Resident Evil 3 Remake Nightmare No Damage/No Coins/No Infinite Weapons Playthrough
A playthrough of RE3 Remake in Nightmare difficulty. I am not taking any damage and I am not using any coins or infinite weapons. I do use a few other shop items, specifically: the Samurai Edge handgun and the Hot Dogger knife, the bonus pouches, the extra Lockpick and Bolt Cutters and the Crafting Companion.
In Nightmare, the game generously gives you the Magnum from the beginning, as well as one extra inventory pouch The Samurai Edge handgun is stronger and more stable, so I do prefer it over the default one. The Hot Dogger is of course stronger than the standard knife, but most of all it has this impressive burning effect. I use the bonus pouches so as to have more space, since I take the bonus Lockpick and Bolt Cutters from the item box at the station, so as to not have to backtrack to every locked place with zombies and the Nemesis breathing down my neck (grenades are unable to stun the Nemesis in this mode, so I prefer to run and dodge while it's chasing me). The Crafting Companion may not be that necessary, but it is helpful when it comes to crafting Magnum and Grenade ammo.
Nightmare difficulty is many scales higher than Hardcore, and features several instances that are quite intense. You are called to find new strategies to come around certain sequences, as things are quite different in this mode. The final boss fight is unforgettable once you are done with it; it is pure brutality and far more difficult than the rest of the game. This alone is not an issue per se, but it becomes a serious one when it does not allow you any kind of improvisation. I don't mind a tough challenge, as long as there is a logic behind it; and a boss battle doesn't have to be inhumanly difficult in order to be challenging. Just think of Saddler, the boss in Resident Evil 4, or Laura, one of the bosses in The Evil Within. You can fight Saddler using a great variety of weapons and means, even take advantage of the environment or simply use your humble knife. Laura is extremely strong, aggressive and lethal, but again you can face her in several ways; and during one specific battle, you can trick her, trap her and freeze her, and keep doing this while evading her attacks until you are able to run away from her without even killing her. This is what I call inventive gameplay. Inventive from the part of the designers, but which also allows the players to be inventive and creative themselves. The fact that you can face Saddler and Laura in many different ways doesn't make the respective fights any easier. It just gives you time to think and challenge you to plan out your own strategy. But when a battle requires from you to just press one button in just the right time so as to not end up mush on the floor and demands from you to do this constantly, like the final Nemesis sequence does with the required Perfect Dodge, does not make that battle more challenging, it makes it tedious and from a point and on, it prevents you from enjoying the grand finale.
My playthrough is split in five parts; the list below describes the sections that I cover in each one:
Part 1: Uptown (Jill's apartment), Downtown (Underground and Market), Power Substation
Part 2: Back to the Underground, Sewers, Demolition Site & Boss Fight, Downtown Revisited via Kendo's Shop
Part 3: RPD (Carlos), Clocktower Plaza & Boss Fight
Part 4: Hospital (Carlos and Jill)
Part 5: Underground Storage, Nest Labs & Boss fights from Hell
Comments
Post a Comment