Post by SlaverStudios on Apr 23, 2020 3:19:48 GMT 10
So I've had this theory going for a little while now. I always noticed that the part that was "cut" from RE3 where you meet brad, fight through the city, then go to the RPD -- isn't actually cut.
Firstly, the scenes with UPTOWN, Dario, Brad, the Bar, and RPD are actually all there. The difference is, RPD was cut and the area was transformed into a 'run through' intro and the final later areas leading up to RPD were repurposed. I realized this because this exact same thing was done in RE2's campaign with both A and B scenarios starting essentially already at the police station (the later literally having you begin within the Station's walls). If you realize however, the Claire campaign has the exact intro streets area leading to the orphanage. Rather than having the truck crash happen where the orphanage is, they decided to move shit around and give that location to the claire campaign. This also explains why Kendo had to moved till later since he was no longer in route to the RPD.
I believe this location was moved from the east side of the map where the player currently starts to the west side so that the streets line up with the garage exit. Also, you can tell the place under the RPD that leads to the sewers actually is also how you originally enter said sewers. Why would Birkin be down there if the G infection was in other sewers miles away so severely and so tame when you first encounter him? How does he pop up in an orphanage several blocks away much later? How does the orphanage somehow lead to the sewers and facilities and shit? It's all very suspect for "forced" redesign. Keep in mind this is why the do voice calls last, so they can fuck up the game as much as possible before they package it that way (smh).
So where does that leave us with RE3? Same story but much more heartbreaking. Something that may come to people's surprise, is that those streets once you leave Dario's shop didn't have only one path leading to the parking garage. One way or another (I haven't figured it out yet) the parking garage roof was the longer term objective to get rescued. It had a fence that needed your lockpick. To the right of the fence blocking the current path we have now (converted into cheap and fast crawl section) there is another path leading BACK to the main UPTOWN street we came from. Where does this lead? Where the truck crash happens in the beginning of current RE2 Remastered -- obviously earlier.
If you notice, that's the spot Carlos rescues Jill later, the only difference being that the building under construction that was on fire for most of RE3 is eventually burnt to ashes and gone from sight in RE2. Eventually, you would take the same path as they shoehorned into RE2's intro (I believe originally the current A scenario mini-street run to RPD for RE2 was for Claire only). I also believe Leon took the Kendo path to the side door as we see them entering in B scenario. This is also why Leon's clothes are in this spot and seemingly missing from his A scenario (and why the dog cages are broken open in basement of RPD out of order if you play Leon first).
So what happens when Jill reaches the RPD? Brad cutscene with Marvin. Jill can kill Brad here, for his police ID but she has low ammo so it's a test of dodge skill mostly and knife play (a fun early game challenge like in RE2). Once inside the RPD, you pretty much Carry out Carlos' little missions here except they make way more sense and mimick classic RE3 as you're trying to retrieve your lockpick. There's a reason Carlos needs to get to the STARS office even though Bard isn't even fucking there and they should know that, it's cause they didn't know how to end the remixed sequence. Why would Bard, the doctor, be there? The doctor is at the hospital and not the police station? Secret info for sure. Yeah bullshit, they shoe horned Carlos into RPD 100%.
What actually happened is this:
You enter RPD and do your shit and realize you need a KEY for the STARS door. Its on the third floor if you didn't already get it (yeah that key for the armory that Carlos gets looks awfully familiar doesn't it?). So after getting your LOCKPICK, you leave through the hole in the wall you just blew up doing the same C4 puzzle and as you reach the staircase, you hear an explosion above you. GODS BE GOOD, it's the unexplained hole in the 3rd floor wall. You don't actually see it, but Nemesis still wearing his mask with one eye exposed comes tumbling down the stairs. You can probably down him here for the first case, but he stops chasing you regardless once you reach a certain point. Once outside, WE GET THE PARASITE CUTSCENE with the zombie, except the zombie this time is Brad.
After this awesome cut sequence (there's probably a generator to help the fight), you can leave and head back to the gate and use your lockpick. Then the rest of the scene plays out like normal and Carlos saves you after Nemesis destroys your escape helicopter. THEN the DOWNTOWN sequences actually begin and the rest of the game is virtually the same, albeit more open and less barricaded. That's pretty much it. Besides certain little things like Nemesis showing up as early as he did in the demo (and Nemesis mounted on the cars with the rocket launcher was a timed boss fight where you could dodge or down him to end the sequence), not much else was changed.
