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Fez

2012

This game is genuinely good even if Phil Fish was an overwhelmingly douchey narcissist who couldn't handle trolling and banter equivalent to that of a 12-year-old in Call of Duty voicechat.

*Played as part of the Master Chief Collection

So the original Combat Evolved was one of the two Halo games I played, as it was the only one I knew of that was on PC at the time. I was just never an Xbox kid, so I completely skipped this series back during its heyday. Thankfully most of the series is on PC via the Collection (which I have definitely taken way too long to get around to as well), so are now more easily accessible (Halo 5 PC port though? When is that happening? I would like to eventually complete the series).

As a game, this is a pretty fun FPS experience, but it definitely feels dated now. The lack of accessibility options such as sprinting and weapon iron sights makes it feel like more of a slog to get through than it actually is, especially when redoing checkpoints. The level design is interesting though, with many large sections and maps that you circle around completely. This is something that I don't think I've really seen before in a linear game such as this. The vehicles are also fun to play with, although I hated driving the Warthog. For some reason, the Banshee handles like a dream, but the Warthog is this unwieldy thing that flips over every time you hit even a slight pothole or elevation change.

Overall, the story is enjoyable enough, but is still pretty bland and by-the-numbers. You also don't get much lore at all during the course of the game, with a lot of questions just left up in the air - I suppose for the later games to answer. Who are the Covenant? Why are we at war with them? Why is Master Chief such a unique badass? Why is Cortana so sassy? Who the fuck are the Forerunners and the Monitor? Anyway, I'm sure I'll get more answers as I go through the series, so I'm not too worried about these questions.
We continue onwards to Halo 2, which will be the first completely new game in the franchise I'll have played, so I'm looking forward to that.

Fallout 3 is an easy game to make fun of and definitely is abundant with issues. Even at release, people had a grievance with the questionable writing particularly with the main quest's end game content.

Regardless, I can't help but have a soft spot for this game. It was one of the first PC games I played after getting my first real gaming PC and downloading Steam. It has a fair amount of fun quests, like the Wasteland Survival Guide, finding the Declaration of Independence along with other historical artifacts in the DC ruins, and the whole Tranquility Lane sequence. It also incorporated the turn-based aspect of the original 2 Fallout games in a creative way with the whole VATS system, which I think serves to really improve the game's combat considering its wonky shooting mechanics.

Something about this game is just super addictive to me. It's easy for me to spend hours and hours in this world exploring and solving quests for its inhabitants. Clearly Bethesda did something right here, because they did save this franchise. It's just a shame they had to go and ruin it themselves later.

Also here's a quick rundown on the DLCs:

Operation Anchorage: Okay I guess. Short enough that it doesn't overstay its welcome even though it's basically just a Call of Duty mission. Plus you get good loot out of it.

The Pitt: Surprisingly great, with some genuinely interesting moral choices to make.

Broken Steel: Objectively the best one since it fixes most of the issues with the original ending, increases your level cap, and adds a fair amount of new content.

Point Lookout: Second best one, even though I think it's stupid that they artificially increased the difficulty with how damage works with the enemies here. Has a fun main questline along with some cool side quests.

Mothership Zeta: Absolute trash. A boring, excessively long corridor shooter with damage sponge enemies and has no RPG elements to it at all.

Snak

2022

I’m a bit embarrassed to rate this game as high as I am, but I just can’t resist when it’s Snake 2.0. And it is most definitely 2.0. The basic idea is that instead of the traditional Snake rules we all know and love, you can now jump over yourself and even ride yourself to prevent death and gain more snake length space. The catch is, mean little apples spawn outside the perimeter of the area, who are intent on taking a bite out of the snake this time. They’ll latch onto you and ride upwards towards your head, resulting in a game over if they reach it. To prevent this, you can jump on your back with clever positioning and jump-timing, allowing you to eat the homicidal apples right off of you.

There’s some different speeds you can choose to lower or raise difficulty, but regardless of what you choose you start at a moderately long length. Something I’m unique in not minding it seems. To me, the first few snake lengths are filler seconds that are negligibly difficult, so to short circuit that downtime isn’t such a massive lost. However, an option to outright choose starting length would be killer too.

