@@thedeergod435 That depends. One could argue that Chris cleared the way for Jill and him to display their strength in public, with the boulder acting as a symbolic final barrier from doing so. Chronologically, it would be a prequel, but in terms of Valenfield pulling blatantly impossible action-movie-level feats of strength, it's a sequel.
@@jaded9234 Weird thing is, Jill is more of leg person. Like, all of her physical atacks not including marvel vs capcom involve her feet, legs, or knees. Why she never uses her arms if she can carry that? Like, wtf
I was so friggin hyped when i heard that they would remake this game but after playing it through once i just asked myself is this it? The clock tower would have atleast somewhat made the experience more impactful...
Imagine that final scene with Jill literally force-feeding Nemesis the railgun... but with the CORRECT placement of "If you want stars, I'll give you stars." We all know THAT is where that line should have been. EDIT: Ha, apparently you did too. Impatience is the devil.
That part in the game where she says the line could be cut in half, for the chase part she'll say " Come On You Creepy Ass Stalker" and the last battle with Nemesis she'll make Nemesis deepthroat the rail gun and say that iconic line
When I lived in Tokyo 10+ years ago, Capcom was one of our studio's regular clients. They outsourced a lot of cut scene animation - we did a few for the Sengoku Basara and the Mega Man games for PSP and the late PS2 era... ohhh boy the deadlines... a lot of the time we worked Mondays to Satrudays, left work at like 2 AM. They were a bit infamous for squeezing so much in so little time; creative changes were made at the top levels, but deadlines dont get adjusted, and everyone is just expected to bite their lip and make it work. Nobody dared to speak up out of fear of being fired. Sigh, I'm not surprised that whatever this game lacked in content is pretty much evidence that their values as an employer/client have not changed much. "Capcom please hire me" - be careful what you wish for. I pretty much felt the same before I actually experienced working and living in Japan in this industry specifically. But I wont lie, the quality of their work is (muwah ~ Italian kiss) top notch. Thanks to the tools available for modding, their game assets are open for inspection and study - and damn, the modeling quality, the character setup, are benchmarks for the character setups use in my current job as an Animation rigger. Jill's reaction to when Nicolai shoots Murphy, and the performances in general is giving the Final Fantasy 7 remake a run for its money. As for your modding idea... Putting nemesis in the sewer, making him show up more frequently and earlier... it's quite possible. I'm even thinking, it might be possible to make him spawn with a Rocket launcher. There's also a mod called "further investigation" which removes obstacles, effectively opening up the map to more areas non - sequence breaking exploration. Dialogue placement can be modded too. It'll take some RnD time tho.
Whoa, thanks Gogo for the insight! It's interesting and kinda depressing. I hope you're onto bigger and better things and out of Crunch's grasp. Cheers!
Got to agree with the FF7 comment. I wish Square would go a little more realistic dialogue and performance wise rather than anime. It's almost there. Almost.
I love RE3R but NO WAY does it come close to the presentation ofFF7R!!! FF7R feels like one of the most stunning and expensive games of all time from a presentation and production standpoint while RE3R feels like a great game that wasn't given enough time and money to reach it's full potential. And I'm a fan of both games but that's just the truth.
Fun fact: when the camera goes over Nemesis' shoulder to chase you, that's a rare look at what a 2nd person point of view would be in a video game. Another example is the first boss in Battletoads where the camera is in the boss' perspective.
@@TheSphereHunter I wouldn't think so, since the camera is still focused on Snake. But once you beat him and He's giving you that "You are different" speech, the perspective is from Psycho Mantis pov for a few seconds. The best example of 2nd person pov in a game is probably in Forbidden Siren for the ps2!
@@guts2657 Metal Gear 3 does that too but it's usually a short sequence and will mostlikey mean you're about to get shot. It's during the bossfight with The End. But it's entirely avoidable if you sneak around.
@@guts2657 Suzi is referring to the fact that if you press the First Person View button during the Mantis fight, the camera shifts into Mantis' perspective instead of Snake's as usual. It's a handy trick for telegraphing where Mantis is going to attack from, and I think that totally counts as 2nd person POV.
The hospital being the best part of the game was also what I thought about the original RE3, so I was looking forward to it in the remake. That's one part of the game that didn't disappoint; we even got to walk through it with Jill.
I felt the same way about the hospital. Great section..... until they fucked it up by including that siege scene. Talk about screwing up the slow tension and atmosphere of the whole area. It was a shame since everything before that in the hospital was top notch.
