
There’s plenty of ammo this time but it might take a while to realise that you can pretty much go weapons free on any threat you find. Having plenty of weapons and ammo to deal with the Nemesis’ initial (and, really, only) face to face encounter is part of getting your head around the fact that this is a much more shooter-focused Resident Evil experience, keeping with the more action focused shift in the original game. However, what is surprising is that after this opening encounter, the Nemesis never really appears in this way again and, instead, the focus shifts to more compartmentalised, structured encounters.

Partly because when you first encounter the creature there are plenty of grenades and explosive barrels to knock him down for the minute or two’s respite you need to tick off your apocalypse to-do list. But as it turns out there’s far less to worry about in the full game. When I played the game at preview stage I wasn’t entirely sold on the mechanics because having an unkillable enemy that’s always in your face can only hold your interest for so long.

Once he arrives you are constantly on the run, or at least trying to be as he leaps in front of you or lashes out with long range tentacles. This city street section is the only place where the Nemesis really appears as you might expect - a constant, lumbering, trench coated danger.
