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Resident Evil 3 runs very well on PC with very few performance issues and no noticeable bugs. In comparison, every item, weapon and collectible was unlockable throughout Resident Evil 2’s campaigns. Resident Evil 3 expects the player to farm for dozens of hours just to play around with some of its new content, which cheapens the experience. I would’ve loved to play around with the RAI-DEN (whatever that is) and Rocket Launcher, but unfortunately, I can't access them unless I farm quite heavily. The only novel addition that’s unlockable within the campaign is the Assault Rifle, so it's frustrating that the remaining arsenal is locked behind this mechanic. The primary issue with this system is that Resident Evil 3 offers few new weapon types to begin with. You have to go through “Bonuses” in the main menu to get to it. In fact, I wasn’t even aware this store existed until after I beat the campaign as it's inaccessible from within the game itself. This mechanic likely exists as a way to incentivize multiple playthroughs, but it feels forced. After beating the game in its entirety, I only managed to rack up 8,060 points.įor context, the most expensive weapon is the Infinite Rocket Launcher, which will cost you 62,400 points.
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This is gained by completing challenges throughout the story, but you won’t earn much for them. Within Resident Evil 3’s main menu is a store where the player can purchase weapons, items and pouches using the in-game currency.
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While a few fun puzzles are present, like determining how to path a train to get to its destination, most of them are pretty unremarkable. Worst of all, Resident Evil 3’s puzzles are so bogged down by fetch-quests, which ask players to do things like turn on four generators, acquire three fuses or search for two vials. There are numerous boxes and lockers that can be found throughout the game, but a large majority of them can be opened with a basic lockpick, which detracts from the exciting nature of finding something mysterious and figuring out how to open it. Where Resident Evil 2 had you searching for safe combinations, locker codes, and special items to combine together in order to find ways to access new rooms, Resident Evil 3 streamlines its campaign so much that the compelling nature of its secrets is lost. Since Resident Evil 3 doesn’t have this, you'd expect its campaign to be longer. Resident Evil 2 excused its short playtime with its A/B structure, which meant players unlocked a second campaign after finishing their first one. Rather than choosing between Jill and Carlos, you jump between both characters throughout the narrative. Unlike its predecessor, Resident Evil 3 has a single campaign. However, I can’t deny that the first time I saw Nemesis sprint up some stairs, I had a panic attack. Nemesis is still a thrilling opponent who provides you with an intense obstacle to overcome, but he has a less interesting presence than the Tyrant. He’s more akin to a spectre that roams the tight corridors of the police station rather than a monster with an arsenal of devastating weaponry. The Tyrant reacts to sound, has actual roaming patterns, and makes players panic due to the loud thumping of his boots. However, Nemesis isn't as scary as the Tyrant because his encounters are scripted. He’ll also prevent you from running away by grabbing your leg with his tentacle, and even when you’ve managed to escape him, he’ll jump right in front of you. While Tyrant has discernible movement patterns, Nemesis will fall from the sky, sprint towards the player and punch them in the face at any time. X) was a tough obstacle, but Nemesis is on another level. Resident Evil 2’s Tyrant (otherwise known as Mr. Even after beating the game, I had a ridiculous amount of extra ammunition in my storage.
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Rather than patrolling narrow hallways and stingily saving ammo, Resident Evil 3 encourages players to spray and pray.
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Changes like these contribute significantly to the game’s shift from horror to action, with areas now more open and enemies harder to kill. This is in stark contrast with Resident Evil 2, where boss fights were more focused on having enough healing items to survive unavoidable attacks. That said, I always had spare weapon rounds as the game is incredibly generous when dropping ammo. Unlike in Resident Evil 2, players have an indestructible knife they can fall back on when they run out of ammo. This makes boss fights and other combat scenarios more skill-based, as players are expected to quickly evade incoming attacks and carefully consider when to reload, fire and dodge.