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DYKG: The Rushed Development Of Resident Evil 3 (1999)

Goldsickle

Well-known Member

As someone who started the series since 1996, it did felt weird that we went from 2 playable story campaigns + 6 endings in RE1 to just one playable campaign + 2 endings in RE3.
It started making more sense when I watched this feature about RE3's development, where they needed to finish the game in less than a year, so they cut out as many things as they can, while still making the title feel like a full game.
Among the things they cut is the standard "2 playable campaigns" format.

At the end of the feature, they even talked about how the crunch time for the game is so bad that the wives of the development team filed missing person reports, due to their husbands not returning home for days.

This probably explains why Nemesis has a flawed path-finding...
 
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