Looking good on the way to Xbox Series consoles launch, Part 7

How fast time flies. The much-anticipated launching of the premium Xbox Series X and the budget-friendly Xbox Series S next-generation consoles from Microsoft will launch 9 days from now. Have you already ordered a unit? If you really want to make the jump to the next-generation with Xbox, keep looking at the legitimate online retailers who are open to accepting pre-orders.

Before the end of October, an article was posted at Xbox.com which confirms what has been speculated for some time now – the next-generation Xbox consoles indeed have AMD’s RDNA 2 technology complete with unique technological features.

For the newcomers reading this, RDNA 2 is defined as follows: The custom designed processor in the Xbox Series X and Xbox Series S leverages RDNA 2, the latest next generation graphics architecture from our partners at AMD. RDNA 2 provides a significant advancement in performance and efficiency as well as next generation graphics features such as hardware accelerated raytracing and variable rate shading.

More on the article by Technical Fellow Andrew Goossen and Director of Program Management Jason Ronald, Team Xbox congratulated and celebrated their amazing partners at AMD with regards to the announcement of Radeon RX 6000 Series of GPUs (graphics processing units) which use the RDNA 2 architecture. Microsoft and AMD’s business relationship has lasted fifteen long years and it started with the Xbox 360 console which was a very memorable, fun-led console I had.

For the next-generation of console gaming, Microsoft and AMD’s strategic partnership is already making things look exciting. Here’s a big confirmation from the Xbox.com article: Xbox Series X|S are the only next-generation consoles with full hardware support for all the RDNA 2 capabilities AMD showcased today.

Here’s a detailed excerpt: AMD’s latest RDNA 2 architecture delivers a significant increase in performance and efficiency over previous architectures, as well as adding new hardware acceleration capabilities including hardware accelerated DirectX Raytracing, Mesh Shaders, Sampler Feedback and Variable Rate Shading. Hardware accelerated DirectX Raytracing, showcased at launch by titles such as Ubisoft’s Watch Dogs: Legion, enables developers to deliver a new level of visual fidelity and immersion through techniques such as realistic lighting, shadows, reflections and acoustics. Mesh Shaders can manipulate geometry in real time to provide a high level of fidelity and flexibility that developers have never had before. Sampler Feedback greatly improves memory efficiency by allowing games to load into memory, with fine granularity, only the portions of textures that the GPU needs for a scene, as it needs it, providing an effective 2.5x memory and bandwidth multiplier beyond the raw hardware capabilities. Sampler Feedback also enables efficient creation and shading of textures on-demand.

Finally, Variable Rate Shading (VRS) delivers much finer grain control on how developers can leverage the full power of the Xbox Series X|S by enabling developers to focus their GPU resources on the areas of a frame that most benefit without reducing the overall image quality. By leveraging techniques like VRS, games such as Gears 5 can see performance increases up to 15% and beyond resulting in higher, more consistent frame rates and resolution at the exact same image quality. All of these next-generation capabilities are available via hardware in both the Xbox Series X and Series S and we are excited for them to also come to PC, providing a common set of features that developers can rely on when developing their games across console and PC.

At the very beginning of development of the Xbox Series X | S, we knew we were setting the foundation for the next decade of gaming innovation and performance across console, PC and cloud. To deliver on this vision we wanted to leverage the full capabilities of RDNA 2 in hardware from day one. Through close collaboration and partnership between Xbox and AMD, not only have we delivered on this promise, we have gone even further introducing additional next-generation innovation such as hardware accelerated Machine Learning capabilities for better NPC intelligence, more lifelike animation, and improved visual quality via techniques such as ML powered super resolution.

In our quest to put gamers and developers first we chose to wait for the most advanced technology from our partners at AMD before finalizing our architecture. Now, with the upcoming release of Xbox Series X|S and the new AMD Radeon RX 6000 Series  GPUs, developers have a common set of next-generation tools and performance capabilities that will empower them to deliver transformative gaming experiences across both console and PC.

Boom! The two Xbox Series consoles have the complete features of RDNA 2 technology. The wait that Team Xbox had to go through was worth it. In the years to come, the terms DirectX Raytracing, Mesh Shaders, Sampler Feedback and Variable Rate Shading will be more discussed as game designers create more of their projects for Xbox Series S, Xbox Series X and Windows 10 PCs equipped with RDNA 2-based GPUs.

