Resident Evil 3 Review Thread

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Casual Shinji:

Original RE3 already had issues with the streets being too cramped and sectioned off to truly feel like a city, and with RE3 Remake Capcom had the benefit of current technology to really expand on this. Not make it open-world, but give it a larger breath so it doesn't feel like the city is comprised of just 5 or 6 streets boarded off by rubble. But instead Raccoon City in RE3 Remake is relagated pretty much to just the promenade from the demo.

I think the games have pros and cons in this. The original had a wider area, but most of the streets were narrow. You can make the argument that Jill is sticking to side streets, and there's clearly some streets wide enough for two lanes, but the width is compressed. In contrast, what we do see of the streets in the remake feel more in keeping with a city, but we just don't see enough of them.

So, been playing some more.

Let me say at this point - screw Resistance. It's some unholy union of Umbrella Corps (where undead literally spawn out of the ground), and Outbreak (group of survivours). Only it has less story than Umbrella Corps (and saying that had a story is like saying there's a pebble in dirt - mostly academic to the feeling of dirt), and the maps aren't large enough or dynamic enough to get close to Outbreak. And it doesn't help that the connections are terrible, with regular lag. I've seen it suggested that Resistance was bundled in with RE3 to help sell the game (RE3), but I'm beginning to think it's because Capcom realized that Resistance could never succeed on its own. I'll give you a ranking once I'm done with RE3, but right now, it's lurking in the territory of Umbrella Corps.

On the other hand, RE3 itself continues to impress. I've made it through the hospital up to the point where I've retaken control of Jill (a pointless dream sequence aside), and it's kind of like a pick your poison thing. Like, we've lost the clock tower, but got a better hopsital setup, so go figure. Better in the sense that it's more creepy than the original, and the Hunter Betas. Y'know, those things that you beat in the original by standing and shooting, while now can take a full clip and not blink, and dodge shots, and will still swipe their claws if you use a flash grenade? THOSE THINGS?!

Also, minor point, but the emergency broadcast thing? It's not really a plot hole, but I have to question some of the rationale behind it. Government declares that they can't contain the infection, so they tell anyone still in the city to get out...possibly further spreading the infection...that you said you can't contain...um, okay...

Oh, and if the team ever implements the mercenaries mode, make Tyrell playable. He's gone from a character in one scene in the original to a guy who can fight his way across the city to link up with Carlos. And that was after Carlos apparently did the same thing. Train cars? Peh, who needs them? :P

Finished it today. took me a hair under 10 hours to complete on hardcore, cutscenes included... but it *cannot* be understated what a slow, methodical player I am, so a normal person would likely get it done a couple hours faster than I did. Concerns about its length are justified, and I don't fault anyone who waits on a sale for that reason alone, but if you're a fan of the franchise I can safely recommend this.

I loved the game, basically felt like more of RE2, and since RE2 was basically a drug for me last year, that's all I could have asked for. I did notice some things that were changed for the worse, though, which I'll highlight below:

-This likely is an issue only for me and people like me, since the game is likely designed with more powerful machines like PC, or the PS4pro, to run, but on my vanilla PS4, when zombies are at a distance, there's some weird texture over them that causes them to blur a bit. One let's player put it best with "They kinda look like GIFs from 90s websites". The issue is only in zombies at a wide distance though.

-zombies have strictly set patrol zones they reside in, and have a set "default" point they return to when you leave that set patrol zone. This makes them very easy to cheese by finding the boundary of their patrol zone, stepping into range and attacking them, waiting for them to get close, then stepping out so they turn around and return to their default point, at which point you can get free shots at their back with minimal risk.

-Jill's knife animation isn't as useful as the RE2 gangs, or Carlos', since she stabs straight forward and randomly jukes backward when you touch the analogue stick while attacking, which can give zombies extra seconds to stand up again if you do it by accident while trying to permakill a downed enemy.

There were also a few adjustments I liked, though. namely:

- Zombies can double-lunge now, likely to make the dodge mechanic marginally less broken as a defense. If you don't realize they can do this, it's easy to overestimate their reach, so it helps to keep you on your toes.

- They can also lunge while rising and quick-turn if you're close to them, now. This erases one of the cheese strategies of RE2 where you just knife the crap out of them while they're prone. That's still the best way to permakill them, of course, but now you have to be mindful of where you are in relation to them before you get stabby.

Overall I had a blast, and recommend it to anyone who can get past the pricepoint-to-length ratio. It's not quite as good or as polished as RE2, but it's still very good. The changes to the story were mostly for the better... especially with Carlos, who became my favorite thing about this game... and given how... tolerable I found him in the original, that's no small praise. I love how he and Jill contrast each other. Jill was done with this shit yesterday, and just wants to get this over with and take a shower, where Carlos is more chill and jovial.

Tyrell was fun, too. It's nice to have a character who notices how weird everyone else in a narrative is. I only wish Nicholai had more time to develop.

balladbird:

-This likely is an issue only for me and people like me, since the game is likely designed with more powerful machines like PC, or the PS4pro, to run, but on my vanilla PS4, when zombies are at a distance, there's some weird texture over them that causes them to blur a bit.

It's not just you, I had the same issue. Heck, I had the same issue in RE2 as well. And this is me playing on an Xbox One (the base model).

-zombies have strictly set patrol zones they reside in, and have a set "default" point they return to when you leave that set patrol zone. This makes them very easy to cheese by finding the boundary of their patrol zone, stepping into range and attacking them, waiting for them to get close, then stepping out so they turn around and return to their default point, at which point you can get free shots at their back with minimal risk.

I've noticed that as well, but in a bad sense. There was a point where in the construction building there's two flights of stairs. I tried luring the zombies down one flight so I could dodge past them on the other flight. However, they went down a bit, then lumbered back up. Perturbed, I tried again, and got the same result. It occurred to me that either the zombies aren't as brain dead as you think, or more likely, they had the zone factor you described. It was minor, but immersion breaking - if I can see how I can use the environment to my advantage, I shouldn't be gimped for it.

Jill was done with this shit yesterday, and just wants to get this over with and take a shower, where Carlos is more chill and jovial.

And insert line about how Jill won't be having that shower alone...

Or likely will, since this is Resident Evil, and none of the characters are ever paired up by the writers. :(

Tyrell was fun, too. It's nice to have a character who notices how weird everyone else in a narrative is.

From what I've played so far, I don't recall that. Carlos, though, I did notice. He comments on the weirdness of the RPD, and complains about the voice code for Bard's office. He's basically every player who's ever asked why there's so many puzzles in the series.

I'm playing it on Nightmare difficulty now, and it's caused a slightly more positive shift in my opinion on the game. This feels like an actual hardcore difficulty. Enemy and item positions are remixed forcing the player to approach enemy encounters a lot more cautiously than they would on the lower difficulties. On Hardcore I was blasting and dodging my way through most encounters, but on Nightmare I need to actually think and strategize so as not to waste all my bullets and health items. The ability to save as often as you want is still a pretty big safety net though.

