![]() ![]() I won't mind if it is a tactic you can use when putting yourself in situations I just hope it doesn't become a forced thing too often. It constipated the action for me to have to play what felt like a randomly induced and causally forced minigame because they added the feature. Sometimes hitting you with situations where you have to dodge a lot or get eaten/smashed by a zombie or boss. The RE3 remake almost did that for me with their dodge. That with the parry they are so proud of adding that they will create parry "Opportunites" all the time then you have a freaking darksouls or a fencing game on our hands instead of the gameplay that made the original RE4 so great. Първоначално публикувано от Omnificent Aspiration:I'm more worried that parrying will be too often of a thing. Or is it gonna be like 2 Remake where you want to avoid using the knife to save yourself from damage because it costs your potential to do damage using the knife. I'm wondering if we can still attack with the knife because it uses no durability and the durability is just for parrying. What I wonder is does attacking with the knife damage the knife? One of the things that is kind of a drag in the original is that it's optimal to stun an enemy and then finish them off with the knife because the knife uses no ammo, but it's also a little tedious. So I'm guessing your knife acts like a way to save yourself from damage and you have one knife's worth of durability inbetween each merchant visit. They might provide a way to repair the knife in the field, but the only confirmed method we have for getting your knife back is having the merchant repair it. It looks like you can use the knife to block one big attack or about 6ish normal attacks, so that's how it's balanced most likely. Parrying the chainsaw when the knife had about 3/4 full durability broke the knife in the gameplay footage. But more importantly, Nightmare's more creative encounters, challenging enemies, and emphasized inventory management add new tension to RE3's action-y gameplay, making it feel more faithful to Resident Evil's survival horror roots.If you look, you'll see parrying uses up knife durability. Still, overall, Nightmare mode adds needed replay value to the remake, especially when combined with Resident Evil 3's awesome Item Shop bonuses. The final boss fight does feature a new attack pattern that requires skilled dodging to avoid certain death, but this difficulty spike feels more unfair than anything, since the other bosses don't have any big changes. Unfortunately, players will still have to take on same boss fights each time, so only the open sections of the game feel meaningfully changed. ![]() This hampered replayability, since every remake playthrough is mostly the same, but Nightmare mode introduces a bit of mystery back into secondary runs. The Resident Evil 3 remake changed many elements of the original, removing certain areas and the "live selections" feature that enabled players to change story events in each playthrough. For example, a quick fight through the first room in RE3's Carlos hospital section now includes an unexpected and dangerous Licker enemy, complicating the encounter. Nightmare mode ensures players no longer feel comfortable, as they have to search different areas for useful items and don't know exactly what's waiting behind any given doorway. Secondary playthroughs on the base difficulties allow players to feel like they've mastered the game's environments, which leads to a sense of comfort and a lack of fear. By the time players try Nightmare, they've likely already replayed Resident Evil 3's story at least twice. But what really makes Nightmare mode - and, by extension, Inferno mode - special is the rearranged enemy and item locations. ![]()
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