Resident Evil 3: 10 Best Items To Buy From The Shop (& How Much They Cost)

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Resident Evil 3: 10 Best Items To Buy From The Shop (& How Much They Cost)

After completing Capcom’s Resident Evil 3 Remake, a special shop opens filled with useful items for harder playthroughs. These are the best purchases.

The fun – or rather, nightmare – isn’t over after a single playthrough of the Resident Evil 3 remake. Once the credits roll, players unlock a shop from which they can buy special items using points accumulated by completing Records.

There is quite a selection of special items to choose from, and the following list will help sort out which ones are worth the hard-earned points based on how helpful they are in future playthroughs. Choosing the right things to buy is essential to making the harder difficulty modes more manageable for anybody who is not an absolute master at the survival horror game.

10 S.T.A.R.S. Gear – 2,000 Points

This one has no gameplay functionality, but any fan of the series would kill to play as Jill in her iconic outfit from the debut entry. It makes one wonder just what they could do if Capcom decided to do yet another remake of the first game.

Of course, this is unnecessary, because the 2002 reimagining for the GameCube is still an exceptional horror game that holds up well today. Fortunately, Jill wears whatever outfit is selected in all the cinematics.

9 Infinite MUP Handgun (8,000)

For anybody whose first playthrough was on either of the first two difficulty modes, the Infinite MUP Handgun will be helpful in tackling “Hardcore” mode. With unlimited pistol ammunition, Jill can make sure every zombie is dead and save up the more powerful ammunition for powerful monsters and boss fights.

Resource conservation is a vital aspect of the higher difficulty modes, but anybody who doesn’t want to deal with it has an alternative in the Infinite MUP Handgun.

8 Crafting Companion (4,800)

The Crafting Companion yields more ammunition from mixing gunpowder while equipped. This is especially helpful on higher difficulties where the gunpowder concoctions dole out less ammo than usual.

When mixed with the Infinite MUP Handgun, one will never have to worry about running out of Shotgun or Grenade Launcher Ammo. The player will also end up with more Lightning Hawk bullets by the end, which comes in handy during the penultimate boss encounter.

7 Recovery Coin (4,000)

When equipped, the Recovery Coin slowly heals Jill. While in the caution state, the recovery is relatively quick; however, when in danger, it takes a notable amount of time. Fortunately, one can buy two and equip them simultaneously for even quicker healing.

One of the Records tasks the player with beating the game using only one recovery item, making the Recovery Coin particularly vital. The one healing item in question is for a story event. A Drain Deimo infects Jill with a Parasite and she must use a Green Herb to flush it out.

6 Iron Defense Coin (4,000)

The Iron Defense Coin acts just like its name sounds, ramping up Jill’s defensive capabilities. When paired with the two healing coins, most enemies are far less threatening.

Even on the higher difficulties, Jill can take quite a beating from the zombies and the two types of Hunters before a game over. It is almost essential for getting an S rank on the highest difficulty, where autosaves are disabled and one can only use a Typewriter five times.

5 Assault Coin (4,000)

Attacks become more powerful with the Assault Coin. On “Hardcore” mode and above some of the enemies have an absurd amount of health, so having at least one of these evens the odds.

Bosses especially tend to drain most of Jill’s ammunition, but the Assault Coin gives every bullet an extra punch, saving on ammunition.

4 RAI-DEN (12,000)

This energy weapon is more stylish than practical. When on Jill’s back, electricity can be seen coursing through the transparent part of its body. The gun is pretty much a one-hit kill when targeting an enemy’s weak point.

Unfortunately, it is completely useless against other parts of the body. Only accurate players will find a lot of use for the Rai-Den, but it is a neat weapon and not too expensive compared to some of the other special firearms.

3 S.T.A.R.S. Field Combat Manual

Dodging is essential to surviving Raccoon City’s zombie-infested streets. The timing is tight, but buying and equipping the S.T.A.R.S. Field Combat Manual makes the mechanic more forgiving.

This is essential for playthroughs on “Inferno” mode, where even with all the defensive items some enemies can still swiftly take Jill out. The last boss, in particular, has an instant kill move, so dodging is the only defense.

