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Resident Evil 3 Remake How would you fix the Resident Evil 3 Remake?

Gun Powder B

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-Clock Tower location
-More open ended world (Less linear)
-New Weapons
-More crafting variety
-More enemies
-Etc.

Basically bitch slap Capcom for rushing it out the door for a quick cashgrab and focusing most of their effort on 'Village'.
 

Fishcakes

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I could make a massive rant on what I would want changed. But I'll keep it short and sweet and say, keep it faithful to the original, so many missed opportunities to grow characters, create more of a story, etc etc. that would be the main thing
However the game was fine, not as much effort was put into it as it deserved but I was still a relatively good game
 

ToCool74

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-Clock Tower location
-More open ended world (Less linear)
-New Weapons
-More crafting variety
-More enemies
-Etc.

Basically bitch slap Capcom for rushing it out the door for a quick cashgrab and focusing most of their effort on 'Village'.

Agree with all this^^^ But I also would add a truly random and no scripted Nemesis roaming that open ended environment.
 

Hardware

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I reckon at least a few larger areas where Nemesis can stalk you (and thus become a more oppressive presence) would be nice...something like Mr.X in RE2make but with a larger map and more puzzles, quests to solve. Not sure how it would work without a few safe rooms though. Then I guess we should be able to explore the clock tower - I was never too fond of that location (save for the room leading to the chapel - really liked the design), but most people love it to death so it should be there, even though it could be shorter IMHO. The hospital section should remain as it is - it's a huge improvement over the original (save for the stupid "protect the entrance hall" section from RE4). I did hate NEST 2 as I really liked the waste disposal facility from the original - it was a good change of style from the 3rd acts of RE1&2, where you always end up in a lab. Don't know about the cemetery and the Grave Digger - I always found the boss fight to be pretty annoying (same as the Gulp Worm from C:V).

...above all, I'd very much like to see some actual use for the sound suppressor you can pick from Nemesis. I was actually expecting it to have more weight in the gameplay: in RE2make, Mr.X is lured by gunshots. I was seriously hoping Nemesis would've operated the same way, making the suppressed Glock 17 vital to take out zombies without luring the big guy.

Actually, I thought that Nemesis dropping items this time around was stupid. You cannot retrieve anything from Mr.X in RE2make (unlike OG RE2) and that's one of the things that make him scarier: there's nothing to gain by fighting him, so you'd better run. There was no point in making the T103's nastier brother something you actually want to fight with the new style created with the remake of 2. Nemesis pulling a briefcase out of his ass also looked so stupid with 2020 graphics - that's the kind of stuff games from the '90s could do because they looked less realistic.

...but this is all wishful thinking - Capcom is actually pretty pleased with RE:3, as it sold enough for the money they spent on it. It's very unlikely they'll be updating it in any way.
 

Gun Powder B

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I reckon at least a few larger areas where Nemesis can stalk you (and thus become a more oppressive presence) would be nice...something like Mr.X in RE2make but with a larger map and more puzzles, quests to solve. Not sure how it would work without a few safe rooms though. Then I guess we should be able to explore the clock tower - I was never too fond of that location (save for the room leading to the chapel - really liked the design), but most people love it to death so it should be there, even though it could be shorter IMHO. The hospital section should remain as it is - it's a huge improvement over the original (save for the stupid "protect the entrance hall" section from RE4). I did hate NEST 2 as I really liked the waste disposal facility from the original - it was a good change of style from the 3rd acts of RE1&2, where you always end up in a lab. Don't know about the cemetery and the Grave Digger - I always found the boss fight to be pretty annoying (same as the Gulp Worm from C:V).

...above all, I'd very much like to see some actual use for the sound suppressor you can pick from Nemesis. I was actually expecting it to have more weight in the gameplay: in RE2make, Mr.X is lured by gunshots. I was seriously hoping Nemesis would've operated the same way, making the suppressed Glock 17 vital to take out zombies without luring the big guy.

