Retro Gaming Ads Blast – Part 4

Welcome back readers, fellow geeks and retro gaming fans!

In this edition of the Retro Gaming Ads Blast (RGAB) series, we will examine print ads from the 1990s that caught my attention and I will explain why they are worth look back at. In retrospect, the 1990s was a decade of serious changes in the world of electronic gaming as the industry saw the shift of graphics from 2D sprites and flat backgrounds to 3D polygons, the shift from cartridges to CDs for software distribution, and more.

For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s and 1990s were more trusting of print media for game details and images.

With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…

1. Castlevania: Bloodlines print ad

Creepy looking but not horrific. The simplistic approach turned out to be effective on making Sega Genesis gamers excited for this Castlevania release.

During the early stage of the so-called 16-bit console wars, Konami’s Castelvania series made the huge next-generation leap with Super Castlevania IV on the Super Nintendo Entertainment System (SNES) which gave gamers loads of fun challenges along with technological improvements that added to the gameplay. Being a prolific multiplatform game maker, Konami knew it could not abandon its fans who own the 16-bit console of Sega and this led them to making a unique Castlevania experience with the Sega Genesis in mind – Castlevania: Bloodlines.

The above print ad of Castlevania: Bloodlines was very eye-catching as it showed a photographic presentation of the grave of the Belmont family (note: Simon Belmont is arguably the most known hero of the series) backed with a detailed text description as well as screenshots that showed exactly what Castlevania fans expected with gameplay and presentation. While the visual style of the ad had a subtle approach to horror, it succeeded in informing the public that another fun-filled Castlevania experience was coming. The game went on to be a hit among gamers and critics.

2.  The Granstream Saga print ad

THQ really tried hard to sell The Granstream Saga in North America at a time when a lot more Japanese RPGs started coming into the market.

Back in the late 1990s, there was a slew of Japanese role-playing games (JRPGs) that got released on the PlayStation console in North America arguably because of the massive sales success of Final Fantasy VII in 1997. In 1998, THQ (note: then a newcomer in video gaming) made the daring move to release The Granstream Saga in North America and it was part of the company’s plan of releasing more RPGs. With regards to the 1998 print ad, THQ marketing team wisely emphasized the fact that the game launched at #1 in Japan (published by Sony) although, strangely, the rest of the short descriptive text did not emphasize the fact that the game was one of the first fully polygonal RPGs ever released. The ad had one image of an animated cut scene while there were two gameplay images. When I first saw the print ad, I became interested with The Granstream Saga as I was fond of both RPGs and anime. I never got to play it due to a lack of time and money back then.

3. NBA Action 98 print ad

Do you find this print ad funny or disturbing or both?

The first time I saw Sega’s print ad of NBA Action 98 (a polygonal NBA basketball video game for the Sega Saturn), it caught my attention quickly mainly because of the concept of the imagery showing a really tall guy leaving the place after getting stretched to be tall (as emphasized by an adult operating a machine to stretch another kid’s body to get taller) as a kid from outside looks on. While it looked hilarious at first, the photographic imagery also had an unintentional dark tone as the adult operating the machine looked like he was torturing the kid. This print ad was really eye-catching in a rather disturbing fashion to me, so much so I did not have any interest left to check out the advertised game. The small size of the screenshots and the hard-to-read descriptive text did not help at all. In my view, this was a marketing misfire by Sega.

4. Flashback: The Quest for Identity print ad

This was indeed an eye-catching print ad.

Back in the 1990s, the CD-ROM was cutting edge technology in the world of computing and CDs (compact discs) helped game companies have their game content as well as multimedia files (example: full motion videos or animated scenes) released together conveniently. In the middle of the decade, a version of the game Flashback: The Quest for Identity (note: a game with computer-generated animation scenes previously released on PC) was released in cartridge format for the Sega Genesis as well as the Super Nintendo Entertainment System (SNES). This was a big deal back in the days of the so-called 16-bit console war and the above print ad clearly emphasized it with the description “The First CD-ROM Game in a Cartridge!” The advertisers also assured consumers that the in-game 24 frames-per-second frame rate, the Hollywood-inspired high-quality visuals and related gameplay elements were intact for consoles. When I saw this particular ad, I became convinced to buy the game for my SNES (read my retro review by clicking here). To see how Flashback looks like on Sega Genesis, watch this.