*"With a cake like that I'm surprised Jill isn't leaping over the R.P.D. in a single bound."* -The Sphere Hunter 2020 Quote Verdict: 10/10 *Would Valentap that cake.* Edit: Wow. Thanks for the likes. ^-^
My take on what made Nemesis work is his vulnerability, ironically enough. The remake does a poor job of conveying Nemesis's determination, since any significant injury he suffers gives him beneficial mutations that boost his combat ability. At that point Nemesis has every reason to maintain his confidence and keep attacking Jill, he has the power to back it up. Nemesis in the original was scary because he took damage over time, and you could see him start to gradually decay from the terrible injuries he accumulated. Nemesis had a resolve that ran deeper than pain or fear, and no amount of getting shot or blown up caused him to despair -- he would continue pursuing Jill until he knew for certain she was dead. Nemesis was like an organic terminator, who would continue attacking his target regardless of the cost to himself, and it was that single minded determination -- even when he was backed into a corner -- that made him scary in my mind. Also, the mutations in the original seemed more grounded to me. As if Nemesis's mutations were trying to enhance his combat ability, but the damage was too sudden and too extensive for the recovery to work correctly. As if a broken arm recovered at high speed and the arm came together at an awkward angle, requiring it to be broken again so it can be set back properly. Nemesis's tentacle form looked grotesque and beaten up, conveying that he was breaking down. Hell, if you want any further confirmation of this theme, look at how the final time you see his tentacle form Jill melts his head off with acid, and that doesn't deter Nemesis from continuing his attack. Nemesis's final mutation in particular is this horrific blob monster with broken, misshapen legs that hobbles around after Jill. By comparison the xenomorph Nemesis and the skyscraper tentacle monster Nemesis are too overblown and imply a beneficial mutation, rather than the gradual decay the original Nemesis went through.
I get the idea of the new nemesis mutation, he is a T-Virus being and his mutation follows a simular pattern as the zombies evolution to Lickers. But yeah i would of like to have seen a nemesis similar to his second form, not random tentacles popping out but chunks of flesh missing revealing the parasites tentacles from within.
RustledEntity Wow, you write very well! I completely understood what you meant and I agree with your points. The original had this dirtier and darker vibe to it, which I understood you and The Sphere Hunter defend, especially when she expresses her missing of the rustier parts of the laboratory locations. The original, while adding more action to the franchise, was able to balance it quite well with its drama.
This isnt Jill. She never was a swearing tough chick. She was a optimistic, cute but capable woman who care alot about others. This Jill is a joke. Shes a totaly different person in this. They ruined one of the most awesome female leads in videogames and reduced her to a bland and one dimensional tough chick that swears all the time and that is so out of character :(
Welcome to modern game development where devs don't care about the actual fans or making a good game and just try to complete a generic check list to bank off of certain audience's.
@@JackMorgan06 re2 didnt get slack for its lack of content because the 2nd run mechanic if it didn't have the 2nd run mechanic it would be flamed because of its lack of content and the ghost survivors was only 10 mins each
@@postaldude8027 I was responding to the comment that said that game developers don't care about making a good game which isn't fair as RE2R was great regardless of the amount of content
This is one of the most honest/heartfelt reviews of this game that I've seen. I feel like too many are focusing very hard on the negative aspect, while you let the good parts shine as much as the bad parts. Yet another great review--I love your content! I couldn't wait to hear your thoughts after the spoiler free review & after playing the game for myself. Capcom ABSOLUTELY needs to hire you! Or at least watch this video and take notes... Your ideas are sooo good!
Dominic dominic Being able to critique objectively and analyze is a creative skill set. Just like your ability to overlook spell check. Why come here to jab at Sphere Hunter? Looking to uplift that shoddy self esteem?
Your edit of killing Nemesis with Jill saying the one liner literally gave me CHILLS!! It's amazing! It sucks how they didn't do that...such a missed opportunity.
That is because china was responsible for starting the spread of the virus for causing to start the pandemic and all employees at are at home and they are in quarantine and some are unemployed and plan DLCs for re3 where dropped and move on to re8 village
@@vegetablack3953they have retcon his story where he decides to relocate his family to canada and then somehow. Moira accidentally shoot her sister and that is how barry is disappointed at moira and they are both hated each other and barry got angry over moira shot polly on purpose
I haven't even played the og RE3 and seeing that line put there angers me still. Also (I'm 25 so I'm not old or anything) the constant swearing Jill does throughout the game and constant "Hey Nemesis you're a _____" felt a bitttttt much. I played REmake before playing R3make and I never got the impression Jill was this hardass who swears constantly. She seemed like the quiet professional who cares about her teamates. So going straight into badass Jill seems like we missed a couple steps.
Carlos could of had a boss fight on his way to Jill at the clocktower too, he could cut through the graveyard to get to the clocktower quicker but runs into the gravedigger and we'd have a gravedigger boss fight
@@Shatter149 yea its unfortunate, theres certain things that will have to be scripted but there was ALOT of parts that didnt need to be scripted but they went ahead and did it anyway and that's what hurt it, plus cutting ALOT of stuff that didnt need cutting
When RE3 Remake was announced, i immediatly imagined two possibilites: 1 Do a more linear game with expanded roads and clever and various set pieces but make it so the choices are still there and have more impact (like discovering entirely new places) to ensure maximum replayabiliy. 2 Make it so racoon city is structured like a Dead rising game, more open albeit not too overly large, but filled with things to discover, secret path, weapons etc. Having a huge number of zombies could ensure great tense moment, and also allow action while keeping you character vulnerable in the midst of a crowd. This kind of setting would make you afraid while encountering nemesis, until you learned to navigate the map swiftly. But what we got was a linear, shortened game that even deprived us of the different path it offered before. Seriously...WTF
Jill saying "You want STARS? I'll give you STARS." LONG before the final boss in the remake was just... the VA's execution of the line is amazing, but it really should've been used at the final Nemesis fight, like in the original, instead of during one part of the early-ish game where it can get cut off by Nemesis's right hook.
