Resident Evil 3 Remake Gameplay #4 | Subway Control Puzzle & NEMESIS CHASE

Resident Evil 3 Remake Gameplay #4 | Subway Control Puzzle & NEMESIS CHASE

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Published on ● Video Link: https://www.youtube.com/watch?v=kl_oNgiuOuE



Resident Evil 3
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Duration: 14:15
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In this episode of Resident Evil 3 Remake, We find ourselves back at the Kite Bros Railway Control Station as we have to set a route for the train to travel before being thrown into a chase segment with Nemesis!

The story is set concurrently during the events of Resident Evil 2 in September 1998. Players control former police officer Jill Valentine as she attempts to escape Raccoon City during a zombie apocalypse caused by an outbreak of the T-Virus. She is hunted by an intelligent bioweapon known as Nemesis-T Type, who attempts to kill her and all remaining members of her police division, the Special Tactics and Rescue Service (S.T.A.R.S.).[3] The game also follows the mercenary Carlos Oliveira, enlisted by Umbrella to help survivors.

Resident Evil 3 is a remake of Resident Evil 3: Nemesis, a survival horror video game released for PlayStation in 1999. Unlike the original, which uses tank controls and fixed camera angles, the remake features third-person shooter gameplay similar to the 2019 Resident Evil 2 remake. It includes an online multiplayer mode, Resident Evil: Resistance, which puts a team of four players against a "mastermind" who can create traps, enemies, and other hazards.[1] The beginning of Resident Evil 3 however, has players briefly controlling Jill in a first person perspective, in a dream and then in her apartment, engaging with the environment around her much like the characters you assume the role of in Resident Evil 7: Biohazard.[2]

Resident Evil 3 was under development for approximately three years prior to its announcement in 2019.[4][5][6] Development was handled by Capcom and its subsidiary K2 Inc, with assistance from Redworks and M-Two, the latter being founded by former PlatinumGames CEO Tatsuya Minami.[7][8][9] The game was created using the RE Engine that was used in Resident Evil 7, Devil May Cry 5 and the Resident Evil 2 remake.[10] The multiplayer mode, Resident Evil: Resistance, was developed externally by NeoBards Entertainment and was previously announced as a separate game, Project Resistance.[11]

Producers Masachika Kawata and Peter Fabiano said the team tried to honor the more action-oriented approach of the original game.[12] They altered character designs accordingly, with Jill wearing more practical apparel and Carlos Oliveira being "more rough around the edges".[12] Nemesis, one of the central aspects of the game, was redesigned and given new ways to track down players compared to the Tyrant from Resident Evil 2.[12] In terms of its visual design, Fabiano mentioned that art director Yonghee Cho wanted to make Nemesis feel like he could fit in the reimagined and photorealistic Raccoon City and should feel like a prototype model, while adding that the development team wanted to give players the feeling that they were constantly being pursued by a relentless and agile bioweapon by striking a balance between having players feel anxious and also giving them periods of respite.[6]
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