2 Hip Pouch (4,800)

Buying the Hip Pouches from the shop gives the player extra inventory space without having to find them in the world. With all the aforementioned special items, one will also need to buy all the available Hip Pouches to equip them at the beginning of the game.

They help save time during speed runs and make a no item box run less stressful.

1 Infinite Rocket Launcher (62,400)

While ludicrously expensive, the Infinite Rocket Launcher is worth the investment. It takes out every normal enemy with one hit and makes quick work of most bosses, even on the highest difficulty. For an easy path towards saving up enough points, farm kills for the Records that require a certain body count with each gun.

Players can repeatedly save and reload certain areas without losing the kills because the count is saved to the profile and not the individual save slot. With the Infinite Rocket Launcher, all other guns are insignificant and the harder difficulties are a piece of cake.


Resident evil 3 game quotes

* Shipping charged after campaign ends (see Shipping section for full details).


  • Resident Evil™ 3: The Board Game
  • Exclusive S.T.A.R.S. Jill Valentine
  • Kickstarter Edition Box Art
  • All Unlocked Stretch Goals


Pledge £170 or more About US$ 214


*Shipping charged after campaign ends (see Shipping section for full details).


  • Resident Evil™ 3: The Board Game
  • Kickstarter Edition Box Art
  • Exclusive S.T.A.R.S. Jill Valentine
  • City of Ruin Expansion
  • Monster Box
  • Extra Dice
  • Retro Pack
  • Raccoon City Kickstarter Tiles
  • Terrain Pack
  • All Unlocked Stretch Goals


Pledge £205 or more About US$ 258

S Rank All-In


  • Resident Evil™ 3: The Board Game
  • Kickstarter Edition Box Art
  • Exclusive S.T.A.R.S. Jill Valentine
  • City of Ruin Expansion
  • Monster Box
  • Extra Dice
  • Retro Pack
  • Raccoon City Kickstarter Tiles
  • Terrain Pack
  • All Unlocked Stretch Goals
  • All Miniatures in S Rank finish (excluding Terrain Pack)


Funding period

Apr 28, 2020 – May 13, 2020 (15 days)

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What Resident Evil 3’s Demo Can Tell Us About the Upcoming Game

Resident Evil 3’s demo is out now and reveals some exciting information about what players can expect in the upcoming remake.

Yesterday, Resident Evil players were able to get a sneak peek of Raccoon City, with the release of Resident Evil 3’s playable demo. The best thing about Resident Evil 3’s demo is that it is replayable and did not have any time limit, unlike Resident Evil 2’s 30-minute one-shot demo. Additionally, the demo featured protagonist Jill Valentine, which debunked rumors that the preview will be played from a perspective of a different character and will feature a storyline outside of the main campaign.

By now, most people have probably already played Resident Evil 3’s playable demo, which featured a short campaign that can be finished in under an hour on average. The preview also showcased the subway station and the streets of Raccoon City where players can enter a handful of shops and restaurants. The main objective of the demo is to reach the substation, and in true Resident Evil fashion, players would first have to look for key items to complete the objective. Although the demo was short, it did reveal tons of information about the remake, and here is a rundown of everything the demo can tell us about Resident Evil 3 remake.

Balanced Gameplay

One thing that the demo perfectly showcased is that the game offers gameplay that balances survival horror and action. In the demo, players will feel more action-oriented gameplay when running around the streets of Raccoon City due to the multiple zombies loitering the area and the presence of explosive items that they can use to kill groups of enemies. However, the pace quickly changes whenever players enter a building, which brings the vibe down to creepy and claustrophobic. Indoor encounters with zombies are terrifying, especially since zombies can jump around a corner and lunge at the player. Overall, indoor encounters are definitely reminiscent of Resident Evil 2 remake.

Additionally, Nemesis is also balanced in the demo. During the first encounter, the monster is relentless and will chase players down or pull them towards him with his tentacles. However, players will notice that after distancing themselves from Nemesis a little bit, the monster would slow down to give them some breathing room. This makes the gameplay playable but still terrifying enough that makes Nemesis ten times scarier than Mr. X.

