SIMPLE IDEAS TO FIX RESIDENT EVIL 3'S LENGTH & PACING
Apr 18, 2020 14:07:11 GMT 10
GabrielGeog likes this
Post by SlaverStudios on Apr 18, 2020 14:07:11 GMT 10
I've been thinking about the areas in the game that I feel are totally wasted on scripted sequences, but I think I may have cracked how to fix some of it
with just some placement of ammo and NPCS. If that's possible, you could really add life and length to the early (best) portions of Resident Evil 3 Remake
and give it a more classic feel in the pacing department...
1. Add more zombies in every difficulty to the downtown earlier sections - the game gives
you absurd amounts ammo and the earlier (best) portions of RE3 can be extended in length
with more influenced fighting instead of dodging zombies.
2. Add 30 bullets of ammunition near when Jill first gets the Glock from the dead police
officer during the intro sequence. After that, alter the ammo within Dario's shop to
another 15 rounds instead of what I believe is default at 7.
Then add 2 additional zombies near the school bus, then another 2 just outside when you
leave Dario's shop (with the dogs jumping at the fence). And finally, add two additional
zombies in front of the elevator to the parking garage roof. This will turn the entire epic
intro into a gameplay sequence like classic RE2 instead of a boring running simulator
thing. (this one is a major one)
3. Add several zombies all over the area just before the clocktower courtyard boss fight
where you can collect items and a pamphlet about the clocktower.
4. Nemesis has more HP in every difficulty, especially hardcore where a single grenade ends
him. (also possibly make him stay down for twice as long when defeated)
5. Possibly add the reward case that Capcom forgot to give Nemesis if you down him when he
first comes down with the Rocket Launcher. A good drop would be 7x Magnum ammo.
6. Possibly edit the game to have Jill FACING Nemesis when you regain control from the same first rocket launcher
cutscene to encourage fighting him with him signature weapon (this way we get to fights with him and two cases in a short time
span instead of just one).
7. If possible (though unlikely), make the part where Nemesis stands atop the car pile shooting rockets at you into a
timed sequence instead of a triggered one by location. This way it's turned into a trick boss fight (interestingly much like the final one)
where you have to dodge his rockets and wait for a window to attack or dodge again. It could be triggered by downing him or surviving
for ONE MINUTE. That would be be REALLY rewarding as compared to the current state of that sequence.
(This one is probably not possible gonna just say that)
8. Now this one I'm pretty positive is not gonna be possible but it might be the ONLY chance to get Jill to go to the RPD since the map isn't loaded at all in any of her locations.
This is the only one I have no real idea how or what method it could be done, this why I'm fairly sure it's not doable. But if it were somehow possible to have Jill trigger a map load
to the Carlos RPD sequence when she walks down to the RPD garage, you could load Jill's character (hopefully with no inventory loading issues) and remove Tyrell's NPC and Brad
from the courtyard and unlock some of the front door. You could have less zombies for her sequence to save the continuity of Carlos' cutscenes.
It would be really cool if when Jill first walks into courtyard Nemesis was on fire from your last fight and you somehow replayed the zombie infecting parasite cutscene and placed Brad
in his hand instead of a random zombie. This way after you take him out and get the stars card, JILL can open all those item boxes so when Carlos comes around later, they're closed.
This almost seems like it was going to be how it was if they just opened open the garage and RPD to Jill. You would also have to play the radio transmission to Carlos where she says
the monster is still alive once she enters the RPD, regardless of whether or not she fights him or gets the card. Now if you could have a giant bang noise occur while Nemesis ran down
from the third floor (once you hit the second floor of the RPD), you could explain the hole in the 3rd floor. Whether or not you could show it, that would still be cool. Jill's sequence here
would also end once she leaves the STARS office just to make it easy to do -- if it is at all possible. Once over, she would respawn facing the street just outside the garage where she entered.
How sick would that be?
with just some placement of ammo and NPCS. If that's possible, you could really add life and length to the early (best) portions of Resident Evil 3 Remake
and give it a more classic feel in the pacing department...
1. Add more zombies in every difficulty to the downtown earlier sections - the game gives
you absurd amounts ammo and the earlier (best) portions of RE3 can be extended in length
with more influenced fighting instead of dodging zombies.
2. Add 30 bullets of ammunition near when Jill first gets the Glock from the dead police
officer during the intro sequence. After that, alter the ammo within Dario's shop to
another 15 rounds instead of what I believe is default at 7.
Then add 2 additional zombies near the school bus, then another 2 just outside when you
leave Dario's shop (with the dogs jumping at the fence). And finally, add two additional
zombies in front of the elevator to the parking garage roof. This will turn the entire epic
intro into a gameplay sequence like classic RE2 instead of a boring running simulator
thing. (this one is a major one)
3. Add several zombies all over the area just before the clocktower courtyard boss fight
where you can collect items and a pamphlet about the clocktower.
4. Nemesis has more HP in every difficulty, especially hardcore where a single grenade ends
him. (also possibly make him stay down for twice as long when defeated)
5. Possibly add the reward case that Capcom forgot to give Nemesis if you down him when he
first comes down with the Rocket Launcher. A good drop would be 7x Magnum ammo.
6. Possibly edit the game to have Jill FACING Nemesis when you regain control from the same first rocket launcher
cutscene to encourage fighting him with him signature weapon (this way we get to fights with him and two cases in a short time
span instead of just one).
7. If possible (though unlikely), make the part where Nemesis stands atop the car pile shooting rockets at you into a
timed sequence instead of a triggered one by location. This way it's turned into a trick boss fight (interestingly much like the final one)
where you have to dodge his rockets and wait for a window to attack or dodge again. It could be triggered by downing him or surviving
for ONE MINUTE. That would be be REALLY rewarding as compared to the current state of that sequence.
(This one is probably not possible gonna just say that)
8. Now this one I'm pretty positive is not gonna be possible but it might be the ONLY chance to get Jill to go to the RPD since the map isn't loaded at all in any of her locations.
This is the only one I have no real idea how or what method it could be done, this why I'm fairly sure it's not doable. But if it were somehow possible to have Jill trigger a map load
to the Carlos RPD sequence when she walks down to the RPD garage, you could load Jill's character (hopefully with no inventory loading issues) and remove Tyrell's NPC and Brad
from the courtyard and unlock some of the front door. You could have less zombies for her sequence to save the continuity of Carlos' cutscenes.
It would be really cool if when Jill first walks into courtyard Nemesis was on fire from your last fight and you somehow replayed the zombie infecting parasite cutscene and placed Brad
in his hand instead of a random zombie. This way after you take him out and get the stars card, JILL can open all those item boxes so when Carlos comes around later, they're closed.
This almost seems like it was going to be how it was if they just opened open the garage and RPD to Jill. You would also have to play the radio transmission to Carlos where she says
the monster is still alive once she enters the RPD, regardless of whether or not she fights him or gets the card. Now if you could have a giant bang noise occur while Nemesis ran down
from the third floor (once you hit the second floor of the RPD), you could explain the hole in the 3rd floor. Whether or not you could show it, that would still be cool. Jill's sequence here
would also end once she leaves the STARS office just to make it easy to do -- if it is at all possible. Once over, she would respawn facing the street just outside the garage where she entered.
How sick would that be?