Resident Evil 3 remake - title

I played the demo of Nemesis that came packaged
with Dino Crisis, but never played the full game.

Right off the bat, I have to say that Resident Evil 3: Nemesis was never my favorite Resident Evil game. In fact, I never even played the whole thing. I played the demo that was included with Dino Crisis (back in the day when game publishers released playable demos before a game even came out). The original Nemesis erred more on the side of fast-paced action, which just doesn't appeal to me as much as the slower, more thoughtful design philosophy of the original Resident Evil, along with Silent Hill and Dino Crisis. This is why I love the original RE and its GameCube remake, why Resident Evil 4 rubbed me the wrong way, and why I never really got into the rest of the Resident Evil franchise beyond the first game. I tried playing all of the Resident Evil games up through 5, but the only one that came close to holding a candle to the masterful original was 2.

So even though I was excited to play Capcom's remake of the PS1 classic, I went in with tempered expectations. If they stayed true to the original, then RE3make (or whatever we're calling it) would be far more high-octane and action-heavy than the Resident Evil 2 remake that was released a mere year ago. As such, I expected that I just wouldn't be quite as into RE3make as I was into Resident Evil 7 or RE2make. I could only hope that it hit some happy medium between RE2make and Resident Evil 4. But that's really just personal preference on my part. Your tastes may vary.

So now that you hopefully understand where I'm coming from, what do I actually think of Resident Evil 3: Nemesis in 2020? Did Capcom learn any lessons from the few mistakes that were made with RE2make?

Resident Evil 3 is more reliant on spectacle action set pieces than on slowly building atmospheric tension.

The different nature of "Hardcore" mode

If you remember my review of Resident Evil 2 remake (and my lengthy YouTube critique), then you know that one of my core issues with that game was the fact that Capcom locked the Ink Ribbon save system behind that game's hard difficulty. Resident Evil 7 actually had the same problem, but it didn't bother me in that game because RE7 wasn't a remake of a game that included Ink Ribbon saves as a core component of its design.

I felt the Hardcore mode and breakable knife were huge design flaws in RE2make.

In summary, the hard mode made death come much swifter in RE2make. Resource-management wasn't as important as skillful aiming and shooting. Instead of taking a bite or two here and there and having to decide when to fill your scant inventory with a healing item just in case (in the original Resident Evil games), RE2make's hardcore mode made you have to heal pretty much every time you took damage because you couldn't survive a second hit. This low tolerance for mistakes and strict punishment for death felt considerably less fair for someone in a first-time playthrough.

The fact that your knife could break and you could literally be stuck with a save file in which you have zero damage-dealing potential certainly didn't help the feeling of fairness in my book.

My recommendation was for Capcom to separate the hard difficulty setting and the hardcore save system into two options. You should be able to chose whether you want to use Ink Ribbons, and then you should also be able to chose whether you want to play the game on easy, normal, or hard difficulties.

Typewriters are still here, but Ink Ribbons are completely absent.

Instead, Capcom opted to just remove Ink Ribbons for its Nemesis remake. Entirely. They are not locked behind hardcore mode. They are not locked behind New Game Plus. Typewriters are still here, but Ink Ribbons are not in the game at all.

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Big news in football video gaming earlier today, which was that 2K and the NFL announced a multi-year deal that allows 2K to publish NFL-licensed football video games. The first such game is expected to release in 2021.

2K Games NFL

The catch: the license only allows 2K to produce "non-simulation" games, so as not to compete directly with Madden. So don't expect to see NFL 2K22 next August. Instead, we're more likely to see something along the lines of NFL Blitz or NFL Street.

Now, if you ask me, EA already makes a "non-simulation" football game. The main driver of EA's game is the loot-box-fueled Ultimate Team, which is about as "non-simulation" as you can get. And while EA focuses attention on new arcade modes like Draft Champions and Superstar KO, while continuing to neglect Franchise mode, the quality of Madden as a simulation experience has only continued to slip.

XFL logo

In any case, this news was a shock to me. I had no idea a deal between 2K and the NFL was even in the works. In fact, if 2K was going to get back into producing and/or developing licensed football video games, I thought for sure that it would be via an XFL license! 2K already publishes WWE Wrestling games (which have been terrible of late, by the way), so 2K and Vince McMahon already have a working relationship. The XFL has shown an interest since its inception to license its rights out to a video game, but so far, no such deal has surfaced.

If we're lucky, maybe 2K will do both an arcade NFL game and a simulation XFL game, so that when the NFL eventually wises up and gives them the rights to do a simulation game, they'll already have an engine ready to go. In fact (according to Polygon), the NFL's current licensing arrangement with EA expires at the end of the 2021 / 2022 NFL season. So it is entirely possible that the NFL plans on granting simulation rights to 2K after that. This "non-simulation" license deal might just be the NFL's way of allowing 2K to get a headstart so that they can hit the ground rolling with a full NFL 2K23 releasing in fall of 2022. Fingers crossed...

