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Been playing Resident evil since it was released... Please tell me what puzzle you had in RE3, that were even hard????
Music box? Unless you are deaf, that was hardly a puzzle.
The 3 gems and the 3 clocks? Quite easy again no need to even think
Making the vaccine??
Using a remote control to see a password??
The OG Re3 was LIGHT on puzzle...
All of you can try to act old school to kids but the truth is that RE3 was never a puzzle game or even a hard game to begin with.
The point isn't about difficulties of puzzles, and I never talked about the puzzle difficulty in my post. Puzzle might have been the wrong word, but "obstacles and the solutions to them" doesn't have the same ring to it. Resident Evil 3 was chock-a-block full of obstacles you had to bypass. This was on top of enemies you found scattered around the game, as well as management of your resources and health. I'll list the ones I remember, even if you've played the game anyway.
RE3:
- Warehouse, you need to search for the key to open the door and leave.
- Oil soaked rope around a gate, requires you to search and find a lighter, which is empty, and then fuel for it so you can burn the rope away.
- Lighter is found in the bar, which requires you to find and follow Brad.
- Lighter fuel is found in a basement area where you first find Brad.
- Door locked with a simple lock, requires you to search the RPD for your lockpick before you can open it and progress.
- Password protected evidence locker, requires you to locate your ID card (or pick up the one from Brad's corpse) to access the PC which contains the code.
- City Park Clock, requires you to find two gems in order to open it.
- Gem 1, found in the RPD. Backtracking if you missed it, not fun.
- Gem 2, found inside journalist building. Requires an extremely simple step ladder movement puzzle to push a button and open the building.
- Cable car, requires you to source three items before you can use it - items branch off into separate paths which also require individual obstacles to solve.
- Wrench, found inside the cable car. Hard to miss but an essential item that you need, also placed strategically to limit and guide progression in the right order.
- Wiring, found on a car in a parking lot, no real challenge here.
- Fuse part 1, found inside the power station. To enter the power station, you need a battery to power the lift.
- Battery, found inside the Statue of the Mayor. To open the statue, you need a book. Memory is spotty, I believe he's holding a compass.
- Book, found beyond electricity blocking your path. Compass required from the statue in order to disable the electric current.
- Fuse part 2, to acquire this you need to solve a simple power management puzzle.
- Bonus shutter with ammo behind it, need to backtrack to a starting area and use the crank to open this before breaking it in the next part. Optional, though.
- Oil mixture part 1, to find this you need a Crank to open the shutter, which breaks.
- Oil mixture part 2, to open the shutter with the broken crank you need to use a wrench.
- Oil mixture part 3, to acquire this you need to solve another simple puzzle involving lighting up a sequence of letters.
- Oil additive part 1, to reach the area this is found in you need to put out a fire with a hose.
- Hose, to acquire this you need to use the wrench to remove it from the wall.
- Oil additive part 2, to find out the password to the room it is in you have to use a remote to play a short cutscene which shows you the password name. You also need to read a file to have a clue what it might be.
- Memory is really hazy from here on out.
- Clock Tower key, you find behind a painting in a room you either start in or have to find.
- Chronos Key, you find a keychain or something somewhere, and combine them in your inventory.
- Somewhere in here is another puzzle involving placing different orbs of Amber, Crystal and Obsidian on plates to make clocks turn to the correct time as hinted on the plaques. Reward is either part of a gear or part of the key, I can't remember.
- Chronos Gear part 1, you find this behind a puzzle involving a music player, again mega simple and involves pitch variation to create a perfect tune. I can't remember if you have to find the music disc first.
- Chronos Gear part 2, you combine the two pieces of gear to make it and then use it on the clock tower machine.
- Clock Tower, minor note, a heavy bell Jill can't push has to be pushed by Carlos during his section. It serves as a functional progression gateway to the next part of the game.
- Hospital, you have to solve a minor puzzle pushing a table into the correct pressure plate in a room to reveal a safe.
- Hospital, you have to look at a dead doctors nametag or something to find the code for the safe. Inside the safe is the first part of the vaccine.
- Hospital, you have to find a voice recorder to bypass a lock to retrieve the second part of the vaccine.
- Park Key, you need your lockpick again to open the small office where this key is located.
- There's a gear puzzle somewhere that you need to solve to enter the sewers and move to the graveyard.
- There's a fireplace you need to burn down with your lighter from earlier, and then use a pipe to break the back wall off to reveal a secret room, which contains a key that opens the way to...somewhere. Memory is hazy.
- There's another door somewhere you need to search for a key off of a dead mercenary, somewhere. Can't remember why, but you need it for progression. I think.