I always envisioned them doing the clock tower like this: Jill crosses the bridge to get to the clock tower and sees Nemesis fall into the river. Jill goes Into the clocktower and radios for Carlos and a helicopter to go to the clocktower by completing puzzles. Jill goes outside, sees the helicopter, and thinks "were finally saved..." then boom! Nemesis pops out of the river and crashes into the helicopter, into the clocktower and hanging from the clocktower, looks down and sees Jill and falls in front of her and we see the new Type 2 in all its glory and that's when the boss fight begins and ends the same way
The clocktower should be before the bridge scene. the bridge scene reesemble a scene in the original RE3 where Jill has to push Nemesis off the bridge or Jill jump off the bridge to avoid Nemesis.
@@capscaps04 that's fine too, I'm just envisioning a way they could have given it to us, but just a bit different just to make it unique for this vision of the game
What I painfully miss: The clock tower (come on!), The gravedigger (come on!) Nemmy original shirtless form (he looks soo badass like that), Jill pulling off a Solid Snake and gunning down chopper Nicholai, The Paracelsus sword (instead we got the much inferior linear launcher), The US soldiers fighting off against a bunch of MrX (aka the dead factory). Also Barry, where's Barry?
Rastrisfrustreslos Gomez I’ve been an RE fan for upwards of 20 years, have played virtually every game and have even watched that 4 part like 12 hour timeline anthology for all of resident evil but when I read “Demon Sword of Paracelsus” I was like.... huh? No idea that was the name of the rail cannon
@@tonypeppermint5329 It does fit so damn well. Seriously man. I'm actually really bummed about it. And they still used a one-liner anyway. Just use the orginal line.
The hospital shoot out was added to get the best store items quickly by farming kills. you can aquire all the best items by reloading this section over and over for an hour and half
@@JB2FROSTY A lot of the best items in the point shop require lots of CP. Some of the highest CP rewarding challenges are the ones to get lots of kills. So if you farm 1000 kills in the siege section you'll have enough points to get the infinite rocket launcher, which is what i did.
A perfect idea that could include the clock tower as DLC is showing Tyrell's journey from the RPD to meeting Csrlos and Jill at the hospital. He looked like he had one hell of a journey when he came into the hospital anyways. The developers can give him a reason to visit the Clock Tower and give him several puzzles to solve while in it. they could even include the raccoon Park from the original re3 as well as the worm creature that you'll have to fight. They could make it a boss fight for Tyrell.
Didn’t like the direction they took nemesis in this game. You start to notice a lot more flaws when playing on the higher difficulties. I’m positive they didn’t properly test the final boss without the coin power ups.
It is poor design choices on top of other poor design choices. To beat the game on nightmare, you have to basically cheese through the game rather than really have great skills. That is when you realise this game was rushed way more than we initially thought. Remake 2 was better thought, but still was rushed. I recently played Re 4 again, and to me, Remake 3 tried to be like Re 4, but fails on it, and becomes Re 6 leon's campaign, and probably even worse in terms of BS.
CV is an RE I never got a chance to play so I was really hoping they would give it the remake treatment, OR do Outbreak justice now that online gaming is a more accepted and normal part of our lives.
8:32 I totally agree. It feels so out of place compared to the original and they really should have used the first half of that line as she’s walking up to Nemesis, about to plug the railgun into his mouth, and the last part of it when she’s charging it up before he blows the fuck up. But, it wasn’t and it was kinda sad.
I feel like they really missed out on a cool scene where Nemesis eats the tyrants in the labs. Would have made his final transformation a little bit more badass.
Wow, how is this not getting millions of views is beyond me. A well structured and edited review, by someone who actually cares and knows Resident Evil. Not to mention your very charming voice, take it from a voice actor :) Thank you for this half hour well spent.
@@ca8427 I think you take this way too seriously, man, relax. Videogames are a business and sadly, i don't think that making RE3 Remake longer would have helped it ship more copies. It just does not have the mass appeal of something like Call of Duty. But sucked? Hell no. I realize that teenagers tend to be extreme sometimes, i was like that too, it'll pass, bro.
@James Ervin She can enjoy it all she wants but if she cannot see the flaws in the game and be objective her reporting is so nostalgia fueled it lacks all sense of critical thought. I just do not think she is that smart. She can enjoy this shitty game all she wants. If you cannot see that I think you are the real loser here.
@@ChristianProtossDragoon But he loses his stalker appearance rather quickly. It would've been better if his transformation was a bit more gradually rather than immediately transforming.
@@ChristianProtossDragoon I don't think it's necessarily fair to compare that though. Nemesis *is* an assassin, but he's still a bio-weapon. We should see him grow from being an intense stalker to an nearly unkillable monster. He adapts, but loses something in the process.
Seeing a massive hole that shredded through the shower wall in RE2R, I thought “wow, what a clever hint to Nemesis chasing Jill when she comes to the RPD shortly before Leon and Claire!” But no, it was Carlos setting some C4.
It actually really disappointed me to see "You want stars. I'll give you stars" basically being used as a throw away line early in the game. I think the devs probably thought it to be too cheesy in that ending moment which I feel was a mistake.. Compared to the" finishing shot" last lines by Leon and Claire for the original RE2; Jill's last words to Nemesis actually was the least cheesy and was perfect for that moment given the enemy and her journey leading up to it. I think the devs really didn't wanna commit to using it in the end but knew the fans wanted to hear it, so they tossed it in elsewhere.