Classic games like these are what I love to see being reinvented on the Playdate. Short, non-intensive ventures that already have wide recognition and at least a modest amount of fondness from the general public. The profitability might be low, but that’s what makes it such a great candidate for the seasonal catalogue. Personally, I would have been fine paying a couple of dollars no problem, but they made the smartest move to get more people on board and acquainted with the concept. Hopefully this trend of putting small spins on 90s Windows games continues. Next up, Minesweeper! Who’s with me?

Playtime: 4.5 Hours
Score: 7/10

A fun but short shooter. I always wanted to play this game with its very Bioshock inspired feel but always read how short it was so I could never justify buying it. But it was recently free on the Epic Games store so I finally dove in.

Gameplay wise, while there aren't any powers like in Bioshock, it's got some solid shooting mechanics. You get a pickaxe, pistol, shotgun, SMG and sniper rifle and they all work well enough. Enemies can kill you pretty quickly so you need to be on your toes and you can't carry that much reload, so you have to be strategic with when you fight. It's functional but I feel like a sequel would need to flesh this all out more. Also some of the enemy types are annoying like the suicide bomber droids, which I just hate seeing in an FPS.

The story I found to be quite interesting with some good dialogue and voice acting. The only issue is the story doesn't really resolve properly by the end, and it's pretty much sequel bait for the already announced, Industria 2. Because of that this game can feel like a tech demo and the second game will probably be what the devs wanted to make in the first place. Still an enjoyable game. I would recommend grabbing it while it's still free or get it when it's on sale.

All Games I have Played and Reviewed Ranked - https://www.backloggd.com/u/JudgeDredd35/list/all-games-i-have-played-and-reviewed-ranked/

While the first Alone In The Dark was considered the pioneer of “survival horror” (not counting the top-down proto-horror adventure title Sweet Home), the term was actually coined by Resident Evil four years later. Almost 30 years on, RE has maintained its overruling of the genre: RE4, RE7 and RE2R, have each steered almost all other horror titles in terms of camera style, gameplay, puzzles and combat. Most of the big hitters of recent years, Alan Wake II, Dead Space and, let’s be real, probably the Silent Hill 2 remake, all aspire towards the success of Resident Evil 2 remake. It’s kind-of a shame then, that this ‘reimagining’ of the true pioneer of survival horror remains firmly on the pile of indistinguishable over-the-shoulder monster shooters under RE’s umbrella (intentional reference).

That said, it’d be unfair to overlook this new title’s rich atmosphere and uniquely swampy 1930s Louisiana setting. Unlocking and exploring various areas of the reimagined Derceto Mansion is always good fun. The star power of David Harbour and Jodie Comer… well they don’t add a great deal, the acting throughout is appropriately weird - the characters are quite cartoonish in a way that suits the campy eccentricity of the franchise.

But unfortunately, Alone In the Dark’s remake fails to thrive in any unique areas of its own. And sadly, it barely manages with the simpler things: the combat is functional, but ultimately bland; the puzzles are offensively juvenile; I like some of the swampier monsters, but most of them are uninspired, including a very dull final boss.

Still, it scratches that all-annoying survival horror itch - if you’ve played all the big hitters, this one serves as a decent b-tier entry that just manages to scrape by, albeit as an uninspired imitator of classics that came before it.

Sou um pouco suspeito em falar sobre jogos SoulsBorne pelo fato de ser um dos meus gêneros favoritos de jogos, mas Lies of P merece muitos elogios por ter feito algo tão espetacular e bem feito. Os desenvolverdes realmente fizeram boas escolhas na criação desse jogo, ele não foge muito da fórmula souls que já é bastante conhecida, mas ele consegue ser único tanto em seu combate tanto em sua história.

Lies of P na minha opinião é o melhor jogo SoulsBorne não feito pela FromSoftware. Seu combate é bem satisfatório quando você domina o Parry, diferentemente de Sekiro onde você poddia ficar apertando várias vezes o botão de parry, aqui você tem que acerta no momento certo, pois a janela para o próximo parry não é tão curta quanto é no Sekiro, a luta no todo não é tão rápida no Sekiro, mas é bastante satisfatória também.

A trilha sonora é muita boa, acho que as músicas de lutas contra os Bosses deveriam ter tido uma atenção maior, mas em compensação as musicas do Discos e as que tocam nas casas dos moradores de Krat são um espetáculo: Feel, Quixotic e Fascination são minhas favoritas.

