because it cost 60 whole American dollars, which is frankly ridiculous for what you get. It's too short, lacking in interesting side features, and fails to properly remake the original game in the way that its predecessors did, opting instead to be more of a departure in ways that are frequently a detriment.

The gameplay is for the most part the same as Resident Evil 2, but it’s shorter, more linear, less puzzle focused, and I’m disappointed in how it handles the Nemesis. His encounters are all very scripted and easy to predict, I think he goes down too easily, and don’t even get me started on all the “hero throws.” This is in stark contrast to RE2’s Mr X who actively hunted you, roamed the map randomly and, even in the few cases where he actually was scripted, was far more unpredictable. It is ultimately still a decent game that’s worth playing, just a slightly underwhelming one coming off of it’s predecessor.

Meu Deus, que jogo maravilhoso! Comecei a franquia pelo ''Resident Evil 4 Remake'' e de cara amei o jogo, desde então fui atrås de jogar os outros jogos dessa franquiam maravilhosa. Amei ''RE2 Remake'', e agora fui de cabeça no ''RE3 Remake''. Não sabia nada da história, mas sabia que muitos não gostaram do jogo, pois é muito curto e modificaram muito do original. Apesar de tudo isso, amei minha experiencia, me diverti muito do inicio ao fim. Amo o estilo dessa franquia, um ''Survival Horror'', cheio de ação, tensão, terror, zumbis, puzzles, tudo feito com maestria. Os gråficos desse jogo são maravilhosos! a gameplay, os personagens, os inimigos e principalmente a história, que é perfeita! Ainda não cheguei a jogar o RE3 antigo, porém adorei jogar esse remake. Realmente o jogo é muito curto, esperava aproveitar um pouco mais, porém acabei sendo pego de surpresa pelo final inesperado. Tirando isso, o jogo para mim é perfeito. Super recomendo jogarem essa maravilha!

Gorgeous, fun remake of Resident Evil 3 but just too short.

For those unaware this is a remake of the original Resident Evil 3 on the PlayStation 1 back in the late 90's. I don't have a huge amount of Nostalgia for it as I only played it a little bit of the original so don't have a lot to compare, but what I can tell you is it's a gorgeous, fun, action horror title that is worth picking up if you're a fan of the series, but probably not at full price given the amount of content.

The game is set after the original Resident Evil in Raccoon City and roughly at a parallel time of last years Resident Evil 2 remake. While you can play this stand alone no problem without either of those titles I really recommend you do play them as A) they are amazing, and B) there are story beats that you would miss without them.
The game follows Resident Evil's protagonist Jill Valentine, she stayed in Raccoon City investigating the Umbrella Corporation and was planning on escaping the city when a zombie outbreak hit and she started being chased by a giant seemingly indestructible monster intent on killing her. Jill is one of the stand out points of the game. Her character has been updated with a better costume and her tough personality and interactions with the other characters I loved.

As Jill tries to escape the city there will of course be a lot of exploration and combat. The game is pretty linear with only a few basic locks and very rare puzzle to progress. Jill is played in a third person view and will have to scrounge for different weapons and ammo as she explores. The zombies and monsters are tough so ammo shouldn't be wasted where possible, placing accurate shots, choosing the right weapon, using explosive barrels or just running by enemies that you can safely avoid are all valid strategies though there is enough to kill everything should you choose.
The game plays very similarly to the recently released Resident Evil 2 except Jill now has a dodge. If timed right, almost like a parry, at the very last second Jill's dodge will enable a brief slow motion period allowing you to aim and take a shot after rolling. It looks great and at higher difficulties in certain places it's almost necessary.

Presentation wise resident Evil 3 is simply gorgeous. Capcom the developer use a technique called Photogrammetry. This has them scanning and taking photos of people and objects from all angles to get accurate representations in the game resulting in some incredibly detailed visuals. The cutscenes of the characters in particular are really good, as each character is based on a real life model. Sound wise the game knocks it out the park too with some great atmospheric music and the voice acting is perfect. We have come a long way since the B-movie voice acting of the original Playstation games, that's for sure.

