I need the return of the red barrels and other environmental hazards.
RE3 introduced them. In the remake of RE2, the only thing resembling it was the one used on the mutated croc and it wasn't optional.
With the zombie gibbing it would be glorious.
I need the return of the red barrels and other environmental hazards.
RE3 introduced them. In the remake of RE2, the only thing resembling it was the one used on the mutated croc and it wasn't optional.
I need the return of the red barrels and other environmental hazards.
RE3 introduced them. In the remake of RE2, the only thing resembling it was the one used on the mutated croc and it wasn't optional.
I wouldn't expect it. Maybe some canned destruction like in RE7 and DMCV, I don't remember any of that being in RE2.I hope there is more dynamic environmental tech stuff in RE3 in general. RE2 looks amazing but I shoot a bottle on a desk and nothing happens. It's all glued there.
Lol, i found that on reddit. Seems like they told us about RE3 years ago.
This makes me wonder when Capcom decided that they would remake RE3 as well. Was it right and that moment or was it later?
Wooo lets goooo!!
Lol that's a funny Photoshop. Now give me another sticky note that says "We Dino it". 😭Lol, i found that on reddit. Seems like they told us about RE3 years ago.
This makes me wonder when Capcom decided that they would remake RE3 as well. Was it right and that moment or was it later?
Like half a year after the RE2 video. RE3 was greenlit and started development a few months after RE7 came out in 2017, but it was in the talks and planning during 2016 while RE7 was still being worked on. RE3's original director (who's currently a freelancer) was invited to direct the project ended up declining, but I'm aware they met and decided the direction for the RE3 Remake multiple times before it was greenlit and picked a direction. The title was conceived partially because RE2 REmake was happening, and that would leave RE3 as the only mainline RE game without an easily portable version (while they don't do much with it, Code Veronica does have an MT Frameworks version), plus developing both around the same frame of time had more benefits than if they chose to remake RE3 down the line.
If anyone's a bit curious about what RE3 tomorrow will look like, something I'll mention is that the talks about direction did decide on a more in-depth Raccoon City. And you will be seeing a few concoctions and mixtures of elements at play here. REmake 2 didn't pull much from RE1.5 (though it did reference some concept art for RE2), but REmake 3 pulls more from both of it's original concepts that weren't made, and even elements that were present in Umbrella Chronicles (and in extension due to this, some things from Outbreak). I don't know what bits the trailer shows tomorrow, but I will say right now the RE3 REmake is more experimental than RE2's and they're taking more of the whole of what RE3 worked with over the years, partially at the choice of the original director. Kamiya never really liked 1.5 and wanted the new team to do their own thing, and Aoyama originally wanted RE3 to be a different more open game but thinks in the process of remaking they should both build off what people loved and expand. And the teams kinda' followed that while also doing their own takes on things of course.
So kinda' get ready for that.
I don't know anything about what the marketing firm or the higher-ups choose, most of what I heard are development stuff. Which is fine by me, I find that stuff more interesting than stuff that'll be publicly made available later anyways (though RE2 had more development talks and videos than usual, so maybe RE3 will follow suite?). Like the stuff i'm saying is stuff I've known for a while, if I was okay with leaking it then (which I wasn't for various reasons) I could've said what I just said right now a year ago as I knew it then as well. The recent decisions from the publishing side of Capcom, like when trailers drop or when the game releases, is beyond me.Hello Dusk, do you have any info about release date? Your expectations?
Yeah.... I think RE3R will easily be the perfect and best RE game ever made, taking full advantage of Raccoon City and Nemesis plus the little tweaks toward more action vibes like the original RE3 would totally guarantee that spot for it.Like half a year after the RE2 video. RE3 was greenlit and started development a few months after RE7 came out in 2017, but it was in the talks and planning during 2016 while RE7 was still being worked on. RE3's original director (who's currently a freelancer) was invited to direct the project but ended up declining, but I'm aware people at Capcom and him met multiple times and the direction for the RE3 Remake was talked about before it was greenlit, they only greenlit it when they had picked a direction to go with it and it was ready to start development. The title was conceived partially because RE2 REmake was happening, and that would leave RE3 as the only mainline RE game without an easily portable version for future-proofing (while they don't do much with it, Code Veronica does have an MT Frameworks version), plus developing both around the same frame of time had more benefits than if they chose to remake RE3 down the line. Many exaggerate how much of RE2 is in RE3, but if they're going to reimagine Raccoon City doing both around the same time helps.