A estética de Lies of P também é algo muito belo, se passa na França no século 19, combina demais com todo o jogo, as áreas são muito bem feitas, o Level Designer chama bastante atenção, as escolhas feitas pelos desenvolvedores foram boas, acho muito legal quanto os jogos tem uma ligação entre áreas muito bem projetadas e que tenha um logica por trás. O único ponto negativo são os atalhos até as Stargazer que eu achei um pouco óbvias demais, muito simples demais, acho que deveriam ter mais ideais do que apenas portas que só abrem do outro lado e elevadores.

Os Bosses são fodas, gostei de praticamente todos, todos tem bastante personalidade, a estética deles é boa e os combates são satisfatórios, só acho que eles erraram a mão na questão da segunda fase, depois de certo ponto do jogo todos eles tem uma segunda fase, e não é que eu não goste, mas acho que perde muito o brilho da luta por ser tão logico que vai ter mais uma fase e que ali não é o fim do inimigo, acho que deveriam ter dado uma alternada nesses bosses, mas é isto. Outro ponto que me pegou um pouco foi as lutas conta os humanos, achei sem graça e bem parecidas, todas.

A historia de Lies of P é incrível, e acho que é um dos pontos mais altos da obra, muito bem feita, não posso falar nada sobre ela porque senão seria um puta spolier, mas achei bem feita, nada é o que parece ser...

Enfim, gostei demais de Lies of P e estou esperando muito seu DLC e a continuação

The best 2D Zelda imo. A charming Zelda game metrodivania vibes. A game where you explore and backtrack a lot.

First off, as usually, the game looks nice. The music is great. The story is...fine/mid. It's basic. Nothing special. It does not ware out it's welcome. Honestly the length.

Let's get into the meat of this review though. The Kinstone system is a lot of fun, if you like backtracking. This is where the metroidvania feels come from. It wants you to backtrack a lot. Most of it is optional though. You connect a kinstone with a NPC and the world changes in some way. It's a neat little gimmick.

The kinstone system does have it's flaws though. You have no idea when a npc has a kinstone quest ready. So you spend a lot of time checking npcs over and over.

The other annoying thing is that they kinstone quests can be missed. Thus you miss out on certain things without ever knowing. Hiding massively important/beneficial items behind it is imo, not fair. Considering things can be missed with no knowledge. The game does not say, "Hey there is a quest here!" So you gotta check the same npcs 10x times and hopefully you catch them when they have a quest. But also hope you have the correct piece to connect with them.

The dungeons are mostly well designed. They are fun. The items are mostly neat. The bosses however...

This game doesn't have well designed bosses. The first and third are fun. The rest are very annoying. They are either terribly signposted as in boss 4. Or they seem to require you to take damage like boss 2 or have an infuriating time doing to the intended way. Boss 5 has too much going on so you are constantly getting hit. We will talk about the final separate though.

My biggest complaint is that the game has jank hit boxes. Like very jank. Enemies and bosses have unbalanced hitboxes while you lack any invincibility frames. This game is not above stun locking you into sevaral hearts worth of damage. Contact damage is devastating due to bad hitboxes and you having zero i-frames.

The final dungeon is fun but is lazy. You fight the same mini boss a total of at least 12 times. It's just lazy. The dungeon before it although not my favorite, felt much longer and well planned out. Had many neat puzzles. The final dungeon is mostly you fighting Darknuts over and over with the occasional puzzle/new mechanic.

The game is a bit jank. Enemies can turn on a dime but once you use an item you are locked in the direction. The copy ability is neat but also very finicky. It's almost inconsistent in terms of damage. If you copies get hit physically they disappear. No damage. If they get hit by fire, the fire affect will transfer to you. Which does not make any sense. But you don't take damage, you just run around on fire. If they get hit by electricity though you get damaged and stunned as if you got hit directly. IT'S JUST STUPID DESIGN. Makes no sense.

Prior to the boss you have to run through 3 rooms meant to just take your health away. The final room being 3 Darknuts. Darknuts suck. They are not hard. The are just hard to get consistent because they are so jank and can turn on a dime to block you. You gotta do these 3 rooms and a 3 phase boss with no way to replenish things in your bottles. It's brutal.

