Previously
on part one: Jill Valentine, S.T.A.R.S. member and the protagonist of first
Resident Evil, is currently caught in the night when Zombie outbreak occurs in
the middle of Raccoon City. Her main objective is simple: escape the city alive
but there's no obvious destination yet. There's a door can be lockpicked but
she happens don't have lockpick despite her title of "Master of
Lockpicking". Therefore she went to her office in Raccoon City Police
Department station and get a lockpick. Once she lockpicked the door...
...she
found another alleyway that leads to another Hydrant station. She can pick the
hose to use it to extinguish fire in other alleyway but it's bolted. That means
she needs another puzzle item. So she continues her journey for now.
That dangling body is fun
for me to watch. Yes, i'm horrible person if you can't tell by my sick taste of
sightseeing here. Besides that, i want to advise you about the importance of
wearing seatbelt. No matter how bad you're situation in, you should take time
to wear seatbelt. Otherwise you will end up like that guy.
It appears someone charging his/her car with battery
generator. I nab the power cable because the game allows me to do so not because
i need it. Well, maybe i will in future. Who know? i don't. Anyway, examine
every part and take everything is valid in this kind of game. Just like Point
'n Click Adventure.
Then there's new enemy: this hairy monster that could be
equivalent of Licker or Hunter. But has capability to grab you unlike those
other two. Maybe it's bed bug mutant. Yep, i assume so. I know that this
monster also appears in Resident Evil 1 Remake.
I think i found the first
cryptic puzzle. If i take that metal compass, that horse statue will pours water
into that pool that electrified by that broken lamp. But i can put it back.
There's another slot besides the vase-carrying statue. I reckon i need puzzle
item that fits into that slot first before i can solve this puzzle.
I entered a restaurant
that happen to have gas leak on its kitchen. Luckily for the restaurant
manager, there will be no safety and health inspection on zombie outbreak.
In the same kitchen, there's safe that can be lockpicked. It
contains fire hook that i can use to open hatch in the same room.
After i opened the hatch, an Umbrella mercenary appears
behind me. His name is Carlos and i don't think he's the same Carlos in Final
Fight as he doesn't carry sword on its back. Though that makes me wish that
Final Fight and Resident Evil happens in the same universe. I want to see Mike
Haggar piledrivers the Nemesis. That will be really fun to watch.
Offended by my opinion, Nemesis barges in from back door.
It's another plot branching time. My option: 1) Go inside the hatch 2) Hide
inside the kitchen. On the first play, i choose the first option, but the room
soon flooded forcing us to fight him directly in close range. Even though Carlos
uses M4A1, he isn't helping much as he shoots it in single-shoot mode. We came
out victorious in the end but i lose many ammo and healing item. Turns out the
second option doesn't make us get inside refrigerator or kitchen drawers. We go
outside the kitchen then i throw electric lamp into the kitchen results
in big blast that's caused by combination of gas leak and electric burst.
Carlos yells at me but with this way, i save ammo and health.
After we exit via backdoor and have bit chat, Nemesis rises
from his nap and after me again (while Carlos run ahead). At first i though
Nemesis as just generic brute monster therefore not so scary. But his scary
forte lies on his persistence. He can go pass through doors unlike other
enemies and runs really fast. My reaction to this is to get to save point in
parking lot office and he indeed chases me. But once in junction where i fought that mutated bed bug,
he takes wrong turn and run pass me like in that cartoon scene. That makes me chuckle
and feel relieved.
When i return to that back alley, zombies occupy it. Great! [normal
sarcasm]
Turns out, there's save room nears that alley. If i read map
more diligent, i can cut that case really big. I'm stupid! Inside of the save
room, i find crank and i think i know where do need to use it. But i decide to
delay backtrack and choose to proceed further instead.
There's that clock mechanism with gems around it. They're
out in open so it's no wonder people can and will steal it. Miraculously,
they're only 2 of them that missing. I have one from police station so i have
to search for the other.