5. Albert Odyssey: Legend of Eldean print ad

To make things clear, Albert Odyssey: Legend of Eldean is not based on any anime property. It was the 3rd game of its series and the first and only one to be released in English.

There is no denying the fact that Working Designs (closed since 2005) contributed a lot to console gaming by localizing and releasing several Japanese role-playing games (JRPGs) in America at a time when such games were not yet popular. Apart from the Lunar RPGs and Dragon Force, the company brought Albert Odyssey: Legend of Eldean to the Sega Saturn console in America and they had a very eye-catching print ad promoting it. Like their ads for Lunar RPGs, the Albert Odyssey: Legend of Eldean print ad had a dominating anime-style artwork that highlighted the fantasy concept and characters, plus screenshots and in-game animated (note: not anime but detailed pixel artworks) sequences that were meant to attract RPG enthusiasts and gamers looking for the next-generation console gaming experiences. It should be noted that Albert Odyssey: Legend of Eldean was actually the 3rd game of its franchise that started in Japan, and it was the first and only Albert Odyssey game to ever be released in English. To this day, Albert Odyssey: Legend of Eldean still has not been re-released nor remastered for other consoles and original Sega Saturn copies of the game are very expensive to acquire. That being said, this particular print ad is a lively reminder of Albert Odyssey’s only Western release.

6. Resident Evil 3: Nemesis print ad

Capcom efficiently showed the new monster Nemesis, screenshots of the game and the return of Jill Valentine in this 1999 print ad.

After the release of the best-selling and acclaimed Resident Evil 2, Capcom approved the production of several Resident Evil projects that include sequels and spin-offs. Along the way, Sony announced in 1999 that the PlayStation 2 console will come out in 2000 and this had an impact on Capcom’s RE projects as many of them were being developed for the aging PlayStation (PS1) console. Before the PS2 announcement, Capcom had a PS1 RE game project with its story set on a cruise ship. That project was abandoned following the PS2 announcement and because Capcom did not want to leave its fans to wait too long for another Resident Evil adventure on PS1, they reviewed their list of proposed spin-off games and went ahead making Resident Evil 3: Nemesis (Japanese title: Biohazard 3: Last Escape) for a late 1999 release while the PS1 console was still in good demand.  

In the above 1999 print ad, Resident Evil 3: Nemesis was shown with 3 screenshots assuring RE fans that the game has the tried-and-tested design of polygonal characters/monsters moving within pre-rendered environments, the action, the horror and adventure elements of the previous games. More notably, the new monster Nemesis had the biggest image and he rightfully became the main antagonist until the very end.

Lastly, the RE3 print ad featured the return of Jill Valentine (one of the protagonists of the first Resident Evil) and this time she had a clear sexualized look wearing a tube top and a mini-skirt. As I mentioned in my RE3 retro game review, I believe that the sexualized look of Jill was done by the game developers who were most likely influenced by the sexy appeal and iconography of the character Lara Croft from the Tomb Raider series of games. Like Lara Croft, Jill is sexy and capable of fighting with guns and other weapons. Whatever the intention of Capcom and the development behind the game, the print ad (which even had wrongful details about the timing of the story) clearly worked on getting RE fans and gamers’ attention as Resident Evil 3: Nemesis sold more than 3 million copies on PS1.

+++++

Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco

Carlo Carrasco’s Game Review: Resident Evil 3 Remake (single player)

Disclaimer: This is my original work with details sourced from playing the video game Resident Evil 3 Remake and doing research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Even though 1999’s Resident Evil 3: Nemesis was a side-story and its concept was smaller in scale compared to the acclaimed Resident Evil 2 (1998), I still had a lot of fun with that game and its key features made it very worthy of replaying. Like last year’s Resident Evil 2 remake, RE3 was remade and shortly after it became available on April 3, I got to play it, finished it three times and I should say I also had fun with it.

You must be wondering…how much fun is the Resident Evil 3 Remake? Is it anywhere as deep as the remake of RE2? Does this new game honor the legacy of its original counterpart from 1999? Is it worth the full retail price? Let’s start with this game review focused mainly on the single-player story campaign.

Early Story

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Raccoon City ruined.

The story begins on September 28, 1998 with Raccoon City getting infested with zombies as a result of an outbreak of T-Virus (directly connected with the events that led to Resident Evil 2). People have no choice but to run for their lives as the police struggle to save civilians. Meanwhile, Jill Valentine is inside her apartment making moves to leave the city since the city police force don’t believe her story about what happened at the Spencer Mansion (Resident Evil).

