As some older players revisit one of their favorite games with the remake of Resident Evil 3, it becomes clear that major changes have been made in the form of cut locations, weapons, and features. It would be fascinating to learn more about the design choices made while developing this remake, and we hope that some developers will eventually shine a light on the many design choices made in the new game.

No Branching Paths

Via: egmnow.com

The original game features several points where the player would be faced with a sudden decision to make. Without getting into spoilers, this took the form of the Nemesis arriving without warning and Jill needed to decide to stay and fight or run for safety, forcing her to find key items in other locations. The premise was interesting, but ultimately made no real difference in terms of player progression.

Rather than attempt to make choices matter, Capcom has instead opted to remove them entirely. This is a real shame because it could have been the perfect way to help add some meat onto them skinny bones that is the content of the remake. This game is already far shorter than Resident Evil 2, so to cut a feature that could have given replays more heft is a missed opportunity.

No Enhanced Ammo

Via: artstation.com (3d Artist Toby Arnold)

Crafting ammunition was new feature in the original Resident Evil 3, and it gave players a great sense of control with regards to how they wanted to play. Enhanced ammunition is simply handgun bullets or shotgun shells that are far more powerful than their normal variants. After making the same type of ammunition seven times in a row, players would then have the option of crafting regular or enhanced ammunition, and it made each playthrough unique if someone wanted to specialize in only one weapon.

For some reason that is not explained, the entire concept has been ignored for the remake.

A Lack Of Costumes

Via: github.com

Depending on which platform one used, the original game had eight costumes, some of them serious, others silly, and one from Dino Crisis. Right now, we only really have one alternate pre-order outfit, and one that can be purchased with points. Future DLC might bring more costumes, but we can only hope that this will be the case.

A Weird Adaptation Of The Mine Thrower

Via: gamerevolution.com

In the original game, the Mine Thrower was a weird, unnecessary weapon that was a blast to play with coupled with the infinite ammunition perk. Launching a mine into the chest of a shuffling zombie, only to see them burst after a few steps was great fun, but the weapon had no use in the normal game, nor could ammunition be crafted for it.

Rather than improve on the design to be more practical, Capcom again decided to implement the idea of this weapon as a type of ammunition for the Grenade Launcher, again without the ability to craft additional rounds.

RELATED: Resident Evil 3: How To Get The Shotgun

No Time For The Clock Tower?

Via: youtube.com (Thegamerwalkthroughs)

In the original Resident Evil 3, the clock tower was a fairly important place. This is where Jill solves several puzzles, fights Nemesis, and Carlos too has several things to do while Jill recovers inside the chapel within this building.

For some reason, the Clock Tower has been cut almost entirely and only makes an appearance for a boss fight. The overwhelmingly linear structure of much of the progression in the game might account for this, since this area did feel far more like it belongs in the Spencer Mansion than the middle of Raccoon City. Still, the removal of an entire area seems quite odd.

In fact, the same can be said of several other locations that have been removed seemingly without reason. The graveyard, park, and factory have all been cut from the remake as well, which brings us to a major change in the game.

A Whole New Ending

Via: youtube.com (Odee)

Of all the changes, this one might bother older players the most. Whereas the original game ends in Jill needing to work her way out of a factory to reach a helicopter before the city is destroyed, the remake sweeps all of that under the rug and repeats many of the themes and general designs of the lab at the end of Resident Evil 2.

This is one change that is completely unnecessary, because the boss fights in that area could easily have taken place within the large, wide open factory of the original game. Certain adjustments would need to be made, but that is also because the final boss is somewhat bigger than one might expect. Still, the decision was made to shift the ending of the game elsewhere, and it simply feels off.

No Barry Burton, no Jill Sandwich References

Via: twitter.com (@@Chris77Redfield)

The complete removal of Barry Burton is a travesty. Everything else in this list can be explained in some way but taking out the man who coined the term “Jill Sandwich” should be nothing short of a crime. Barry had better show up in some DLC, otherwise this whole remake will have been for nothing.

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