Casual Shinji:
I'm nearing the end of the game, and I just got past the difficulty spike. Holy shit, do you need to have Carlos' perfect shoulder rush down if you want to make it through that on Hardcore. That or somehow have 3 grenades on hand.

Do you mean at the end of the hospital with Carlos? I've had a go on the game now (on hard) but I gave up on it late last night because I died a few times as I was nearing the end of this part - I'll try again after work. This part reminds me A LOT of Leon's campaign from RE6. The sewers did as well. And there are parts that remind me of Jake's campaign too. I'm finding the boss fights painfully boring, which also reminds me of certain parts of RE6.

I liked the downtown area a lot though near the start. Some great moments, and they used nemesis well in those parts. I wish they would have made the game more centered around that and expanded the uptown area etc.

Miss ink ribbons and lack of ammo. I'll try it on nightmare afterwards, although I won't look forward to the bosses having to take EVEN MORE damage.

dscross:

Casual Shinji:
I'm nearing the end of the game, and I just got past the difficulty spike. Holy shit, do you need to have Carlos' perfect shoulder rush down if you want to make it through that on Hardcore. That or somehow have 3 grenades on hand.

Do you mean at the end of the hospital with Carlos? I've had a go on the game now but I gave up on it on it late last night because I died a few times as I was nearing the end of this part - I'll try again after work. This part reminds me A LOT of Leon's campaign from RE6. The sewers did as well. And there are parts that remind me of Jake's campaign too, like the bit with the rocket launcher. I'm finding the boss fights painfully boring, which also reminds me of certain parts of RE6.

On my standard playthrough, I was able to get it on the first try. On my hardcore run, (which I'm finishing up later after work) I had reload my save 3 times. Carlos punch rush is easier to pull of than Jill's dodge surprisingly. What was a huge pain is that you have 2 Hunters spawn after different times, and both of them spawn with a parasitic zombie. The first spawn you get a drop on with a grenade. The zombie I shot in the head before he got up and became a parasite. The 2nd spawn I just used a grenade when both happened to appear in the same spot at the 2nd window to the barricaded doors. Once you get past that huge hurdle, the defend gets easier. Nightmare and Inferno are a different matter from what I've seen in video guides.

Hawki:

From what I've played so far, I don't recall that. Carlos, though, I did notice. He comments on the weirdness of the RPD, and complains about the voice code for Bard's office. He's basically every player who's ever asked why there's so many puzzles in the series.

Well, that wasn't the best way to word it, it's more that he's the straight man of the ensemble, who is well aware that he seems to be surrounded by action heroes. XD

One other change I noticed that I forgot to mention... whether it's a change for the better or the worse depends on your perspective, I guess: In RE2 you could use your knife to gimp any corpses you come across, which had a tactical advantage for the player... sometimes when you entered a room for the first time there would be corpses that wouldn't animate when you first went through, instead the game saves them for an ambush after you progress past a certain point or obtain a certain item... if you knew this, you could cut off the corpses' arms/legs to ensure they posed minimal threat when the game decided to activate them.

RE3 has circumvented this in two ways. First, the way Jill knifes enemies makes targeting/severing limbs with the knife basically impossible to do, and second, until the instant a corpse is activated as a zombie assailant, you can't cause it meaningful damage in any way.

balladbird:

Well, that wasn't the best way to word it, it's more that he's the straight man of the ensemble, who is well aware that he seems to be surrounded by action heroes. XD

I kind of get what you mean, but I can only see it if I view it from the perspective of the gamer. As in, I know the original RE3 story and tropes to know that Tyrell ain't making it out of this game alive. But even then, Tyrell appears to be able to hold his own. I mean, he fights his way on foot from the RPD to the hospital, and if they needed to take a subway train for that, that must be quite a distance. Yeah, he doesn't escape unscathed, unlike Carlos, but that's probably a better job than what most people would manage.

Edit: On that note, is it just me, or does noticing infection come and go as the plot demands? Mikhail's been bitten, but shows no symptoms of it bar the physical pain, and no-one raises the issue that he's a potential walking time bomb. Jill insists that Brad might not necessarily be screwed after being bitten, but then looks at Murphy (or is implied to) that "yeah, you're screwed, kid," even if she protests to Nikolai. Then, Tyrell arrives at the hospital, clearly infected (though not showing any bites), but no-one mentions this, not even "hey, there's a vaccine supply, there might be hope for you." There's also the question as to how naieve Jill seems to be as to what's happening in Raccoon City pre-28th. Yes, she's under practical house arrest, but she still has the news. The T-virus leaked into the sewers on the morning of the 23rd, zombies were filling the streets by the 24th (according to Outbreak, though its canon status seems to be in question now), and yet, 4 days later, she's caught offguard. I mean, she clearly has a TV that works, and she's watching the same reports the player is.

One other change I noticed that I forgot to mention... whether it's a change for the better or the worse depends on your perspective, I guess: In RE2 you could use your knife to gimp any corpses you come across, which had a tactical advantage for the player... sometimes when you entered a room for the first time there would be corpses that wouldn't animate when you first went through, instead the game saves them for an ambush after you progress past a certain point or obtain a certain item... if you knew this, you could cut off the corpses' arms/legs to ensure they posed minimal threat when the game decided to activate them.

When I look at the remakes together, it's a weird compromise. In RE2, I found myself wishing that I could roll aside, at least during boss fights. "Oh no, Birkin is swinging his huge claw at me, let me continue to jog along." On the flip side, RE3 gives us a dodge (and not a dodge that is so 'elite' that only ubers like Jill and Carlos can do it), but removes the defensive weapons system. My guess is that the developers of both games might have felt that having both would have made things too easy, but I dunno. The defensive weapons helped in RE2, but they did add a layer of strategy in that if you wanted the knife back, you'd have to expend ammo to get it, plus, using it as a weapon would reduce its durability, hence a health vs. durability choice.

That aside, I don't mind the swiping stuff here. I mean, it is a step back from RE2 in that the dismemberment function isn't there, but in RE2, you're spending a lot more time in the one area (the RPD), whereas RE3 has you going from area to area in succession. So, the lack of being able to use the knife defensively is more annoying for me than the inability to slice and dice with it.

dscross:

Casual Shinji:
I'm nearing the end of the game, and I just got past the difficulty spike. Holy shit, do you need to have Carlos' perfect shoulder rush down if you want to make it through that on Hardcore. That or somehow have 3 grenades on hand.

Do you mean at the end of the hospital with Carlos? I've had a go on the game now (on hard) but I gave up on it late last night because I died a few times as I was nearing the end of this part - I'll try again after work. This part reminds me A LOT of Leon's campaign from RE6. The sewers did as well. And there are parts that remind me of Jake's campaign too. I'm finding the boss fights painfully boring, which also reminds me of certain parts of RE6.

I liked the downtown area a lot though near the start. Some great moments, and they used nemesis well in those parts. I wish they would have made the game more centered around that and expanded the uptown area etc.

Miss ink ribbons and lack of ammo. I'll try it on nightmare afterwards, although I won't look forward to the bosses having to take EVEN MORE damage.

Yeah, that's the one. Carlos doesn't have a weapon with blow back, so fighting those Hunters requires you being able to perform his shoulder rush well enough or having a couple of grenades on hand.