To make things clear to everyone, here are the definitions:

Hardware Accelerated DirectX Raytracing (DXR) – From improved lighting, shadows and reflections as well as more realistic acoustics and spatial audio, raytracing enables developers to create more physically accurate worlds. For the very first time in a game console, Xbox Series X and Xbox Series S include support for high performance, hardware accelerated raytracing. Xbox Series X and Xbox Series S use a custom-designed GPU leveraging the latest innovation from our partners at AMD and built in collaboration with the same team who developed DirectX Raytracing. Developers will be able to deliver incredibly immersive visual and audio experiences using the same techniques on PC and beyond.

Mesh Shading – Mesh shading will enable developers to dramatically improve the performance and image quality when rendering a substantial number of complex objects in a scene. As an example, mesh shaders could enable the player to experience asteroid belts and fields of flowers in more pristine detail without seeing a loss in performance.

Sampler Feedback Streaming (SFS) – A component of the Xbox Velocity Architecture, SFS is a feature of the Xbox Series X and Xbox Series S hardware that allows games to load into memory, with fine granularity, only the portions of textures that the GPU needs for a scene, as it needs it. This enables far better memory utilization for textures, which is important given that every 4K texture consumes 8MB of memory. Because it avoids the wastage of loading into memory the portions of textures that are never needed, it is an effective 2.5x multiplier on average on both amount of physical memory and SSD performance.

Variable Rate Shading (VRS) – Variable Rate Shading increases GPU efficiency by concentrating shader work where it’s most needed and reducing shader work in areas where it won’t be noticeable. With minimal developer effort, VRS significantly improves GPU performance resulting in more stable and higher resolutions and frame rates with no perceptible loss in visual quality.

Remember when I mentioned many times before that Xbox is an ecosystem composed of Xbox game consoles, Windows 10 PC and smartphones (supported by Project xCloud) backed with the fast-growing Xbox Game Pass (XGP) subscription service? With all the technical information and explanations above, the strategic partnership between Microsoft and AMD is much greater than just hardware and features…it also serves as a foundation for supporting Xbox ecosystem users regardless of what hardware they use.

While it is a fact that AMD also partnered with Sony for the PlayStation 5 (PS5) consoles, so far the Japan-based corporation has not boldly stated anything about having full-featured RDNA 2 on their next-generation consoles. While we don’t know what exactly Jim Ryan and Mark Cerny know behind the scenes at PlayStation headquarters right now, it is clear that their team strongly focused on the PS5’s SSD (solid state drive) and tried to manipulate people into believing it is the next big thing. It seems like the PlayStation guys, whose idolaters are still restless and agonizing over the Xbox-Bethesda deal until now, just could not admit that the AMD technology PS5 has is actually inferior to what the Xbox Series consoles have.  

Going back to RDNA 2 and Xbox, Ubisoft recently presented Watch Dogs: Legion running on Xbox Series X with raytracing implemented. Watch the video below…

In ending this, here are more gaming-related videos for your viewing pleasure. Right now, the Xbox Series X and Xbox Series S are the only next-generation consoles with full hardware support for all the RDNA 2 capabilities and that ensures great value in return for the respective $499 and $299 prices of the consoles.

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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

Get ready for more excitement and discovery in The Outer Worlds DLC “Peril on Gorgon”, set for release on September 9, 2020

Hey fellow gamers and geeks! Let me start by saying that even though I really enjoyed finishing the acclaimed sci-fi role-playing game The Outer Worlds three times on my Xbox One since the initial release, I still have yet to publish my official review of it here.

Apart from being busy with private sector duty, I spent time exploring what the initial release of the Obsidian-developed game had to offer in terms of its content, characters and the outcome of its storytelling which was decided by making decisions. As much as I kept on playing and exploring the game in each playthrough, I could not find ways to visit the other planets in the system and this made me decide to wait first for the DLC. The other reason why I have not published my review is this…I decided to wait first for the announced DLC to be released.

After several months of waiting, Microsoft-owned developer Obsidian Entertainment (Fallout New Vegas) and publisher Private Division finally confirmed on July 23, 2020 (same day as the Xbox Games Showcase) that the first downloadable content (DLC) expansion for The Outer Worlds is titled Peril on Gorgon which will be released for gamers who own the game on Xbox One (note: the main game and the DLC will also work on Xbox Series X), PS4, Switch and PC on September 9, 2020.

