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Today, I’m turning my attention to providing suggestions that I feel would “fix” issues with the divisive (and underwhelming) 2020 remake of Resident Evil 3 in another edition of my series, posing hypothetical ways to improve video games with various gameplay and/or narrative flaws. Even though the game is effectively just an “expansion” to the much better-received 2019 remake of Resident Evil 2, many felt that its extremely brief and linear content didn’t warrant a full-priced, standalone release.

Image of Merchant Resident Evil 3 Remake, courtesy of Capcom.

8. Reincorporate “The Mercenaries”

One of the often-cited disappointments with the Resident Evil 3 remake was the exclusion of the original title‘s unlockable minigame “The Mercenaries – Operation: Mad Jackal” that would become accessible after beating the main campaign at least once (with it actually starting the now-traditional inclusion of a supplemental “Mercenaries” mode all the way up to up RE: Village). I think that “Operation: Mad Jackal” should be reincorporated into the remake as a post-game unlockable, with the possible integration of some elements from RE: Resistance to expand on the former’s gameplay.

7. Expand the Streets of Raccoon City

Another major point of contention with the Resident Evil 3 remake was that it didn’t allow for any substantial exploration of the streets of Raccoon City, which the original 1999 game actually provided to a comparatively higher degree, including multiple locations (and various nooks and crannies) that could be freely accessed. In this regard, I highly recommend making the first chunk of the remake’s setting in downtown Raccoon City much larger and more explorable, with blocked-off locations now being open and including additional items, files, and puzzles that were cut from the original release.

6. Adjust Nemesis’ In-Game Presentation (Pt. 1)

Overlapping with the entry above, I also suggest having the Nemesis T-Type (the game’s central, recurring antagonist) make additional appearances in the now-expanded version of downtown Raccoon City, with the creature’s in-game behavior retooled to complement the revamped version of “Mr. X” from the Resident Evil 2 remake. With the much larger gameplay area, Nemesis will now actively pursue players in real time and (much like in the original RE3) make randomized “ambushes” instead of (or in addition to) his “scripted” appearances in that section of the remake.

5. Adjust Nemesis’ In-Game Presentation (Pt. 2)

It’s been claimed by some that they felt the Resident Evil 3 remake’s interpretation of the final boss fight with Nemesis’ fully mutated form wasn’t nearly as challenging or interesting as it was in the original (which included a countdown to Raccoon City being nuked and forced players to manually lure him into the path of the rail gun). While it’s probably not possible to completely overhaul the remake’s version, I at least suggest adding new complications such as falling debris, Nemesis spawning NE-Alpha parasites while he’s stunned, and a limited “damage” meter for the rail gun.

4. Include the Cemetery as a “Bonus” Location

Even though it’s technically included in the Resident Evil 3 remake, Raccoon Park from the original game is a much, much smaller transitional area preceding the first boss fight with Nemesis’ new “beast” form in front of St. Michael’s Clock Tower (more on that subject in a bit). To address this, I’d recommend including an optional “side quest” where players can find a hidden passage to the park’s cemetery area (which will now be a much more expansive location); here, players will have to take on hordes of extremely strong monsters…but with very valuable items tucked away in multiple places.

3. Expand (& Recontextualize) the NEST 2 Site

Going back to the suggestion of expanding the remake’s initial opening area of downtown Raccoon City, I similarly recommend that the NEST 2 underground complex (the final setting of the remake that replaces the original’s “dead factory”) should be made into a much larger and more explorable location. In addition, I not only suggest greatly redesigning NEST 2 to look more “industrial” and less “sterile” than it does in the remake, but I also recommend recontextualizing the site to be an auxiliary R&D complex that just includes a disposal center instead of that being its primary function.

2. Bring Back the “Live Selection” Mechanic

Even though it was excluded from the Resident Evil 3 remake due to the developers’ purported wish to keep the game’s scope and story more focused/streamlined, I still can’t help but miss the periodic “Live Selection” sequences that were included in the original title (especially how it encouraged multiple playthroughs to mix and match story beats based on decisions). I’d recommend bringing back this mechanic to some degree, but primarily limiting it to taking (or not taking) certain routes in the now-expanded versions of the streets and NEST 2 (while keeping the overall story unchanged).

1. Make the Clock Tower Its Own Area Again

While I don’t speak for everyone, I felt that the exclusion of St. Michael’s Clock Tower as a fully explorable area from the original Resident Evil 3 was the most personally disappointing aspect of the remake, with parts of Spencer Memorial Hospital now taking the place of the former location. This would require a major rewrite, but I suggest reincorporating the area by having Jill not fully passing out in front of the clock tower: instead, she now wanders through (a revamped version of) the area in a unique “virus” status where she’s very physically weak (and prone to nightmarish hallucinations).

This article first appeared on Total Apex Gaming and was syndicated with permission.

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