A lot of really fucking annoying bits in the game became a lot more manageable my second time around. Still some fucking terrible design decisions though, like the Drain Deimos area. 'Hey, let's make a little maze area with bug enemies that spawn indefinitely, are the same texture as the floor, walls, and ceiling. And what the hell, let's also make it dark and have the camera zoomed in really close to the playable character so you can barely see the ceiling at all. Oh, and less we forget, we MUST make sure to have these bugs hone in on you when you're holding down the button to activate the breakers. And poison ofcourse, let's not forget the poison.'

Casual Shinji:

dscross:

Casual Shinji:
I'm nearing the end of the game, and I just got past the difficulty spike. Holy shit, do you need to have Carlos' perfect shoulder rush down if you want to make it through that on Hardcore. That or somehow have 3 grenades on hand.

Do you mean at the end of the hospital with Carlos? I've had a go on the game now (on hard) but I gave up on it late last night because I died a few times as I was nearing the end of this part - I'll try again after work. This part reminds me A LOT of Leon's campaign from RE6. The sewers did as well. And there are parts that remind me of Jake's campaign too. I'm finding the boss fights painfully boring, which also reminds me of certain parts of RE6.

I liked the downtown area a lot though near the start. Some great moments, and they used nemesis well in those parts. I wish they would have made the game more centered around that and expanded the uptown area etc.

Miss ink ribbons and lack of ammo. I'll try it on nightmare afterwards, although I won't look forward to the bosses having to take EVEN MORE damage.

Yeah, that's the one. Carlos doesn't have a weapon with blow back, so fighting those Hunters requires you being able to perform his shoulder rush well enough or having a couple of grenades on hand.

A lot of really fucking annoying bits in the game became a lot more manageable my second time around. Still some fucking terrible design decisions though, like the Drain Deimos area. 'Hey, let's make a little maze area with bug enemies that spawn indefinitely, are the same texture as the floor, walls, and ceiling. And what the hell, let's also make it dark and have the camera zoomed in really close to the playable character so you can barely see the ceiling at all. Oh, and less we forget, we MUST make sure to have these bugs hone in on you when you're holding down the button to activate the breakers. And poison ofcourse, let's not forget the poison.'

Yeah, that section can be a downer. During my hardcore run, I did not get poisoned, but, two Drain Deimos put me in a stun loop and I went from regular fine to danger after the third hit. I had to use one of my green and red herb combos. All I have to say is the shotgun is your best friend in that section and dodging them is a matter of reflex. They're actually one of the easiest enemies to dodge once you know how they work. Still no less annoying though.

CoCage:
Yeah, that section can be a downer. During my hardcore run, I did not get poisoned, but, two Drain Deimos put me in a stun loop and I went from regular fine to danger after the third hit. I had to use one of my green and red herb combos. All I have to say is the shotgun is your best friend in that section and dodging them is a matter of reflex. They're actually one of the easiest enemies to dodge once you know how they work. Still no less annoying though.

It's also a really bad design to have Jill go through a vommiting animation after curing herself of parasites. Nearly everytime this has happened it left me wide open to get attacked again.

And while I'm at it, it really bugs me that when you pick up any new item, the game then kicks you out of the inventory screen. You can't leave the inventory screen open and combine your newly received item (like a gun part for instance); you're forced out of the inventory screen once you got the item, and you have to go back in in order to combine. It's stupid, because RE2 Remake didn't force you out, it just left it open for you so you could immediately take stock of what you had and combine on the spot.

Casual Shinji:
Yeah, that's the one. Carlos doesn't have a weapon with blow back, so fighting those Hunters requires you being able to perform his shoulder rush well enough or having a couple of grenades on hand.

I'm finally passed it. Man, that was an ordeal on Hardcore. That will be a killer on the two higher difficulties. It's not scary though, it's just frustrating.

So I beat the game, which means I'm obliged to talk about it and force all of you to listen to me.

For starters, I'm going to give my ranking of the series as it now stands for reference, so:

I'm not going to say anything else about Resistance bar what I think I've said already - it's a mix of Umbrella Corps and Outbreak, and fails to capture the strengths of both, even though it's less wretched than the former. If Capcom wants to deliver DLC in a manner similar to RE2, I'd much rather it be singleplayer stuff. Like, Ghost Survivours for UBCS members. Heck, I might even pay money for it. Just don't waste your time with Resistance. The co-op of RE5 aside, it seems like Capcom struck a nugget with Outbreak, if not a gold vein, and has instead dug up numerous holes instead of refining their mining in the original site.

So. The remake...

Huh. It's weird. If I look at the original trilogy, my ranking goes 3>2>1, whereas in the 'remake trilogy' (yes, I know, RE1 is separate from RE2/3 here), the preference goes 1>2>3. According to my scores, I had 8 hours of total playtime, and nearly 6 hours of in-game playtime (I assume they don't count cutscenes?), so I don't feel short-changed as far as raw time goes. That's a similar time period to my A run playthrough of RE2, so while RE3 offers less than its predecessor, and strips out the alternate routes as well, I don't feel I wasted my time or money. That said, this is still a remake, and it's a remake that's the least faithful to its original template, and cuts out the most. And it's also the only case where I think the original still stands above its predecessor. Yeah, the remake improves a lot, but it's just missing too much.

Y'know what occurred to me in NEST 2 while playing through it? I think the lack of a "Nemesis" subtitle here is intentional, or at least, indicative. In the original, Nemesis turned up far more, felt like a constant presence, and retained his 'core form' for most of the game. As in, he remained humanoid right till the end. Here, he spends just as much time as a xenomorph knockoff, and there's less a sense of being stalked, not to mention how he even got into NEST 2 in the first place when he's that big. In the original, Nemy felt core to the experience, here, he's simply part of the experience. And as fun as it was to fight Nemy in a giant arena environment, it's still a giant arena environment meant to invoke the feeling of a game, whereas the original version of the fight felt less artificial. And the final fight? Yeah, it's fun, but not only are we bereft of "you want STARS? I'll give you STARS," somehow, holding a railgun down Nemy's gullet doesn't have the same impact as bombarding him with revolver rounds.

On the subject of that, y'know how people played RE2, and said that Mr. X could provide the foundation of a Terminator game? I got the same feeling here, just replace Nemy with a xenomorph which turns into a queen by the end.

Finally, Nicholai. I really don't know what to make of this guy. Like, there's the core of a character there (sociopath), but here, it's expressed much differently. I mean, I kind of enjoyed it, along with the broken English that comes out of him, but it makes him a much less effective villain in my eyes. Also, he's almost certainly dead, while in the original canon, it was implied that he survived. Also, it introduces the mystery of who he was really working for, and it's left as a plot hook, but I don't know how it's going to be solved. Not as a game, and certainly not as a remake. I dunno, maybe they're planning to do a Code: Veronica remake, where it'll be revealed that Nicholai was working for Wesker or something, and Chris will discover it in a file, but I don't particuarly care. I know what happens to Umbrella, and we know how it collapsed. Nicholai's mystery employer isn't some great mystery to me. What I'll remember from Nicholai more than anything else is him kicking down Jill into the arena like some Roman emperor who speaks in a Russian accent.

