

It's quite the imposition, and having to continually avoid it is frankly exhausting, but it's made somewhat easier by the game's new dodge ability, which lets you swiftly move out of the way of its attacks, if timed properly. Throughout Resident Evil 3, Nemesis pops up as it relentlessly hunts down Jill.

What's worse, it's in pursuit of Jill and her fellow S.T.A.R.S. Nemesis is not your run-of-the-mill Tyrant: it's violent, smart and fully armed. That's right: Nemesis is back, and more formidable than ever before – if you thought Resident Evil 2's Mr X was bad then you're in for whatever the opposite of a treat is. Guess who's back - again and again and again. At many points, it feels like you've been injected with a shot of adrenaline – and there's one mutant in particular that is administering the dose. And the constant push forward may be a little jarring for those who enjoyed the laid-back nature of Resident Evil 2 Remake. While Resident Evil 2 Remake and Resident Evil kept you in one location (within reason) that you could explore over time and pretty much at your own pace, Resident Evil 3 pushes you on to new locations and levels – meaning that if you missed picking up something you won't be going back to get it later.Īs completionists, this stung. The exploration feels less confined, although we did find that this meant Resident Evil 3 allowed for less backtracking than its predecessors.

No longer are you confined to a mansion or police department instead you can roam the stunningly-detailed streets of Raccoon City, the blood-stained hallways of the hospital, and even the sewers. It's actually a big part of what we loved about Resident Evil 3: the varied urban locations. The sequences are running parallel, and provide somewhat of a more complete city view, while tying together the series' various entries. At one point, Carlos visits Raccoon Police Department (just before the events of Resident Evil 2), while Jill traverses the banks of Raccoon City. It's a nice change of pace to jump from one character the other – it gives the story more dimensions, and helps you see what's going on outside your current character's bubble. For example, Jill has a useful lock pick for getting into hard to access places, while Carlos has an assault rifle that's perfect for mowing down hordes of the infected. However, you don't get to share your inventory, and each character has their own set of weapons and equipment. With the story focusing on the two protagonists, players have control over either Jill or Carlos, although you don't get to choose – throughout the game you jump between playing as one of the two, depending on whose story is being focused on at a given time. Between zombies, back-stabbers and one very pissed-off mutant, the escape isn't as easy as grabbing a car and high-tailing it. Obviously, things aren't all that simple.