Sounds almost perfect right? Why only four stars? It just feels so very short. My first play-through took me 6 hours and even then I was trying to find everything and looking at all the graphical details I could as I like to really look at my game worlds. One of my friends completed it in 4 hours first time. This in itself wouldn't be a problem if it had something else to give it replay value at that price but it just doesn't. You can unlock a store to buy infinite weapons and there are harder difficulties which add a little bit of fun but with these weapons I sped through in 2 hours, and even once at an hour and 15 minutes (I was speed running for an S rank but still).
The original game came with a mercenaries mode where you run through levels rescuing people collecting ammo and weapons as I recall, this version doesn't but comes with a separate online multiplayer with it's own trophy list I suspect was a separate game originally but got bundled in, called Resistance. Not going to lie, I didn't even try it, didn't care, wasn't interested as that's not why I buy Resident Evil games so your mileage may vary there.

All in all I had a great time. I beat it four times in a couple of days and got the platinum trophy. It's definitely a quality experience I recommend, just not at ÂŁ45 for the amount of content. Grab it when it's more like ÂŁ20 as that's probably a better estimate.

+ Jill is great.
+ Gameplay and the dodge mechanic are really fun.
+ Stunning visuals and great voice acting.
+ Good pacing, nice tie ins to Resident Evil 2.

- Game is short, lacking replay value or extra modes unless you're into tacked on multiplayer.

I kinda liked how short and sweet it was. Nemesis is cool but I've heard negative things regarding him in this remake compared to RE3 Classic. I really enjoyed the game and honestly want to start playing the classics to have more of an appreciation for the series.

Playtime: 6 Hours
Score: 4/10

The scariest part about this game is how mediocre it is. So this was the last of the RE Engine, Resident Evil games for me to play as I have wanted to play it for a while, but was never going to buy it with how short it is and the fact that they cut out so much content from the original. The game got added to game pass this month which is how I played it. So what did I think of it?

As you can probably tell from the score and my first written line, I didn't enjoy this at all. I put off playing this game for so long, even playing the RE4 Remake before playing this because it just seemed like a glorified DLC or stand alone expansion being sold to us at full price which just put me off from playing it, and I was right! Now to clarify, I never personally played the original game but I did watch my parents play it as a kid and and while I don't remember much of it, I do remember Nemesis and how he was just this unstoppable force of nature, with his iconic "STARSSSSSSSSSS" line. I don't need to have played the original to tell you how much they botched this remake.

Graphically and gameplay wise, this looks and plays almost exactly like RE2 remake pretty much to a fault. The original game from what I have researched was designed to be a spin off from the original RE2 and they did that again here, even down to you revisiting some of the same locations from the RE2 remake. It makes sense from a story perspective as much of this game takes place before RE2, but from a level design perspective it's really damn lazy because they don’t do anything to change up the location to make exploring it feel new really.

Gameplay wise, it's basically RE2's combat but with a dodge button and some more punchy weapons like an assault rifle. It plays fine for the most part but it just feels like this remake is borrowing too much from the other, better game. The combat has much more of an action focus and it's fine at doing that, but I feel like they needed to do more to make it feel good to play. RE2's combat was slower and more methodical because it was a more classic survival horror game, and not really meant for an action orientated title. If you think of something like the OG RE4 or Dead Space 2, those games do a good job of being action oriented and making the player feel powerful. Here it just feels clunky as all hell for that style of game. The enemy types are also just very limited (and recycled from RE2R) with their only being basic zombies, gammas, hunters and then Nemesis. Action games need more enemies than this. It just felt like I was going through the motions and focusing on taking out enemies quickly rather than using the full combat kit.

The horror is basically non-existent with what little there is with Nemesis, but he lost his luster pretty much almost immediately. You know what would have been scary? If Nemesis was an actual stalker enemy and not limited to just scripted events. Even going outside of the Resident Evil franchise, when I played a game like Alien Isolation, the tension that I felt whenever the xenomorph was nearby as I hid in lockers or under tables was iconic. That would have been great here since Nemesis is such an iconic horror game villain, but here he’s just an annoying monster who just never dies and keeps coming back constantly.

The story was okay but I honestly stopped caring after a while. Jill Valentine is a cool and iconic video game protag, but the characters around her are just bland in this game and the story is just the usual Resident Evil story, without any real surprises or tension filled moments. I know the series often has cheesy, B-movie plots for their games, but here it just felt like the boring kind and not the it’s so bad, it's good kind.

This is just the type of game that makes me cynical about the AAA game landscape, until I play a good one or a creative, passion project indie game that makes me feel better. RE3R is just a huge disappointment.

All Games I have Played and Reviewed Ranked - https://www.backloggd.com/u/JudgeDredd35/list/all-games-i-have-played-and-reviewed-ranked/
RE Engine Resident Evil Games Ranked - https://www.backloggd.com/u/JudgeDredd35/list/re-engine-resident-evil-games-ranked/

You ever liked a game that you were also really disappointed by?