Some things await visitors on Gorgon.

To be more specific, Peril on Gorgon is actually the first of two narrative expansion DLCs from Obsidian/Private Division that can be purchased individually or bundled at a discount in The Outer Worlds Expansion Pass. Quite obviously, the copy of The Outer Worlds is required for the DLC to work. If I were you, pay close attention to details on The Outer Worlds listing on your online gaming network for updates about the DLC and expansion pass.

Back to the first DLC coming, you must be wondering what Peril on Gorgon is about. Watch the trailer below first.

Here’s an excerpt straight from Obsidian’s website:

A severed arm and a mysterious message lead the crew of the Unreliable to the Gorgon Asteroid, formerly the site of one of Halcyon’s most ambitious and disastrous scientific undertakings, now a lawless den of monsters and marauders. Wealthy recluse Minnie Ambrose tasks the crew with finding answers about Dr. Olivia Ambrose, her mother and the doomed project’s disgraced director, but they are soon ensnared in an intrigue that will change the colony forever.

As far as the announcement trailer and above description go, the DLC has an asteroid as the setting and the concept of it as the location of a facility is indeed intriguing. How exactly will it connect to the main story remains to be seen. I personally intend to play The Outer Worlds with a new (4th playthrough) once I download Peril on Gorgon.

Dead bodies on the floor of a nice looking place…did the robot ahead had anything to do with them?

What new features will Peril on Gorgon bring to those who already played The Outer Worlds? Below is an excerpt from Obsidian:

Intrigue and danger: Search an abandoned Spacer’s Choice facility and encounter a cast of new characters as you uncover the mystery behind the sudden cancellation of the Gorgon Project.

New locations: Explore the treacherous canyons of the Gorgon Asteroid and encounter enemies that have been warped by science.

More science weapons: Discover three outlandish new science weapons, including the P.E.T. (Pest Extermination Tool), an exciting new melee weapon that draws in enemies for close-range attacks.

Expanded character customization and lore: An increased level cap, additional perks and flaws, wholly new armor sets, and several variants for existing gear. Plus, dig into the story of the Gorgon Asteroid with new Portable Phonograph audio logs that reveal the salacious secrets of a scientific experiment gone wrong.

As seen above, Obsidian not only made efforts to add more variety (if not depth) to the game’s narrative plus new places to explore, they also came up with new science weapons that may improve the battle system. Additional perks and flaws might just improve the way players can customize their characters. As for the new variants for gear and new armor sets, here is hoping their usefulness in the game will really be felt.

You should look forward to more shooting in this DLC, especially since there will be new science weapons.
Are you interested in spending more time drinking at the bar?

What concerns me is the apparent lack of new monsters to fight. Not only were there no new monsters mentioned in Obsidian’s confirmed DLC details, there were monsters from the original game that appeared in the Peril on Gorgon trailer albeit with different colors.

But then again, the trailer is only a taste of things to come. Perhaps Obsidian is keeping more of the new stuff secret and will just let us gamers buy the DLC, play it and found out what it really has. I hope they will add at least two new species of monsters plus a larger, stronger superior monster per species.

How long will the DLC be in return for the price of downloading? According to a GameRant.com article (citing Polygon.com), players can expect an estimated length of 6 to 8 hours on the new adventure citing the claims of The Outer Worlds director Carrie Patel that it should take about as long as the main game’s Monarch hub. Potentially, the DLC could last more than eight hours if players would really push themselves hard to explore just about every spot in each location and exploring the different outcomes via the decision-making sequences. There is also the possibility that a high number of enemies and monsters may have been set up by the developers to challenge gamers.

Peril on Gorgon DLC is coming out on September 9, 2020.

While there is a build-up for Peril on Gorgon, I wish that Microsoft, Obsidian and Private Division would work together somehow to showcase The Outer Worlds being optimized for the next-generation Xbox Series X. In fact, when it comes to optimizing previous Xbox console generation games running on Xbox Series X, I don’t think Microsoft has done enough to emphasize that and there are roughly three months left before the launch of their new console!

Speaking of Xbox Series X, I urge you to watch this brand new video about the console by Dealer Gaming! Follow him on Twitter now!

For more video game news, features and updates, come back here soon.

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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

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

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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 something happened over at Capcom in Japan. The initial concept for a sequel to RE2 was in the form of a story set on a luxury cruise liner but the company decided it lacked the time to produce a game out of it and this was related to Sony’s unveiling of the PlayStation 2 console.