- Memory is basically a void at this point, will try to summarise
- Dead Factory, you need to solve the infamous water sample puzzle so the factory opens up, providing a clean sample to lift quarantine.
- Dead Factory, you find a key somewhere which you can take back to the water sample puzzle room and get it stamped, which enables it to open either a doorway critical to progression or just so you can acquire the optional rocket launcher.
- Dead Factory, you need a keycard to gain access to the helipad where you can finally escape, it's found behind a mandatory timed boss fight.
That's everything I can remember. Memory is incredibly spotty so I probably missed some parts, but yeah. Puzzles / obstacles / whatever, a huge amount of things to do and stuff to figure out across the entire game. There's never a dull moment, and you're always thinking about what you need to do next, and there's a very huge emphasis on exploration.
REmake3 is rail roaded and there's really not that much thinking at all, it's more objectives than progression, and a lot of potential "progression" is made in cutscenes rather than by player choice.
REmake3:
- Bolt cutters, found two steps away from the only obstacle you need them for.
- Lockpicks, found ten steps away from the first lock you need them for, required again later on to open another final door.
- Hosepipe, wow some exploration needed but found lying in the open inside a building on the other side of the starting zone.
- Need to run a gauntlet to flip four switches as part of a task. Similar to the power room in RE1 with the chimeras, although this isn't a negative point.
- Puzzle in the train building, need to solve the route.
- Need to grab a key to open a gate, which is in the shop next door. It's the only place to go.
- Need to find a Battery Pack and use it on three doors. Found on one end of a linear tunnel and then used back at the start.
- Carlos needs to find a key to open an evidence room, so he can grab the battery needed to activate the C4 in another room upstairs. Probably about the most demanding obstacle in the game.
- Carlos needs to find a key in the hospital to open a door so he can grab a keycard from a locker. He uses this keycard to open a room which contains the tape for the voice recorder. The voice recorder is found in the same room as the voice lock. Another good example of the game doing an obstacle "right" with necessary exploring and a lack of linear pathways.
- Jill needs to find three fuses to power an elevator. Has to follow a fairly linear path and loop back around once done.
- Need to find a USB stick or a key to open the main part of the lab. It's just round the corner.
- Need to push a power source into a wall to open a door in the same room.
- Need to search and acquire two vaccine samples and then use them on a machine. Then solve a simple puzzle about balancing values.
And that's it, from what I can remember. There's still "stuff" to do, sure - most of the "good 'ol days" are found during Carlos sections, ironically. If REmake3 bothered to include half of the stuff that RE3 had it would have been a better, more fleshed out game by far, simply by merit of giving the player something to think about and do besides running from Point A to Point B.
Original CV will never change so get a grip man.
Lol, you think these kids care. Next month none of them will even remember they ever played this joke.
Capcom have delivered 3 really good remakes for RE1, 2 and 3, most fanbases don't even get 1 remake of their childhood faves, we've been blessed. So this one isn't as amazing as you remember the original, big deal, quit building your expectations to epic levels.
....
Most people who buy these games are typically over 30 if surveys mean anything.
Sega had nothing to do with C:V development. They had just volunteered to polish some technical aspects before release since the game was coming out as an exclusive to their console.
That being said, I do hope they remake it (it was better than 3 imo) and then move on to another series like Dino Crisis.
Yeah it's funny how most of the complaints come from people who haven't played the game.
Give it a month or so, most people will still be playing it and having a good time, while the detractors will be searching for a new title to whine about.
Probably a good reason why I enjoyed the Carlos sections a lot. You had an objective, and you know what you need to complete that objective, you just need to overcome the obstacles so you can reach the missing piece to complete the puzzle. There's even notes when exploring that reading will guide you there, so you can even know where it is located, before the next obstacle stops you.
Jill sections are primarily "Continue on" without really having a multiple layer obstacle.
Also, when you have limited inventory, having to carry puzzle pieces forces decision making. So even if it is "Take this to there", you now have to do that forgoing your safety net of equipment, and older RE's had you leaving a lot more routes populated and having to re-navigate them still in danger.
Bingo. If people wanted RE to stay classic survival horror then they should have supported Remake. Instead, RE4 over shadowed remake for a multitude of different reasons.
I actually enjoy RE3 Remake. Not as much as the original for game play reasons but in a post RE4 world the game isn't bad. In some aspects its better then RE2 Remake.
What are some examples for RE3 remake? Jill and Carlos have that charm and that constant communication that was missing from RE2 Remake between Claire and Leon or Main character/support character. The game focusing in the city. Different enemy types and a better antagonist in the form of Nikolai.