Some Character Personalities Were Altered

Capcom has previously revealed that the characters in Resident Evil 3 remake will be undergoing changes. For example, Jill Valentine lost her sexy outfit, in favor of a more practical and combat-friendly ensemble that is more realistic. However, the demo suggests that some characters won’t only undergo cosmetic changes, but will also feature a different personality. At the beginning of the demo, we see Jill Valentine entering a subway car with Carlos and Mikhail.

Here, we see that Jill is snarkier than usual, throwing around sarcastic comments, and making it clear to the UBCS soldiers that she is not on their side. Of course, this is most likely because of the fact that Umbrella is Jill’s sworn enemy, and Mikhail and Carlos work for the company. However, although Jill was apprehensive to work with the UBCS in the original game, she wasn’t that sassy to Carlos and Mikhail and she even showed compassion for the latter. Of course, this is just a demo of Resident Evil 3 and shows only a tiny preview of Jill’s personality so this may be changed once the game releases.

Apart from Jill, the demo also revealed Mikhail’s different demeanor. Of course, it’s hard to compare remake Mikhail with the original given that the latter was mostly unconscious in the game. But when Jill and Carlos got the cable car moving, Mikhail saved their lives, showing that he isn’t interested at Jill being a member of STARS at all. However, it appears that the exact opposite is true in the remake. In the demo, Mikhail already knows Jill and her position in STARS even before she introduced herself. This tells us that Mikhail might be in on the fact that Jill is a primary target of Umbrella, and he might be more than just a mercenary in the remake, which is a new addition to his character. Again, the interactions between these characters were limited in the demo and these first impressions may be different once players get their hands on the actual game itself.

Nemesis Won’t Be Able To Enter Save Rooms

Although this was already confirmed by Capcom, players who might have missed the memo but heard rumors about Nemesis being able to break into save rooms can now calm down given that the demo confirms that save rooms are still safe. During the encounter with Nemesis, players can head back into the donut shop where a save room is located inside. Although Nemesis can follow inside the donut shop, he is unable to enter the save room, which confirms Capcom’s statement. However, players should remember that there could be areas in Resident Evil 3 that contains a typewriter and a storage box, similar to RE2‘s RPD Main Hall, where Nemesis can enter. However, save rooms, which also contains a typewriter and a storage box are areas where the tyrant would not be able to access. Save rooms are differentiated with the save music that will play once the player enters.

Mutated Zombies Thanks to Nemesis

Throughout the months leading up to the release of Resident Evil 3’s demo, Capcom confirmed some of the monsters that players will encounter in the game. However, all of the monsters revealed were remake counterparts of the original game, and it wasn’t clear whether Capcom will be introducing new monsters in the game. Now, fans who have played Resident Evil 3’s new demo would know that at the end of the preview, players will encounter Nemesis, who appears to be transforming a zombie with his tentacles. It is unclear why Nemesis was attacking zombies out of the blue, but it was later shown that the decimated zombie now has a new head that is similar in form to Resident Evil 5’s Cephalo.

Resident Evil 3 is set to release on April 3, 2020, for the PC, PS4, and Xbox One.


5 Takeaways from Capcom’s ‘Resident Evil 3’ Demo [Review]

Resident Evil 3 is just two weeks away, but to slake our coronavirus-enhanced bloodlust, Capcom has just released a short demo to play in the interim.

The Resident Evil 3: Raccoon City Demo is free now on PS4, Xbox and PC, and provides an enticing glimpse of 45-minutes of early game action. As the demo begins, Carlos and Jill have just met, and Carlos has brought Jill to a parked subway car to meet Mikhail Victor, a grizzled member of the Umbrella Biohazard Countermeasure Service. From there, players are let loose on the city, invited to explore as Jill, with a pistol in one hand and a flashlight in the other.

It’s a solid chunk of the game; small enough that you won’t feel like you’ve seen too much when you start the full game, but substantial enough that you’ll have a good idea of whether or not this reimagined version of Resident Evil 3: Nemesis is for you. Here are five takeaways from our time with the demo.

