5 Things The Resident Evil 3 Remake Fixed & 5 Things It Didn t
TheGamer
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5 Things The Resident Evil 3 Remake Fixed & 5 Things It Didn t
There are some very obvious fixes in the Resident Evil 3 remake one could make a note of, and yet still more they could have done... There are some very obvious fixes in the remake one could make a note of. The acting and graphics are both great, but again, those changes are obvious. What are some of the smaller details fixed this time around? What then are some things they had an opportunity to fix and then either made these things worse, or just didn't do enough to them at all? That is what this article will examine. And to alleviate players, there will be NO SPOILERS in this article. These are all mechanical issues. Well, all except for the last entry, but if one played the original then it is not a spoiler. THEGAMER VIDEO OF THE DAY Fixed Ink Ribbons
The ink ribbons were implemented in the first game to give more tension to the overall experience. One couldn't save as much as they wanted to in fear of running out of items to do it with. This may have been more suspenseful for some, but for others, it was annoying having to replay sections because they didn't want to waste items. Well, thankfully in this remake they have been eliminated altogether. This includes all difficulties as well. Broken Saving People
Speaking of saving, in a way, this remake missed an opportunity. In the original game Jill will encounter multiple people running past her, screaming for help. The game made it seem like they could be saved, but that was not the case. They even make a point in this remake that the mercenaries are gathering civilians in the subway train, but there is no side quest to save anyone. It feels like a missed opportunity especially since there seems to be more of a lore reason this time to do so. Fixed Dropping Items
The inventory space, as is the case with all of these games, was limited in the original game. Rather than harp on the actual space itself, let's instead tackle the fact that in order to get rid of something, one had to either use it, or drop it off at a storage container. They could not drop an item off anywhere. Well, in the remake one can discard an item at any time. It may seem like a small fix, but it is a good one. On the subject of the storage containers, they can now be auto-sorted as well, which is also nice. Broken Inventory Space
While there are more opportunities to increase the size of one's inventory, instead of the two extras slots in the original, it is is still a bit cumbersome. There is one main issue that doesn't make sense. There is now a button that allows players to map weapons to the D-Pad. This is good when in the middle of a rough encounter, but it would have been nice if these weapons then didn’t occupy the same space as normal items. Seems like a silly complaint admittedly, but it would have been a great fix. Fixed Ammo Crafting
One item not needed this time around is the crafting tool. In order to create ammo with the various powders, one needed a tool on top of the ingredients in the original. It is still in the game, but as a Bonus Shop item that increase how many bullets can be crafted aka it is not needed altogether. It's just a nice bonus that saves on time and inventory space. Broken Nemesis Prizes
While hard the first time through, defeating the Nemesis in the original game gave Jill some pretty nice upgrades and extras including a first-aid kit that held three cans and various gun parts. The amount of encounters one can get stuff from in this version has dropped down to four and the prizes are less than stellar. There are two gun upgrades and the other two encounters yield ammo. This is a lot less than the original game so in this way this version of Nemesis is worse from a prize perspective. Fixed More Helpful Map
Having a dedicated map button, especially with the size of the PS4's touchpad, is nice for this game. On top of that the map itself is just more useful. It displays what items are around the players and even clears up space to let players know if the entire area is devoid of objects. This eliminates the process of hunting around for stuff. This does not include diary entries and other secrets though so it isn’t perfect. Broken New Game
There is no New Game+ mode in the game. This was true in the original game as well. Instead there is a Bonus Shop one can spend points on to then carry over these unlocked items and costumes to every subsequent playthrough. It's something, but not as cool as carrying over one's hard earned loot from game to game. Getting the bolt cutters can help make the next game go faster. However, it feels like a waste to just have all that stuff sitting in a chest. More games need to implement New Game+ modes so Resident Evil 3 is not completely at fault here. Fixed Displays Time
This is a very minor change, but one that assuredly made a lot of players happy. If one pauses the game their total playtime will be displayed in the upper right hand corner. For reviewers, it's nice to have a concrete number one can then relate to other players rather than doing some weird estimation. There was a total playtime counter at the end of the game, which is still present here, but this is a little extra for those that want it. Broken Nikolai