Inside press office, there's the first pushing puzzle! My
first instinct is to take that photo above phone box. It's only give me reading
with picture of zombie's face in the opening cgi, not worth it unless if you so
care about "world building". To make progress, you have to hit that
switch panel over there and then you hit button beside the door then it opens
up.
Behind the door, there's staircase and lot's of fire. As i
want to ascend further that door over blows out and gives me another jumpscare.
Thank you so much! >=I
On the 2nd floor, i found zombies, gunpowder and the other
gem that i need to unlock City Hall's gate. You notice that i no longer carry
assault rifle? That's because i want to experience "real" difficulty
by replacing it with handgun. Sounds stupid, i know.
I have the power cable to replace the broken cable on that
fire escape stairs but i can't find where it is even though i'm quite sure it's
around here. By the way, there's zombie dogs spawn here in place where i have
secured before. -_-#
The alleyway in the back of the bar leads to that shutter
door that need crank to open. But unfortunately, the crank doesn't fit with
that hole panel. Back to square one. 3=
Turns out the fire escape stairs that i'm searching for is
indeed in the area on 2 previous
screenshots. But something or someone just pull up the stair. This detail
that confuse me because i'm pathetic idiot. In previous time, i can shoot down
pile of wooden board then i was thinking maybe if i shoot the stair it will
come down too. But tough luck, no matter how many bullets that i sacrifice it
won't go down.
I decided to visit the warehouse to drop my items. It's no
longer safe place, there's some zombies here including the one who pretend to
be dead on upper floor. Also the fatty git is out from container and dead.
Inside the container that once his hiding place, i found his
dairy and some gunpowder A. He claim that he's getting crazy to just stay in
safety here. Then i assume he challenges those zombie in fistfight. He's indeed
extraordinaire. Idiot extraordinaire!
After those relatively fruitless backtrack, i decide i go
through that City Hall's gate. I thought it was going to be closed building
again but no this place is in the open which means not good. There's statue
there that i'm certain is part of puzzle but the door that leads to it, can't
be opened. So i move pass that door and there's 2 branching path.
Goddamit, Jill! You broke the crank and makes me surprise in
process. To be fair, there's description on crank that it's rusty and bound to
broke. One path beyond Town Hall's gate, leads to this gas station and there's
shutter door that need to be opened by utilizing crank. But it becomes another
dead end, for now.
I really hate this. There's zombie that pretend to be dead
but i can't shank him. As if the game said "Too bad you can't deal with
lying zombies here one by one. You have to walk this alley to midpoint then i
allow you to deal with all of them and hopefully making you scared in process.
Have fun!". That's bastardly nonsense! Dead Island allows me to
"check" every lying body without restricting me like this. Pitiful!
After passing another (suspiciously) peaceful corridor, i
come to this area where there's zombie dogs and train. I don't think i need to
blow this explosive drum only to get rid of the zombie dogs. I save them for
-maybe- Nemesis, should he gets after me here.
Inside the train, i found other Umbrella mercenaries: that
bulky guy (who i forgot his name) and that wounded man named Mikhail. I'm more
than happy to share one of my first aid spray with him but game disallows my
generosity. Such a pity.
Following The sergeant guy to another cart, i meet with
Carlos again. He manage to convince the sergeant to cooperate with me if they
want to survive from this huge mess. You may wonder why i who play as Jill
Valentine the S.T.A.R.S member who know too well that this incident is caused
by Umbrella corps, am willing to cooperate with their mercs. It's because
Carlos told me (on our first meeting) that their main objective is to help any
survivors in Raccoon City also he can't deny any shady business of the corporation.
They're probably act only for Umbrella's good image. So they're quite
trustworthy. Except the sergeant, he's suspicious. That one is my bare hunch,
mind you.
Engineer_negativevocalization10.wav. There's one zombie
bursts out from that car. Then i take shotgun shells inside of the car as
jumpscare compensation.
I found wrench in that train. So i can loosen bolts on fire
hose or turn the broken crank at the gas station. As it's the closest place, i
choose latter option. Carlos gave me this safety harness that usually wear by
construction worker. Will there be bungee jumping or sort like that?