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Ace Combat 7 - title

Ace Combat 4 would be on my short list for "favorite games ever". It's one of the few games that I've beaten multiple times. I rented the game from Blockbuster (back when Blockbuster was a thing), and beat it over a weekend. A few months later, I wanted to play it again, so I rented it another weekend, and beat it. I think I may have rented it (and beat it) one more time before finally just buying my own damn copy from a bargain bin, then played through it again.

When I was in high school, my parent's home was broken into, my PS2 and all my games were among the items stolen -- including Ace Combat 4. Despite having already beaten the game multiple times, when it came time to replace my PS2 collection, I bought the "Greatest Hits" version of the game, and played through it once more.

So in total, I rented Ace Combat 4 at least two or three times from Blockbuster, and have bought two new, retail copies of the game.

I always liked how this series hits a comfortable middle ground between an arcade shooter/dogfighter and a flight sim. You can configure the controls so that the planes fly like actual planes, but it also gives you access to 50-100 missiles on planes that only have 2 missiles strapped to their wings. If you get good enough, you can shoot down enemy planes with just machine gun, but it takes a lot of practice.

Ace Combat has found a comfortable middle ground between arcade shooter and flight sim.

I had gotten to the point that the mission briefing music has been permanently burned into my memory, and I was performing my own self-imposed challenge runs in those last few playthroughs of AC4. I would play through the entire game with machine guns only, trying to cut down on the number of times that I'd have to stop at the airstrip or carrier to resupply. I think the only other game that I've ever done self-imposed challenge runs on is Metal Gear Solid 2.

Challenge runs

The direct sequel, Ace Combat 5, sadly, didn't quite do it for me. I played the game once, and I'm not even sure if I finished it or not. A big part of that game's problem was that it was repetitive. A belligerent nation launches a surprise attack, cripples the Allies' military, and the Alliance has to fight back to reclaim occupied territory before finally beating the aggressor by capturing or destroying its secret super-weapon. I had been there, done that so many times that Ace Combat 5 just kind of dragged. It didn't help that many of Ace Combat 5's missions felt recycled straight from Ace Combat 4.

Ace Combat 6 was an XBox exclusive, which I never played on account of having never owned an XBox, and the other titles since have either been portable titles or spin-offs that just veered too far into "arcade" territory for my tastes. As such, it's been over a decade since I last played an Ace Combat game. Perhaps Ace Combat 7 is a prime opportunity to jump back on the bandwagon? Well, if you were getting tired of challenge runs in AC4, then 7 is loaded with its own little challenges for the player.

Clouds will ice your plane, limiting maneuverability, stalling the plane, and covering the canopy in frost.

Much moreso than the previous games that I've played, Ace Combat 7 uses environmental phenomena and genuine level design to throw a little wrench into the gears. Most missions will have some extra little circumstantial element of its design that can knock a player out of your comfort zone and force you to get creative and/or bold.

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E3

I don't generally give a damn about the corporate circle-jerk that is E3 (or any trade show for that matter). It's usually a bunch of cringe-worthy presentations of lofty promises and over-hyped trailers and tech demos that are rarely (if ever) representative of the final product. However, there is one game announcement that caught my attention this year, and that is From Software's Sekiro: Shadows Die Twice. That's right, it has been confirmed that the mysterious Shadows Die Twice teaser is not a sequel to Bloodborne or Dark Souls, or even to Tenchu, as many fans had speculated. It is a new IP that takes place in a feudal Japanese setting (similar to Nioh).

Sekiro does not have a firm release date, and is slated simply for "2019". So it may still be over a year away.

Perhaps I'll hold myself over with the Resident Evil 2 remake ("REmake2"? "RE2make"?), assuming that the RE4-style over-the-shoulder camera doesn't ruin it. The REmake of the first Resident Evil is, after all, quite extraordinary, and Resident Evil VII was a surprisingly-solid return to form, so I am optimistic that REmake2 will be of similarly high quality. But I digress...

As much as I love Bloodborne, I am actually pleased to see that this is a new IP rather than a sequel to Demon's Souls, Bloodborne, or Dark Souls. FromSoft always seems to thrive when introducing a new IP, even though all the Souls-Borne games share many themes, plot elements, and mechanics between them. FromSoft's track record with sequels has been ... shaky at best. Neither Dark Souls 2 nor Dark Souls 3 are "bad" games. I still sunk something like a hundred hours into each -- with no regrets. Neither of them, however, comes close to touching the brilliance that was on display with Demon's Souls, Dark Souls, and Bloodborne.

