-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'.
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.
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.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.
I concur. Just add fixing Jill...who looks like The Quiet Man. Dafuq, and sure maybe a miniskirt and tube top isn't the most practical outfit for a zombie apocalypse but they gave her the 'Lara Croft treatment' and changed her iconic style from the OG. Now if i want to compliment it at all, i enjoyed the beginning being in her apartment in which you could see how she was living with the PTSD post Mansion Incident, dealing with Chief Irons and all that Corruption, Umbrella, etc. And i thought the UBCS members were did well. Gameplay was fine. That's about where the compliments end.-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'.
or a puzzle is killing me,
I would remove it from existence, as well as the other two. No need to fix it if there’s nothing there to fix that never needed to be there anyway. The 2002 REmake is a different story, it can stay.What would you do to fix the Resident Evil 3 Remake?
Cut content and the way Nemesis was handled aside, I think this was definitely one of my biggest gripes with the game as is. I had a feeling it would be an issue from the start, but during 7 back to back playthroughs, it certainly got tiring. I remember I even compared the game to RE6 because of how overly "cinematic" it was and for such a short game, it just feels like padding.
- That opening with Jill's apartment and nightmares is epic... On your first playthrough. Afterward, that series of cutscenes only serve to breakup the gameplay. Make it one long cutscene if you want, but don't split up the gameplay.
- All those short, skippable cutscenes on the way to the rooftop to fight flamethrower Nemesis, run from rocket launcher Nemesis and before the dog Nemesis fight need to go. Every playthrough after your first feels like you're watching an interactive movie instead of playing a video game.