Carlos was really great in this game. At first, I was surprised by his new hairstyle but he quickly grew on me with his falcon punches and his mildly cheesy lines. Actually it's one line but it's good enough and did I mention he punches hunters in the face???!?!? oh boy, oh boy.. He might not strike as a latino anymore, but I'm pretty sure the ladies will appreciate him. At least, I did.
Speaking of hunters, these are my favorites since the original and I'm glad that they are back. Not the gammas! Those are the ugly ones in the sewers! I'm talking about the RE 1-like ones. False actually. Those in RE 1 are alphas, while here I believe they are called betas (I never noticed any difference to be honest). They tookthe effort, however, to drastically change the gammas like I said. They are even more frogish now and less reptilish. so I'll stick with my alphas/betas (they are alpha for a reason duh). There are even lickers! So, as you understand there is a plethora of enemies that balances out the greyworm or whatever other enemy was removed
As for Nemesis I think I get what they mean that he is more "scripted". In the original I can count multiple teams that he freely chases you though the city (RPD, uptown at least one, downtown at least one, clocktower after you recover maybe?). You have the choice to fight him and get rid of him until the next encounter or leave him chasing you while you do all this backtracking. In the remake however, back tracking only exists in the.. demo area basically. So you interact with him there the same way, but after that every encounter with Nemesis leads to a boss fight. I'm not sure though if you can bring him down when he has a flamethrower. Someone will have to check on that.
Imo, it's design choice that leads to a tradeoff. With the game being more linear you can't have Nemesis chasing you like in the original. At the same time the game has to be more linear (thank god no more puzzles in the streets?!?? Oh this jewel from random x building will totally unlock the Hall gate!)
One person here said RE 3 og buildings are uninspiring. I agree. I don't care about random racoon city gas stations and bars or even the park that is missing. Hell, I don't even remember it. But the clocktower missing is a huge blow (for me at least). It's one of the few places that it made some sense to backtrack and have some old school gameplay because it reminds of the mansion. The mansion has the same importance to me as the hunter alphas! <3. So yeah, it's overly personal and sucks. What's worse is that they even have a leaflet of the tower in the game! "Here's all the background story of the tower! Too bad you won't enter! muahahah"
As for the second part of the game being weaker that the first, I kind of agree bit for my own different reasons. The hospital and dead factory are completely redesigned. Hell, dead factory is replaced by some underground lab. The main reason I watched this game was for the nostalgia. While in the first half I could identify numerous parts of the original (Dario locking himself, brad getting bitten, extinguishing the flames e.t.c), I can't say the same for the hospital and the lab (except from the rail gun). Unless I don't remember things of course
Speaking of Dario, how could I forget to talk about this magnificent intro?!? This was the main reason I got pumped up for the game. I've seen it multiple times. From the appartment till Carlos finds you are some of the best moments of the game. Easily the best intro of a game ever.
Edit: I forgot to talk about Marvin and Kendo. I was really excited to see them in the trailer. Too bad their appearances (especially Kendo's basically repeating what we knew from RE 2) were insignificant. Brad biting Marvin was a nice touch however.