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[ N e m e s i s | Remake Suite ] - Nemesis Themes | Resident Evil 3 Remake OST - 

TVthePunisher
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10 сен 2024

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Комментарии : 5   
@lucasfraczek4320
@lucasfraczek4320 3 месяца назад
Really is a shame Nemesis' chase scenes were mostly scripted through the R3make, but damn if they weren't still scary chase sequences with awesome music.
@TVthePunisher
@TVthePunisher 3 месяца назад
Yeah that was definitely one drawback from the remake. I actually really enjoyed the game but everything felt like there was one clear plan from start to finish…where as the original game offered the decision system. Granted Nemesis’s appearances back then were also technically scripted…but it didn’t feel like it. When Nemesis showed up it felt more random and added to the experience.
@chasewoolfork2350
@chasewoolfork2350 2 месяца назад
I don't care what anyone says, RE3 Remake is the best of the three remade games so far. I say that as someone that has loved this franchise since the mid 90s. The game gets shat on by people too much
@thenadei9477
@thenadei9477 3 месяца назад
Tbh I don't fully get the dislike this Nemesis gets. Nemesis in the original was also highly scripted, showing up in specific spots at specific times, though I guess it was still a bit more random than he ended up being in the remake. At least his music was still fire! Every theme of his is a straight adrenaline inducing JAM! If only we could have gotten the cut content... because Nemesis transforming half way through was definitely a bit too soon. We needed at least 1 more proper stalking area. Also, this design > original design, I ain't kidding.
@TVthePunisher
@TVthePunisher 3 месяца назад
Agreed the original game just presented them as random but there are a set amount of Nemesis encounters and all of them have progression based triggers. His flexibility in the environment in pursuing you is higher though, it seems like the remake kind of grounded him to set zones he could move in. That’s a fault on the remakes’s overall smaller map - had the city been bigger he could have followed us through more. I absolutely agree he transformed too early…Jill should have went to the RPD and escaped from him there along with the Clocktower (being rebuilt and designed for a pursuer type enemy - like a Mini RPD or not even Mini - it was such a major location that got cut! Could have been huge…). Here’s how I think it should have gone down had they not been aiming for a 6 hour game: - The beginning area should not have been a linear trek from Jill’s apartment to the subway station. That should have been open and accessible along with the areas we did have open to us after the subway. Nemesis could have had an additional appearance here… - Jill returns to the RPD. She even goes into the back parking lot before meeting Kendo, she could have had a reason to go into the station and make her way to the S.T.A.R.S. office. We lost out on lore (maybe some comments about her teammates desks and Wesker) and of course a Nemesis pursuit in there. - When she is about to cross the bridge no chase happens, no mutation. Nemesis falls into the water sure but she crosses the bridge and makes her way into the Clocktower. At some point Nemesis, now with a form similar to what he had in the original, pursues her inside. At some point he takes enough damage that he mutates into that dog form for a final confrontation out in the courtyard. - Park is after the hospital, Jill has to take it to reach the dead factory. Gravedigger fight before she reaches it though. Underneath the factory is the NEST 2 facility and everything else plays out as it did. It turns a 5-6 hour game into an 8-10 hour game sure but that’s what we all wanted.
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