That basically sums up my experience when playing RE3 Remake. I remember seeing this game first get announced and I was unbelievably hyped, but then the reviews came in and everyone said the game was a huge letdown so my expectations going into it could not be lower.

I enjoyed it decently enough but the game did nothing that I hoped it would do. I was hoping it would make the cast more interesting, maybe give Brad and Jill more time spent together so Brad's death hits harder, Nope. Maybe make Nicholai more interesting but no, he still just exists and is overshadowed by Nemesis. The only character that's improved here is Carlos and to be fair, his interactions with Jill are the highlight of the game for me and I actually really grew attached to them by the end of the game unlike in the original. His sections are also pretty fun since he can actually defend himself unlike Sherry or Ada and seeing how Marvin got bit and exploring the RPD before the events of RE2 take place was also really cool to see. But that brings me to another issue I have with the game, they remove areas that were unique to RE3 like the Clock Tower, Park and Dead Factory in favour of adding a Sewer and an RPD section, both of which were already in RE2. This ends up making the game feel less like an RE3 Remake and more like RE2 Remake Lite, with a slightly more aggressive Mr X.

The game just lacks identity and a big reason for that is that the element that should've got the most attention barely gets any. Nemesis sucks here. In the PS1 Original, you really feel like they did as much with him as was possible with the hardware, here he basically only shows up in cutscenes and any surprise factor he had in the OG is completely absent here. He should've been Mr.X on steroids but instead he's just a poor mans version. His bossfights are some of the most fun ones in the series though but still, relegating a character that should've been re-introduced as an icon of survival horror to basically having the same role as Birkin in the 2 Remake is a crying shame.

To sum up, RE1R is the type of remake that replaces the original, RE2R is the type of remake that sits alongside the original and RE3R is the type of remake that makes you appreciate the original way more. I liked it decently enough for the 5 hours that I spent on it and I'm giving it a 7 because I went into it with basically no expectations but realistically, this is probably a 5 or 6 at best.

Shit there’s literally a half baked game with this easily $10 not $60

Dependendo a quem vocĂȘ pergunta, refazer algo como um jogo pode significar retirar algo que nĂŁo agradava na obra original e tornĂĄ-lo melhor ou inexistente.
NĂŁo sei se foi essa a mentalidade quando escolheram tornar um jogo com considerĂĄvel profundidade em uma cĂłpia que parecesse ter sido feita com mais pressa que o jogo original.

Tomando por herança as mudanças de gameplay mais que bem-vindas feitas no RE2R, RE3R faz bonito e o combate não desaponta com facilidade. A dinùmica de inimigo perseguidor (que eu pessoalmente detesto) foi executada bem o bastante para me lembrar do Nemesis enfurecido do jogo clåssico, embora a movimentação digna de um jogo de super-herói tenha me irritado mais do que desafiado. Especialmente considerando que outro Tyrant (Mr. X) estava agindo durante o mesmo momento contra duas pessoas.

A trilha sonora Ă© bem sĂłlida e eu ainda sinto uma pontada de satisfação todas as vezes que ouço a mĂșsica do saferoom. AlĂ©m disso, mesmo que eu tenha jogado ambos RE2R e RE3R com o volume da mĂșsica no mĂ­nimo, a mĂșsica de RE3R me soou mais intensa e presente que a do jogo anterior.

Eu realmente não sei o que dizer sobre a narrativa do jogo, que, mesmo sendo notadamente diferente do original, não parece ter feito um uso inteligente das situaçÔes do original, com as inserçÔes completamente originais soando como pedaços de uma história maior contada às pressas.
Eu não tenho a intenção de dar spoilers, mas a mera sugestão de insanidade/paranoia da protagonista do jogo introduzida nos primeiros 5 minutos de jogo e jogada fora sem cerimÎnia é apenas um exemplo do roteiro tentando fazer algo (com potencial) e simplesmente desistindo da ideia.

