It's a game, there s no need to explain why a puzzle is there, also if you really put that way most of the puzzle in thr original re 3 were even explained in file, so they could have easy put them back into the remake...
They just cut them, and you feel it, the second part even if good it feel just like any other action game because you simply shoot, there are no puzzle, ans the item box became pretty uselles... Even re 4 had more interesting puzzle.
Even if enjoyed the re 3 remake and i think it's a good game, it's useless to continue defend cut contend like the puzzle and the missing are like clock tower and park, thr developer could have simply put all this staff in the game
Also re 2 and 3 in the end are very similar and the comparison is inevitable, they have the same gameplay, same engine and they are set in the same time period, in the end one of the two will came out better than the other if you compare them
Dude, I'm not trying to defend the game. I'm explaining why,
in my opinion, some of the reviews of the game missed the mark.
The puzzles made no sense in the original, but it was a different time, and it was acceptable, because realism in videogames wasn't a thing at the time, and the hardwares limitations made their presence vital. I love them, so their presence never bothered me at all, but the way they were inserted was flawed.
RE has been going for a more toned down/realistic tone starting with 7 (which tbh, I'm mixed about), were they always successful with it? Nope, but this is the tone they are going for so they're trying to stick with it.
Could have some puzzles make a return in some kinda way? Maybe in one of the building?
Maybe, but my point is that instead of explaining it as "RE2 had them, so RE3 should have them", reviewers should have focused on explaining in which ways this (and everything else) hurts RE3 as it's own game.
RE2 and 3 are similar on a surface level, but at the end of the day, they're going for different things.
RE2 ----> more survival horror-oriented experience, more claustrophobic areas and atmosphere, slower rhythm, less ammo etc...
The focus is: on survival, exploration and finding a way out
RE3 ----> more of an action horror-oriented experience, with more open ended areas, as a result it's more linear and chaotic, has a faster rhythm/pacing, it's more straightforward.
The focus is: on escaping, making your way out of town and keep moving.
Different goals means different structures and different designs choices.
As I said, it's ok to compare them, they should since RE3 it's a sequel, but they should do more than just that, because RE3 it's also its own game.
For example: I loved Suzi's review because she explained in depth what worked and what didn't and why this things work or don't work in the context of RE3 Remake, watching it I learned a lot because of how informative it was. Unfortunately, I've come across very few articles as informative as hers (which is specifically, what I'm criticizing).
I'm not saying that RE3R is perfect,
it has its problems. I'm just saying that if you're going to criticize it's flaws, then you have to explain them in depth, because if not the critic will come off as shallow, and won't be as informative as it should be.