The final boss is badly signposted and infuriating. Only 1/3 phases I feel like was well designed and fun. The first phase is infuriating as it's just meant to damage you a lot. The second phase makes a lot of sense and is generally fair. The final phase makes no sense so you gotta trial and error it. It yet again has infinite ways to damage you. It can literally just block you in ways that force you to take damage. You can even fall of the side, as if we needed another way to take damage. It almost is not very intuitive. And it can give you terrible patterns. I'm glad I used save states because I doubt I could do it without them tbh.

I know I bashed this game a lot. But exploring this world is generally fun. Becoming tiny is neat. It has a lot of charm. It's a forgiving game mostly. It drops a lot hearts. Pots are consistient in terms of what they drop. So if it drops a heart, it'll always drop a heart. So you can farm hearts and consumables if you need.

You will like this if you enjoy exploring and backtracking. It's a fantastic game with some jank and bad design.

Story and Characters
-The story of Resident Evil 2 is fairly straightforward, there is a zombie outbreak in Raccoon City and rookie cop Leon Kennedy or college student Claire Redfield have to navigate the horrors found in the city’s police station and the surrounding area. Depending on if you play as Leon or Claire, you will encounter different characters along the way that create sort of two different stories, even though the events that take place in both paths are quite similar. The story of an evil corporation creating a monster virus that gets loose is certainly not something we have never seen before, but that formula is iconic to the Resident Evil franchise and it still works in the remake over 20 years after the original game was released.
-The characters of Leon and Claire are both good, but they aren’t given a whole lot to really do or have much depth to them. They are both just good people trying to survive a zombie apocalypse and for a game like this one that isn’t super story heavy, I think that is actually enough. Would I like to see richer characters with more compelling story arcs? Sure, but the lack of that here isn’t massively detrimental like it can be in other games where the stories are more complex and more of the focal point of the game. Here, the focus is on the survival horror and the exploration of these iconic locations where you are trying to avoid terrifying creatures.
-Having both Leon and Claire be playable and having them have slightly different stories is a cool idea, but one I wish they took even a step further. Many of the locations you are in, puzzles you solve and bosses you fight are the same between both playthroughs so it doesn’t feel as worth it to play them back to back as you are essentially playing the same game. This isn’t a huge criticism though as I know making the stories too different would essentially be like creating an entirely different game, but it does feel a bit like a missed opportunity. And while you are doing the same things in the two playthroughs, the different side characters you interact with, Ada and Sherry, do drastically change the motivations of the protagonists so there are two separate stories there, even if the gameplay is very similar.
-Another small aspect of the story that I liked was the environmental storytelling that the game does. Similarly to The Last of Us, you can find notes and videos throughout the map that give more context to what happened and add more depth to the story without having to show the player directly what happened. They use this for gameplay purposes as well for the players who pay attention. For example, in one area I found a list of people who were going in and out of a certain room with a clock in and clock out time. At the end of the list, you can see that someone clocked in, but never clocked out. When I went to that room I was more cautious because of the note and sure enough, there was a zombie waiting for me there. Small things like that make every note worth reading and it is fun to solve puzzles by using context clues that the game gives you.

Gameplay
-The gameplay of RE2 Remake is a major highlight, particularly if you are coming off of playing the original Resident Evil. The gunplay feels very satisfying and you are given plenty of weapons to work with which keeps the shooting feeling fresh the entire playthrough. I do also appreciate that Claire and Leon have some different weapons they use as that also helps diversify the two playthroughs a bit more.
-The survival horror aspects of the game also really add to the gameplay as you have to manage your resources and be strategic when using your ammo. Luckily, this was never an issue where I didn’t have enough ammo or resources, but I was just aware that they were limited so I planned accordingly. Inventory management is something else you need to worry about, but that also never really felt like too much of an issue because there are plenty of boxes you can stash extra stuff in and it makes you prioritize which items you are grabbing and using.
-The puzzles and all the locks and keys really make the game a lot of fun to play and almost gives it a digital escape room feel. You are constantly finding clues and items that allow you to get to new areas to explore more and find better gear. I was never upset that I was backtracking around the police station because it is so well designed and the enemies that would spawn constantly kept you on high alert. Also I have to mention some really nice quality of life features that make the game even better. Having the map show exactly what rooms you have been to and left stuff behind in and marking which keys or items are needed for certain doors is extremely nice. I also really like how the game tells you when you no longer need to use an item so you can discard it without worry.
-The enemies in the game are not super numerous when it comes to variety, but they are all effective at being creepy and threatening. The zombies are not super dangerous on their own, but when you have bigger groups of them coming to attack you, you can quickly become overwhelmed. The zombies also move in very erratic ways which can make it difficult to line up your headshots. This adds to the stress of the game because you know every bullet matters so you really need to be precise. The lickers are a terrifying enemy that hunt based off of sound allowing you to creep by them undetected if you choose, but sometimes you will need to fight them head on which can be tough. The way they move on the walls and ceiling is very creepy and when they show up unexpectedly, they are some of the game's best jump scares. The most iconic enemy of the game however has to be Mr X, a relentless monster that will pursue you throughout the game. He adds a level of dread to the game that I haven’t seen many video games pull off as you are forced to solve puzzles and navigate the maze of the police station all while being slowly chased by this unstoppable figure.