When i search the gas station for awhile, Carlos comes in
suddenly and not long after that group of zombie attacking the gas station.
He's rushing to deal with them. As i don't want to feel another guilt over
someone's dead. I head to outside without thinking twice.
The zombies are dealt by Carlos alone but he is also down or
so what appears in the first time. He then get up and run off somewhere else.
I'm quite relieved. Perhaps, he's fine for now.
So i went back inside and continue my search for any
valuable here. There's this puzzle lock. Pressing a button will turns on lights
within certain pattern. Any light that is on will be turned off if it's
triggered for the second time. My objective is to turn on only light above
letter that are on. Solve a number of puzzle sequence and you will get a jerry
can of oil that presumably is needed for the train.
Getting the oil, the
garage on next door suddenly on fire because of electric shorting. Maybe i can
prevent this if i check the garage first instead of go straight to the puzzle.
Goodbye 3 A Gunpowder! I regret i don't have item slots for you all.
As i want to insert oil
into train's engine, the train is under attack by pack of zombies! My decision
to keep that explosive barrel unscathed is correct as Mikhail use it to deal the rest of
them during this cutscene. After zombies are taken care of, Jill carries him
back to train. You're true hero, sir! Turns out the oil isn't strong enough or
whatever what Jill implies as if she's machinist which i doubt she is.
Zombie goblog! [translate: Bloody idiot zombies!] The door
that can't be opened before is opened by this bastards. This jumpscare really
got me good. This reminds me of my experience in Dark Soul 2 where there's one
door on ruins of Forest of Giants that can only opened by enemy if you knock it
first. Compare to that, this is lots worse. I begin to realize that jumpscare
will bound to happen if i make progress. This really demoralizes me. >m<
At least i have access to this statue and those green herbs.
Pushing button on Major's statue will make it release metal book on its hand. Do
you remember that city's part where i found metal compass? The other slot is
fit to this book but nothing happen if i insert it. Then i think maybe if i replce
the book with compass on this statue, something will happen.
Why yes, indeed. The
statue turns around to reveal a battery and i know where to use it. In the
junction area where i fought the mutated bed bug for the first time (and
Nemesis took wrong path to chase me), there's path that ends up in lift that
can't be operated because there's no battery to power it.
I use wrench to get this
fire hose then the game tell me that the wrench is no longer serves purpose and
gives me option to discard it. As there's no Team Fortress 2's sentry gun to
upgrade in here, i have no choice but to throw away the wrench. So sad.
After dealing with
spawning zombies and bed bug mutant, Jill comes to the fire scene put it out in
time before this whole alley is burned. Good Job, Jill!
I have collected many
gunpowder so i figure i have to start crafting now. Ammo crafting manual said
that combining gunpowder yields various result. Here's the example: 1 gunpowder
A combine with reloading tool will result in 30 handgun bullets but if i
combine gun powder AA (which is combination between 2 gunpowder A) combine with
the tool will results in 70 handgun bullets. That's 10 bonus ammo from the
result of crafting from 2 gun powder A! Then i experience crafting with gun
powder AAB. It results in 40 shotgun shells. If i make ammo from 1 gun powder
B, i get 20 shells which is exactly half of the value. I believe i will get
more shells if i craft from gun powder BB than AAB ones (maybe bonus 5 or so)
furthermore i sacrifice ingredient for handgun bullet in process. But in my
opinion, it's quite worthy. As i think handgun bullets aren't so valuable compare
to shotgun shells especially when dealing zombies. They usually in tight
formation so i prefer using shotgun that can blast them at once rather than
using handgun. Or if not in group i deal them with knife. I rely on handgun
only when dealing with those mutants or zombie dogs.
Speaking of the devil,
there's the mutant beyond that once burned ally. Someone has planted bomb in
this wall and i'm thinking to shoot it with my handgun to defeat the mutant. Then
it becomes aware and chase me. I shoot the bomb and we're both dead. That's my
2nd "You Died".