Os personagens e suas caracterizaçÔes aqui se mostram diferentes o bastante de modo a tornå-los irreconhecíveis em certos momentos, seja de maneira positiva, seja de maneira negativa.
A protagonista e poster girl do jogo tem uma personalidade que me faz questionar se ela foi escrita para ser intencionalmente inconstante. Sendo esta a “primeira” aparição da personagem na nova timeline de reimaginaçÔes, temo que em um eventual remake de RE5 os roteiristas precisarĂŁo de cuidado ao moldar a personalidade dela pra refletir a motivação de suas açÔes que deflagram o enredo.
Do outro lado do espectro, Carlos, o personagem de apoio que outrora nĂŁo passava de um galanteador superconvencido, rouba a cena durante os segmentos que lhe sĂŁo dados e parece ter sido a aposta dos roteiristas.
Com uma boa mistura de carisma e bom humor, Carlos consegue passar bem a impressão de alguém bem-intencionado, embora alienado das implicaçÔes do seu trabalho.
O resto do elenco de personagens é um tanto indiferente, embora alguns detalhes na construção deles tentem fazer justiça ao pouco tempo de tela que possuem.
Infelizmente, o antagonista do jogo não tem muito tempo pra ser estabelecido de maneira orgùnica e acaba soando estranhamente caricato e (discutivelmente) estereotipado, não servindo como uma preocupação, mas como um obståculo com poder demais.

Por fim, e esta observação é ainda mais pessoal do que o que escrevi acima, parece-me que o jogo apostou bastante num subtexto sexual/sexista para muitas situaçÔes, inclusive para gerar horror. De modo que, se para alguns personagens ele foi usado de uma maneira inteligente e que no fim reflete numa evolução (Carlos), para outros se mostra uma ferramente contra eles, particularmente a protagonista. Esse subtexto fica gradualmente menos discreto à medida que a história avança, com Jill eventualmente trocando uma de suas frases consagradas por uma que parece ter levado o conceito de stalker um pouco a sério demais.

Em suma, Resident Evil 3 faz um trabalho decente, se considerado separadamente do resto dos jogos da franquia. Porém, quando considerado junto dos demais jogos e particularmente do remake de 2019, RE3R aparenta ter sido vítima do hype gerado pelo jogo anterior e parece pouco mais que uma junção de ideias costuradas às pressas para caber em uma janela de lançamento oportuna.

Mehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh.

I have not played the original RE3. Throughout my playthrough I could do nothing but compare this to Resident Evil 2 Remake. In doing so, my thoughts on this game can probably be explained pretty well. This game was released just 15 months after RE2 came out. It’s clear that RE3 relies heavily on the systems and assets that were used in its predecessor, this shouldn’t be a problem as long as it feels like it’s doing something new with such systems, but it doesn’t really, and I think that’s the underlying theme of how this game generally feels incredibly mediocre, uninteresting or unmemorable to me.

I would say about 30-40% of the game was actually really good, it had tension and interesting interconnecting level design. The rest, while still somewhat engaging in terms of gameplay, felt lacking in any sort of real survival horror excitement.

The story felt very barebones (yes, even for an RE game), Jill and Carlos did not take my interest very much at all. If the game was longer this certainly could have been different.

I give the game credit, a couple parts gave me some good challenges, more so than RE2 did, which was fun. I died a total of 17 times, although a few of those definitely felt unfair and frustrated me a bit, setting me back quite a bit, having to redo some of the more boring sections in the game.

And then there’s Nemesis. From what I have heard they really shafted it compared to the original, totally believable. Most of the sections involving it feel so scripted to the point of blandness. The actual boss fights are okay.

I realise this review is quite vague. I can’t really articulate too well why I was not resonating with RE3. It simply is a case of the vibes didn’t feel right ¯\(ツ)/¯.

Mesmo estando ciente de todos os problemas que envolvem Resident Evil 3 Remake, preciso ser justo com minha prĂłpria experiĂȘncia com o jogo. E partindo do ponto de vista de alguĂ©m que nĂŁo tem ligação com o original, devo dizer que me diverti bastante com o que experienciei.

De início eu realmente tive a impressão de que as coisas estavam acontecendo råpido demais, sendo até difícil de acompanhar e digerir, mas logo o ritmo se tornou mais agradåvel nessa curta campanha de mais ou menos 4 horas.

A jogabilidade se manteve extremamente satisfatória, com pequenas adiçÔes que mesmo não tão impactantes, agregaram bem ao conjunto.

Dessa vez, pude conhecer uma nova protagonista, que me fisgou sem grandes dificuldades. Jill Valentine é incrível, e sua reimaginação visual ficou impecåvel.

Junto ao NĂȘmesis, a dupla de caça e caçador tomam o brilho do jogo como um todo, sejam nas perseguiçÔes ou atĂ© mesmo nas bossfights.