So, yeah. Despite all of this, I did enjoy the game. After finishing it last night, my first inclination was to dive back in. Short version is, I don't have that many gripes with the game in of itself. It's certainly fun. But it's still a remake, and in the shadow of that remake, when I consider what it left out, and what it changed, that's where it comes up short. And frankly, I don't see the need for any more remakes, but given the post-credits teaser and comments from Capcom, I wouldn't be surprised to see Code: Veronica come next.

Yay...

dscross:

Casual Shinji:
Yeah, that's the one. Carlos doesn't have a weapon with blow back, so fighting those Hunters requires you being able to perform his shoulder rush well enough or having a couple of grenades on hand.

I'm finally passed it. Man, that was an ordeal on Hardcore. That will be a killer on the two higher difficulties. It's not scary though, it's just frustrating.

It is, by an enormous margin, the least fun part of the whole game on higher difficulties. I had to vent about it for a while when I cleared it the first time. Why is the camera so close to her! It makes it impossible to survey the entire area ahead... the only method I found that worked was to just scream "screw it!" and charge forward at full speed, quickly pulling up my shotgun to blast any deimos that happen to appear in front of me. I was eventually able to make it through the segment only spending one healing item (outside the one a cutscene forces you to use) and 4 shotgun shells... but that was after attempting the segment five times.

Also, having time to ruminate on things, I decided I do, in fact, have *one* final complaint about the game:

At least on hardcore, the boss fights last WAY too long. Nemesis is such a damage sponge that it takes so long to bring him down... way past the point where the fight has become tedious. Bear in mind, I said 'long', not 'difficult'. He's not especially hard to beat in any of his encounters... which kind of makes it worse. By the time I finished the game I had a chest full of healing items I never ended up using... but I still dreaded fighting nemesis because I knew it would be such an ordeal.

Beat hardcore mode 40 minutes ago. Got a ton of unlock points. Hardcore is still challenging, but nowhere near as tough as RE2's Hardcore. I got so much ammunition at the end. Especially the magnum ammo. I saved so much of the high grade gunpowder, with a little help from the gunpowder mixer perk (gives you extra ammo when mixing). Nemesis gets a bit cheap on his penultimate fight. Dude killed me in his 3rd phase and constantly had me in a stun-lock and I could not bring up items menu, because of it. They should patch that up. I tried a little bit of Nightmare mode and it is insanely difficult. Weapons are placed in different spots, more or different enemies spawn, and all of them are faster and more aggressive than the lower difficulties. I think I might hold off for now.

dscross:

Casual Shinji:
Yeah, that's the one. Carlos doesn't have a weapon with blow back, so fighting those Hunters requires you being able to perform his shoulder rush well enough or having a couple of grenades on hand.

I'm finally passed it. Man, that was an ordeal on Hardcore. That will be a killer on the two higher difficulties. It's not scary though, it's just frustrating.

If you have two grenades for the Hunters it's actually pretty easy (on Hardcore anyway). The zombies go down easy enough, and once the breaker room opens up you can hide in there with a clear view of the barricade. It also prevents those parasite heads from getting you as easily.

Speaking of which, can we talk about how fucking shitty those enemies are? Jesus Christ! There's no way to anticipate those tentacle attacks AND they can reach you from, like, 10 fucking yards away. They also stun-lock the shit out of you. It made me realize how well designed as a mechanic the parasite heads in Resident Evil 4 actually were.

I finished the game yesterday and was very pleased with it, the final Nemesis fight was a pain though. Still I got through it without death, which is where my confusion of the ranking system comes in.

I decided to restart and make sure I went for the best challenges to earn points for the shop. I didn't save or use the item box. I didn't die and kept my healing use to the bare minimum. Took me a little over four hours to finish.

The game gave me a C? I'm guessing time is a very important factor when it comes to the ranking the game gives you. It seems rather harsh though when running away is more of a necessity than usual when you need to avoid even the chance of damage.

votemarvel:
the final Nemesis fight was a pain though.

Really? I found the final boss fight the easiest in the game.

I'm on the final boss at the moment (on Hard). Haven't quite finished yet but I know enough to know it ranks lower than nearly all of the mainline titles for me. It didn't do the original game justice at all. They had so much to work with and they hardly used any of it. I think people are cutting the game too much slack.

At the end of the day, I'm sad they cut out all of my favourite bits - not just the iconic locations, but all the classic resi-style puzzles and especially the backtracking. In some ways, once the game reaches the half way point, it sort of feels EVEN LESS resident evil than 4 because of lack of backtracking, and I have criticised 4 in the past. It feels like a hybrid of the later action games. This game could have been so much more and I think all the people sticking up for it right now would actually probably have liked it a lot more if they'd have respected the source material. I'm no longer excited for any more remakes. They will spoil them.

Having said that, I enjoyed it and I'll replay it. It's a good game in its own right. But you would expect the game to be decent as it was based on such an amazing classic game and uses the RE Engine, which is great. But there's so much wasted potential I simply can't overlook that.

Oh well. My disappointment aside, here's my current rankings. (I don't dislike any of these tbf. It's still great franchise. Revelations 2 is pretty good even though I put it last). For me, the new remake ranks lower than any of classic style ones (yes, including zero) and also lower than 4 or 7 - but higher than 5, 6 or either of the revelations games.

15. Resident Evil: Revelations 2
14. Resident Evil 5
13. Resident Evil 6
12. Resident Evil: Revelations
10. Resident Evil 3 (remake)
9. Resident Evil Zero
8. Resident Evil 4
7. Resident Evil 7: Biohazard
6. Resident Evil 2 (remake)
5. Resident Evil (original)
4. Resident Evil 3: Nemesis
3. Resident Evil Code: Veronica
2. Resident Evil 2 (original)
1. Resident Evil (remake)

dscross:
I'm on the final boss at the moment (on Hard). Haven't quite finished yet but I know enough to know it ranks lower than nearly all of the mainline titles for me. It didn't do the original game justice at all. They had so much to work with and they hardly used any of it. I think people are cutting the game too much slack.

At the end of the day, I'm sad they cut out all of my favourite bits - not just the iconic locations, but all the classic resi-style puzzles and especially the backtracking. In some ways, once the game reaches the half way point, it sort of feels EVEN LESS resident evil than 4 did, and I have criticised 4 in the past. It feels like a hybrid of the later action games. This game could have been so much more and I think all the people sticking up for it right now would actually probably have liked it a lot more if they'd have respected the source material. I'm no longer excited for any more remakes. They will spoil them.

Having said that, I enjoyed it and I'll replay it. It's a good game in its own right. But you would expect the game to be decent as it was based on such an amazing classic game and uses the RE Engine, which is great. But there's so much wasted potential I simply can't overlook that.

Oh well. My disappointment aside, here's my current rankings. (I don't dislike any of these tbf. It's still great franchise. Revelations 2 is pretty good even though I put it last). For me, the new remake ranks lower than any of classic style ones (yes, including zero) and also lower than 4 or 7 - but higher than 5, 6 or either of the revelations games.