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After some shuffling of executives and creative people, a team composed of not-so-experienced talents led by game director Kazuhiro Aoyama was formed to produce a spin-off  with a plot penned by company writer Yasuhisa Kawamura. The story was reviewed and approved by Flagship (an internal team that led the creative charge of Resident Evil projects) and RE creator Shinji Mikami worked as producer on the project.

Regarding its status, Resident Evil 3 was developed in tandem with the Sega Dreamcast-bound game that became Resident Evil: Code Veronica which was a bigger project and was the true sequel to RE2. The tricky part was that Capcom decided that its RE games released on PlayStation will carry a number on the title for “consistency” while RE games released on other platforms would carry subtitles.

RE3 followed the exploits of Jill Valentine, who was a protagonist in the 1996 original Resident Evil game. The story begins with her stuck in the middle of Raccoon City surrounded by flesh-eating zombies and she has no choice but to fight, run and escape to survive. Along the way, she discovers that what she learned from Umbrella in the first game was nothing compared to the more sinister intentions of the company she discovers in RE3. Making matters even harder for her was Nemesis, a large walking bio-weapon whose purpose is to destroy members of the city’s police unit S.T.A.R.S. (which Jill belongs to).

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For what started as a spin-off, Resident Evil 3’s gameplay showed notable improvements over that of Resident Evil 2. As a survival horror game, it has the awkward tank-like controls, the static pre-rendered environments with fixed camera angles and challenges of moving from one place to another while dealing with zombies or monsters.

The most notable improvement made was the addition of the ability for players to do 180-degree quick turn-around movements when controlling the character. Not only does this make moving the character easier, it also adds more speed and strategy into the game itself especially when the protagonist is surrounded by many zombies or monsters. The pace of gameplay also quickened with the quick turn-around.

Another addition is the ammunition crafting system that allows you to make more ammo for your weapons by combining the raw material (example: gun powder) into the in-game ammo-making device. This results making different types of ammunition for different weapons. By the time you reached deeper into the game, more powerful ammunition for newer weapons can be made and used.

Meanwhile the game had key moments that compel players to make a decision as that the narrative and gameplay would move forward. The element of choice is a nice gameplay addition and each choice made showed different results as to what happened next. When Nemesis appears, the game’s movement slows down presenting choices for gamers to make. The good news here is the decision making affects the quality of the story’s ending.

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The one addition I find questionable in the game is the dodge which works rather unpredictably in terms of response. There are times it worked and there are times it failed. No matter how you use the controls and time them with the action, the results are always inconsistent.

The biggest addition, not to mention the biggest impact, made in the game is Nemesis himself. Unlike Mr. X in Resident Evil 2, Nemesis is the unrelenting stalker whose presence and action deepened the gaming experience. Not only was Nemesis tough to fight with, he also appeared when gamers least expected and he runs a lot to get to Jill (or the mercenary Carlos who was also controlled temporarily by players). The music accompanying Nemesis’ presence also heightened the fear factor. It is argued that Nemesis himself is the most defining feature of Resident Evil 3 and deserved to have the game’s subtitle made after him.

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In my honest opinion, Nemesis reminds me a lot of the horror icon Jason Voorhees from the Friday The 13th slasher horror movie franchise. Like Jason, Nemesis is heavily disfigured (horrific to look at), stalks his prey relentlessly and does a lot (and anything) to kill his prey. Nemesis’ killing of Brad only shows how deadly he is. Like Jason, Nemesis cannot be reasoned with nor does he feel any pity. He simply won’t stop until he kills you in the game.

In terms of technology, RE3 used the same game engine as RE and RE2. By this time, the technology experts at Capcom improved the visual quality and the 2D pre-rendered backgrounds always felt convincing to me each time I played. Rare are the times when I noticed the 3D polygonal characters or monsters stood out from the 2D environments. With regards to the anti-hero elements, the zombies are more varied and most of all the monsters are creepier to look at. The Hunters made a nice return as well.

In terms of exploration, Resident Evil 3 makes heavy use of the city environment complete with many varied interiors mixed with believable exteriors. There were these alleys, streets (with some stores to enter) and more. The many puzzles as well as machines that required key items to be retrieved provide a good challenge although some may find the backtracking a bit tedious.