Side Content
-The game does not really have any traditional side content as it is quite linear. You explore areas of the map and it is up to you how thoroughly you do so, but there aren’t side objectives or anything like that. The only thing that comes close is hunting for Mr Raccoon toys that are hidden throughout the game, but those are just simple collectibles.

World/Level Design
-The level design here is absolutely one of the game’s strong points. The Raccoon City police department is probably my favorite location out of all the Resident Evil games that I have played. It is very large and highly detailed and the fact that it used to be an art museum gives the building so much character.
-A minor complaint I would have is that I don’t think the locations outside of the police station are quite as good. The laboratory is pretty cool, but far more linear and the sewers are alright, but more forgettable. The game peaks with the police station which is a bit unfortunate as that is the first location you go to, but it is also the place you spend the most time at so it makes sense.

Graphics, Music and Glitches
-The graphics look great, from the character models to the creepy environments you walk around in, it all looks really good. The gore effects in the game also look very good and add to the horror the game creates. The lighting is very effective and when you are traveling through darker areas with just your flashlight, it feels quite tense. There are so many shadows and simple pieces of furniture that make you do a double take because you think you saw something that isn't really there.
-I need to mention the sound design because that is something else this game does exceptionally well. From the grunting of zombies behind a door to the sound of bullet shells hitting the floor as you reload, the game sounds incredible. Sound is key to any game, but especially a horror game like this one and they do a great job here. When you hear Mr X’s footsteps echoing around you, it significantly adds to the tension and makes you constantly feel on edge.
-The music in the game is very much put on the back burner which in some ways works and in others is a bit disappointing. When I played with headphones on, I could hear some background music a bit better, but without them, I could barely even hear music playing in the save rooms, areas that tend to have really good, eerie music playing. This is not a huge issue though as the lack of a lot of music also adds to the gameplay. I feel if there was too much music playing, it could take away from hearing the footsteps of Mr X or the groaning of zombies.
-I did not encounter any bugs or glitches while playing and everything ran incredibly smoothly.

Main Positives of the Game
-The locations and atmosphere are incredible, the game feels tense and legitimately scary at parts and the police department in particular is just a really cool place to explore.
-The gameplay is a lot of fun, I love the survival horror elements of conserving your resources and saving when you can and I like how satisfying the gunplay feels. I played the game on PS5 and the adaptive triggers and haptic feedback made everything feel so much better and more immersive. Each gun feels a bit different to shoot and feeling the controller vibrate when you reload each bullet was really cool.
-The characters are fairly basic as is the story, but it remains effective for the kind of game that this is. I actually became more invested in the story as the game went on and you learn more about the scientists and other people who played a part in the release of the viruses.
-Incredible sound design and great graphics really make this game feel like the perfect example of what a remake should be. Keep the essence of the original game, but update it so it feels like a game that would be released today.
-Another aspect of the game that I actually quite like is the length. I was able to complete a playthrough in around 8 hours, so probably close to 16 hours to do both Leon’s and Claire’s respective stories. While that isn’t very long compared to many other games, I feel that it was a good length for the kind of game that this is. I would have likely been okay with a couple more hours, but much more than that and I wonder if the game would start to feel too repetitive and wouldn’t have the same strong pacing.