If anyone's a bit curious about what RE3 tomorrow will look like, something I'll mention is that the talks about direction did decide on a more in-depth Raccoon City. And you will be seeing a few concoctions and mixtures of elements at play here. REmake 2 didn't pull much from RE1.5 (though it did reference some concept art for RE2), but REmake 3 pulls more from both of it's original concepts that weren't made, and even elements that were present in Umbrella Chronicles (and in extension due to this, some things from Outbreak). I don't know what bits the trailer shows tomorrow, but I will say right now the RE3 REmake is more experimental than RE2's and they're taking more of the whole of what RE3 worked with over the years, partially at the choice of the original director. Kamiya never really liked 1.5 and wanted the new team to do their own thing, and Aoyama originally wanted RE3 to be a different more open game but thinks in the process of remaking they should both build off what people loved and expand. And the teams kinda' followed that while also doing their own takes on things of course.
So kinda' get ready for that.
I don't know anything about what the marketing firm or the higher-ups choose, most of what I heard are development stuff. Which is fine by me, I find that stuff more interesting than stuff that'll be publicly made available later anyways (though RE2 had more development talks and videos than usual, so maybe RE3 will follow suite?). Like the stuff i'm saying is stuff I've known for a while, if I was okay with leaking it then (which I wasn't for various reasons) I could've said what I just said right now a year ago as I knew it then as well. The recent decisions from the publishing side of Capcom chooses, like when trailers drop or when the game releases, is beyond me.
Like half a year after the RE2 video. RE3 was greenlit and started development a few months after RE7 came out in 2017, but it was in the talks and planning during 2016 while RE7 was still being worked on. RE3's original director (who's currently a freelancer) was invited to direct the project but ended up declining, but I'm aware people at Capcom and him met multiple times and the direction for the RE3 Remake was talked about before it was greenlit, they only greenlit it when they had picked a direction to go with it and it was ready to start development. The title was conceived partially because RE2 REmake was happening, and that would leave RE3 as the only mainline RE game without an easily portable version for future-proofing (while they don't do much with it, Code Veronica does have an MT Frameworks version), plus developing both around the same frame of time had more benefits than if they chose to remake RE3 down the line. Many exaggerate how much of RE2 is in RE3, but if they're going to reimagine Raccoon City doing both around the same time helps.
If anyone's a bit curious about what RE3 tomorrow will look like, something I'll mention is that the talks about direction did decide on a more in-depth Raccoon City. And you will be seeing a few concoctions and mixtures of elements at play here. REmake 2 didn't pull much from RE1.5 (though it did reference some concept art for RE2), but REmake 3 pulls more from both of it's original concepts that weren't made, and even elements that were present in Umbrella Chronicles (and in extension due to this, some things from Outbreak). I don't know what bits the trailer shows tomorrow, but I will say right now the RE3 REmake is more experimental than RE2's and they're taking more of the whole of what RE3 worked with over the years, partially at the choice of the original director. Kamiya never really liked 1.5 and wanted the new team to do their own thing, and Aoyama originally wanted RE3 to be a different more open game but thinks in the process of remaking they should both build off what people loved and expand. And the teams kinda' followed that while also doing their own takes on things of course.
So kinda' get ready for that.
Like half a year after the RE2 video. RE3 was greenlit and started development a few months after RE7 came out in 2017, but it was in the talks and planning during 2016 while RE7 was still being worked on. RE3's original director (who's currently a freelancer) was invited to direct the project but ended up declining, but I'm aware people at Capcom and him met multiple times and the direction for the RE3 Remake was talked about before it was greenlit, they only greenlit it when they had picked a direction to go with it and it was ready to start development. The title was conceived partially because RE2 REmake was happening, and that would leave RE3 as the only mainline RE game without an easily portable version for future-proofing (while they don't do much with it, Code Veronica does have an MT Frameworks version), plus developing both around the same frame of time had more benefits than if they chose to remake RE3 down the line. Many exaggerate how much of RE2 is in RE3, but if they're going to reimagine Raccoon City doing both around the same time helps.