GQ Design Studio When that iconic line got interrupted in my first play through, I had the gut feeling that this game would not meet my expectations. And I was right :(
@@JohnRyder- It's supposed to be cheesy. Resident Evil has always been cheesy. It transitioned from Cheesy B-Movie to cheesy action movie but the aroma of cheddar is something it's never tried to hide. Yeah, the lines are corny, but they're iconic as fuck. Literally everything Wesker says is delivered with a that over the top tone but we love him anyway.
"Missed opportunity" perfectly sums up this game. It definitely could have used an extra year or two in the oven- simultaneously developing both REmake 2 and 3 was a mistake.
Dude you're my spirit animal. This game has unequivocally some of the best moments in Resident Evil history and yet it falls short sadly on many other areas. Mixed feelings galore
Please, don't say such a blasphemy. There's no decision making in this game, the scripted encounters with Nemesis are boring, and his quadruped version looks like a generic Dark Souls boss. Plus, the exploration is pretty much linear.
This game made me pretty sad after completing it. Great game, you want to play it again but then you're reminded of everything cut, how small of a role nemesis plays in terms of gameplay, missed opportunities and its just sorta sad.
Fayean It did work, I thought it would be cheesy. However, I do prefer the line in the remake. Perhaps they could have included that stars line in one of the first boss battles.
I love that Nemesis, whose only goal it is to kill all stars members with no hesitation, waits patiently at the mega man window while Jill is inside. A real hunter, he is. Or just grabs Jill by the head and throws her away to aim a flamethrower at her without pulling the trigger instead of just crushing her head like a grape. Or goes down in one grenade.
I mean he is a bioweapon, wit is not its strength. He has great stamina, endurance, brute force and speed (when it wants to), he's clever enough to know how to aim a gun. But not as clever as to know how to actually terminate a target. Ffs he can't even speak, he is not very intelligent.
The starting scene was perfect utill you realise that Nemesis could easily kill Jill, like he just break the wall to get her and then she run and close the door, wtf?
Nemesis grabs her by the head or neck multiple times throughout the game and yet never fucking snaps her. If this game had any balls at all this would be a one-hit kill scenario that you need to avoid like the chainsaw men in RE4. This is where we're at now, folks, some dickheads with chainsaws are more intimidating to go up against than the Nemesis.
@@BIadelores haha You're so right, this Nemesis was humiliated throughout the entire game for Jill's forced badass insults and personality, ridiculing and removing the tension that a monster like him should cause (he's even humillated by a bookshelf at the start of the game), and he's so poorly scripted, and just chooses not to kill you at many critical moments
I thought it was trying to imply that the Nemesis was almost unprofessional and hunting Jill for sport. Compared to Mr. X who was calm and businesslike, Nemesis had the parasite which gave him a lot more intelligence. I think it was smart enough to realize that it viewed Jill as its own nemesis and only wanted to kill her when she was aware and fighting back.
Heres a few things I woulda done without changing much. Just adding sections: -Add Raccoon Park and it should be a Carlos section with the worm being a big Monster Hunter like boss fight -Add Clock Tower sequence and turn it into GCPD 2.0 where Nemesis form 2 chases you with the rocket launcher. Basically make it Mr. X like. (I hate saying that. Nemesis shouldnt be Mr. X lol) His new Xenomorph form should be his third form tbh -"you want STARS" line placed at the end. Edit: Holy Shit I like your version of the Clock tower.
*This really huge list below has been my ideas for the longest time, regarding how we might have gotten a better compromise:* 1.) Make the uptown section an actual area you can freely roam and backtrack to, like in the original, including Dario’s safe house. 2.) Make the first chase with Nemesis be actual gameplay, and not a series of interactive cutscenes where you mostly just “Hold Up”. 3.) Have Brad’s fate be decided by a branching path (whether to accept his wish or push him to continue accompanying you), making it possible to have Brad get killed by Nemesis or succumb to his wound and become the zombie that bites Marvin. 4.) Make the downtown area be non-linear and require multiple objectives/puzzles to be completed in an order or your choosing. 5.) Have a few Lickers be available throughout the downtown areas, include more zombie dogs in general, and have additional Drain Deimos spawn throughout, once you fry their nest at the power station. 6.) Have the Brain Sucker retooled as a Black Tiger-style boss, which you fight after turning the power station back on. 7.) While facing Hunter Gammas in the sewers, the White Gravedigger makes a brief appearance by snatching one of the Gammas before Jill’s very eyes. 8.) When Nemesis finds Jill again in the sewers, rather than having his flamethrower now, he could go right to wielding his rocket launcher, until the noise attracts the Gravedigger. 9.) Jill escapes and hopes Nemesis was either eaten or crushed under rubble. 10.) Right before entering Kendo’s shop, Jill has the option to visit the RPD herself or skip it. If Jill explores the RPD, then she will tell Carlos about Nathaniel Bard, making him and Tyrell accompany her on the train. 11.) When Jill contacts the U.B.C.S., after choosing whether to explore or skip the RPD, Mikhail tells her that he has gotten in touch with another U.B.C.S. chopper and is sending it to carry her to safety. This replaces the RPD helicopter scene in the opening. 