Consigo compreender a revolta e decepção por parte da grande maioria dos fĂŁs em relação a esse remake, principalmente pelo conteĂșdo cortado, mas como mencionado, acredito que ele funcione muito mais com novatos na franquia do que apreciadores de longa data.

Were it not for Code Veronica, Resident Evil 3: Nemesis would be the RE game that needed a remake the most. While it was a fun, hectic survival horror experience, it also suffered from a couple of downright unfair boss fights and puzzles (I have never managed to beat Nemesis at the clock tower without breaking his AI). It also doesn't feel as replayable as the first two entries. Hot off the heels of a smash hit in the Resident Evil 2 remake, Capcom had the opportunity to 'fix' RE3 and ensure it would be as beloved and alive in the public consciousness as the games on either side of it.

Well, now we know why Capcom calls them 'reimaginings' instead of 'remakes.'

R3make is not a bad game. It's a thrill ride with a breakneck pace and gorgeous visuals to boot. Raccoon City feels more real than ever as it burns down, and there are plenty of tense escapes to be had from the iconic Nemesis. During my first sitting, I played the game until my wrists hurt, and for a while I was convinced that the game was even better than RE2make.

Which is why I recommend finishing the game in a single session if you can; even at a relaxed pace, it should take five hours at most. If you don't, the flaws will start to show. You'll notice how much of the game revolves around wresting control from the player to deliver scripted setpieces, which while gorgeous do often veer into the routine of 'cutscene -> walk a few steps -> cutscene.' You'll notice that for some odd reason, the danger of RE2make has been cut out - it's extremely easy to tell when a zombie is truly dead here, because they stop ragdolling; Nemesis is easy to escape and only shows up when he's meant to. You'll notice the lack of open-ended exploration; organic discovery has been eschewed for tightly controlled 'moments.' And perhaps you'll get over how beautiful Jill looks in this game to realize what a cranky bitch Capcom turned her into.

The designers giveth, and the writers taketh away. While Carlos has been granted a much-needed glow-up that transforms him from a bland stereotype into a likable co-protagonist, Jill's characterization has been butchered. Not only did she go to the Tomb Raider Reboot school of 'falling from heights the entire game,' but she's distinctly more generic and 'stock' than her previous incarnations. Her attitude during her first encounter with the Umbrella security team may be justified; the rest of the game, less so. Some of the writing, especially at the conclusion the game rushes into to keep from unravelling completely, is enough to make one wince - not charming enough to be campy, and not mature enough to be realistic.

R3make also precipitated an outcry over its omission of certain sections of the original game. I have mixed feelings about that. On one hand, it keeps the game moving along at a frenetic clip that's ideal for playing through in a single sitting. On the other, some of the cooler portions of the original RE3 have been lost. The lack of any gameplay modes besides the campaign is also a disappointment; I'm aware RE: Resistance came bundled, but I'll be reviewing that as a separate game. What I'm really asking is: where the hell is Mercenaries?

This is a fun game that controls well and looks gorgeous, but it doesn't live up to its potential. Somewhere in development, it was rushed. Unlike the first RE game's remake, which for casual players rendered the PS1 iteration obsolete, R3make feels neither definitive nor essential. I recommend buying this only at a hefty discount.

The first time I played this I really wasn't impressed to be honest. I wasn't in the right mood for the style of gameplay it demands, and I get so lost with all the backtracking that Nemesis quickly became a huge annoyance for me.

Playing it again in a more fitting mood, not trying to rush through everything and being a little more careful.. Yeah I hadn't been fair at all. I've stood firm for ages that this is an average game and ole Nemmy is the most frustrating, broken enemy in the series, but in reality I was just a stinky butthead.

Sure it's short, but the quality is pretty ace across the board. Not to mention Jill being the hottest, most badass girlboss in gaming (maaaaybe second to Tifa but sh) -- I get it now. It's not perfect and I wish there was more to it, it definitely falls short in some ways compared to RE2 (where is the awesome end credits song?!?) but yeah, I'm convinced. This game good.

Also despite having a really dumb and stoopid name that makes him sound like a fool that doesn't like AI, Carlos is neat :p

The old Resident Evil is dying, and a new Resident Evil struggles to be born; now is the time of zombies.