The return of Jill

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Jill Valentine made a nice return as the protagonist of the game. Right from the start, it was explained that she had resigned from the police force. Regarding her skimpy appearance (the blue tube top she wore with short skirt and boots), it turned out she was on her way out of town when the zombie infestation of Raccoon City begins in RE3.

More on Jill’s sexy default appearance in the game, I believe that Capcom’s creative team designed her like that in response to the sexy, armed woman charm popularized by Lara Croft of the best-selling Tomb Raider game franchise.

Take note of this. The first Resident Evil was released in 1996 many months before the first Tomb Raider came out. By the time Resident Evil 3 was released, the Tomb Raider franchise already had three games (note: there was a 12-month cycle for releasing sequels back then) that each sold in the millions and Lara Croft was quickly established as not only as a pop culture icon but also as a digital sex symbol idolized by millions of guys worldwide. I have this theory that some members of the Resident Evil 3 team subconsciously came up with the tube top look for Jill Valentine with Lara Croft as an influence. To say the least, both Jill and Lara are brave women capable of fighting with varied types of guns.

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Sex appeal aside, Resident Evil 3’s story is truly a defining tale of Jill Valentine as a character. By connecting her RE3 tale with that of the events of the first game from 1996, I come to realize that her stories made sense. Her becoming disillusioned with the failure of the city police department to go against Umbrella and eventual quitting from the police force was believable. In addition, Nemesis proved to be the ultimate monster she ever faced and all the monsters she encountered in the first game paled in comparison to him.

Alone and without having access to police resources, Jill’s struggle in Resident Evil 3 is a story that won’t be forgotten and the game’s fun and engaging gameplay only made her story even more memorable.

The cinematic “adaptation”

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Sienna Guillory as the cinematic Jill Valentine at the left. With her were Sophie Vavasseur as Angela Ashford and director Alexander Witt. (credit: Screen Gems, Inc.)

In 2004, the second Resident Evil live-action movie Resident Evil: Apocalypse was released in cinemas starring Milla Jovovich. The concepts of Resident Evil 3: Nemesis were carelessly adapted by the movie showing a Raccoon City filled with zombies and a live-action Jill Valentine played by Sienna Guillory who appeared with the tube top, short skirt and boots. In a sequence in the movie, Guillory even tried moving like her character’s video game counterpart.

While attention was paid on Jill’s Resident Evil 3 look, Guillory’s portrayal of her was nothing special and this has a lot to do with the screenplay by Paul W.S. Anderson, the directing by Alexander Witt (not really a prolific director) and notably Milla Jovovich’s dominance of the spotlight.

Whenever I watch Guilloy’s Jill in the movie, I really never felt like watching RE3’s Jill at all. Also the film had Jill being inferior to Alice (Milla Jovovich) on screen. There are two scenes in the movie wherein Jill does something to solve the problem, Alice comes in to do it better than her.

Having seen all Resident Evil live-action movies, which I regret for the most part, it is no secret that the filmmakers treated the concepts, characters and other elements from the RE video games with no real respect and certainly with no care about the concerns of Resident Evil game fans.

If you have not seen Resident Evil: Apocalypse and have been interested to see it for the RE3 elements, better not waste your time. Better play the video game instead.

Conclusion

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Ultimately Resident Evil 3: Nemesis is a classic even though it was never meant to be the big budget sequel to the classic Resident Evil 2. The game deservedly got released on the Sega Dreamcast, the Nintendo GameCube and Windows PC.

Now that Resident Evil mania is back in gamers’ minds right now, I should say that Capcom should consider re-releasing digitally RE3 for Xbox One, PlayStation 4, Nintendo Switch and Windows 10 if ever possible. Even though its tank-like controls are very outdated by today’s standards, Resident Evil 3: Nemesis is a classic that gamers of different ages must enjoy without having to go through the hassle of acquiring old existing copies of it (not to mention having an existing old console to play it). I myself am willing to pay for RE3 to be re-released and play it on my Xbox One. Very recently an enhanced re-release of Onimusha: Warlords was done by Capcom. Making the same treatment with RE3 only makes sense.

Who knows what impact a re-released RE3 would create? Such a re-release could lead to a popular demand for Capcom to make a big budget remake of Resident Evil 3 similar to what they have done with RE2. This will also give today’s gamers an opportunity to experience the one defining story of Jill Valentine.

In ending this article, I posted some YouTube videos of RE3 for your enjoyment.


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