12.) If Jill on her way out of the RPD, then Nemesis will break in with the rocket launcher and have another chase segment, prompting Jill to warn Mikhail and make him call off the chopper (which could then be shot down later by Nikolai). If she skipped the RPD, then Nemesis will catch her by surprise and shoot down the helicopter trying to pick her up. 13.) In general, it might be better have Nemesis be permanently “down-able” until his next scripted spawn, like in original. That way, Nemesis can be made stronger, take way more than a single grenade to defeat on all modes, and have more of a chance to hunt you, without him becoming too overbearing. Lisa Trevor, Jack Baker, and new Mr. X worked fine with being invincible, but they were much slower and you were meant to avoid wasting bullets on them, as much as possible. But with Nemesis, having such a high risk/reward to fighting him made the monster a unique pursuer. 14.) After the train cutscene, you will have to traverse the park to reach the clocktower, which was reported to shelter more survivors. If Carlos accompanied Jill on the subway, then he will be the one scouting ahead in the park, while Jill and Tyrell recover. If Carlos and Tyrell explore the RPD, then Jill will simply wake up and explore the park. 15.) In the park, you can face additional zombies/dogs/Gammas, but also meet infected crows and a nest of Gravedigger larvae. The Brown Gravedigger makes its presence known here. 16.) Once the path to it is unlocked, Jill explores the clocktower. Inside, there can be more Lickers and crows, plus now some giant spiders. 17.) Blue herbs can be brought back. The reimagined Drain Deimos’ parasitization affliction can be countered by both green and blue herbs, while Brain Sucker’s and spiders’ poison is exclusively countered by blue herbs, making you choose which herb type to save when implanted with a parasite. 18.) After completing it, she then confronts the flamethrower wielding Nemesis there. Nemesis himself and the gas tank could have two separate “health bars”, for most of the fight, allowing you to choose which phase of the flamethrower form you want to spend more time fighting... as an additional callback to the original clocktower fight’s two variations. 19.) I thought the whole’ hospital section was nearly perfect and is only missing a small puzzle or two. Regarding the aesthetics, I would just change it so Jill is left in a chapel room, which some real hospitals actually have. 20.) I prefer the Dead Factory being in its own gated off section of Raccoon City, rather than another underground facility. Also, the final boss battle could take place in a junkyard behind it, littered with the corpses of Tyrants and soldiers. 21.) Jill enters a garage underneath the hospital and drives a vehicle through a blocked off roadway to reach the Dead Factory. Her journey is interrupted by the Brown Gravedigger, initiating a similar boss fight. 22.) Nemesis’ shirtless tentacle-covered form appears and offers an additional free-roaming chase segment. Only now will he be invincible to your weapons, aside from being stunned. 23.) Once you reach the waste disposal room, a puzzle-based fight similar to the RE2 Remake’s G2 battle is initiated, with the acid pipes acting like the crane. 24.) Another alternate ending will be possible, depending on whether you have the vaccine in your inventory (allowing Nicholai to steal it and making Carlos chase after him) or stored it in an item box (making Nicholai give up and hijack the helicopter sooner). 25.) When Nemesis crawls out of the acid, only then does he become that monstrous hellhound form, which we get in the remake. The final boss battle will consist of that form and the one with an amputated arm replaced by a leftover tentacle, as two separate phases. 26.) Once you inflict enough damage, Jill will have time to notice the railgun and use it to blow Nemesis’ arm off. The second phase has her trying to reactivate the gun, while repelling the monsters assaults and damaging him enough to make him stop and feed on corpses. After the second direct railgun hit, Nemesis is decapitated and his ribs are blown open, leaving only the parasite itself controlling his mangled remains. 27.) You will have the option to finish off Nemesis with you conventional weapons, or try shoving the overheated railgun down the parasite’s gullet. 28.) Include an equivalent to Mercenaries Mode. 29.) Provide a separate challenge for completing a campaign on Nightmare/Inferno difficulties, without infinite ammo firearms (namely the RAI-DEN, and infinite handgun/assault-rifle/rocket-launcher) and have Nemesis scale better with those difficulties. That way, the added challenge of those difficulties is not rendered irrelevant, most of those other bonus shop items do not have have their usefulness overshadowed, and it does not feel as broken to fight Nemesis‘ final form on Inferno, even without the infinite rocket launcher. 30.) Include the opening battle scene, a more detailed destruction of Raccoon City, the ending news broadcast, and maybe the epilogue files as an additional set of unlockable content.
You know i always think that Dog Nemesis should be and middle level between OG 2nd form Nemesis and his final form, maybe add some detail cues from the Crimsons heads for OG 2nd form Nemmy, that would make Dog Nemesis a more logical mutation being Nemesis Licker form
@@markcobuzzi826 actually. I would be fine with Dog nemi getting his own chase zone. instead of it being a second biped nemi chase. now he's crawling around on the building, uses licker moves, and doesn't fit everywhere, and that's how you avoid him in this aggressive fast form. vents and windows would be your friends, stopping his chase for the moment as he has to figure out a way to get to you. I would actually use that as part of a puzzle element as well. where you use this aggressive nemi form to knock down doors that you don't have keys to, by making them the only way in. he rams down the door, and you have to avoid him while you progress into the next area of the zone.
At least Jill has the "Stars" line. Leon never speaking "It's up to us to take out umbrella" followed by 90s rock is one of my big letdowns with RE2make. Especially since it would have made the awkward ending much more badass.