If anyone's a bit curious about what RE3 tomorrow will look like, something I'll mention is that the talks about direction did decide on a more in-depth Raccoon City. And you will be seeing a few concoctions and mixtures of elements at play here. REmake 2 didn't pull much from RE1.5 (though it did reference some concept art for RE2), but REmake 3 pulls more from both of it's original concepts that weren't made, and even elements that were present in Umbrella Chronicles (and in extension due to this, some things from Outbreak). I don't know what bits the trailer shows tomorrow, but I will say right now the RE3 REmake is more experimental than RE2's and they're taking more of the whole of what RE3 worked with over the years, partially at the choice of the original director. Kamiya never really liked 1.5 and wanted the new team to do their own thing, and Aoyama originally wanted RE3 to be a different more open game but thinks in the process of remaking they should both build off what people loved and expand. And the teams kinda' followed that while also doing their own takes on things of course.
So kinda' get ready for that.
I'm curious about this and not sure if you can answer, but does this mean the original releases would be difficult to port? Is that the reason there hasn't been a classic trilogy release when Capcom otherwise seems very on board with that for other past releases? Does this also mean that one would be unlikely? I'd have thought that'd be relatively easy and cheap to do but I know exactly nothing about game development loland that would leave RE3 as the only mainline RE game without an easily portable version (while they don't do much with it, Code Veronica does have an MT Frameworks version)
It'd be a little disappointing since I don't feel like these remakes obsolete the originals and I assume I'm far from alone in that? But at least emulation is really easy these days.
That's really interesting. I appreciate you sharing.Like half a year after the RE2 video. RE3 was greenlit and started development a few months after RE7 came out in 2017, but it was in the talks and planning during 2016 while RE7 was still being worked on. RE3's original director (who's currently a freelancer) was invited to direct the project but ended up declining, but I'm aware people at Capcom and him met multiple times and the direction for the RE3 Remake was talked about before it was greenlit, they only greenlit it when they had picked a direction to go with it and it was ready to start development. The title was conceived partially because RE2 REmake was happening, and that would leave RE3 as the only mainline RE game without an easily portable version for future-proofing (while they don't do much with it, Code Veronica does have an MT Frameworks version), plus developing both around the same frame of time had more benefits than if they chose to remake RE3 down the line. Many exaggerate how much of RE2 is in RE3, but if they're going to reimagine Raccoon City doing both around the same time helps.
If anyone's a bit curious about what RE3 tomorrow will look like, something I'll mention is that the talks about direction did decide on a more in-depth Raccoon City. And you will be seeing a few concoctions and mixtures of elements at play here. REmake 2 didn't pull much from RE1.5 (though it did reference some concept art for RE2), but REmake 3 pulls more from both of it's original concepts that weren't made, and even elements that were present in Umbrella Chronicles (and in extension due to this, some things from Outbreak). I don't know what bits the trailer shows tomorrow, but I will say right now the RE3 REmake is more experimental than RE2's and they're taking more of the whole of what RE3 worked with over the years, partially at the choice of the original director. Kamiya never really liked 1.5 and wanted the new team to do their own thing, and Aoyama originally wanted RE3 to be a different more open game but thinks in the process of remaking they should both build off what people loved and expand. And the teams kinda' followed that while also doing their own takes on things of course.
So kinda' get ready for that.
Didn't Capcom say that RE2 remake replaced RE2 as canon?I think the general consensus is that they are different timelines, so the original games all the way through 7 are on one timeline but the developers stated that they view Resident Evil 2's remake as less of a formal remake and more of a re-imagining that places it in its own universe. Not to dive too deep down that rabbit hole
Bro, RE is more action based Horror not something that gives you an unsettling feeling like SH does. I am done after this post.
Jill certainly doesn't sound as bad as she did in RE1 at least. Although, it does help that the script isn't nearly as trash as that game.I replayed the game yesterday.
Dear lord, Catherine Disher's delivery is bad.