I don't think that this exists in the space that it wants to. It's too linear and not strict enough to play like Resident Evil 2; it's not fun and frenetic enough to play like Resident Evil 4. It exists in this in-between area of not really living up to what came before, and it fails to sufficiently set the stage for what's to come. Between the linearity, the immense amount of resources you're constantly being given, and the frequent scripted sequences that consist of little more than holding forward and the run button, Resident Evil 3 Remake more closely resembles Resident Evil 6 than it does any other game in the series. I hope you haven't gotten sick of the words Resident Evil yet.

This is a game with zero restraint. Jill walks into the sewers with a full stack of shotgun shells to pump into the faces of the hunter gammas with their instant kill attacks. Carlos starts his side of the story with an assault rifle(!) that holds 30 rounds in a magazine(!!) and a reserve 200 rounds(!!!) in his pouches. Both characters rely on a counter mechanic that's both completely broken and often useless in equal measure; either there's a swarm of zombies in front of you and dodging one will throw you directly into the next one, or there's just a single zombie and there's no reason not to fish for the perfect dodge so that you can auto-aim onto their heads for easy crits. Just about everything that isn't a standard zombie or Nemesis — yes, Nemesis is only about as dangerous as a standard zombie — has an attack that instantly kills you, but typewriters are fucking everywhere. Often the most optimal play is to walk through an area, fish for as many dodges as you can get, and then save for free once you clear a couple of rooms. Sure, you'll probably fuck your dodge up and die, but dying will never actually cost you more than a couple of minutes. Nothing is threatening, mechanically or narratively.

I've seen a lot of complaints that the remake ruins Jill's character, and I'm not entirely sure that's true, because Jill Valentine is a different character in every single game that she's been in. I'm not convinced that Capcom has ever had any idea what they want her to be. The deepest characterization she's ever gotten was in the original Resident Evil, where she was a sort-of parallel to Chris; she was smart, and a skilled pianist, and vaguely nice. From there, though, I don't think she's ever had anything consistent enough that you could call a "character": Resident Evil 5 turns her into a brainwashed babe in a bodysuit; Revelations makes her into something akin to Batman from the Arkham games, complete with Detective Mode; Death Island ends with Chris remarking that he's glad to have "the old Jill back", but which Jill he's talking about is left as an exercise for the viewer. And, in keeping with this pattern, she's a different character in Resident Evil 3 Remake as well. I've given you a lot of preamble to lead into the fact that I don't really care for the way she's written here. There's just something about the glib quipping that constantly undercuts the severity of the situation everyone is in. Nemesis stumbles out of a burning alleyway into a river and Jill practically looks to camera like Office Jim and says "bitch can't even swim". She doesn't really seem to give a fuck about Nemesis at all. I mean, I get it, considering how you can lob one grenade at his feet to instantly down him, or just walk away at a brisk pace to lose him completely, but I'm hardly sold on the idea that I should be afraid of him when our protagonist is rolling her eyes whenever he's on-screen. People say that she swears too much, or that she's too rude to Carlos when she finds out he's Umbrella, but I don't think those are at all the problem. It's no surprise that everyone seems to have universally attached themselves to Carlos, largely because he's always ready to throw himself back into the fray, he can crack a joke, he's a stone-cold professional — all things that I imagine Jill isn't in this solely because they didn't want to have two characters with the same personalities, and not because they thought it made sense in-universe.

In a series that already isn't renowned for being well-written, the writing in this is poor. There are just so many bad lines in this. The aforementioned quip about bitches who need to be taught how to swim is one, but it stands shoulder-to-shoulder with other complete misfires like "get off my train, shitbird!" and "I'm goddamn Nathaniel Bard!". Bard himself is easily the worst part of the game; it's not enough that his rant to the nurse is written like a PSA about workplace harassment, but his voice actor is fucking terrible. The lines he's given are trash, but he is giving by-far one of the worst performances I've heard in a AAA game in a long while. It's no coincidence that Mikhail is also doing a really bad, forced Slavic accent, because it's the same fucking guy doing both voices. I don't know how he made it through casting for two different characters. It probably shouldn't be a surprise that this is a Bang Zoom! production, because this is dubbed exactly like a bad seasonal anime, all the way down to the lip flaps regularly not even matching up. Half of the in-engine cutscenes look like Kung-Pow.

The game as a whole isn't terrible, but I would have been nervous if I had played this after the Resident Evil 2 Remake and before Resident Evil 4 Remake. It's clear that the team who worked on this didn't really understand why Resident Evil 2 worked. It wasn't just because the hallways were tight and the inventory was restrictive; it was how it kept making safe areas unsafe, how Mr. X was practically invincible and constantly pursuing you so that you couldn't afford to take it slow, how one zombie represented a drain on your limited resources even if you played it optimally. The irony that the game that introduced Nemesis does Nemesis worse than its predecessor.

