Best Resident Evil 3 dodges and when to use them - Dexerto
Gaming

Best Resident Evil 3 dodges and when to use them

Published: 2/Apr/2020 4:54 Updated: 1/May/2020 14:19

by David Purcell

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Running through walls of zombies in Resident Evil 3: Nemesis was very difficult as the dodge mechanics weren’t quite right, but they have been totally revamped in the remake. Here’s how to use it, and what types of animations to expect in-game. 

Capcom’s popular RE3 re-releases on April 3, bringing fans of the 1999 game right into the 21st century with an all-new take on the PlayStation 1 classic.

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We have already put together a guide on best survival tricks and tips for the remake, and one of those is dodging. It’s so important when you think about the amount of bodies that will come pouring your way at the hands of the Masterminds – plotting your demise.

Resident Evil 3
Capcom
Resident Evil 3 players need to know how to dodge in order to survive.

Whether you come up against Zombies, Grave Diggers, Hunter Betas, or Giant Spiders, knowing how to use your feet could be the difference between life and death.

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YouTuber Where’s Barry has been exploring the different dodging techniques in the remake after getting his hands on the demo version, posting a video to his channel on March 22 running through those that he has discovered.

A full list can be found below, along with a short description – and included in his handy video tutorial.

All types of dodging in Resident Evil 3 remake

  • Lucky Dodge: Run past enemy without pressing dodge button, but brushes them off as an animation. This completely avoids damage.
  • Lure Dodge: Those who have played Resident Evil 2 will be familiar with this one. Run towards zombies, allow them to lunge, and turn away from them while they’re stuck in that animation. You don’t need to press a button here, either.
Dodging in Resident Evil
Capcom
The counter dodge allows you to move into a better position and fire in slow motion.
  • Basic Dodge: Using the dodge button on your controller, you can move from side to side, forwards and backwards, allowing you to swiftly move into a safer space. This can be useful for changing direction swiftly. When running, you will boost forward, while standing still you will sidestep or jump back.
  • Perfect Dodge: When performed right, the screen will go white and slow down for dramatic effect. Right before an attack, which will take some time to perfect, pull off a dodge at the right moment and it will perfectly roll past enemies. This is good when you’re very close to enemies or cornered.
  • Perfect Counter: When you do a perfect dodge, pull the trigger and in slow motion action mode you can attack your enemy with whatever weapon you have in hand. This is a really good offensive tactic and makes it significantly easier to hit headshots – which are higher damage, of course.

It’s not really a case of picking the dodge that suits your type of playstyle, like you would with perks or abilities in other games. Each of these dodge techniques will be useful in different predicaments and mastering them will give an advantage as a survivor.

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Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

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Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 

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In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

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Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.

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It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”

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While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.

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