Main Negatives of the Game
-I do not have any major criticisms with the game, but a few minor ones. As mentioned earlier, I do think the best part of the game is the police department and the areas after that are never as interesting to me. It isn’t that the game becomes bad, but it is far less scary and the locations just aren’t as engaging.
-I mentioned this as a positive, but I also wouldn’t have minded a bit more depth to the characters. While they are still likable enough, I think it could have been cool to get a bit more out of them so that they feel more memorable.
-I know it would be hard to create totally new environments and bosses, I would like it if there were a bit more change between the two playthroughs. As it stands, it creates a strange situation where the stories are kind of taking place at the same time, but they are also the same story so it feels a bit strange.

Overall Score: 9/10

I need to start this review with a large disclaimer. I have never played the original Resident Evil 3 game and so my review is specifically reviewing the RE3 Remake as its own game, and not as a comparison to the original. I also need to state that I did not buy this game at launch when it was $60 and if I had, that perhaps would have altered my opinions on it because of how short the game is.

Story and Characters
-The story of Resident Evil 3 is very much a familiar Resident Evil story. Without going into spoilers, the story follows Jill who is still in some ways dealing with the horrors that happened to her during the events of the original Resident Evil game. While she is in her apartment, a massive outbreak occurs in Raccoon City with people being turned into zombies and chaos erupting in the streets. She is quickly ambushed by a massive, relentless monster that pursues her through the streets and seems to be unstoppable. She meets up with Carlos, a mercenary for the Umbrella Biohazard Countermeasure Service (UBCS) and together they try to help some people get out of the city and stop the virus from spreading anymore. This story isn’t anything all that original and in some ways it feels pretty similar to the story 2, but I think it is mostly effective. The story is not usually the strongest aspect of the Resident Evil games and that is no different here, but I think it is still enjoyable enough.
- The shortcomings of the story are slightly alleviated by the greatness of the characters in my opinion. Jill Valentine returning from the first game is a great character here and her voice acting is much improved from the 1996 original. She is a badass STARS member who has dealt with the zombies before so she feels much more confident in going about her mission. She also has a fun level of sass to her and she drops some great one liners throughout the game. Carlos is the other main character that you play as and he is also quite likable and charming. I thought it was cool playing as someone who works for Umbrella, who doesn’t yet realize all the terrible things that the company has done. It allows for some good character development and watching Jill and Carlos bond as the game progresses is fun to see.
-The voice acting across the board is really good, even for the side characters you meet like fellow UBCS members Mikhail Victor and Tyrell Patrick or the secondary antagonist of the game, Nicholai Ginovaef. The side characters don’t get too much screen time, but they are all good and Nicholai serves as a great villain in the game.

Gameplay
- The gameplay shifts a bit in the 3rd game from the gameplay in the 2nd as there is a lot more action and the game is more linear as well. The player now has the ability to dodge and timing it perfectly can help you better position yourself to take out approaching enemies. You are also given a lot more ammo and you are given far more damage heavy weapons earlier in the game. This gives the game a much faster pact to it as you often have to deal with larger groups of enemies and enemies that can take a lot more hits. I actually like this change because while you do lose some of the horror the second game had with its bigger emphasis on ammo preservation and threats behind every corner, this action focused shift works on a narrative level as well as a gameplay one. Jill and Carlos are both trained fighters who know how to deal with threats and dangerous situations. Jill fought tons of zombies and a giant snake in the first game, it would feel odd to have her slowly sneaking around and being incapable of effectively fighting back. In the second game, Leon was a rookie cop and Claire was a college student with some training from her brother, but neither of them had ever been in a situation like that before. It is cool that new mechanics like the dodge demonstrate a difference in skill level in the series’ protagonists.
- The gunplay feels quite similar to how it did in the second game, but it also feels like the zombies go down a bit quicker. This could also be a deliberate choice to show that the protagonists are more skilled fighters. Having the grenade launcher, shotgun and the assault rifle make you feel way more confident and as mentioned before, the game is far less scary because of that.
- Unfortunately, the game is far more linear than some of the other RE games and while there are sections of the game where you are exploring different areas by getting new supplies and keys, these sections are all fairly small. For example, the first area you are in after the exciting opening sequence is downtown Raccoon City. This location is really cool and looks incredible, but it is fairly small and the whole section can be completed in under an hour. Compared to the police department in RE2, it just feels a bit disappointing because there isn’t the same level of exploration and there are no real puzzles in the game.
- Nemesis is a big focus in this game and unfortunately, he is kind of a mixed bag. On one hand, it is a cool story idea to have this relentless monster chasing Jill through the city and he serves as an unstoppable force that you just can’t seem to kill. The various boss fights you have with him are all pretty good and I think they tend to be a step up from the boss fights in RE2. On the other hand, I found him to be far more annoying than scary and he was just kind of frustrating to deal with. While Mr X was a slow moving stalker enemy that you constantly had to worry about, there is only one section in RE3 where you are actually pursued by Nemesis and it feels more awkward than scary. He jumps around the city chasing you but he is also quite fast and can sprint at you so you are kinda just running around and trying to dodge attacks that you can’t see because he is off screen behind you. You can also be running away from him only to have him randomly jump right in front of you again. I never really found him to be very scary outside of a couple jump scares and I almost wanted to just rush though the sections when he was following me because it was annoying.
-The rest of the enemies in the game are all pretty good, it is mainly a lot of zombies, but there are some new additions as well. There is a section of the game where you are navigating a disgustingly overgrown power station that is full of these creatures called Drain Deimos and they are pretty freaky. You also have creatures called Hunter Gammas that would come out of the walls in the sewers and I liked learning the backstory on those. The coolest new enemy though are probably the Hunter Betas, they are fast and tough and have an attack that can instantly kill you if you aren’t careful.