You can clearly see RPD in the background.
Firstly, the scenes with UPTOWN, Dario, Brad, the Bar, and RPD are actually all there. The difference is, RPD was cut and the area was transformed into a 'run through' intro and the final later areas leading up to RPD were repurposed. I realized this because this exact same thing was done in RE2's campaign with both A and B scenarios starting essentially already at the police station (the later literally having you begin within the Station's walls). If you realize however, the Claire campaign has the exact intro streets area leading to the orphanage. Rather than having the truck crash happen where the orphanage is, they decided to move shit around and give that location to the claire campaign. This also explains why Kendo had to moved till later since he was no longer in route to the RPD.
I believe this location was moved from the east side of the map where the player currently starts to the west side so that the streets line up with the garage exit. Also, you can tell the place under the RPD that leads to the sewers actually is also how you originally enter said sewers. Why would Birkin be down there if the G infection was in other sewers miles away so severely and so tame when you first encounter him? How does he pop up in an orphanage several blocks away much later? How does the orphanage somehow lead to the sewers and facilities and shit? It's all very suspect for "forced" redesign. Keep in mind this is why the do voice calls last, so they can fuck up the game as much as possible before they package it that way (smh).
So where does that leave us with RE3? Same story but much more heartbreaking. Something that may come to people's surprise, is that those streets once you leave Dario's shop didn't have only one path leading to the parking garage. One way or another (I haven't figured it out yet) the parking garage roof was the longer term objective to get rescued. It had a fence that needed your lockpick. To the right of the fence blocking the current path we have now (converted into cheap and fast crawl section) there is another path leading BACK to the main UPTOWN street we came from. Where does this lead? Where the truck crash happens in the beginning of current RE2 Remastered -- obviously earlier.
If you notice, that's the spot Carlos rescues Jill later, the only difference being that the building under construction that was on fire for most of RE3 is eventually burnt to ashes and gone from sight in RE2. Eventually, you would take the same path as they shoehorned into RE2's intro (I believe originally the current A scenario mini-street run to RPD for RE2 was for Claire only). I also believe Leon took the Kendo path to the side door as we see them entering in B scenario. This is also why Leon's clothes are in this spot and seemingly missing from his A scenario (and why the dog cages are broken open in basement of RPD out of order if you play Leon first).
So what happens when Jill reaches the RPD? Brad cutscene with Marvin. Jill can kill Brad here, for his police ID but she has low ammo so it's a test of dodge skill mostly and knife play (a fun early game challenge like in RE2). Once inside the RPD, you pretty much Carry out Carlos' little missions here except they make way more sense and mimick classic RE3 as you're trying to retrieve your lockpick. There's a reason Carlos needs to get to the STARS office even though Bard isn't even fucking there and they should know that, it's cause they didn't know how to end the remixed sequence. Why would Bard, the doctor, be there? The doctor is at the hospital and not the police station? Secret info for sure. Yeah bullshit, they shoe horned Carlos into RPD 100%.
What actually happened is this:
You enter RPD and do your shit and realize you need a KEY for the STARS door. Its on the third floor if you didn't already get it (yeah that key for the armory that Carlos gets looks awfully familiar doesn't it?). So after getting your LOCKPICK, you leave through the hole in the wall you just blew up doing the same C4 puzzle and as you reach the staircase, you hear an explosion above you. GODS BE GOOD, it's the unexplained hole in the 3rd floor wall. You don't actually see it, but Nemesis still wearing his mask with one eye exposed comes tumbling down the stairs. You can probably down him here for the first case, but he stops chasing you regardless once you reach a certain point. Once outside, WE GET THE PARASITE CUTSCENE with the zombie, except the zombie this time is Brad.
After this awesome cut sequence (there's probably a generator to help the fight), you can leave and head back to the gate and use your lockpick. Then the rest of the scene plays out like normal and Carlos saves you after Nemesis destroys your escape helicopter. THEN the DOWNTOWN sequences actually begin and the rest of the game is virtually the same, albeit more open and less barricaded. That's pretty much it. Besides certain little things like Nemesis showing up as early as he did in the demo (and Nemesis mounted on the cars with the rocket launcher was a timed boss fight where you could dodge or down him to end the sequence), not much else was changed.
You can clearly see RPD in the background.