Resident Evil 3 Review (Kate27)
Reviewing (mostly) every game (or DLC) in my library, part 135:
⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆☆☆ (7/10)
Resident Evil 3 (Remake) is a slick, punchy, and high-octane reimagining of a PS1 classic that shines when it remembers it’s supposed to be a survival horror game. Unfortunately, it too often forgets that—swerving hard into action territory and dragging itself down with repetitive boss fights and a villain who’s more frustrating than frightening.
Still, there’s a lot to love here. The opening segment is incredible, the gunplay is tight and responsive, and Jill Valentine remains one of the most compelling protagonists in the franchise. If you go in expecting a fast-paced, zombie-blasting theme park ride rather than a tense horror crawl, you’ll likely come away satisfied. Just … maybe not scared.
🔫 Pros:
Strong voice acting and character animation. Jill’s performance carries the entire game. She's snarky, competent, and resilient in a way that feels grounded even amid the chaos. Carlos also gets more screentime and comes off more likable than in the original. The facial animations and lip-syncing are excellent.
Excellent gunplay and satisfying arsenal. Weapons feel punchy and impactful. Every shot has weight, especially with the shotgun and grenade launcher. The dodge mechanic, while timing-based, adds a fluidity to combat that encourages skill over brute force. Blasting zombies feels good.
Leans into survival horror in the early game. The first third of the game—in the city streets, dodging Nemesis in dark alleys—is the highlight. Resource management is tight, enemies are threatening, and the pace is just slow enough to build tension. For a brief while, it really feels like RE2 Remake’s moody sibling.
Visually stunning. Raccoon City has never looked better. Neon signs, rain-slicked pavement, and ruined storefronts give the setting a cinematic polish. The RE Engine continues to impress with lighting, texture work, and atmospheric detail.
😠 Cons:
Too action-heavy for its own good. While the remake starts strong with moody lighting and a desperate dash through a ruined Raccoon City, it quickly shifts into a bombastic action game. Explosions, set pieces, and waves of enemies dominate the second half. Ammo becomes too plentiful, resources are rarely scarce, and there’s little incentive to sneak past or carefully manage threats. The worst example of this was the "Defend Jill" mission. Just boring.
Nemesis isn’t scary—just annoying. Nemesis had the potential to be a terrifying, dynamic stalker like Mr. X, but instead, he’s reduced to scripted encounters and repetitive boss battles. His attacks are cheap: tentacle grabs from off-screen, leap attacks that break your flow, and set pieces where he teleports around to stop you. You don’t outsmart him or dread his presence—you just get repeatedly stunned and hope you can heal fast enough. He becomes a chore, not a threat.
Too many boss and mini-boss fights. Now, to be honest, I don't care for any boss battles in any game. I find them run of the mill and irritating. But Nemesis mutates into multiple forms throughout the game, and each time you fight him, it feels more like a routine than a climax. The arenas are often circular, the mechanics are shallow (dodge, shoot weak point, repeat), and the fights drag on. It gets to a point where you groan when the music swells, knowing you’re in for another 5-minute slog. It’s exhausting rather than exhilarating, and the lack of variation between encounters makes it worse.
Forgettable story and bland villain. The core plot—Jill escaping Raccoon City while uncovering Umbrella’s schemes—is functional but unremarkable. Nicholai, the primary antagonist, is cartoonishly evil and lacks depth or charisma. There’s no mystery, no clever twists, just explosions and shallow betrayals. Even if you don’t expect high art from Resident Evil, this story feels like it’s on autopilot. It’s hard to care about what’s happening when the characters themselves don’t seem that invested either.
Short runtime with linear, limited replayability. The game clocks in at about 5–6 hours on a first playthrough. While the remake does include unlockables, higher difficulties, and time trial incentives, its linear design limits replay value. Most players will see everything meaningful in one run, and aside from Challenge Mode unlocks, there's little reason to return.
Loss of survival horror tone. One of the biggest missed opportunities is tone. The first third of the game are genuinely atmospheric and intense—dodging through fire-lit alleys, hearing distant screams, and scavenging bullets in fear. But as the game progresses, the horror dissipates. You’re rarely afraid. Enemies stop being threatening and instead become obstacles between you and the next explosion. There are barely any classic RE-style puzzles, no real exploration, and no sense of creeping dread. Just more set pieces, and more bullets.