Side Content
-The main game doesn’t really have any side content except for some optional loot that you can go back and try to collect. They do have a shop in the main menu where you can purchase special unlocks for future playthroughs which is a cool idea, but I wouldn’t really consider it side content.
-This game does have a multiplayer side game that came with it, but I did not play that so I cannot give my thoughts on it.

World/Level Design
-The level design here is pretty solid, but as mentioned before, I wish the levels were just a bit bigger so they didn’t feel so linear and would make the game a bit longer. My favorite area of the game would be the downtown sections as I thought it looked really cool and it was fun to see the main city, especially since Raccoon City is such a key location to the franchise. The other standout location to me was the hospital that you explore as you play as Carlos. It was a bit creepy and was fun to explore and read the notes from the people who died there.
- I also want to mention that I did think it was cool to see the RPD again from the second game and I liked that we went there before the actual events of RE2. Funnily enough, I actually think this game serves as a better kind of “B run” than the one we got in the actual game. I just liked seeing how certain things in RPD became damaged or what happened to certain characters and I wanted more of that in the B run of RE2, but that is a different discussion.

Graphics, Music and Glitches
-The graphics are legitimately very impressive, especially the faces on the characters in all of the cutscenes. I think they are probably the best looking character models in any RE game and they hold up very well. The locations are all very well crafted and I loved seeing the lighting from the fire and police lights in areas like the downtown section.
- This game actually had more music that I noticed then RE2 did, which I really liked. The save rooms had an ominous score that would play and certain parts of the game had creepy music that would play as you explored. It definitely added to the atmosphere and made for a better experience.
-I did not have any glitches on my playthrough.

Main Positives of the Game
- The characters of Jill and Carlos are very likable and I liked their chemistry throughout the game. It was cool playing as characters that are more capable fighters and I liked how the gameplay reflected that.
-The boss fights were an improvement over RE2 and I really liked how all of the action felt. The dodge button was a very nice addition and really added to the faster pace that the game has.
-Some cool locations like downtown Raccoon City, the hospital and the return of the west wing of the RPD. While I wanted to get more from many of the locations, the stuff we did get was all very well done.
-Phenomenal graphics, especially the face animations, they all looked really incredible.
-There are some fun, memorable sequences such as the opening Nemesis attack, the hospital zombie horde survival and the ending sequence.

Main Negatives of the Game
-The game is far too short in my opinion. Now, most Resident Evil games aren’t that long and probably clock in close to the 10 hour mark, but RE3 Remake I finished in under 7 hours. It also doesn’t have the same replayability as 2 as that one had two different characters you could play as with their own stories, even though the levels were mostly the same. I think adding more to some of the areas that they already had could have added more to the playtime, especially more in the downtown section.
- Nemesis isn’t really all that scary and he ends up being more annoying than anything. I get that they wanted to make him feel like an unstoppable threat that is always hunting you, but he gets old pretty fast, especially since the game kinda front loads a lot of the stuff with him so in the first few hours, you feel like you are constantly having to fight him or run away.
-I kinda already mentioned it, but the game is far more linear than 2 and I missed some of the puzzles and exploration that was present in that game as well as many of the other games in the series.

Overall Score: 7.5/10