15. Resident Evil: Revelations 2
14. Resident Evil 5
13. Resident Evil 6
12. Resident Evil: Revelations
10. Resident Evil 3 (remake)
9. Resident Evil Zero
8. Resident Evil 4
7. Resident Evil 7: Biohazard
6. Resident Evil 2 (remake)
5. Resident Evil (original)
4. Resident Evil 3: Nemesis
3. Resident Evil Code: Veronica
2. Resident Evil 2 (original)
1. Resident Evil (remake)

Your the second person I have seen that puts Code-Veronica above Zero. (the first being Johnny) and I still disagree and believe Code:Veronica is the worse then Zero.

Samtemdo8:

Your the second person I have seen that puts Code-Veronica above Zero. (the first being Johnny) and I still disagree and believe Code:Veronica is the worse then Zero.

I love zero, don't get me wrong. I really like all the games I've ordered from 9 and above. I completed it multiple times. Just I've replayed a lot of them recently and it's the ones I enjoy replaying the most, basically, is how I've ordered them. Zero can be a bit of a drag to replay, at times, in my opinion. I'm more surprised you didn't comment that I'd put 6 above 5. lol.

dscross:

15. Resident Evil: Revelations 2
14. Resident Evil 5
13. Resident Evil 6
12. Resident Evil: Revelations
10. Resident Evil 3 (remake)
9. Resident Evil Zero
8. Resident Evil 4
7. Resident Evil 7: Biohazard
6. Resident Evil 2 (remake)
5. Resident Evil (original)
4. Resident Evil 3: Nemesis
3. Resident Evil Code: Veronica
2. Resident Evil 2 (original)
1. Resident Evil (remake)

You know, I could swear that I saw a ranking of yours that put RE4 much lower.

I guess the questions that come to mind (for me) is why 6 is better than 5, and why Revelations 2 is so low.

Samtemdo8:

Your the second person I have seen that puts Code-Veronica above Zero. (the first being Johnny) and I still disagree and believe Code:Veronica is the worse then Zero.

Well, someone didn't look at my ranking where I ranked it similarly.

But, yeah, I consider Code: Veronica to be above Zero. CV's main sin for me is that it's dull. Zero's main sin is that it's frustrating. I'll take dullness over frustration any day of the week, thanks.

dscross:
I really like all the games from 9 and above.

But that includes 4?

This isn't meant to be a "gotcha!" moment, I just thought you really disliked that game.

Hawki:

But that includes 4?

This isn't meant to be a "gotcha!" moment, I just thought you really disliked that game.

I recently replayed all the mainline action style resi's and 4 grew on me a lot. I still don't like it for what it did to the franchise because I still like the old style of game a lot more, as they are my fav types of game, but now that a lot of time has passed I can appreciate it more for what it is, finally. I feel the same way about 6 having played that again recently and realising it can be quite fun if you take it for what it is.

At the end of the day, it still took the franchise in a direction I didn't want it to go at the time. But yeah, I've changed my opinion recently on RE4, RE5, and RE6. I can enjoy them for what they are. A guy can change his opinions right? lol.

votemarvel:
I finished the game yesterday and was very pleased with it, the final Nemesis fight was a pain though. Still I got through it without death, which is where my confusion of the ranking system comes in.

I decided to restart and make sure I went for the best challenges to earn points for the shop. I didn't save or use the item box. I didn't die and kept my healing use to the bare minimum. Took me a little over four hours to finish.

The game gave me a C? I'm guessing time is a very important factor when it comes to the ranking the game gives you. It seems rather harsh though when running away is more of a necessity than usual when you need to avoid even the chance of damage.

Time is one of the most important factors for grade, yeah. assuming it's like other RE games, up to 2 hours is S rank. Number of saves also counts against your score, as does the number of first aid sprays you use, though I don't believe herbs count against you... if they do, not as much as first aid sprays.

Hawki:
I guess the questions that come to mind (for me) is why 6 is better than 5, and why Revelations 2 is so low.

At first, I agreed with the consensus that 6 was a lot worse than 5, but having replayed them recently, I remembered that there were quite a few bits I liked in 6. Leon's campaign. was alright. Ada's campaign was pretty great. Chris's campaign was boring. Jake's campaign was just ok. I can happily replay Ada's campaign and I grew to like parts Leon's campaign. I still think resi 5's more consistent, but I there was certain parts of 6 I enjoyed a lot more, even though there were parts I really didn't like.

As for revelations 2, I dunno, I just don't feel the need to replay it, certainly compared to revelations 1 but even less so than resi 5 and 6 on reflection. I've graded these mainly on how much I like to replay them and I'm really not that bothered about replaying revelations 2 again, even though I liked it at the time. I'd pretty much re-complete most of the others happily. Does that answer your question? Where would you put the revelations games? I noticed they weren't in your rankings.

Samtemdo8:

dscross:
I'm on the final boss at the moment (on Hard). Haven't quite finished yet but I know enough to know it ranks lower than nearly all of the mainline titles for me. It didn't do the original game justice at all. They had so much to work with and they hardly used any of it. I think people are cutting the game too much slack.

At the end of the day, I'm sad they cut out all of my favourite bits - not just the iconic locations, but all the classic resi-style puzzles and especially the backtracking. In some ways, once the game reaches the half way point, it sort of feels EVEN LESS resident evil than 4 did, and I have criticised 4 in the past. It feels like a hybrid of the later action games. This game could have been so much more and I think all the people sticking up for it right now would actually probably have liked it a lot more if they'd have respected the source material. I'm no longer excited for any more remakes. They will spoil them.

Having said that, I enjoyed it and I'll replay it. It's a good game in its own right. But you would expect the game to be decent as it was based on such an amazing classic game and uses the RE Engine, which is great. But there's so much wasted potential I simply can't overlook that.

Oh well. My disappointment aside, here's my current rankings. (I don't dislike any of these tbf. It's still great franchise. Revelations 2 is pretty good even though I put it last). For me, the new remake ranks lower than any of classic style ones (yes, including zero) and also lower than 4 or 7 - but higher than 5, 6 or either of the revelations games.

15. Resident Evil: Revelations 2
14. Resident Evil 5
13. Resident Evil 6
12. Resident Evil: Revelations
10. Resident Evil 3 (remake)
9. Resident Evil Zero
8. Resident Evil 4
7. Resident Evil 7: Biohazard
6. Resident Evil 2 (remake)
5. Resident Evil (original)
4. Resident Evil 3: Nemesis
3. Resident Evil Code: Veronica
2. Resident Evil 2 (original)
1. Resident Evil (remake)

Your the second person I have seen that puts Code-Veronica above Zero. (the first being Johnny) and I still disagree and believe Code:Veronica is the worse then Zero.