It's not really worth recommending to people who liked Resident Evil 2, and it's not worth recommending to people who liked Resident Evil 4. It's a game that doesn't know what it should be, and some very obvious budget and time restrictions make this feel more like a bad piece of DLC rather than a standalone sequel to one of the best releases of the past decade.

I'll have to check out Resident Evil 3: Nemesis now, because I'm curious just how much was lost in remaking it.

It's like they looked at the best parts of the previous game and decided to do the opposite while doubling down on the worst?

The fantastic level design/exploration loop is thrown out the window for a linear funneling through the butchered locales. The recycling of areas from the previous game while the clock tower, park, and other areas were missing was especially disappointing.

The horror/action balance is thrown off with a heavy focus on action without many gameplay shifts to account for it. The dodge mechanic was a start but it feels half baked and clearly isn't enough to carry things on its own.

Meanwhile they gave us more scripted chase sequences because everybody's favorite part of REmake 2 was totally the crocodile sewer bit. Nemesis roams around/messes with you in a non-scripted way for all but 10 minutes and he's less of a threat than the zombie mobs that are all over the place. What happened?

It isn't all bad, still. The character designs (Jill looks great and Carlos is really hot lmao), the characters themselves, and the soundtrack were all nice. Those can only go so far when the rest of the game was so rancid.


Generally the mangling of the source content you're remaking would go over better if the new content you have to show for it was worth a shit. I would've been totally here for a nice reimagined REmake 3 but this isn't great as a fresh or nostalgic experience.

I feel like this is the breaking point of my heavy investment in the series. It feels really bad tbh.

I think a lot of people exaggerate the problems with this game and hate it to an unhealthy level because at the end of the day it's just a weaker RE2R and that's not something to start riots over.

That said, it CAN'T be overstated just how much of a wasted opportunity Nemesis was. Instead of making the ultimate stalker enemy(something I think Capcom has still failed to truly do, despite trying it many times), they instead make Jill and Nemesis partake in a bunch of trite "set piece" moments that have zero tension and are too obviously scripted to be of any enjoyment. Instead of fearing Nemesis, I would just always dread seeing him appear in a cutscene because it meant I was gonna have to do another boring chase scene. This game was clearly made on a smaller budget than RE2R and they sure didn't make the best use of those resources.

---

Resident Evil: Resistance is unironically the best part of this package. Shame Capcom gave up on it so quickly.

RE3 feels like it's going in a different direction compared to the previous two games while at the same time still feeling like a Resident Evil game. The maze-like interconnected levels are switched for what feels like something more linear and the focus from exploring and puzzle solving is shifted to a more combat-focused experience. But I didn't mind any of that because the game is a ton of fun. Going a bit faster through the levels was a nice change of pace. Still, that doesn't mean there's no room for exploration. Leaving no stone unturned gets you rewarded with all kinds of ammo, healing items, weapons, and upgrades so you can keep kicking Nemesis his ass.
Switching between former S.T.A.R. member Jill and Umbrella's professional hot boy Carlos keeps the game interesting and I enjoyed their dynamic. The story felt a bit too similar to RE2 which makes sense since they're (almost) happening at the same time.

Don't really have anything more to say besides that I'm really enjoying these games and RE3 continues just that.

I suppose I should thank the near-universal negativity surrounding this game, as it allowed me to go into it with my expectations in the toilet and come out the other side feeling pleasantly surprised. It's not a great game, but it has some properly pulse-pounding moments and I think it's a more successful translation of it's predecessor's mechanics into an action game than the original RE3. Jill's dodge roll is very satisfying to pull off, and makes the vast number of nigh-indestructible zombies you face on Hardcore deliciously manageable. R3make isn't a game about mowing down hordes of zombies, it's about doing just enough damage to slip through by the skin of your teeth, and that loop works very well with the breakneck pace.

The story sets that pace well, but unfortunately nothing can really be said about it beyond that. The narrative that engages here is the cat-and-mouse game between Jill and her monstrous stalker (a read the game leans into at a few points), but sadly the game seems far more interested in the travails of a generic mercenary and their shadowy benefactors. Why is Nicholai's boring ass even here?