After answering a phone call from a very concerned Brad Vickers, a huge human figure (Nemesis) covered in dark material suddenly breaks through the wall and attempts to kill her. Jill fortunately fights back and after enduring a few close calls, she manages to get away from the monster and out of the building.

She makes her way to the street where she meets Brad Vickers and together, they face an onslaught of many zombies. After barely getting inside a joint, Brad (who got bitten by a zombie) struggles to keep the door closed and urges Jill to run away to survive. Now on her own, Jill has to find ways to survive and get out of the zombie-filled Raccoon City

Gameplay

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An encounter with Nemesis is often intense.

Like last year’s big budget remake of RE2, RE3 Remake is a 3rd person shooter mixed with exploration, item management, problem solving and the like. As required to move the story forward, you will control Jill to collect items, manage them carefully with the limited space for carrying, fulfill objectives and meet characters at key points of the story. Along the way, you will encounter zombies, grotesque monsters and, of course, Nemesis.

There are some notable differences from RE2, however. The most obvious difference is that RE3 remake was designed to be somewhat faster-paced (note: it’s not like the characters you control really run fast) and more action-oriented in terms of shooting as well as evading. In obvious tribute to the 1999 RE3, this game allows you to dodge attacks from zombies/monsters/Nemesis. If you succeed with perfectly timing your dodge, you will be granted a few seconds (with some slow motion) to immediately fire back at the enemy that you evaded.

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If you damage Nemesis enough, he will drop a supply case which often contains a very useful item. 

Unlike RE2 remake, the personal knife does not degrade and therefore it could be used as many times as you want. However, when a zombie grabs you to bite you, there is no prompt to use the knife to fight back and avoid getting bitten (this particular function was normal in RE2 remake). Another new thing in this video game is the presence of item boxes which you can “open” by shooting or using a knife to break it.

Because the in-game environment of RE3 remake includes the ruined streets and alleys of Raccoon City, you get more spacious places move around. Of course, this means more zombies occupying certain spaces for you to kill or strategically pass by. With the street-and-alleys set-up, there are a few red barrels that are explosive (you can destroy many zombies with one blast) and a few generators that electrocutes and stops monsters (even Nemesis) to shoot at.

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The return of the Hunter Beta is a welcome challenge!

When it comes acts and action, Jill gets to fight using the knife, grenade, flash grenade, handgun (including the burst gun), shotgun, magnum and the grenade launcher while Carlos uses the assault rifle (apart from the knife, grenade, flash grenade and handgun). Jill can evade, enter tight spots and use the lock pick while Carlos can do the defensive strike. For the most part, the controls are responsive which is good.

In terms of gameplay, RE3 remake is faster and more action-oriented counterpart to RE2 remake.

Presentation

As far as production values are concerned, RE3 remake is more cinematic and has improved visuals technically and artistically. For the visuals, the photo-realism has been pushed forward more by the game developers on the characters, the monsters and their in-game environment. The protagonist Jill Valentine looks very lifelike and with model Sasha Zotova’s likeness used, she sure beats Gears 5’s heroine Kait when it comes to photo-realism and looking very human. The facial expressions are top-notch and I love the way how in-game lighting showed its effects on the environment on the characters.

The photo-realism and impressive facial animation are not limited to Jill, obviously, as other characters like Carlos, Mikhail (who was made to look older this time), Tyrell and the villainous Nicholai (who was made to look younger and slimmer than his previous version) really look great. On top of that, the voice acting is excellent across all the characters. That being said, Carlos now sounds more mature and believable as a person which is a tremendous improvement over the voice of his original version in 1999.

And there is Nemesis, the one over-sized bio weapon that targets members of S.T.A.R.S. Nemesis was redesigned with photo-realism in mind and he sure looks monstrous, especially in the later stages in the game. Compared to his original version in 1999, Nemesis is very strong, can use weapons of his own, uses a tendril to pull Jill to him, can actually leap ahead of Jill and even mutate zombies on the spot. Another noticeable difference that’s been dividing fans of the original RE3 and this game, is that Nemesis in this remake is limited to scripted events in key locations and as such, he is not the constant stalker that Mr. X was in the RE2 remake. In the RE3 game of 1999, Nemesis would randomly appear and run after Jill. That’s not the same experience in this remake which is disappointing.

