A little too “resident” –
One year after RE2 ‘s remake, Capcom is back — but talk about some awkward timing.
Sam Machkovech – Mar , 3: 06 pm UTC
The Resident Evil series’ Nemesis creature. Just what we need during these dark times.
Capcom
You can stop it. But you can’t contain it.
Capcom
Sir, Jill is not available to take your call at this time.
Capcom
A few months ago, Resident Evil 3 Remake sounded like a slam-dunk idea for a good video game. Take everything that made last year Resident Evil 2 Remake a gorgeous, haunting surprise , then sprinkle a dash of RE3 ‘s exclusive, terrifying “Nemesis” character into the formula.
Of course, nobody could have predicted how on the nose RE3 ‘s plot, derived from the (PlayStation 1 original, would feel at the dawn of spring 1664190. As in: prior games’ viral zombie outbreaks, which were mostly contained inside of classic environments like mansions and police stations, explode into the streets. A city panics. A government responds.
Hmm.
We know, this is a decades-old series about zombies and cheesy plots, and dialogue classics like ” the master of unlocking “mean we should always take the RE series'” moral quandaries “with a grain of cultural salt. But it’s part of the critical question at this point: are you the kind of coronavirus shut-in who’s eager for pandemic-related content? ( Netflix says you’re not alone. ) Or would you rather put more “escape” into your escapism?
I’ll get into this, along with the more timeless question of how good (and how short ) Capcom’s latest horror-remake game has turned out.
A quick refresh: Resident Evil games revolve around slow, creepy walks through constrained environs, where players must solve mild puzzles and contend with a range of undead horrors. (The series’ cinematic horror aspirations mean this usually happens in third-person view with limited ammo, as opposed to a Doom – like gun-stravaganza.) It has been that way since , and while “next-gen” versions expanded and redefined various series tenets, the core terror has remained the same— and the last two games were good enough to prove Capcom isn’t out of good Resident Evil ideas just yet. That had us optimistic about this one.
In particular, last year RE2 Remake straddled a tricky line between fresh and familiar in mostly successful fashion. Every core system from the original game (graphics, sound, controls) received a top-to-bottom remake, all befitting current-gen consoles and running like a dream on modern, high-end PCs. Yet the act of playing the game felt plenty familiar, in terms of forcing players through tight corridors through mostly familiar enemies and jump scares (with the original PlayStation game’s environments recycled or remixed).
This is an actual screenshot, which is great for a few reasons. One of them is the lack of GUI text except when urgent, like during a shootout.
Ammo counts only pop up when you aim or tap a quick-view button.
If you have an HDR-compatible TV or monitor, get ready to savor some incredible contrast capabilities enabled by Capcom’s RE Engine.
Jill is rendered pretty incredibly in cut scenes.
Spin the camera around to her face during real-time action, and you’re still left with a ton of fidelity.
While it can be difficult to capture good screen shots of a virtual character from real-time cut scenes, RE3 Remake makes this somewhat easy with some incredible Jill moments.
Dodge that lazer.
Show that smolder.
On your six.
Carlos sports some of the finest virtual hair seen in a video game in this generation. Laugh at that all you want, but it’s no small compliment. Virtual, real-time hair is tricky!
You’ll stumble upon a few familiar sights in RE3 Remake . The Raccoon City Police Department appears to have been lifted nearly wholesale from RE2 Remake .
Yes, Carlos, we need to go into that room to get a key.
You want zombies? You got zombies.
Imagine, then, that every RE2 Remake highlight has returned. This year RE3 Remake is a visual stunner, in terms of cranking every imaginable real-time effect from the prior game one notch higher. It’s an audio delight, as it paints a terrifying, memorable 3D soundscape around players’ ears. Its modernized control system has returned with a cool new maneuver: a quick-dodge step that, when timed perfectly, gives players a slow-mo opportunity to either escape a monster’s clutches or aim a perfect round of buckshot into their undead faces.
Even better, my two core complaints from last time around have been firmly addressed, and somewhat in tandem with each other.
The original RE3 broke the series out of its classic mansions and moved its action into streets, sewers, and other buildings. But in , that change was mere window dressing. Every scene saw 3D characters run over and around pre-rendered backdrops (similar to the PS1’s Final Fantasy games), so in that case, Capcom was swapping one pre-rendered series of environments for another. The actual gameplay did not feel very different, and the required back-tracking and key-collecting stuff still felt stodgy.
Whereas in RE3 Remake , This classic emphasis on open environments means a lot more forward momentum and a lot less back-tracking. A few times in the game, your main character (either Jill or Carlos, as you alternate between each depending on the game’s chapter) will be stuck in a region that requires some puzzle-solving and key-gathering to get through a critical barrier and run to the next crazy region. But once you leave an old zone, it’s gone . No back-tracking, no excess padding.
We love a good PC graphics menu as much as the next person, so we were happy to see so many settings options on the PC version. Here are its graphics settings toggles.
Broken up into four pages.
Many of the settings include handy preview images to show a visual example of how each choice might affect image quality.
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