Thanks for sharing! Always like reading your insight.Like half a year after the RE2 video. RE3 was greenlit and started development a few months after RE7 came out in 2017, but it was in the talks and planning during 2016 while RE7 was still being worked on. RE3's original director (who's currently a freelancer) was invited to direct the project but ended up declining, but I'm aware people at Capcom and him met multiple times and the direction for the RE3 Remake was talked about before it was greenlit, they only greenlit it when they had picked a direction to go with it and it was ready to start development. The title was conceived partially because RE2 REmake was happening, and that would leave RE3 as the only mainline RE game without an easily portable version for future-proofing (while they don't do much with it, Code Veronica does have an MT Frameworks version), plus developing both around the same frame of time had more benefits than if they chose to remake RE3 down the line. Many exaggerate how much of RE2 is in RE3, but if they're going to reimagine Raccoon City doing both around the same time helps.
If anyone's a bit curious about what RE3 tomorrow will look like, something I'll mention is that the talks about direction did decide on a more in-depth Raccoon City. And you will be seeing a few concoctions and mixtures of elements at play here. REmake 2 didn't pull much from RE1.5 (though it did reference some concept art for RE2), but REmake 3 pulls more from both of it's original concepts that weren't made, and even elements that were present in Umbrella Chronicles (and in extension due to this, some things from Outbreak). I don't know what bits the trailer shows tomorrow, but I will say right now the RE3 REmake is more experimental than RE2's and they're taking more of the whole of what RE3 worked with over the years, partially at the choice of the original director. Kamiya never really liked 1.5 and wanted the new team to do their own thing, and Aoyama originally wanted RE3 to be a different more open game but thinks in the process of remaking they should both build off what people loved and expand. And the teams kinda' followed that while also doing their own takes on things of course.
So kinda' get ready for that.
Jill certainly doesn't sound as bad as she did in RE1 at least. Although, it does help that the script isn't nearly as trash as that game.
Barry: "Jill, you're here too!?"
Jill: "Barry, you're here too!?"
Jill: "Barry, you're so optimistic." (insert ohyou.jpg here)
The best VA from that period was definitely Claire's, though. There's a reason she came back for Code Veronica.
Believe, friend!Thanks for the info Dusk Golem. I'm both incredibly nervous and incredibly excited for tomorrow. Expanding on the city parts of the game is exactly what I want and it going for that is incredibly exciting, but the experimental side of it does leave me nervous. Not long now.
Like half a year after the RE2 video. RE3 was greenlit and started development a few months after RE7 came out in 2017, but it was in the talks and planning during 2016 while RE7 was still being worked on. RE3's original director (who's currently a freelancer) was invited to direct the project but ended up declining, but I'm aware people at Capcom and him met multiple times and the direction for the RE3 Remake was talked about before it was greenlit, they only greenlit it when they had picked a direction to go with it and it was ready to start development. The title was conceived partially because RE2 REmake was happening, and that would leave RE3 as the only mainline RE game without an easily portable version for future-proofing (while they don't do much with it, Code Veronica does have an MT Frameworks version), plus developing both around the same frame of time had more benefits than if they chose to remake RE3 down the line. Many exaggerate how much of RE2 is in RE3, but if they're going to reimagine Raccoon City doing both around the same time helps.
If anyone's a bit curious about what RE3 tomorrow will look like, something I'll mention is that the talks about direction did decide on a more in-depth Raccoon City. And you will be seeing a few concoctions and mixtures of elements at play here. REmake 2 didn't pull much from RE1.5 (though it did reference some concept art for RE2), but REmake 3 pulls more from both of it's original concepts that weren't made, and even elements that were present in Umbrella Chronicles (and in extension due to this, some things from Outbreak). I don't know what bits the trailer shows tomorrow, but I will say right now the RE3 REmake is more experimental than RE2's and they're taking more of the whole of what RE3 worked with over the years, partially at the choice of the original director. Kamiya never really liked 1.5 and wanted the new team to do their own thing, and Aoyama originally wanted RE3 to be a different more open game but thinks in the process of remaking they should both build off what people loved and expand. And the teams kinda' followed that while also doing their own takes on things of course.
So kinda' get ready for that.