If You Played the Resident Evil 2 Remake, You’ll Feel Right at Home

This shouldn’t come as a surprise, but playing Resident Evil 3 feels almost exactly the same as playing Resident Evil 2 . Jill’s movement speed, the way the guns handle, the UI for interacting with the world and your inventory — all of it communicates that this game, as much as it is a reimagining of Resident Evil 3: Nemesis , is also very much a continuation of the ideas Capcom developed in the Resident Evil 2 remake.

For example, zombies in Resident Evil 3 retain the hard-to-hit shaky shamble of their RE2 counterparts. Headshots, too, often remain ineffective. Instead, you’ll want to aim for your enemies’ legs to bring them to the ground, allowing you to dart around them. About two-thirds of the way through the demo, this kind of crowd control becomes significantly easier.

That’s when you pick up the shotgun and…

The Shotgun Rules

You can tell a lot about a game by how good the shotgun feels, and Resident Evil 3 is no exception. The Resident Evil series has typically prioritized strategic shooting over thoughtless blasting, and that’s still the case this time around. Shotgun ammo is scarce, so you’ll need to be picky with how you use it.

But, with a reticle the size of a cantaloupe (I’m barely exaggerating), using the ammo you do find to obliterate zombies is fast, easy and satisfying. A quick shot to the chest — and, seriously, the reticle is almost as big as their torso — will have most enemies down for the count.

The ‘90s Are In

From the campy movie posters (one, weirdly, is for Resident Evil 3: Nemesis ) plastered on the subway walls to the giant Big Boy-like head smiling out at the city from atop a restaurant, Resident Evil 3 genuinely feels like a late ‘90s-set period piece at times. While few game levels will ever feel as perfectly realized as Resident Evil 2 ’s Raccoon Police Station, the chunk of urban corridors in this demo have personality to spare.

The Writing is Still Bad

At one point, Carlos tells Jill that clearing a path through the flames in a burning alley should be easy for a “tall drink of water like [her]self].” To which Jill replies, “Fuck you.”

Resident Evil 3 continues to widen the gap between the Naughty Dog-esque visual fidelity Capcom is capable with the RE Engine and the laughably bad dialogue that never seems to improve.

Nemesis is Scarier than Mr. X

Capcom is certainly onto something here. While the sections of Resident Evil 2 that had Mr. X loudly stomping around the police station were pulse-pounding, Nemesis evolves the dynamic in an interesting way. While Mr. X was plodding and inevitable, Nemesis is fast and unpredictable. If you see Nemesis at the end of a hallway, the only option is to stand your ground and attempt to dodge at the last second. Running won’t get you anywhere with this speedy mutant, who can close the gap, even from dozens of feet away, in the blink of an eye.

But, Nemesis’ movements are also difficult to predict. In my first attempt at escape, the monster cornered me and killed me. The second time, I lost him in a building and, though taking the same route, easily escaped. Resident Evil 2 felt tailor-made for speedrunners, and I’m curious what the most nimble-fingered among us will be able to manage given the dynamism of Nemesis.

Of course, we’ll find out in a few short weeks.


How Does Resident Evil 3 Remake Differ From the Original Game?

Resident Evil 3


We’re sure that newcomers and long-time fans of Capcom‘s Resident Evil series can’t wait for April 3rd to come and finally get those hands on Resident Evil 3 Remake. So, before we all dive into the fully revamped Resident Evil 3, PlayStation and Capcom have prepared something for us.

Capcom producer Peter Fabiano joins Tim & Sid from PlayStation to discuss some core changes of the upcoming remake from its original game. The 16-minute video displays the gameplay footage from Resident Evil 3 remake (2020) and Resident Evil 3: Nemesis (1999) while Peter, Tim, and Sid dive into how incredibly the remake recreates the original game completely.

According to the producer, even if they have fully redone Raccoon City, the gameplay, and the characters from the ground up, they still wanted to make sure that it stays true to its original while keeping it fresh for the new-gen consoles at the same time.

Now, talking about improvements, the remake now has a much wider space compared to the narrow streets of Raccoon City in 1999. However, Peter said that players will still encounter claustrophobic areas in the game as they wanted to keep a good balance between the two. Plus, if you’ll notice, the remake’s visuals are more vivid and vibrant which is just perfect for today’s generation.

Moreover, we can see its huge improvement by how the characters in the remake look like compared to those in 1999. Peter said that they were able to use current graphics to make them look more realistic and imposing.