That's funny. The mutant
is bit different than before i reload the game. Its skin is less thorny. Maybe
this one is the poisonous variant of the mutant as it manages to change Jill's
status from Fine to Poisoned. This time i succeed in blowing the time bomb
safely. By the way, i found another crank in that rubble behind Jill.
The alley leads to this
Umbrella's small branch office. I find the sergeant kill his man here while he's
still conscious but in the middle of zombification. I wanted to ask what kind
of operating system within that laptop of his but he denies me by saying he's
busy. I'm more suspecting you, mister.
There's locked storage in
this office that require password to unlock. From nearby document, i know that
the password is Umbrella's product. Then i turn on TV that shows this
advertisement. I presume Adravil here is inflammation gel or sort like that. I
have seen enough TV ad so i know i'm right. That stripped gaps on ad's model is
TV's effect in case you wonder why her hip and arms are split. I have to admit
she's less attractive than Jill Valentine because she has inhuman long neck.
Then i type 'Adravil' on a computer and Voila! The door opened. Who would
guess? [Light Sarcasm]
Inside of storage, i
found additive liquid to boost the effect of the oil. Suddenly, another group
of zombies barge inside of the office and i heard the sergeant guy screams like
little girl. Pitiful! >:I
Turns out i can deal lots
of them by shooting valve on that pipe. The pipe will gush steams if you do so.
As you can see that zombie isn't focus on me. Quite often zombies walk other
way than on my direction. Even with stupid A.I, i'm still afraid of zombies. I
feel more stupid.
Oh! Guess who's back?
Nemesis prevents me from saving in save room in this alley (and punching the
water pump in process). Forcing me to go back to the warehouse, only for saving
my progress. The big jerk. -_- #
On the bright side i can
get to that shutter door that need another crank to open up. It's revealed
grenade rounds! Demoman_positivevocalization04.wav
As i want to go back to
parking lot office to safe, i get surprised by another branching quick-time
event though this one doesn't involve Nemesis. A quake happens and make a hole
then those cargos slowly slide down. I have 2 option (again): jump down or pull
up. I choose latter because i suspect something worse will happen below. Plus,
i can evade those cargoes at ease.
Taking the elevator, i
end up on this power station. There's 2 doors that are closed, one require
small voltage electricity while the other need high voltage ones. The machine
that power the door is beside me but i have to set the electricity setting from
auto to manual via machine behinds me.
The puzzle is easy to
understand but hard to calculate. The number on most left is the base voltage.
Press red switch will increase it while the blue ones do the opposite. You have
to press the switches 4 times. The increment or decrement is bigger from
previous phase. You have to manipulate the voltage until number on most right
match to necessary voltage number that's required to open each door. The
low-voltage locked room contains fuse that we need while the high voltage ones
contains magnum! Engineer_mvm_loot_rare02.wav
Should you get the fuse,
another quick-time event happens. Another group of zombie come after me. This
time my choice: 1) shorten the machine so the zombies got electrocuted
(hopefully not me too) 2) force a closed emergency door to open. I choose first
option and it's very satisfying to see those brainless freak get fried and
popped. Miraculously, the power station isn't blowing up or something after my
reckless electricity operation there. But i suspect i will get surprised at
least twice: by zombie and Nemesis, before i reach the train. Really no fun to
me.
Before i go to replace
the fuse and fill the train with machine oil. I stole the book for iseng
safekeeping. Then two fountain burst and that's it, nothing more spectacular
happens.
And guess who i meet in
the middle of the way back to train. It's the hunter. I mean hunter of
S.T.A.R.S member. Not that hunter in Resident Evil 1 or the one with lush eyebrows and mustache. I finally can show you the emergency avoid works. If it
works Jill will dash away from attack or will push enemy immediately if she's
about to be grabbed. Emergency avoid definitely good to conserve ammo and run
away from unnecessary battle like here. I'm sorry, Mr. Nemesis. I know you're
here to hunt down every S.T.A.R.S. member but i choose to ignore you this time
because you just wasting my ammo and unlike Mr. X you don't give me ammo after
defeated. Actually i don't feel sorry at all. Screw you!