Besides, the Lovecraftian cosmic horror nature of Bloodborne makes a direct sequel risky. A sequel would almost necessarily have to further expound upon the Old Ones, the Pthumerians, the Healing Church, and the relationships between them. The more we know about these entities, the less mysterious and unknowable they become, and the less horrific the cosmic horror becomes. A sequel that removes the mystery surrounding the Old Ones, and which further empowers the player character would not only result in a weak sequel, but would also retroactively damage the first Bloodborne by providing answers to questions that were best left -- not only unknown -- but also unknowable.

E3 Announcement trailer for From Software's new IP: Sekiro: Shadows Die Twice.

Implications from the trailer

Fortunately, a direct Bloodborne sequel is not in the works -- at least not yet. Instead, we have a samurai-inspired hack-n-slash that looks like FromSoft's direct response to Nioh (which is, itself, receiving a sequel and some additional competition soon).

Sekiro seems to put a lot of emphasis on sword play, including parrying with your sword (rather than with a shield). It's unclear if the player will have access to other types of weapons besides a katana, or if the katana will include multiple stances or combat styles similar to Nioh. In any case, I expect the swordplay in Sekiro to be much more technical and precise than in the Souls game.

Sekiro seems to use the sword for parrying, rather than a shield.

This may be a further fulfillment of the design philosophies of Bloodborne...

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Assassin's Creed Origins - title

Hey, I actually managed to play and review all of this past holiday season's big, Triple-A releases! Hooray for me! I mean, sure it's the end of February, and I'm just now reviewing a game that came out last October, but at least I did play it.

Since the refreshing exceptionalism of Black Flag, the Assassin's Creed franchise has been scarred by mediocrity and controversy. As such, I opted to buy the game used off of eBay so as not to support Ubisoft. This is after I had enjoyed Black Flag so much that I happily bought a retail gift copy for a friend and recommended the game to yet another friend. Heck, if the save file could have been transferred over, I would have gladly traded in my PS3 copy of Black Flag for a PS4 retail copy.

Even Ubisoft realized that the series was growing stale, and stopped their cycle of releasing two or three games per year. It's been two full years since the last full release (Assassin's Creed: Syndicate in 2015). The extra time certainly helped elevate Assassin's Creed: Origins above the chaff of the rest of the franchise, but not quite enough to propel it to true greatness.

I played Origins on PS4, which means that I avoided the frustrations that many gamers reported involving Origins' multiple layers of DRM slowing down their computers. Wait, isn't Ubisoft the company that, years ago, publicly stated that DRM doesn't work, and that they "don't want to punish a paying player for what a pirate can easily work around"? This same company is now putting not one ... not two ... but three separate DRM applications on a single game? One of which is their own proprietary distribution service, U-Play? Is the company lying, or are they just scatterbrained and can't make up their mind? Or is the management just incompetent?

Would exploring tombs and temples by torchlight become a common mechanic?

Well, when I started up the actual game, I was pleasantly surprised that it starts off pretty damn strong. Even Black Flag was mired by an opening act that stranded players in a tedious, bog-standard Assassin's Creed sandbox city for a couple hours before opening up the seas by giving us our own pirate ships. Origins, however, has a very strong, distinctive opening chapter that eventually gives way to a more bog-standard gameplay experience.

After an admittedly-silly and confusing opening cutscene that utterly fails to establish the setting or characters, Origins throws the player into a one-on-one duel to highlight the new combat mechanics, then hands main character Bayek a torch and asks the player to explore and escape from a derelict Egyptian temple. Then we head off across an intimidating swath of Saharan desert to the oasis that is Bayek's home town. Here, we have some open-ended exploration, hunting, rescue, and assassination missions. During this, we are introduced to the game's shining star: its setting and environment.

Classical Egypt is magnificently brought to life in this game. The map is vast and spread out, with large swaths of barren desert and sand dunes separating some of the game's regions. Small farming settlements and market hubs dot the environment, and each feels like a necessary part of a functional society. Best of all, Bayek isn't stopping every ten steps to pick up some random, meaningless collectible, and our map isn't cluttered with icons representing all this meaningless garbage.

Egypt feels vast, is beautiful, and is brimming with life and energy.

Not only does the map work well with its sense of physical scale, but it also excels at representing the temporal scale of Egypt. Even though we are playing in antiquity, the game world is still dotted with tombs and abandoned settlements, some of which are thousands of years old. Remember, ancient Egypt is one of the longest-lasting civilizations in the history of the world, having been a world superpower for over three thousand years! The time span between the building of the Great Pyramids in Giza, and the life of Cleopatra is longer than the time span between Cleopatra and our lives today. Assassin's Creed: Origins completely nails that sense of living in this ancient kingdom...

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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