You forgot about me. I also consider Zero the worst mainline RE game. CV is dull game of not much consequence. "Let's take down Umbrella!" Except, none of the protagonist do. It was Wesker, and the asshole villain from Dead Aim that did the job for them. Which has always been a problem with RE's story. Nearly every major plot point lined up for the next game is usually ignored and never mentioned again, ends anti-climatically, or filled with many retcons. Who's Ada Wong and her benefactors? Nada and never explored since starting in 2. Neo Umbrella? Organization dies off-screen in 7, despite 6 implying many members are still active, despite Simmons death. Jake will be the new leading man? Nope, it's some generic guy looking for his wife. The betrayers (Double Quadruple Reverse Agents) in Rev1 who are all Ada wannabes who work for their own secret shady organization? Never followed up ever again! With Rev2, even the good ending implying some form of Alex Wesker's conscience exists in Natalia. Does Capcom follow up on it? Hell, no! Instead we get the CG movie, Vendetta, RE7, and no Revelations 3 in sight.

1. REmake 2
2. RE2
3. Evil Within 2
4. RE4
5. Remake
6. REmake 3
7. Evil Within
8. RE3
9. RE5
10. RE7
11. Original
12. RE6
13. Code Veronica
14. RE0

I've enjoyed REmake 3 despite its flaws. It has better pacing than og 3, and I love the dodge mechanic. Yes, some elements are lost (Mad Jackal, the multiple choices, Gravedigger), but I'm only upset about the former 2 missing. Always hated gravedigger and so glad I do not have to deal with the water treatment puzzle or the puzzles in the clock tower.

CoCage:

I've enjoyed REmake 3 despite its flaws. It has better pacing than og 3, and I love the dodge mechanic. Yes, some elements are lost (Mad Jackal, the multiple choices, Gravedigger), but I'm only upset about the former 2 missing. Always hated gravedigger and so glad I do not have to deal with the water treatment puzzle or the puzzles in the clock tower.

I don't understand this argument about 'pacing' in this context. I don't believe old school Resident Evils are about 'pacing'. Backtracking, puzzles solving, getting lost/learning your surroundings, getting key items to progress, resource management and running away/dodging zombies is where it's at in old-school resident evils. I don't think the new version does much of that very well, except for possibly a little bit of the downtown area near the start and possibly a bit of the hospital if I'm being generous. In contrast, I think the RE2 Remake did those things VERY well on hardcore mode.

dscross:

CoCage:

I've enjoyed REmake 3 despite its flaws. It has better pacing than og 3, and I love the dodge mechanic. Yes, some elements are lost (Mad Jackal, the multiple choices, Gravedigger), but I'm only upset about the former 2 missing. Always hated gravedigger and so glad I do not have to deal with the water treatment puzzle or the puzzles in the clock tower.

I don't understand this argument about 'pacing' in this context. I don't believe old school Resident Evils are about 'pacing'. Backtracking, puzzles solving, getting lost/learning your surroundings, getting key items to progress, resource management and running away/dodging zombies is where it's at in old-school resident evils. I don't think the new version does much of that very well, except for possibly a little bit of the downtown area near the start and possibly a bit of the hospital if I'm being generous. In contrast, I think the RE2 Remake did those things VERY well on hardcore mode.

Even when taking into account that RE3 Remake is more of an action game, it still has choppy pacing. RE4 is a straight-up action game and it has way better pacing.

RE3 Remake should've given us a city area to roam around in at the start of the game, instead of the cinematic intro. This would've given the player the oppertunity to familiarize themselves with the game's mechanics, so that Nemesis could be introduced in-game, just like Mr. X. The way he's introduced now with the scripted cinematic sequences deflates him of any tension or anxiety; That sequence where he grabs the concrete slab and starts chasing you? You can wait a full five seconds until he actually does. On repeat playthroughs especialy this intro becomes more and more of a drag.

dscross:

CoCage:

I've enjoyed REmake 3 despite its flaws. It has better pacing than og 3, and I love the dodge mechanic. Yes, some elements are lost (Mad Jackal, the multiple choices, Gravedigger), but I'm only upset about the former 2 missing. Always hated gravedigger and so glad I do not have to deal with the water treatment puzzle or the puzzles in the clock tower.

I don't understand this argument about 'pacing' in this context. I don't believe old school Resident Evils are about 'pacing'. Backtracking, puzzles solving, getting lost/learning your surroundings, getting key items to progress, resource management and running away/dodging zombies is where it's at in old-school resident evils. I don't think the new version does much of that very well, except for possibly a little bit of the downtown area near the start and possibly a bit of the hospital if I'm being generous. In contrast, I think the RE2 Remake did those things VERY well on hardcore mode.

In terms of not being in one spot for too long, is what I meant by pacing. And yes you can get through stuff quickly in the old RE games, if you know where all the items are, and what order to do them in. but there are plenty of puzzles in the old re games (0 & CV can both fuck off for this), and a couple in re2 remake that just waste your time and kill the pacing a bit on a first playthrough. I already mentioned the water treatment a music box puzzles in re3. In REmake 2, you have that weird key pad puzzle with the rectangular shapes in place of numbers, and that mixing solution puzzle against plant 43. I've you have the solutions memorized, or took a screenshot, they're easier to get through. But on the first time play through their frustrating. Especially when they change and solutions on the second run. Which is understandable, but it's pretty obvious padding. Most of the puzzles in Remake 3 are so simple, that they make Devil May Cry 3 and 4 puzzles complex by comparison.

CoCage:

dscross:

CoCage:

I've enjoyed REmake 3 despite its flaws. It has better pacing than og 3, and I love the dodge mechanic. Yes, some elements are lost (Mad Jackal, the multiple choices, Gravedigger), but I'm only upset about the former 2 missing. Always hated gravedigger and so glad I do not have to deal with the water treatment puzzle or the puzzles in the clock tower.

I don't understand this argument about 'pacing' in this context. I don't believe old school Resident Evils are about 'pacing'. Backtracking, puzzles solving, getting lost/learning your surroundings, getting key items to progress, resource management and running away/dodging zombies is where it's at in old-school resident evils. I don't think the new version does much of that very well, except for possibly a little bit of the downtown area near the start and possibly a bit of the hospital if I'm being generous. In contrast, I think the RE2 Remake did those things VERY well on hardcore mode.

In terms of not being in one spot for too long, is what I meant by pacing. And yes you can get through stuff quickly in the old RE games, if you know where all the items are, and what order to do them in. but there are plenty of puzzles in the old re games (0 & CV can both fuck off for this), and a couple in re2 remake that just waste your time and kill the pacing a bit on a first playthrough. I already mentioned the water treatment a music box puzzles in re3. In REmake 2, you have that weird key pad puzzle with the rectangular shapes in place of numbers, and that mixing solution puzzle against plant 43. I've you have the solutions memorized, or took a screenshot, they're easier to get through. But on the first time play through their frustrating. Especially when they change and solutions on the second run. Which is understandable, but it's pretty obvious padding. Most of the puzzles in Remake 3 are so simple, that they make Devil May Cry 3 and 4 puzzles complex by comparison.