So, if you want to learn more about the differences between the original and remake, better watch the video below, via PlayStation.

【1999 vs. 2020】

If you haven’t locked in a preorder just yet, you may very well want to, as it’s looking absolutely exciting.

Check out these cool Resident Evil collectibles!

Game Overview

For a brief background, Resident Evil 3 Nemesis is the third installment in the Resident Evil series as it takes place around the Resident Evil 2 events. It was first released for the PlayStation in 1999. After the success in the PlayStation console, it was also ported for Dreamcast, Windows, and GameCube. Now, it’s time to bring back the iconic survival horror game for the PlayStation 4, Xbox One and PC users out there to experience the terrors with Jill Valentine.

Read more about the game > HERE

Want to learn more about the game? Check out its trailer, features, and screenshots below.


Resident Evil 3


I’ve always been fascinated by the concept of “persistence hunting” – the idea that a hunter doesn’t need to run faster than its prey as long as they chase with dogged determination. Early human hunters would often pursue their game for hours – or even days – until they’d brought down some behemoths. After an extended chase, even the healthiest creatures must collapse, beaten and exhausted from the endless pursuit. It sounds like an incredibly terrifying way to meet your end, and if you ever wanted to know how that prey feels, play Resident Evil 3.

As with last year’s Resident Evil 2, Capcom’s newest remake is a smart update to the PlayStation classic. Many of the elements from the 1999 release have been remixed in this retelling of Jill Valentine’s escape from Raccoon City’s zombie outbreak. Capcom’s original release was a more action-focused experience than previous entries, and this remake continues that tradition, but that isn’t a bad thing since these firefights are so compelling. The action takes place from an over-the-shoulder, third-person perspective. Lining up a perfect headshot takes skill, as zombies stagger forward in erratic patterns, but the gunplay feels precise and exciting. My stomach regularly lurched into my throat as even small groups of undead crawled toward me. But when my back was against the wall, watching those zombie heads pop like melons proved especially satisfying.

Between firefights, Jill scavenges for meager supplies and collects various keys that open new areas, and I loved hunting down the right key or tool to unlock each new room. However, since Jill has less downtime between set-piece moments, she has fewer puzzles to complete than Resident Evil 2 or even the original Resident Evil 3. That is disappointing mainly because the few puzzles you encounter are so well done; they offer a nice change of pace, and I liked figuring out how to reroute subway trains or calculating the correct chemical mixture to create vaccines. Resident Evil 3’s pace doesn’t suffer much from this renewed focus on combat, and the moment-to-moment action remains compelling.

The biggest reason Jill rarely has a second to catch her breath is Nemesis. This 10-foot monster was created in one of Umbrella’s labs for the sole purpose of assassinating Jill. Nemesis is a grotesque figure who might send shivers down your spine with just one look, but this monster is even more imposing in motion. Unlike Resident Evil 2’s Mr. X, Nemesis is nimble and fast enough to keep pace with you. He follows you around the map, can leap in front of you to block your path, and reaches out to trip you with his tendrils. Whenever Nemesis shows up, you need to either run or dig in for a resource-draining battle. This makes each encounter with him as thrilling as it is terrifying, and when you do finally escape Nemesis’ grasp, the sense of relief is palpable.

The journey is full of relentless beatdowns, and you’d be foolish to try to take down every enemy you encounter. Jill’s new dodge maneuver allows her to escape almost every conflict without a scratch – if you can pull it off consistently. When you time Jill’s dodge perfectly, you slow time and have the chance to squeeze off a few free headshots. Unfortunately, the timing window for this dodge feels off; even near the end of the game, I still got hit by enemies even after I was sure I had properly dodged. That inconsistency is unfortunate, because dodging is incredibly empowering when it works.

Your race through Raccoon City is the main course, but the Resistance multiplayer mode is also worth a look. In this asymmetrical 4v1 mode, groups of survivors work together to kill hordes of zombies and find several keys, which allow them to escape Umbrella’s labs. I appreciate the variety among the survivors, since some heroes excel in close-quarters combat while others function as support classes. I found a good routine sitting back from the front lines, disabling traps, and helping my teammates find useful equipment, but charging into the fray is also exciting. When you get a really good team together, you feel like you can overcome even the deadliest traps.