Like half a year after the RE2 video. RE3 was greenlit and started development a few months after RE7 came out in 2017, but it was in the talks and planning during 2016 while RE7 was still being worked on. RE3's original director (who's currently a freelancer) was invited to direct the project but ended up declining, but I'm aware people at Capcom and him met multiple times and the direction for the RE3 Remake was talked about before it was greenlit, they only greenlit it when they had picked a direction to go with it and it was ready to start development. The title was conceived partially because RE2 REmake was happening, and that would leave RE3 as the only mainline RE game without an easily portable version for future-proofing (while they don't do much with it, Code Veronica does have an MT Frameworks version), plus developing both around the same frame of time had more benefits than if they chose to remake RE3 down the line. Many exaggerate how much of RE2 is in RE3, but if they're going to reimagine Raccoon City doing both around the same time helps.
If anyone's a bit curious about what RE3 tomorrow will look like, something I'll mention is that the talks about direction did decide on a more in-depth Raccoon City. And you will be seeing a few concoctions and mixtures of elements at play here. REmake 2 didn't pull much from RE1.5 (though it did reference some concept art for RE2), but REmake 3 pulls more from both of it's original concepts that weren't made, and even elements that were present in Umbrella Chronicles (and in extension due to this, some things from Outbreak). I don't know what bits the trailer shows tomorrow, but I will say right now the RE3 REmake is more experimental than RE2's and they're taking more of the whole of what RE3 worked with over the years, partially at the choice of the original director. Kamiya never really liked 1.5 and wanted the new team to do their own thing, and Aoyama originally wanted RE3 to be a different more open game but thinks in the process of remaking they should both build off what people loved and expand. And the teams kinda' followed that while also doing their own takes on things of course.
So kinda' get ready for that.
Return of Capgod.
Has there been any word if this uses the same camera angle from REmake 2?
Literally all we have is two pictures of this game, I don't see why it wouldn't tho.Has there been any word if this uses the same camera angle from REmake 2?
Like half a year after the RE2 video. RE3 was greenlit and started development a few months after RE7 came out in 2017, but it was in the talks and planning during 2016 while RE7 was still being worked on. RE3's original director (who's currently a freelancer) was invited to direct the project but ended up declining, but I'm aware people at Capcom and him met multiple times and the direction for the RE3 Remake was talked about before it was greenlit, they only greenlit it when they had picked a direction to go with it and it was ready to start development. The title was conceived partially because RE2 REmake was happening, and that would leave RE3 as the only mainline RE game without an easily portable version for future-proofing (while they don't do much with it, Code Veronica does have an MT Frameworks version), plus developing both around the same frame of time had more benefits than if they chose to remake RE3 down the line. Many exaggerate how much of RE2 is in RE3, but if they're going to reimagine Raccoon City doing both around the same time helps.
If anyone's a bit curious about what RE3 tomorrow will look like, something I'll mention is that the talks about direction did decide on a more in-depth Raccoon City. And you will be seeing a few concoctions and mixtures of elements at play here. REmake 2 didn't pull much from RE1.5 (though it did reference some concept art for RE2), but REmake 3 pulls more from both of it's original concepts that weren't made, and even elements that were present in Umbrella Chronicles (and in extension due to this, some things from Outbreak). I don't know what bits the trailer shows tomorrow, but I will say right now the RE3 REmake is more experimental than RE2's and they're taking more of the whole of what RE3 worked with over the years, partially at the choice of the original director. Kamiya never really liked 1.5 and wanted the new team to do their own thing, and Aoyama originally wanted RE3 to be a different more open game but thinks in the process of remaking they should both build off what people loved and expand. And the teams kinda' followed that while also doing their own takes on things of course.
So kinda' get ready for that.
I'm also curious as to what they could pull from Umbrella Chronicles, it has been a while since I played it but nothing was particularly striking about it.
As I mentioned in the first question, one of the initial ideas was to block doors and windows to avoid the zombie invasion. Among these concepts, there was an amoeba-style enemy that would be able to break these barriers, invading the mansions though the holes. That was the initial concept for Nemesis. Since it would be a spin-off game, we needed a new theme for horror – but from this concept a new type of horror was born, following you everywhere. Since the amoeba concept would look like many enemies attacking you instead of one, we changed his visual to a single character and a very eye-catching one. That is how the actual design of Nemesis was born.