![]() So far, it feels like another strong showing for Capcom’s patented modernisation process. The online elements feel like an enjoyable diversion, but I don’t think there’s any doubt the campaign is still the main attraction. ![]() Although, as I said, while it’s brilliant fun with friends, much like the similarly asymmetrical Friday the 13th: The Game, I suspect it’s going to be an unplayable mess with online randoms. It says a lot about how fun this is that simply the ability to lock doors and turn lights off can cause endless havoc as you try to hamper your rivals’ progress. My experience with Nemesis' enhanced abilities basically left me trying to bruteforce or chance my way past.įour players take the role of survivors who have to escape various maps by fighting zombies while finding improbable keys like ornaments and car parts, while the fifth player takes on the role of ‘mastermind’, watching through cameras and choosing from a range of monsters, traps, and buffs, placing them one the map to impede and attack the rival team. Mr X was also a relentless pressure constantly bearing down on you, but at least you could always stay ahead. It’s possible to down him, but it’ll take a grenade or just about all your ammo, not to mention a lot of effort, and until you reach specific points in the story, he’ll just keep getting up, with only a small reward like an upgrade or more bullets to show for it. At one point I got stuck in an upstairs safe room, with a narrow stairway past Nemesis the only way out. This introduction wasn’t terrible, just frustrating. Hopefully, other encounters will be smoother. Even with a new dodge move, the slow controls that feel so tense and vulnerable against zombies, become desperately unwieldy against a 300lb weaponised gimp that is somehow always in front of you. Obviously, with a single encounter, there’s no way of telling what his presence means for the rest of the game, but having an enemy you’re meant escape able to jump in front of you or grab you at range feels like a bad idea.Īt one point I found myself more or less trapped in a small street area of Raccoon City, unsure of what to do since, whatever direction I ran in, the Nemesis leapt ahead of. The rest of the game? Great, I’ll get to that. Get a gripĭropped part way into the game for my hands on, it’s admittedly unclear if I’m missing out on some sort of training on how to better deal with all this but, so far, Resi 3’s cover star is pretty frustrating. I get that ‘relentless pursuit’ is kind of the Nemesis' thing, but give me a break here. He can also jump now, leaping ahead of you and onto walls like a heavyweight Spider-Man to block your path. You don’t really get any warning, either, as you’re usually trying to run away - the camera just has a little flail and then you’re on the ground looking up at the monster himself. The Nemesis’ tentacle hand, more of a late-game threat in the original, now functions as a lasso from the get go, pulling Resi 3 hero Jill Valentine in as you try to escape.
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