I feel you so much on the "you want stars? I'll give you stars" line that was the shit when I heard it, it's just sad to hear it being used like that :(
The clock tower scene should be after the Nemesis infection. Shes dreaming that shes going to the tower, then after the heli explodes she wakes up at the hospital.
No, This actually would be out of place of the game story line. The way she explained the nightmare situation was the best way to put in the game, cuz jill was about to go to the real thing after the train crashed, so if she was incontinent at that point she could have a bad dream of the future in clock tower, also about to have a missed opportunity to be saved by the helicopter that Nemesis shut down.
Meaningless dream sequences are terrible writing. Jill should have just been chased into the clock tower by the classic nemmy (still on two feet). His licker-looking transformation should have happened just before the fight in the acid room. They kinda ruined Nemesis in this game tbh, such a shame after the amazing opening. They turned him into a mindless monster too quick, he just wasn't scary anymore.
@bigevilworldwide1 I agree with you on the nostalgia clouding peoples view though I admit that it seems the clocktower was going to be playable but was then cut for some reason. It could have been a nice puzzle section since there is barely any here and that might please fans.
Two years later, but just found this review and wanted to say how well done it was and that I truly enjoyed watching it and hearing your views and opinions. Could not agree more on the final boss fight on nightmare especially - the mode was so fun up until then, but the ramp up in difficulty that leaves you getting stun locked to death is just...not fun. Overall it's an entertaining gaming experience, but definitely has several flaws.
I just finished completing this 3 years later and i’ve never screamed so loud at a game on Inferno fighting Final Nemesis. It’s absolute bullshit, giving no chance to learn besides restarting all the cutscenes again.
13:01 Mikhail Victor is played by William Hope. He also played Lieutenant Gorman in Aliens where he and Vasquez sacrifice themselves by detonating a grenade. That also happens to be my favorite scene from Aliens.
I really like this remake, but I 100% agree that the idea of having a semi open world raccoon city with nemesis relentlessly pursuing you, would be the best resident evil game to exist.
I just wish we got more moments like how in hardcore/inferno brad is stalking carlos outside the rpd windows and attacks when you are in the storage room. More stuff like that would have been great.
BRUH When I replayed the game and saw that yellow vest pass the window I was like "WHAT THE FUCK" And then BOOM he fucking bursts into the storage room! That was fucking great
Rewatching this and it would have been cool to adapt the different pathways choices that the original gave into two slightly different campaigns, which i think would have encouraged replayability and also made you changed how you approached gameplay depending on what options Jill chose
Oh yeah 4 bucks for a costume and a haircut + like $6.00 for an optional unlock all unlockables is really expensive. (USD was used for this btw) I’ve seen other games have more expensive DLC and more DLC than that as well. Also this game wasn’t supposed to be DLC, it has different movement speeds for the characters and had a gameplay mechanic not present in RE2R. Plus according to an interview I read with a producer who worked on this game, it had a lot of development happening alongside RE2R. Which lines up better with how long it takes for a game to be developed. If this was developed in less time, it’d have way more bugs and glitches that would make the game unplayable. As evidenced by the initial state of Cyberpunk 2077. Plus there are games that add up to well over $100 when you factor in DLC.
RE3 Remake kinda felt like an obligation that they had to get out of the way in order to do other remakes. You look at RE2 Remake and it had so much love and care put into it with excellent level design and great character moments. RE3 feels watered down in comparison. Here’s hoping Jill gets another entry into the series that allows her some redemption.
Considering it was in develop at the same time re2 remake at the same time, it was not likely time constraints. This is also the why re2 remake didn’t have the proper a and b scenarios from the original.
17:30 - I wasn't too bummed they omitted the Clocktower, but hearing your take was amazing. Logically speaking Carlos wouldn't leave her at the Clocktower, but rather take her to the hospital; however, at least an inclusion of one last dream-esque sequence, for Jill, before she encounters Nemmy's 2nd form would've been better too. On top of that, she could've been chased by Nemesis in her dream. The fans would've been pleased with that. Ahhh Capcom.. so frustrating when gamers think of better ideas than the actual developers. The Rocket Launcher Nemmy - even though I loved that intro and section, there wasn't much of it. Even the soundtrack too, I purposely stayed longer in areas when his music started playing and I wanted to record it for my channel. It was awesome. One thing you forgot to mention was the Gravedigger boss. That should not have been omitted. You could fight that boss before reaching the Clocktower. As in, once Jill finds a way out from the subway, she stumbles upon a nearby graveyard, instead of the Clocktower, but you can still see the Clocktower from a distance. EDIT - while she's cutting through the cemetery she has to fight against zombies, BOWs in pitch black since there is no illumination around her besides her flashlight. Could've also added a mini-puzzle of her finding a gate key so she could get out. The STARS' line - this line should've been at the end. No excuses for that debacle. However, as you mentioned, Nicole did great. I still love this game though as it reminds me why I love Jill Valentine. The cutscenes, narratives, actor's performances, environments, gameplay, soundtracks are all well done, but more of RC would've been better and definitely a Mercenaries mode. It's a shame Capcom has declared RE3R to be "finished" as no DLCs will be made. So many mixed feelings as I give this game a 7.5-8/10. Everything was well made, but when you remove stuff best to replace them with something new too. One thing is certain, the RE community wants to see more of Jill and Carlos. Great chemistry from those two.