Part of the fun in classic resi is the getting lost, discovery and working stuff out the first time around though, but under pressure to get from A to B, owing to the hostile surroundings - but you are saying it's a bad thing. I completely disagree. It's just a linear horror action experience without those elements I mentioned. That's one of the things I love about resi games - without them, it's essentially a generic 3rd person modern horror game without any of the personality that made them great in the first place.

dscross:

CoCage:

dscross:

I don't understand this argument about 'pacing' in this context. I don't believe old school Resident Evils are about 'pacing'. Backtracking, puzzles solving, getting lost/learning your surroundings, getting key items to progress, resource management and running away/dodging zombies is where it's at in old-school resident evils. I don't think the new version does much of that very well, except for possibly a little bit of the downtown area near the start and possibly a bit of the hospital if I'm being generous. In contrast, I think the RE2 Remake did those things VERY well on hardcore mode.

In terms of not being in one spot for too long, is what I meant by pacing. And yes you can get through stuff quickly in the old RE games, if you know where all the items are, and what order to do them in. but there are plenty of puzzles in the old re games (0 & CV can both fuck off for this), and a couple in re2 remake that just waste your time and kill the pacing a bit on a first playthrough. I already mentioned the water treatment a music box puzzles in re3. In REmake 2, you have that weird key pad puzzle with the rectangular shapes in place of numbers, and that mixing solution puzzle against plant 43. I've you have the solutions memorized, or took a screenshot, they're easier to get through. But on the first time play through their frustrating. Especially when they change and solutions on the second run. Which is understandable, but it's pretty obvious padding. Most of the puzzles in Remake 3 are so simple, that they make Devil May Cry 3 and 4 puzzles complex by comparison.

Part of the fun in classic resi is the getting lost, discovery and working stuff out the first time around though, but under pressure to get from A to B, owing to the hostile surroundings - but you are saying it's a bad thing. I completely disagree. It's just a linear action experience without those elements I mentioned. That's one of the things I love about resi games - without them, it's essentially a generic 3rd person modern horror game without any of the personality that made them great in the first place.

Yes, I get the appeal of the puzzles, but it does not make them any less annoying in certain installments. If you like them that's fine. Me personally, there are puzzles in the classic re games I just straight up do not like. Mainly the ones from RE0 and Code Veronica. Oh, and Remake 1 can fuck off with the don't run nitroglycerin puzzle. Hated back then and I hate it even more now.

dscross:

Hawki:
I guess the questions that come to mind (for me) is why 6 is better than 5, and why Revelations 2 is so low.

At first, I agreed with the consensus that 6 was a lot worse than 5, but having replayed them recently, I remembered that there were quite a few bits I liked in 6. Leon's campaign. was alright. Ada's campaign was pretty great. Chris's campaign was boring. Jake's campaign was just ok. I can happily replay Ada's campaign and I grew to like parts Leon's campaign. I still think resi 5's more consistent, but I there was certain parts of 6 I enjoyed a lot more, even though there were parts I really didn't like.
.

Honestly... I'm kind of the same. RE5 is the worst of the RE games by far, in my opinion. Perhaps I'm biased toward 6 because things just happened to go right for it when I played it: I had a friend to play co-op with, which helped the system to shine best and hid some of the flaws, but it felt more like an RE game to me than 5 did, even in spite of its flaws. It's worth noting I haven't actually *hated* any RE game except survivor though, so maybe I just have shit taste.

I will say that most of my dislike for 5 has always been aesthetic. Bright sunny africa just isn't a good horror game setting.

dscross:
Where would you put the revelations games? I noticed they weren't in your rankings.

Haven't played them.

CoCage:

You forgot about me. I also consider Zero the worst mainline RE game. CV is dull game of not much consequence. "Let's take down Umbrella!" Except, none of the protagonist do.

In CV's defence, I don't think that's a flaw. Yeah, Leon declares "hey, it's up to us to take out Umbrella," but there was no onus for the next game to skip right to that. Granted, RE3 ends with Jill saying "that's it, Umbrella's going down," and Chris makes a similar declaration at the end of CV, but...look, I think we can all agree that it's jarring to skip to RE4 and have an introduction that says "yeah, Umbrella was disbanded, have fun with ganados," and that it shouldn't have been relegated to Umbrella Chronicles, but I don't think CV can be faulted for the sins of later games.

It was Wesker, and the asshole villain from Dead Aim that did the job for them.

Morpheus? Yeah, he takes out the Spencer Rain and Atlantic facility, but that's hardly taking out Umbrella.

I mean, cripes, what was Morpheus's actual goal apart from establishing his "kingdom of beauty," whatever the heck that means? Even Wesker had a twisted logic behind his genocidal goals. Stock logic, narratively speaking, but logic nonetheless.

Which has always been a problem with RE's story. Nearly every major plot point lined up for the next game is usually ignored and never mentioned again, ends anti-climatically, or filled with many retcons. Who's Ada Wong and her benefactors? Nada and never explored since starting in 2. Neo Umbrella? Organization dies off-screen in 7, despite 6 implying many members are still active, despite Simmons death. Jake will be the new leading man? Nope, it's some generic guy looking for his wife. The betrayers (Double Quadruple Reverse Agents) in Rev1 who are all Ada wannabes who work for their own secret shady organization? Never followed up ever again! With Rev2, even the good ending implying some form of Alex Wesker's conscience exists in Natalia. Does Capcom follow up on it? Hell, no! Instead we get the CG movie, Vendetta, RE7, and no Revelations 3 in sight.

I think that's a fair point, but I also think it's only really post-RE5 that it becomes a problem.

Every main series game from the original to RE5 has some connective tissue between them. RE1-3 introduces us to Wesker, Umbrella, and the onus for taking out the latter (Raccoon's destruction). C: V reintroduces Wesker, and fills us in more on Umbrella. You can skip Zero, but it does at least add to the worldbuilding (though you'd get more out of it just by reading Wesker's Report, which goes in-depth on Spencer, Umbrella, and pretty much everything else). RE4 gimps it a bit, but it at least introduces us to the Las Plagas, and reaffirms that Umbrella is gone, as clumsy as it is. RE5 tops it off, as we see the origins of the T-virus, Wesker is killed once and for all, and a lot of it is operating in the shadow of Umbrella itself (they screwed over the tribe, screwed over Sheva, their collapse is the reason for the BSAA having to form, etc.) It's not perfect, but I'd maintain that up to RE5, the series was reasonably cohesive, and also why I've repeatedly said that 5 felt like a natural end to the series plotwise, since there weren't any major plot points left unaddressed, and why I was never that interested as to what came after it.

But stuff has come after it, and while I haven't played much of it, it looks like the series is spinning its wheels under the new paradigm of "BOWs are everywhere, incident occurs, cue plot). I get why - RE's too profitable a brand to forsake - but like numerous series, it's clearly in territory that's gone beyond its original premise. I mean, if I asked you prior to RE5 who the main villain of the series was, chances are you'd say "Wesker" or "Umbrella" (or Spencer if you want to be a smartarse). Post-RE5? Well, it's not Neo-Umbrella. It's not The Family. It's not Alex Wesker. It's not Il Veltro. It's not Los Illuminados. It's not even Eveline going all Alma Wade on us either. And granted, it's not that a series needs a singular antagonist, but the post-RE5 landscape is a clear departure from the pre-RE5 one. It's why there's an article on this site describing the franchise as being akin to the DCEU. How in the RE2/3 remakes, we get the tropes of "amoral greedy company" that would be at home with Weyland-Yutani, while coming off a game that takes inspiration from Texas Chainsaw Massacre (RE7).