Just before i reach area
where the train lies, another quake happens and i fell down to this underground
tunnel. To get out of this place i need to activate a ladder by activating 2
panels like this one. But things isn't that simple as there's worm monster (who
causes the quake) will attack me from hole besides of each panel if i slow
enough to push the button.
Even with the ladder is
set, i can't leave yet as the worm won't let me. He will hide inside the hole
beside the ladder and will strike me if i try to climb it but after that it
immediately will goes hiding again. It won't be so problem if the camera
cooperate with me better than this. I have to lure it out then immediately step
back to barely safe distance then swiftly shoot shotgun on its mouth. It takes
about 7 shotgun shells if you're doing it right.
The ladder lead me to
train area via a manhole and here they are the components are set! They're more
logical as stage-transition key items than chess plugs or animal stones. Then i
move to front cart and Carlos is there but the sergeant isn't. So we decide to
leave him. I don't like him anyway. By the way, you can't go back to town
because of gap that's made by the worm.
But we got stowaway. It's
Nemesis, of course. I try to fight him but my item-stingy instinct get the best
of me so i return to the front cart.
Then Mikhail sacrifices
himself to blow the big bastard along with whole cart. You're really true hero, sir!
Suddenly, another
negative filter happens again. It's branching plot event! The train runs so
fast and can't be controlled anymore. There's 2 option: 1) Use the emergency
break 2) Jump out of train. I have seen many Hollywood movies that i know the
solution to this problem is the last option. So, i jump. Unfortunately, Carlos
didn't watch any of those movie so he choose to stay at the train, leading to
his death. RIP Carlos. =C
I got thrown out of train
unharmed although it crashes into someone's house really bad. There must be
something behind that painting but wait!
*Gasp* A group of burning
zombies! This is like the beginning of scenario A of Resident Evil 2. For real this time.
Amidst that crisis i
manage to grab Clock tower key behind the painting fast enough before go inside
the door that turns out it's save room. I'm out of crisis so fast and easy. But
i feel bad about losing my Umbrella mercenary friends especially Mikhail. He's
heavily injured yet he protects me who's healthy. That feels really wrong. I
should load before the boss fight, do it better so i can have top condition to
defeat Nemesis or i can go explore the town more thoroughly there's locked
boutique shop and other locked area. But that will be for un-recorded
walkthrough.
I can feel that Resident Evil 3 Nemesis (1999) is more
ambitious (in good way) than Resident Evil 2. It takes place more in the survivor's shoe
than the previous, like secure other survivor or set path to more reasonable
way. I mean who thought of escaping from heavily-infested city through sewer
that ends up in laboratory like in previous series? But that way, the player
know the cause of the outbreak. While in this ones, game assume that you
already know it as the setting also takes place in Raccoon City. Speaking of
which, the main scenario only in 1 disc for 1 person unlike the previous series.
That mean the replayability value isn't so high but there's branching plot that
can cover that. And i suspect there's different ending depends on the Umbrella
Mercenaries that are with Jill. She has 10 slot inventory but she doesn't have special
item slot (like for lighter or lockpick). The ammo crafting part makes the
scavenging part fitter in Survival genre and it returns in Resident Evil 2
remake as we all know. Also it allows you to get ammo that you want/need in creative way. The dodging can facilitate player to avoid enemies
without heavily rely on zigzag maneuver with tank control which make less sense
though you have to press the button at the right time that will take some time
to get used to. Enemy respawn after making progress is trivial in RE classic
but make some of them suddenly burst at you is truly brilliant to make the
Horror aspect more definite. Or at least, that makes me scarred good. I don't
think there's this many jumpscare in other RE classic. There's also crow
jumpscares but they are not that scary as -we all know- crows are weak and
easily-dodge enemy. The weapons are quite the same with the one in previous
series. Well, except assault rifle that's really good and have very big ammo
capacity. The atmosphere is more scary as you're mostly in open area where
zombie's moans can be heard also you get quite-detailed situation of a city
that's devastated by zombie outbreak.
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