I really did miss the sections that was "cut" as they were my favorite. The gravedigger area/fight,later clock tower areas. The branching engagement decisions with nemesis. I wanted desperately to love the remake as much as the original but i unfortunately don't.
You're definitely not alone on the "you want stars?" line. I audibly groaned when it was spoken in the remake. Yes the line has good delivery, but without the proper context of the original meaning, then it just falls apart.
It broke my heart so hard when I first played the "remake" the dev team clearly rushed it out the door ASAP and it shows. The OG RE3 was one of my favorite games growing up as a teen
Brad: He's coming for us, we're both gonna die. Jill: what are you saying? Brad: You'll see...He's after S.T.A.R.S members there's no escape! God I wish that segment would've made it into the game. It sets up Nemesis perfectly.
@Rómulo Figueroa That's a direct quote from the original RE3 and it fits just fine. At that point in the game you haven't run into Nemesis yet and Jill want's to know what the fuck Brad is running from, so he tells her before running off. Jill Valentine : [when she finds Brad wounded] Brad, hang in there. Why isn't someone doing something about this? Brad Vickers : I didn't know you were still alive, Jill. The police aren't trained for this kinda situation... what could THEY do? Brad Vickers : [pause] Listen, he's coming for us! WE'RE BOTH GONNA DIE! Jill Valentine : What are you saying? Brad Vickers : You'll see... Brad Vickers : [as he leaves] He's after S.T.A.R.S. members... there's no escape!
@Cpt Dinosaur No, it's fucking not. That's like saying zombies walking is an homage to The Walking Dead. It's 2020 zombies fucking talk now. Also, it's more of a homage to 4 Itchy Tasty. You know, those zombies that wrote in their fucking journals in the original RE.
I remember when the Jill trailer dropped and people in the comments thought Jill would be having a PTSD dream sequence set in the mansion where Jill would be wearing her Og outfit.
I just LOVE how you do justice to Nicole's job as an actor in this game. She's such an amazing human and I replay this game a lot just to hear her voice.
"Where the hell is Barry?" GURRL...When you said that, I had to pause and comment. That is the same thing I said to a friend when critiquing the end of the game. Why is Carlos flying the helicopter out of RC, why not have Barry? Ugh...I swear, so many things you said in this video are SO ON POINT.
@@TheCyclicGamer Which I feel would allow him the opportunity to come back to get Jill. It certainly wouldn't be Brad, for reasons other than the obvious.
@@sablephoenix4rce Maybe, but it wouldn't have been been wise for Capcom to spend resources on developing a character who might not even have a minute of screentime in the game just to appease your nostalgia. Plus how would Barry even know where Jill is? What would he be doing while he's waiting for her? Would he step out of the chopper and cap Nikolai just as shit is about to go down?
I think the changes they made to Nemesis' appearance were pretty cool, but the changes to his behavior and turning him into a completely scripted-encounter boss were just criminal. They also girl-bossed Jill way too much. Her nonplussed Marvel-one-liner attitude the whole game was just grating, and completely opposed to the more thoughtful and professional version of her from the original RE3. What's crazy to me is how different the writing was for this RE3 remake as opposed to the RE2 remake; Leon was still written as a naive but competent rookie with a heart of gold, and Claire was a college biker girl with strong maternal instincts. Jill went from a calm but intense professional SWAT officer with a little sass in the original RE3 to Guardians of the Galaxy-level snark in the remake.
I was hoping for two things in particular in this remake: A) Nemesis actively hunting you after he shows up and you have to plan your resource management accordingly and which route to take. B) Expanding upon the Jill we know and give her more relatability. Perhaps she suffers from survivors guilt from the Mansion incident? The decision to play as Carlos instead of Jill when you go to the R.P.D building was such a big waste. I was hoping to see her react to entering the S.T.A.R.S. office for the last time maybe reflecting on everything she has been through the past months. I think they did both Jill and Nemesis a disservice in this game by making the game so short and linear. He is more of an annoyance than a welcome challenge and his mutation into an Alien/dog hybrid makes little sense and comes too early. The live selection option should definitely have been a feature and its another missed opportunity for story and game-play to be on the same page. Upon my second play-through I found it strange that Jill boards the subway as it's preparing to leave knowing that she barely escaped Nemesis on the streets above a couple of minutes ago. I think it's cheap when he just appears in another cut scene, kills Mikhail and all of the civilians and there is nothing you can do about it. It negates the entire purpose of going to the power plant and programming the train. What I would have preferred would be for Jill to stay behind knowing that as long as Nemesis is out there, she is a threat to everyone, especially the civilians on board the train. That is when she decides to make her way to the Police Station and draw Nemesis away so the others can escape. I feel like this game was pushed out the door before it was even ready in order to capitalize on the success of RE2 last year. It's a shame because there are moments where the game is good, the hospital level is my favorite by far. You're definitely not alone when saying that Jill's bad ass line is one of the best moments in video games ever! Few things will ever come close to that moment ever again and it was the perfect way to end the original after everything you had just been through. Thanks for the review!
