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Resident Evil 3 Remake ?‍♂️


one-armed dwarf
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Now, all the REmakes are supposed to be sequels ala the originals. So why doesn't Jill look like an adapted and upscaled version of this?

 

MV5BY2Y5MjE2NzctNzk4Mi00ZDg0LWIxODctNjgx

 

Because she should be based on this and not have a brand new face, for the same character....

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A Remake doesn’t have to be a 1:1 recreation @OCH it’s a reinterpretation of the original. Directors of Remakes should be free to change things up from the OG and express their creativity. 
 

Therefore Jill can look however the team want her to look and not beholden to the 1999 original. Likewise the game is a 3rd person over the shoulder survival shooter rather than a tank controller survival horror game with a fixed camera.

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19 minutes ago, OCH said:

I'm not talking about the original game, I'm talking about The First REmake ala 2002.


Oh ok. Well that’s an easy one, REmake 1 was a GC game so the directors/team at the time used the tech available at the time to craft Jill and the world of that game. The director’s of REmake 2 and REmake 3 used the current-gen tech which includes MoCapped performances rather than GC tech so 2020 Jill looks quite a lot different to 2002 Jill.

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Yes, but Jill should still look like the Jill already established in the mainline series @Nag. So the current gen tech should have been utilised to tidy up '02 Jill to a 2020 graphical standard. Building on what they've already got. This is called REmake 3, Which should be implying some creative consistency, between the previous numbers. It would be like if they brought out REmake: Code Veronica in 6 months, using the RE 2 engine, and graphically overhauled Claire, making her completely unrecognisable from REmake 2. It is asinine and ...this is one of those arty things that is just bugging me at the mo.

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It could be worse.  At least its not boob size. 

 

Different artists have different interpretations of a character.  This team isn't the same as 2002.  With games having a lot of long running series with multiple teams working on them you'd think we'd be used to this.  Apparently not. 

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I stumbled into the Gamefaqs forum for this once. It wasn't a pretty sight.

 

That said I can agree with people criticizing a lack of direction for a character's design in an ongoing series. For example, I always hated how much they changed Samus in between the three Prime games. I think the "old" actress for Jill is still around so technically it should have been possible to do the facial scans with her again. But they went with this and the end result looks good so...

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On 02/03/2020 at 01:43, Nag said:

??...

 

Screenshot_20200302-014116_Chrome.jpg

 

I'm still hoping Dino Crisis comes back sometime.?

Just fix Code Veronica already. They can make it Good, this time.?

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Some new details from OXM:

 

Quote

HEADS-UP, some of these details are laced with spoilers, so if you want to go in as blind as possible, you probably shouldn't read this.

 

Spoiler

But here's some new RE3 details:


-It is confirmed Nemesis is the first monster in Resident Evil history to break the "Safe Room" rule. If he's chasing you, he can break into safe rooms.


-The devs kinda' used Mr. X as a way to gather some feedback on Nemesis, though their goal all along was to make Nemesis a more terrifying and tense foe than Mr. X in nearly every way.


-There's some unexpected environmental pauses to be had in RE3... Like the classic red explosive barrel. Do you use it immediately on some zombies right now, or save it for later to be able to use it as a mighty blow against Nemesis?


-Nemesis the first time you drop him after a major story moment can drop rare items for you to pick up from wherever you down him at.


-The dodge mechanic has some context-sensitive actions Jill can do if you pull off a perfect dodge against specific types of attacks. One example is Jill does a unique animation if you perfect dodge one of Nemesis' tentacles.


-There are certain areas the game is kinder and will give excuse why Nemmy can't follow and give you a breather, but one of the main goals of the remake was to make him a rather consistent threat. Not always chasing you but the possibility he could chase you there stays true.


-They've designed Nemesis AI with actually not being relentless, if he's always chasing you that'd get tiring fast. His AI works to dynamically sorta' direction his moves, and give the player breathing room as well.


-Capcom have worked a lot on AI for this title in general, talking about making monsters react more to the environment and situations, and how they can work together, separately, etc. They even talk about how they've made the zombies behave differently whether they're alone or if there's several zombies around and they're in a group.


-Grave Digger is confirmed to be in the game. Hints there's some Tremors-inspired sequences with it, and you can shoot and toss grenades down its throat.


-Spiders are confirmed to be in the game! They have a tendency to scuttle all over the place, sometimes towards or away from you, or drop on you from the ceiling. (Also confirm Drain Deimos and Spiders are separate enemies in RE3 and behave differently.)
-Hunter Beta's are confirmed to be in the game as well.


-Say Raccoon City is a LOT bigger than it's been previously. They designed a lot of the city, it's not open world but they designed it so you can explore quite a few streets and even stores and buildings of the town, and have multiple paths through the city to take.


-Jill can unlock more pathways in the Subway System to new parts of the city as a form of fast travel. As you get further in the city, the Subway becomes kinda' your hub to connect all the different parts of town.


-There's a lot more side stuff you can do than RE2 or the original game, often times there's optional back-tracking the game gives you... You have a code to unlock a weapon tack in another part of town now, but do you want to trek through the city and risk facing enemies you left, or worse, Nemesis showing up while you do so? There's a lot of optional distractions, route planning and risk and reward going on here.


-Carlos is playable and has more playable sequences, but he doesn't have his own campaign. He also may show up as you go through the city as he's around looking for survivors as well. They put a lot of focus on making Carlos rough around the edges, but reliable and likable.


-Small thing, but they confirm in the sewers if you walk through grime or under a running pipe, the grime does stick to you for a bit before dissipating. Look how far video games have come!


-Sound design has been a big focus, fully supports surround sound systems and did a lot to make everything "sound" right with a city going into chaos.
-There's a slight hint that there may be a couple new monsters in RE3 that weren't in the original, but you'll have to wait to see.


-The team focused on having one consistent story rather than different ways events can go down. That said, they did a lot to make the story have more depth and stand-out. They say the story fleshes out Jill, Nemesis, and the UBSC a lot more than the original did. This is a classic story of Jill vs Nemesis, and both of them have history and reason to be struggling against one another that'll be more fully explored. Hint we'll dive a lot more into Jill's character, and Nemesis as a monster. They hope people will be really satisfied with what they've done and added to the story.


-Being asked of returning locations or stuff from RE2, it's answered that you may notice "a few things" when you go through the game. Hint also as this game takes place a day before and a day after RE2, you may also see some before and after things.


-The team hopes Resident Evil fans will be impressed with their reimagined Raccoon City. It's an iconic location for the series and they really wanted to get it right, and crammed a ton of attention to detail into the city they hope fans will appreciate.


-OXM say what they've played so far is "extraordinary", and if the rest of the game can keep up the quality of the 2-3 hours they played, it's going to become a classic Resident Evil game.

 

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"New Details"?

The first six points were covered in the original game....

 

I was looking forward to the challenge of 'relentless pursuit' though. I did think that's where they were going, in light of Mr X' revamp. Alas...

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They could have gotten really creative with it. Nemesis pursued you and you would have to create environmental barriers/solutions to deter him. One of the Prince of Persia's did this kind of thing with a pursuit enemy quite well, if memory serves.

I played Nemesis again not too long ago and I was surprised you really don't see him as much as I first remembered. He did crack into at least one supposedly "safe" room back in the day though.

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