Actually, I thought that Nemesis dropping items this time around was stupid. You cannot retrieve anything from Mr.X in RE2make (unlike OG RE2) and that's one of the things that make him scarier: there's nothing to gain by fighting him, so you'd better run. There was no point in making the T103's nastier brother something you actually want to fight with the new style created with the remake of 2. Nemesis pulling a briefcase out of his ass also looked so stupid with 2020 graphics - that's the kind of stuff games from the '90s could do because they looked less realistic.

...but this is all wishful thinking - Capcom is actually pretty pleased with RE:3, as it sold enough for the money they spent on it. It's very unlikely they'll be updating it in any way.

I actually liked the City Park location, arguably even more than the Clock Tower so they should have brought that back as well...and made it bigger! Grave Digger boss is easy with acid rounds.

Absolutely agree on the suppressor, and you should also be able to craft subsonic ammunition to make it even quieter, but a bit less powerful. With a Glock 19 which is a 9mm automatic, you can reduce the noise of the gunshot from 160db to as low as 125db with the right suppressor and ammunition. I mean it's still kinda loud but way less loud. I won't get into the details but the absolute quietest suppressed firearm is probably a bolt action .22 rifle, which you can get as low as 108db which is as close to "Hollywood quiet" as you're gonna get, but a suppressed .22 is best suited for assassins and not highly trained B.O.W. killers ;)

Agree on Mr. X, he was done ingeniously in RE2R, even better than the original, those footsteps! So yes, making a more open world city where you can give the player binoculars to help hide from Nemesis with nothing to gain from his aggro would have awesome and would have added a layer of stealth element into the game.
 
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Hardware

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Absolutely agree on the suppressor, and you should also be able to craft subsonic ammunition to make it even quieter, but a bit less powerful. With a Glock 19 which is a 9mm automatic, you can reduce the noise of the gunshot from 160db to as low as 125db with the right suppressor and ammunition. I mean it's still kinda loud but way less loud. I won't get into the details but the absolute quietest suppressed firearm is probably a bolt action .22 rifle, which you can get as low as 108db which is as close to "Hollywood quiet" as you're gonna get, but a suppressed .22 is best suited for assassins and not highly trained B.O.W. killers ;).
Yeah, I hadn't thought about subsonic ammo, but, considering the ammo-crafting mechanic, it would've been a nice touch...but probably too technical and realistic for the average player. I do like that in DAYMARE: 1998 you have to reload individual magazines (picking up ammo boxes isn't enough), but I have no idea how mainstream players reacted to it - same with the fast-vs-slow reloading that can make you drop the clip (I think they got that idea from MGS2 and its magazine-recycling mechanic). Also, I don't see Capcom doing that much research into how actual firearms work - Hollywood logic seems to be fine by them. Yeah, a suppressed bolt-action .22 LR is very quiet because the chamber remains locked until you eject the spent cartridge: it's the same principle behind the Beretta XM9 by Knights Armaments (the basis for MGS2's fictional tranquilizer gun), which has a locking mechanism preventing it from cycling...and it's incredibly quiet (with subsonic ammo and fresh wipes) even though it's a 9mm.

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The same principle (locked chamber preventing sound from escaping) is also what makes the Russian Mosin-Nagant M1895 the only revolver that can truly be suppressed.

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UniqTeas

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There are 1,000 minor tweaks that could be made to improve the game, but here are a few of my top ones:

-Give Nemesis his tentacle form for the Clock Tower battle. Seriously, his dog beast form is a great addition, but you face him twice in the same form with very similar mechanics. Since he is BASICALLY the only boss in the game, he could have had a little more variety to his battles.
-Bring back the Gravedigger along with the entire graveyard/park location. This game needed more variety in locations and bosses and keeping the original bosses is the MINIMUM they could have done.
-Let us explore MORE of Raccoon City. I feel like this is the biggest misstep in the game. We want to see and explore more of the city we have loved for so long. They gave us a few extra forgettable sightseeing locations and they cut out so many of the great iconic locations from the series. No park, no clock tower, no newspaper office - there was just so much missing and they failed to replace them in a satisfactory way at all even if they DID cut these places.
-Let Jill go to the RPD. Carlos could have his side section in a separate area, but Jill has so many connections to the RPD. She could have had conversations with Marvin and Chiefs Irons and we could explore more of her past through her desk and memories of the place.
 
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