If the Raccoon Park, Gravedigger(s), and live-selection were retained, here are a few examples of how Capcom could have had their cake and ate it too with the remake: 1.) If Jill goes directly from the hospital to the Dead Factory/NEST 2.0, then the park could be repurposed as a place you visit right before the clocktower. Also, the Brown Gravedigger can attack Jill, while she drives along a sectioned off roadway to the Dead Factory, instead of in the park’s cemetery. 2.) The White Gravedigger could exist as an explicitly separate creature from the Brown Gravedigger (perhaps its mate). It could be the reason why Mikhail’s train derails as it nears the park, and you battle it right before leaving the subway into the park. Its appearance can be foreshadowed, when the Hunter Gammas are implied to be the main subterranean menace with a “four-pronged mouth” in a file, only for you to see one get snatched away during a cutscene. 3.) Right after Jill and Carlos try to kill Nemesis by setting the gas station on fire, the player is given a choice. Jill can go to the RPD while Carlos and Tyrell stay with Mikhail, or vice versa. Carlos will explore the park if the former choice is made. 4.) If Jill goes to the RPD, then she contacts Dr. Bard and meets Nemesis again on her way out, while Carlos sees the White Gravedigger and its offspring kill the train’s civilian passengers. In this case, Mikhail will sacrifice himself to blow up the worm from the inside. Essentially, this choice indirectly gives you the option, whether Mikhail sacrifices himself to ensure one less Nemesis encounter or to make the White Gravedigger a more easy fight. 5.) Earlier on, if you have Jill refuse to leave Brad Vickers behind, then he will change his mind and accompany you for a while longer, until Nemesis finishes him off. When Brad appears later in the RPD, as a zombie, he surprises Marvin by having a Nemesis parasite erupt from his body and puncture the cop’s gut, versus saying “Sorry” if he just succumbs to infection.
RE3 98 was mindboggling in it's diversity, with all the path choices, and that is what I miss the most in this Remake. The replay value of the original was immense, I remember having a walktrhought magazine waaay back when and reading it because I didn't had the game, I was amazed by this variety. I liked the Remake, but, maan, it fails to deliver soo much...
Nemesis scares me. Also, no. The "I'll give you stars" moment in the original game was better at the end than when it was done not even midway through the game. So, yep.
If the whole game was filled with scenes like the one between Marvin and Brad, I don't think this game would have gotten half the criticism. That scene was just masterful and a a painfull reminder of what this game COULD have been
@@valentds Not so much that. More like they just want M-two to churn out more half-assed remakes. If they do RE4 like this, considering how much content that game has, I'm not even going to bother.
No fuck that. I'm 100% against removing content that was in the original game and releasing it as paid DLC, that's just shady business. It was already shady that they released the original costumes (the only costumes in the game aside from STARS Jill) as pre-order or paid DLC.
For anybody that's doing the zombie exterminator achievements, you'll realize that the Carlos defense scene actually isn't endless. At some point, the game spawns multiple Nemi head zombies. After you kill them, they just stop spawning despite there being some flat zombies behind the barricade.
I live for efficiently maximizing heart-wrenching scenes so I still would've preferred you go to the RPD as Jill instead of Carlos. It's for the same reason I always have Rebecca go during the last part of the the train section in RE0. Carlos doesn't know Marvin or Brad so he wouldn't have the same kind of emotional reaction as Jill would. Part of the reason I wanted this remake so bad was specifically for the clock tower. It's my favorite section of RE3 (1999), super iconic and memorable, and had some of my favorite puzzles in the game. It's exclusion from the remake feels similar to them rushing you through uptown in 5 minutes: like a significant chunk of the game is missing. Honestly, because of how this game turned out I don't have much faith for the next remake, especially if they plan on using the same team. It doesn't feel like there was much heart or soul going into this one. There's tons of decisions made that I don't agree with and Capcom in general isn't good about listening to its fan-base. It makes me so sad because I really wanted to like this game, but I actually low-key hate it. This isn't the remake we asked for and it's not the one the franchise deserves.
I agree with you there on the subject of “heart wrenching scenes.” It would have helped a lot with the pacing of the story and also make Jill more relatable as a person. This remake was so full of potential and the voice actress did a good job. It’s just a shame the material she had to work with was so lacklustre. One thing I’ve always wanted in a RE game is to see the R.P.D station before it was attacked. Maybe as Jill makes her way through the derelict station we could get brief flashbacks from her time there for example.
Anyone else feel like the Stars line was probably intended for use somewhere else but then either someone thought up a line they thought was better somehow ( perhaps the “take a hint” line for example), or the section for it was cut, so they just shoved it in somewhere else awkwardly since they already recorded it?
16:25 Considering the fact that they repeat this boss fight later I really think they should have kept his original second form for this boss fight and saved this mutation for the later fight.
Considering how fast he mutated from just falling in a river I wonder if the clock tower interior was cut content that was meant to happen before the boss fight
I love how you randomly start fangirling over Jills rear during the railgun scene. Also, Carlos is the main reason we need a Code Veronica remake. If they made Carlos this awesome think what they could so with Steve.
As much as i love Jill and that moment with Jill's firing rail gun but at the same time i think its bit silly and thats gonna be my death warrant XD That thing is like more than twice her size. Gatling gun and linear launcher don't even compare to that huge ass thing by their size.
I dont really think one could possibly fix Steve. As much as I love RECV, I have to admit he is one of the worst and most annoying characters of the whole series.