For one thing, Raccoon City still isn’t open world, though no one really anticipated it would be. However, it is bigger than before, with more emphasis on exploring every corner. The expanded use of sound to create atmosphere (and jump scares) is making a comeback. Combined with a focus on improved visuals, also like Resident Evil 2, the goal is creating a Raccoon City you can practically feel.
The interview did confirm some specific locations will make a return too, including the hospital, Raccoon City press offices, and the Stagla Gas Station.
You won’t be playing as just Jill, either. Fabiano said Carlos Oliveira has his own “interesting section to play through”. Even if Carlos isn’t elevated to Claire levels of second character-dom, the development team is working to ensure the entire game is more closely interconnected with the Resident Evil 2 remake than the original two games were.
That said, the choice system that determined what ending you received is gone, and there’s only one ending this time.
Finally, it’s the big guy himself, Nemesis. If you know the original Resident Evil 3 back to front, get ready for some big surprises. Nemesis’ AI was based on Mr. X from Resident Evil 2 remake — and improved, so he’s even nastier than before. On top of being smarter, Nemesis will also look a whole lot different. Fabiano said the team made Nemesis and used photogrammetry to scan him into the game.
Other Capcom employees were scanned and used as regular zombies, and since we’re not entirely sure what it means that Capcom created Nemesis, we’ll probably be sleeping with the lights on tonight.
Regardless, Resident Evil 3: Nemesis remake launches April 3 for PlayStation 4, Xbox One, and PC. Stay tuned to GameSkinny for more Resident Evil news as it develops.