I've seen more than a few complaints about this game "removing" content from the original RE3: Nemesis, as if they had the assets for the big worm boss lying around and chose not to put them in the game out of spite. If this was a straight port then I'd maybe understand that line of thinking, but this is basically a completely different game than the original that happens to have a similar plot, (in fact it probably diverges the most from it's source material in terms of level design and structure of all the REmakes, which is something I appreciated) so what's the point in just going down a checklist of things the original had and this didn't? R3make succeeds and fails enough on it's own merits, it doesn't need to be compared to a game that it isn't trying to be a direct emulation of. There's something pointed, I think, in how the game's use of the original's most iconic line is almost certainly going to be interrupted by an enemy attack. Trying to be Resident Evil 3: Nemesis is futile, because Resident Evil 3: Nemesis already exists. The same scares and delights cannot be captured by repeating them, because we've already seen them. So, R3make opts to try to surprise and delight you in new ways. Things like how Nemesis bursts into Jill's apartment within seconds of the game starting represent a refreshing willigness to put the pedal to the pedal and really go nuts with ramping up the adrenaline, but sadly the game doesn't always live up to that standard.

R3make is not a disappointment because it fails to be Resident Evil 3 Nemesis, it disappoints because it fails to fully be itself. The story is too tied to the original's plot to embrace the parts of itself that are legitimately interesting, and while R3make is perhaps the first Resident Evil to not have a really shit bit, the Carlos sections are just less interesting to play. The last third in general feels like kind of a slow, bum note to end on after how exciting the first two thirds are, but it does manage to avoid becoming a total trainwreck like many Resident Evil games fall into for their finales.

It's not a patch on the Resident Evil 2 Remake, but for what it is, a more linear, action-y expansion for that game, it's a fun evening's rollercoaster ride. Unfortunately, Capcom didn't seem to understand that, and instead chose to price this as a 50 quid full boxed release. I think this price/value question is what drives down a lot of feelings about this game, because it's very short and has almost zero replay value, especially compared to other Resident Evil games, and that makes it very difficult to recommend, especially when the Resident Evil 2 remake is better and cheaper. Still, I got it on sale for about 15 quid, and had a thoroughly fun time that I will probably never think about ever again.

Estou cansada de saber que o RE3 Remake foi capado, mas pra preservar minha felicidade vou apenas ignorar e continuar achando um jogo divertido.
Obviamente tenho certeza de que ele nĂŁo faz jus ao seu original, e me arrisco a dizer que se RE3R tivesse todo o seu conteĂșdo, seria bem melhor que o RE2R.
A parte que mais me agrada nesse jogo sĂŁo principalmente suas sequĂȘncias de ação e lutas.
E Nemesis Ă© definitivamente muito mais interessante e amedrontador do que aquele parasita do Mr.X
Sem contar que jogar de Jill Valentine e Carlos Oliveira Ă© um dos prazeres da vida.

Em resumo: Resident evil 3 Remake BRILHA como jogo, mas infelizmente falha como Remake.

i actually liked this one a lot more than i expected i would based on what others have said about it, i genuinely had a lot of fun. i cant help but feel like part of why i enjoyed re3r so much is because i haven't played the original yet, but i'll see about that soon enough. i feel like my main complaint is that it takes a bit for jill to get endearing and nemesis becomes a lot less interesting as the game goes on, but even then he at the very least stays my favorite creature design in the series throughout the game. i felt like the length of the game was fine but i'm the type to prefer games to be shorter so i'm not too surprised that it wasn't as big of an issue for me as some other people. i also feel like resident evil has a bit of problem of dragging on after a certain point but i didnt experience that much if at all with 3 just because of how short it is


FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU.

The more nemesis “evolved” in this game, the worse the overall game got

if this game and its predecessor were twins, it would be delivering a monologue to resident evil 2 about how it got all the dominant genes while it was saddled with the recessive genes. resident evil 2 would then punch it off of a giant tank and shoot it to death a machine gun.

where as resident evil 2 had further reignited a franchise already given a shot of adrenaline from Re7, this game feels like a foray into total pointlessness. The only thing that really separates this from any other AAA zombie game is having a tighter focus and saying "Resident Evil 3" on the box.

I don't feel comfortable giving it anything lower than 3 because, shit, it's still pretty good, it has just left such an alarmingly low impact that whenever I see it sitting in my steam library I think, "oh yeah, that came out. crazy."

pega o remake do 2, tira tudo q faz ele bom e mistura com subway surfers

pelo menos teve umas duas boss fight legais acho