i heard they are working on a RE:3..if they are,I hope they give it the RE:2 remake treatment.what do you guys think about it.
What I want to see is a much longer campaign and larger levels. For example, levels like the hospital has so much potential if you add more rooms, multiple floors, more puzzles and new enemies.
Also, the streets of Raccoon City has to be quite wider than in the original, and some of the bizarre puzzles should be replaced with more logical solutions to opening doors.
Yeah, what I mean is that I like collecting strange items and keys in order to unlock doors inside buildings, well in buildings where it makes sense. Places where strange items would fit would be the RPD (obviously), the clocktower, the park and the abandoned factory. However when roaming the streets and places like restaurants, shops, and so on, I would appreciate if the solution to unlocking doors is more logical.I don't know if I want SUPER logical solutions. It makes sense in RE3, sure. But there is just something creepy about collecting gems to use as a key or triggering traps. Maybe the Clocktower could be expanded on too.
With modern controls Capcom would definitely be able to utilize Nemesis to the fullest, without making it too difficult for average players. The question, however, is how Nemesis would work in a non-scripted environment if he's still able to run faster than you. There'd have to be some way of you being able to take cover or escape temporarily (like with Mr. X in RE2 remake). One solution would be if the game offered you a limited amount of instant take-down grenades for Nemesis, perhaps only 3, so you'd have to use them strategically throughout the game and choose where to use them. Of course, on hardcore mode such instant take-down grenades should be limited to only 1.I would love a Nemesis remake, I think it would definitely make the game more playable. Even though I enjoyed the game overall, I always felt like Nemesis was a bit hard to play and immerse yourself in. (Code Veronica suffers from this as well.) The tank controls, while fine for the original two and the prequel, didn't hold up well against Nemesis and the sort of control you needed to have over your character for certain situations with him.
I know that, but I don't think scripted moments is the way to go in a modern remake. Even though you don't go toe to toe with Mr. X until the final boss battle, most of his other appearances throughout the RPD are non-scripted and pop up randomly. In the 1998 original however, all of his appearances were scripted.you were never supposed to go toe to toe with Mr. X until the final boss battle. With Nemesis, on the other hand, there are scripted moments where you ARE supposed to fight him - or flee if you so choose.
I like that, since it could be used for the other monsters as well. Especially if the zombies become faster and more powerful 2 days after Jill wakes up.I think that RE3Remake would need some kind of dodge move, however (I mean, if we assume that Nemesis will be faster and have more attack options than MR.X, Jill needs to gain something too). Even if it's something simple like the dodge button in Revelations 2, which have very few I-frames and that you need to time it properly. It would be a good adition and it would reflect better on the fact that Jill is more experienced and trained than Leon and Claire, so a dodging move for her wouldn't be so out of place.
Considering that the original Nemesis title included a dodge button, I don't see why the remake wouldn't feature one.I think that RE3Remake would need some kind of dodge move, however (I mean, if we assume that Nemesis will be faster and have more attack options than MR.X, Jill needs to gain something too). Even if it's something simple like the dodge button in Revelations 2, which have very few I-frames and that you need to time it properly. It would be a good adition and it would reflect better on the fact that Jill is more experienced and trained than Leon and Claire, so a dodging move for her wouldn't be so out of place.