Another disappointment I have state here in relation to encountering Nemesis (and other monsters) is the absence of live selection sequences which was a defining feature of the original RE3. Once you encounter Nemesis in this remake, it’s either you avoid and outrun him, or you can fight him and strike him hard enough to stop him temporarily (and make him suddenly drop a huge equipment case for you to pick up). You encounter the Hunter Beta or the Hunter Gamma or the Pale Head zombie, it’s either you kill them or they kill you. Without the live selection sequences, there is really no variety in the encounters.

When it comes to the in-game environments and the overall story structure, this game is noticeably shorter and locations are noticeable smaller and more linear. This is another disappointment because the ruined city environment failed to live up to expectations as it was designed to be limited in terms of places to visit and explore. Even the ruined city environment in 1999’s Resident Evil 3 has literally more locations to explore compared to this remake. Also don’t expect to see the city park, the city graveyard and city clock tower from the old game to appear as explorable levels here.

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One of many in-game zombies players will encounter.

The game designers apparently knew fans would notice what places from the old game are lacking, and so they heavily expanded exploration in the medical center and they even included a secret passageway into a certain underground facility which made the game still feel fresh.

On the story structure, RE3 remake followed the concept of the original game but made a major twist which really caught me off-guard the first time I finished this game. It’s a nice twist and I never imagined that I get to use a specific character (note: as with the old game, only Jill and Carlos are playable in select sections) visiting a notable location.

When it comes to the presentation of the characters compared to the 1999 game, I can say that Jill is pretty much like her past version but says some lines with sarcasm and makes clear to Carlos that she’s tougher than she looks. Having played the past Resident Evil games, I can tell that this remade Jill Valentine is struggling with the frustration over the mission at the mansion since her superiors refused to believe her (note: lack of evidence and the destruction of the place). Ultimately, this remake succeeds in telling a very defining story about Jill which added more to her status as an icon of the Resident Evil franchise as a whole.

Carlos meanwhile is a more believable character thanks to not only the above-mentioned improved voice acting but also because of better writing. As for Nicholai, he’s more motivated by greed and mentions working for an unnamed client. He’s the type of character who annoys you and makes you wish he would be killed. Mikhail does not change much apart from looking older but Tyrell’s role here is heavily expanded.

Horror? Unsurprisingly this game has some elements of horror but nowhere does it come close to what was presented in the RE2 remake. It’s an action-oriented game after all but that’s not to say it’s the mindless, blazing guns festival like Resident Evil 5.. Also I should mention that there are very few puzzles here.

Conclusion

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We gamers want more value for our money, Capcom!

Resident Evil 3 remake is action-packed, engaging and a fun video game to play even if you are not a fan of the long-running video game franchise. It has very high production values and the best cinematic cut-scenes in any RE game to date. What prevents this game from achieving excellence, apart from having a smaller concept compared to RE2 remake, is that the game is rather short and there is only ONE ending. This makes this game’s replay value much lower when compared to the original RE3 of 1999 which had more than one ending and references to other RE characters displayed (each time the 1999 game got finished). Sure the remake rewards players with points for fulfilling challenges and allows them to use the points to acquire post-game stuff in the in-game store, but this does not make up for the short length and single ending.

If there is anything Capcom should do to boost the replay value as well as the overall value of this remake, it’s for them to produce and release a story driven DLC (downloadable content) to expand the story campaign and add an additional ending. By now, the game makers should realize they missed several opportunities to deepen and make the remake great.

Overall, Resident Evil 3 is recommended only when its price is at least 50% off.


Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

Latest Previews of Resident Evil 3 Remake Revealed Too Much

Hey fellow gamers and geeks!

Chances are, you may have seen the latest video previews of the much-awaited remake of Resident Evil 3 as published by varied media outlets like IGN, GameSpot and others in coordination with Capcom.

Like anyone else, I am personally excited for the remake and I was fortunate enough to have played the original version of Resident Evil 3: Nemesis on the original PlayStation way back in 1999. How different were the times back in 1999 – no Xbox LIVE yet, no Facebook, no Twitter, no Instagram and no YouTube yet.

Out of curiosity, I went on to watch the video previews of the RE3 remake hoping to see the latest.

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Jill in an encounter with Nemesis.