Playing as a survivor in Resistance was a fun diversion, but I got a greater thrill when I took on the mantle of a mastermind. These devious characters work from the shadows and scheme to keep the survivors in line. As a match builds, masterminds accumulate a steady stream of resources, which they can spend to set up traps and unleashing hordes of undead monsters. I laughed with sick glee after saving up a mountain of resources to spend in a single room that tied up my survivors for several minutes, which ultimately won me the match. Masterminds offer a more strategic level of play that I haven’t seen in a Resident Evil game before, and I hope Capcom continues to iterate on these mechanics down the road.

With this remake, Capcom has greatly improved one of my least-loved entries in the series. Resident Evil 3’s greater focus on action affords you fewer opportunities to stop and think, but Jill’s adventure is an incredible thrill ride. From the first moment that Nemesis burst through the wall and reached out with one of his tendrils, I felt my heart begin to race. I don’t think it slowed down again until the credits rolled.


Resident Evil 3 Remake review

A disappointing step back for the series.

Our Verdict

Both the Nemesis and Raccoon City are massively underused in this disappointing step back for the series.

Need to know

What is it? A loose remake of Resident Evil 3.
Expect to pay £50/$60
Developer Capcom
Publisher In-house
Reviewed on RTX 2080 Super, Intel i7-9700K, 16GB RAM
Link Official site

When I first encountered the Nemesis in Resident Evil 3, a monstrous bio-weapon sent by the Umbrella Corporation to hunt and kill protagonist Jill Valentine, I felt my pulse rise. This towering stack of ugly muscle can move alarmingly fast, snag you with a pair of slimy tentacles, and even use weapons, including a colossal rocket launcher.

You can outrun the Tyrant in the Resident Evil 2 remake fairly easily. Wait for a gap to open up, then slip through it. But running can’t save you from the Nemesis, who stalks you relentlessly through the zombie-ravaged streets of Raccoon City, and always feels one step ahead of you. Seeing something that big and scary move so quickly is really unnerving.

At this point I assumed Resident Evil 3 would be one long, tense game of cat and mouse against a dynamic and unpredictable enemy. But, sadly, this is far from the case. That first run-in with the Nemesis is not only more scripted than it first appears, but basically a one-off set-piece in disguise. And for the remainder of the game the creature is promptly relegated to cutscenes and pedestrian boss battles, which is deeply disappointing.

Replay that first encounter and you’ll notice that the Nemesis always appears in the same places at the same time, which swiftly shatters the illusion that this is an intelligent killing machine with a mind of its own. It feels like it’s a step ahead of you because it literally is, set to spawn when you reach certain parts of the level. I wasn’t expecting Alien: Isolation levels of reactive AI here, but at least something to chew on. It’s frustratingly half-baked and so, unfortunately, is the rest of the game.

The streets of Raccoon City have a very different feel from the claustrophobic corridors, polished floors, creepy statues, and grand hallways of Resident Evil 2’s police station. There are a handful of larger, more open spaces here, connected by alleyways, apartment blocks, and sewer tunnels. The city is illuminated by an explosion of neon signs, which make it feel more like Las Vegas than small-town America, but it looks cool. I like that I occasionally find myself using the larger space to reposition zombies, luring them down one staircase to escape up another.

The city is illuminated by an explosion of neon signs, which make it feel more like Las Vegas than small-town America.

Raccoon City is a nice change of scenery, but it’s short-lived. Later environments are dingy and artistically uninspired—particularly the Spencer Memorial Hospital, a location you visit towards the end of the game. Compared to the visually striking, architecturally rich RPD building, this maze of samey corridors and wards is totally forgettable. It’s somehow less interesting to look at than the hospital in the original game.

Speaking of which, this is a remake of Resident Evil 3 in the loosest sense. The plot, locations, and characters are vaguely similar, but it’s a departure in so many other respects that it might as well be an entirely new game. Whole locations are missing, including the clock tower, even though its exterior features in a scene. And those sections where the action stops and you have to make story-altering decisions have been cut entirely.