Think it's also telling that spinoffs keep returning to Raccoon City as opposed to, say, Tall Oaks. One city had its downfall done over 3 games, the other is nuked as just part of an overall story.

balladbird:

It's worth noting I haven't actually *hated* any RE game except survivor though, so maybe I just have shit taste.

Oh, feel free to hate on Survivour. I don't think anyone's going to stop you.

That said, I'd say the only RE game I hate is Umbrella Corps. And bear in mind, there's not much fictional media that I hate (why hate something that doesn't exist in a sense), but no, I hate this game. There is literally nothing to reccomend about it. Gaiden at least seems like it had some effort put into it, and Survivour at least has a potential "so bad it's good" angle, but Umbrella Corps is lazy garbage.

I will say that most of my dislike for 5 has always been aesthetic. Bright sunny africa just isn't a good horror game setting.

I personally liked the aesthetic. If the whole game was like that, then, sure, but how convenient is it that pretty much every Resident Evil game just happens to take place at night, or in the case of RE3 original and RE4, murky daylight at the start of the games? Honestly, it makes a nice contrast to me, how the game starts off bright and sunny, and ends at sunset at a volcano?

Hawki:

dscross:
Where would you put the revelations games? I noticed they weren't in your rankings.

Haven't played them.

CoCage:

You forgot about me. I also consider Zero the worst mainline RE game. CV is dull game of not much consequence. "Let's take down Umbrella!" Except, none of the protagonist do.

In CV's defence, I don't think that's a flaw. Yeah, Leon declares "hey, it's up to us to take out Umbrella," but there was no onus for the next game to skip right to that. Granted, RE3 ends with Jill saying "that's it, Umbrella's going down," and Chris makes a similar declaration at the end of CV, but...look, I think we can all agree that it's jarring to skip to RE4 and have an introduction that says "yeah, Umbrella was disbanded, have fun with ganados," and that it shouldn't have been relegated to Umbrella Chronicles, but I don't think CV can be faulted for the sins of later games.

It was Wesker, and the asshole villain from Dead Aim that did the job for them.

Morpheus? Yeah, he takes out the Spencer Rain and Atlantic facility, but that's hardly taking out Umbrella.

I mean, cripes, what was Morpheus's actual goal apart from establishing his "kingdom of beauty," whatever the heck that means? Even Wesker had a twisted logic behind his genocidal goals. Stock logic, narratively speaking, but logic nonetheless.

Which has always been a problem with RE's story. Nearly every major plot point lined up for the next game is usually ignored and never mentioned again, ends anti-climatically, or filled with many retcons. Who's Ada Wong and her benefactors? Nada and never explored since starting in 2. Neo Umbrella? Organization dies off-screen in 7, despite 6 implying many members are still active, despite Simmons death. Jake will be the new leading man? Nope, it's some generic guy looking for his wife. The betrayers (Double Quadruple Reverse Agents) in Rev1 who are all Ada wannabes who work for their own secret shady organization? Never followed up ever again! With Rev2, even the good ending implying some form of Alex Wesker's conscience exists in Natalia. Does Capcom follow up on it? Hell, no! Instead we get the CG movie, Vendetta, RE7, and no Revelations 3 in sight.

I think that's a fair point, but I also think it's only really post-RE5 that it becomes a problem.

Every main series game from the original to RE5 has some connective tissue between them. RE1-3 introduces us to Wesker, Umbrella, and the onus for taking out the latter (Raccoon's destruction). C: V reintroduces Wesker, and fills us in more on Umbrella. You can skip Zero, but it does at least add to the worldbuilding (though you'd get more out of it just by reading Wesker's Report, which goes in-depth on Spencer, Umbrella, and pretty much everything else). RE4 gimps it a bit, but it at least introduces us to the Las Plagas, and reaffirms that Umbrella is gone, as clumsy as it is. RE5 tops it off, as we see the origins of the T-virus, Wesker is killed once and for all, and a lot of it is operating in the shadow of Umbrella itself (they screwed over the tribe, screwed over Sheva, their collapse is the reason for the BSAA having to form, etc.) It's not perfect, but I'd maintain that up to RE5, the series was reasonably cohesive, and also why I've repeatedly said that 5 felt like a natural end to the series plotwise, since there weren't any major plot points left unaddressed, and why I was never that interested as to what came after it.

But stuff has come after it, and while I haven't played much of it, it looks like the series is spinning its wheels under the new paradigm of "BOWs are everywhere, incident occurs, cue plot). I get why - RE's too profitable a brand to forsake - but like numerous series, it's clearly in territory that's gone beyond its original premise. I mean, if I asked you prior to RE5 who the main villain of the series was, chances are you'd say "Wesker" or "Umbrella" (or Spencer if you want to be a smartarse). Post-RE5? Well, it's not Neo-Umbrella. It's not The Family. It's not Alex Wesker. It's not Il Veltro. It's not Los Illuminados. It's not even Eveline going all Alma Wade on us either. And granted, it's not that a series needs a singular antagonist, but the post-RE5 landscape is a clear departure from the pre-RE5 one. It's why there's an article on this site describing the franchise as being akin to the DCEU. How in the RE2/3 remakes, we get the tropes of "amoral greedy company" that would be at home with Weyland-Yutani, while coming off a game that takes inspiration from Texas Chainsaw Massacre (RE7).

Think it's also telling that spinoffs keep returning to Raccoon City as opposed to, say, Tall Oaks. One city had its downfall done over 3 games, the other is nuked as just part of an overall story.

balladbird:

It's worth noting I haven't actually *hated* any RE game except survivor though, so maybe I just have shit taste.

Oh, feel free to hate on Survivour. I don't think anyone's going to stop you.

That said, I'd say the only RE game I hate is Umbrella Corps. And bear in mind, there's not much fictional media that I hate (why hate something that doesn't exist in a sense), but no, I hate this game. There is literally nothing to reccomend about it. Gaiden at least seems like it had some effort put into it, and Survivour at least has a potential "so bad it's good" angle, but Umbrella Corps is lazy garbage.

I will say that most of my dislike for 5 has always been aesthetic. Bright sunny africa just isn't a good horror game setting.

I personally liked the aesthetic. If the whole game was like that, then, sure, but how convenient is it that pretty much every Resident Evil game just happens to take place at night, or in the case of RE3 original and RE4, murky daylight at the start of the games? Honestly, it makes a nice contrast to me, how the game starts off bright and sunny, and ends at sunset at a volcano?

Morpheus actions had bigger consequences to Umbrella than you realize. That ship was full of Umbrella's bigwigs, executives, and high rollers. Morpheus killed them all. That definitely was a major blow to Umbrella. Not to mention Wesker benefited from an even more so. The irony being, Morpheus what is a bigger death law to Umbrella than Wesker technically. Wesker was nothing more than a final nail in the coffin by comparison. All he had to do was go to court.

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