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Now compare that game with Resident Evil: Code Veronica, which opens to Claire Redfield going Rambo on a European Umbrella installation in search of her brother. Not to mention the fact that the game ended with a city being wiped off the map by a nuclear strike. Resident Evil 3: Nemesis also upped the action ante by having you continually pursued by a giant intelligent BOW capable of wielding a rocket launcher.
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Now compare that game to the third entry, where the action element is bumped up a little more, this time in game play (the ability to quickly dodge enemies) as well as the accompanying story sequences.
#Original resident evil 3.5 gameplay full#
Remember the full ending to Resident Evil 2? Talk about a high octane scene. To further illustrate this point simply compare the action, even if mostly relegated to cut scenes, from the first Resident Evil to the second. However, at the end of the day, to me at least, it felt warranted by the internal changes instigated in the series mainstays by past events, even if it does begin to fundamentally change the experience. From a narrative perspective, a more heavy emphasis on action with each entry actually makes complete sense.ĭid it perhaps go a little too far? Absolutely. Also, as threats grow in size and they generate more global awareness, the response to those threats grows accordingly. Now, in the latest series entries, these men are completely empowered heroes who are bringing the fight to those who would spread the horrors of Bio terrorism across the globe.
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They then had to find the strength to overcome those dire circumstances. While both men were always very heroic in their own right, both began, for lack of a better term, as victims, trapped in a situation larger than themselves. Take both Leon Kennedy and Chris Redfield. While it’s true that Resident Evil 4, while opening the door a crack for a more mainstream audience by introducing a more action focused experience, I don’t necessarily see that aspect as being the biggest problem.Īs characters grow over the course of their respective source material, they are fundamentally transformed in that their motivations tend to change. You probably expect me to start harping on and on about how RE 4 began transitioning the series into a more action centric experience, culminating in later scenes of Resident Evil 5’s boulder punching and Resident Evil 6’s helicopter jumping, but you’d only be half right. Those nagging feelings have been a part of the Resident Evil experience ever since. However, there was always something that felt a little bit off, and when the game concluded with no clear relation to any of the events of the previous series entries - save for an Ada Wong cameo - there loomed a deep sense of dissatisfaction and a little sadness. It’s no secret that Resident Evil 4 is a fantastic, expertly crafted video gaming experience.