Formalized at the end of last year, with an announcement spoiled by the (too) many leakers who clearly gunned down the reveal of this new remake, Resident Evil 3 remake finally arrives in stores. Obviously, it’s about enjoying a remake (at least) as beautiful and fine as that of Resident Evil 2 last year. Admittedly, the effect of surprise (technically speaking) is no longer there, but should that prevent you from falling for this Resident Evil 3? Clearly not, even if…
A “new” Resident Evil 3!
With the remake of Resident Evil 3, Capcom had warned the players, concerning a very worked overhaul, with new environments, new meetings, even if it means moving away from the basic model somewhat.
You should know, this Resident Evil 3 is therefore not a modern version of the PSOne game from 1999, but rather a “new” version, which certainly shares many similarities (and fortunately), while offering some new features and s ” offering some freedoms, with some good surprises, and some frank disappointments …
Without spoiling yourself (even if you probably guess what is happening at one point in the game), you should know that after an absolutely breathtaking start, perfectly revisited and realized, the pace of this Resident Evil 3 Remake is quite uneven. Indeed, if the section at the heart of Raccoon City (that of the demo) is just masterful, we juggle thereafter with original sequences sometimes successful, but it will also require stuffing passages 100% action well missed … with (bitter) hints of Chris Redfield’s campaign in Resident Evil 6. Ouch…
Technique, gameplay and surprises in shambles
Technically (on PS4 Pro), Resident Evil 3 Remake is quite sublime, and Capcom again demonstrates the capabilities offered by its RE Engine. HDR compatible, the game offers stunning lighting effects, including a rendering of flames and truly breathtaking lighting.
Certainly, we notice here and there some small faults on certain textures, from zombies to chopped animation when they are out of range, but the fluidity is there, some decorations are full of details and the modeling of faces is to fall backwards.
Capcom gives us many settings to configure the game in depth, and to run it on modest machines. On our side we launched the game with all the settings at the maximum in 1440p at more than 90 images / second on average on a rather muscular configuration: GeForce RTX 2080 Ti, Core i7 8700K and 32 GB of RAM.
In 4K (2160p), all settings at maximum, the game runs at 60 frames / second stably on this same configuration.
Some scripts are also very (very) visible, such as these zombies who quietly turn around because “not authorized” by the game to enter an area, or those who remain motionless until one exceeds the area which “active “, but it was already the case on RE2.
Side gameplay, no bad surprise, since we find here a copy-paste of what was proposed with Resident Evil 2. However, we take advantage of a dodge (via R1), not necessarily easy to understand timing side, but very effective when you manage to make a perfect movement.