Resident Evil is best when you’re lost in a complex, labyrinthine space, forced to make a mental map as you play, unlocking more of the sprawl by solving puzzles and finding keys. But Resident Evil 3 has none of this, and is actually stiflingly linear. You’re frequently funnelled down a prescribed path to the next cutscene, and it doesn’t help that the story is lean to the point of nonexistence, with one-dimensional characters and a narrative through-line so flimsy I kept forgetting what I was doing or why.

I do like the way it connects to Resident Evil 2, though. The story takes place 24 hours before Leon and Claire arrive in Raccoon City, and you’ll witness events that provide additional backstory to stuff you saw in the previous game—including how Marvin ended up bleeding all over the lobby of the police station. There are a few fun set-pieces in here too, including a fraught, chaotic siege straight out of a classic zombie movie, and a darkly hilarious homage to Raiders of the Lost Ark’s boulder chase.

What about multiplayer?

Resident Evil 3 comes with a 4v1 multiplayer mode called Resistance, where a group of players are tormented by a player-controlled ‘mastermind’ who lays traps and other obstacles for them. We’ll have more on this when the game goes live and the servers are populated.

But man, what happened to the combat? One of the most surprising things about the Resident Evil 2 remake was how it made slow, shambling zombies exciting again. Its undead were brilliantly physical and clumsy, tripping over each other, tumbling down stairs, flopping into comical ragdoll heaps. But here they seem strangely disconnected from their surroundings, and shooting them just doesn’t feel as satisfying. It’s like the physics that govern them have been severely reduced, or removed altogether.

They hardly react to the limp, rattly assault rifle (a new weapon), and even popping them with a pistol has less of the crunchy feedback that made Resident Evil 2’s combat so enjoyable. At least the shotgun still packs a punch. This reduced fidelity may be a trade-off for having more zombies on screen, but it wasn’t worth it. You don’t even have as many ways to deal with them, thanks to the removal of the system from Resident Evil 2 where you board up windows with planks of wood to manage the flow. Why does a high profile sequel like this have less in it? It’s baffling.

Survive Raccoon City with these RE3 Remake guides

And before you know it, it’s all over. Resident Evil 3 rarely gives you a chance to soak anything in before it fast-tracks you to the next story beat. There’s nothing wrong with a short game, but the pacing here feels off, like it’s hurriedly shoving you to the next location just as you’re starting to get comfortable—and before its ideas get a chance to fully form. It’s ultimately an extremely shallow game, with lavish production values failing to mask just how rushed and unambitious it feels.

After the imaginative, tradition-defying Resident Evil 7, and the sublimely polished, playable Resident Evil 2, this is a massive leap backwards for the series. The Nemesis is wasted—a bit player in its own game, neutered by its chronic lack of purpose. There are barely any puzzles and you’re rarely given the chance to wander off the beaten path.

Resident Evil 3 is essentially a chain of action set-pieces, threaded together with a paper-thin story and a few too many cutscenes. This is the direction the series started to take post-Resident Evil 4, when it seriously lost its way and we ended up with the abysmal Resident Evil 6, and I’d hate to see that happen again.


Resident Evil 3 remake will not be getting any additional content

  • Resident Evil 3‘s remake has been out for some time now, and is doing quite well in terms of sales number, having sold more than 2.5 million copies thus far. The game is considered a critical success and its Xbox One version currently holds a metacritic score of 84.

    While the response to Resident Evil 3 from the community has not been as positive as with Resident Evil 2, it has been interesting.

    While Resident Evil 2 received “The Ghost Survivors” DLC, which contains a series of “what if”-scenarios for some of the characters you don’t get to play as in the main game. Fans should not expect anything like that for Resident Evil 3, however, as it will not be getting any additional content.

    Resident Evil 3‘s Producer Peter Fabiano confirmed this in an interview with Siliconera, during which he was asked if Resident Evil 3 is a “finished product”.

    Is Resident Evil 3 a finished project, or are there any tweaks or updates in the works?

    Fabiano: Resident Evil 3 is a finished product.

    However, Resident Evil 3‘s online component, Resident Evil: Resistance, which is a semi-stand alone game, will be receiving more updates in the future.


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