To my regret, it turned out that Capcom gave the gaming press too much to show. In short, spoilers were made without restraint. Apart from story and character details, there were key sections and visual elements from the game that I believe should have been kept secret. Those details, sections and visual elements could have been saved as big surprises for the gamers (especially the millions of younger gamers who never played the original Resident Evil 3), but they were spoiled! How unfortunate it was for me to have seen them.

In writing this, for those who have not yet seen those recent video previews, I will not share those here. In fact, I urge you to avoid seeing them. Regarding new stuff from those previews, I only used two screenshots to keep spoilers very minimal here.

What I can share here that is not a spoiler at all is that Capcom’s developers implemented a modernized way of dodging in the game effectively even as the default 3rd person, over-the-shoulder is used. The way it looks, dodging in the remake seems more responsive than the hit-or-miss dodging in the original RE3.

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Jill and Carlos.

Just wait for the game’s April 2020 release instead and enjoy the game with limited exposure to the online previews (including text articles that shared a lot of the spoilers that the recent video previews carried).

You have been warned.


Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenor is still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

Resident Evil 3 Remake Coming Out April 2020 (UPDATED January 16, 2020)

Early this year, I had a grand time playing the big budget remake of Resident Evil 2 on my Xbox One. Because I had a lot of fun and engagement with that particular game, I wish that a remake of Resident Evil 3: Nemesis (which I enjoyed a lot back in 1999) would be made.

For those of you who missed the hot news, Capcom formally announced that a remake of Resident Evil 3 is being produced and it will be released for Xbox One, PS4 and PC on April 3, 2020!

Watch the trailer here now.

For those who never played Resident Evil 3: Nemesis, that game was originally a spin-off but was titled like a sequel since there was an agreement back then for RE games released on PlayStation to have their titles numbered. Sure RE3 lacked the depth of the acclaimed Resident Evil 2 (released in 1998) in terms of storytelling, production values and fantasy concept but it proved to be a whole lot of fun and it went on to sell over 3 million copies worldwide.

The 2019 remake of Resident Evil 2 sold more than 5 million units worldwide. Considering its commercial and critical success, the announcement of Resident Evil 3’s remake hardly is surprising. What I do find surprising, however, is that the new game will be released much sooner than expected. Come to think of it, RE3 on PlayStation was released over a year after RE2.

Now we take a look at the remake of RE3.

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Like the Resident Evil 2 remake, a 3rd-person shooting view is implemented. (visual source – RE3 Developer Diary Video)

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Resident Evil 3’s story begins a day before the events of RE2 and it explores more of the streets and alleys of zombie-fested Raccoon City.

No surprise, the developers used the same game engine from RE2 on RE3 remake. They also implemented the 3rd-person views (including the by-the-shoulder view when aiming to fire) and controls.

Like its 1999 version, RE3’s story took place a day before the events of Resident Evil 2. Before Leon Kennedy and Claire Redfield arrived in Raccoon City, the outbreak (caused by the top secret virus of Umbrella) took place causing a lot of people to become zombies. Somewhere along the way, Jill Valentine (now wearing dark pants and a sleeveless top) avoided getting infected but finds herself in the middle of an entire city with many zombies and other monsters lurking on the streets, the alleys and inside varied establishments. Her goal is simply to escape and survive somehow.

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The ever familiar Brad Vickers.

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A rougher looking Carlos Oliveira.

As Jill struggles, something tall, strong and grotesque walks around the city…Nemesis. Unlike the zombies and monsters around, Nemesis exists to search and destroy members of S.T.A.R.S. (Special Tactics and Rescue Service). That happens to be the same team Jill was part of and she becomes a target. Complicating matters is the sudden presence of armed Umbrella Biohazard Countermeasure Service personnel (which includes Carlos Oliveira).

While the official game trailer showed bits and pieces of what will come with regards to storytelling, too little was shown about the gameplay which, in my analysis, will be very similar in style and execution to RE2’s remake but this particular remake may have more gameplay features to make it distinct like the unpredictable dodging of the 1999 RE3, more sprinting sequences, an improved 180-degree turn and, eventually, decision-making in key moments of storytelling scenes (which is a major new feature of the 1999 RE3).

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The modernized look of Jill Valentine. Do you miss her tube top and mini-skirt from the 1999 Resident Evil 3? (visual source – RE3 Developer Diary Video)

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Nemesis looks a bit redesigned for this game.

Like the RE2 remake, the characters of this game have been redesigned to look modern. Carlos Oliveira, who was a temporary playable character in the 1999 Resident Evil 3, now has shaggier hair and facial hair. Jill Valentine does not start the game with her 1999 look (the tube top and mini-skirt) but rather with dark pants and a sleeveless top. Gamers who want the 1999 styles of Carlos and Jill to be in the game can do that by pre-ordering the new game which will grant paying gamers the Resident Evil 3 Classic Costume Pack. Xbox One gamers who want to pre-order it now can do so at GameStop.

What surprised me about the remake announcement was the inclusion of Resident Evil: Resistance which is an an asymmetrical online game. My personal interest on it is low, however.

The Resident Evil 3 remake is a wish come true for me personally. I’m looking forward to its April 2020 release although I still would like to see Capcom release more previews to show more gameplay features so that gamers will have a clear idea as to how it will play. Going back to the late 1990s, Resident Evil 3 was more action-oriented than Resident Evil 2.

UPDATE – January 16, 2020

Recently Capcom released a new trailer and new screenshots of the fast approaching remake of Resident Evil 3: Nemesis.

For your enjoyment, watch the trailer here now.

This time around, the newest trailer shows more of the modern redesign of the famous RE villain Nemesis with a touch of photo-realism. What surprised me was Nemesis using a flame thrower and from the looks of it, it seems that the game developers are trying to adjust the gameplay (specifically with the encounters between Jill and Nemesis) somewhat  and make the experience for gamers different. Since the push for more in-game realism was implemented in Resident Evil 2’s remake, it would be outlandish to show Jill get hit by a rocket from Nemesis (who was armed with a rocket launcher in the original Resident Evil 3) and not get killed in the new game.

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A closer look at Nemesis.

It’s a safe bet that the game developers have multiple encounters between Jill and Nemesis set up in the game. I can imagine playing as Jill firing her shotgun at Nemesis who would either be standing (and firing flame towards Jill) or be walking close to her for an intended neck grab or punch. That being said, having a rocket launcher does not make much sense.

I still remember the times when I controlled Jill in the original RE3, I got hit by one of Nemesis rockets only to suffer damage (not instant death).

There was also more of Carlos (the other playable character) and his armed companions of the Umbrella Biohazard Countermeasure Service (UBCS) as well short story clips of him with Jill. Anyone who played and finished RE3 of 1999 will be familiar with the interactions between them.

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Carlos O. and his shaggy look.

What struck me the most in the newest trailer was the modern redesign of the Hunter shown during the short clip of Carlos encountering one. That particular Hunter resembles the amphibian-type Hunter in the original RE3. There is another variant of the Hunter from the old game colored red and dark grey, and I can only wonder what that would look like in the new game.

While I did not expect Capcom to fully reveal everything through trailers and interviews, I still wonder the following:

  1. If ever Nemesis will run around in this new game (like he did in the original RE3), how can such a feature work efficiently given the use of the 3rd person, over-the-shoulder view for the player’s control? Nemesis running in the old game made sense and even though the tank-like controls of the time were clunky, they were still good enough to move Jill around and dodge (by means of button-pressing). The static camera angles of the old days gave players a nice view where to move Jill around zombies or monsters.
  2. Will weapon upgrades or special items be made available for players to pick-up once they temporarily defeat Nemesis in each encounter (like in the original RE3)?
  3. If the game developers will allow Jill to enter and explore Raccoon City Police Station (like in the original game), how much of it will be open for temporary exploration?

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For Jill Valentine fans.

That’s it for now. Come back here soon for new updates.

A look back at Resident Evil 3: Nemesis

My Resident Evil 3 article updated for your enjoyment.

Author Carlo Carrasco

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First released in late 1999 on the PlayStation console in America, Resident Evil 3: Nemesis (Japan title: Biohazard: Last Escape) was a notable game of the Resident Evil franchise that not only proved to be a lot of fun but also a memorable experience for fans. To this day the game is fondly remembered.

In recent times, the Resident Evil franchise made waves with gamers worldwide with Resident Evil 7 (which came with a very daring change of style and gameplay) and the Resident Evil 2 remake demo (which I played the full 30 minutes of). The RE2 demo instantly brought back my own memories of enjoying the PlayStation version of early 1998. Granted, Resident Evil 2 in 1998 was truly a great sequel and its concept was epic compared to its predecessor’s. Because that game was a major blockbuster, Capcom had to come up with worthy follow-ups.

Then…

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