🧟‍♀️ Resident Evil (PSX) – Into the Depths | Part 3

In Part 3 of our Resident Evil (PSX) playthrough with Jill Valentine, the Spencer Mansion becomes even more unnerving. The puzzles get tougher, the corridors feel darker, and every unlocked room brings more questions than answers.

Right from the start, we encounter locked doors and key hunts that force you to revisit familiar areas. The mansion isn’t just a maze — it’s a psychological trap that constantly loops you back into your own doubts.

Some hallways feel endless, and the lack of music amplifies every footstep. Exploration here isn’t peaceful — it’s tense and meticulous. You start to second-guess every choice, especially when ammo and health items are scarce.

The map becomes your best friend. With multiple floors and hidden sections, paying attention to every little detail makes all the difference. It’s easy to get lost, but slowly mapping each room becomes part of surviving this place.

The mansion’s upper levels reveal more of its eerie architecture: balconies that overlook empty halls, views into rooms that seem familiar yet different. It’s like the house is rearranging itself.

Some rooms are deceptively normal — like this dining area — but they make you uneasy because they shouldn’t feel this ordinary in such a terrifying setting. That contrast is one of the game’s strongest design choices.

Tension spikes when danger strikes unexpectedly. Being caught off guard in a tight staircase isn’t just stressful — it forces you to rethink how you move through every corridor.

This part also brings more environmental puzzles. Interacting with statues, collectibles, and switches feels like uncovering hidden layers of the mansion’s grim story. Each solved puzzle opens new areas and deeper lore.

Decorations and aesthetic details like mounted trophies or odd furniture give personality to areas that should otherwise feel lifeless. They hint at the human history of the mansion — and how it turned into something monstrous.

Artwork, symbols, and mysterious buttons keep the sense of ambiguity high. You’re never sure if something is just decoration or a clue that unlocks the next piece of the mansion’s cruel design.

By the end of Part 3, the mansion feels less like a place you’re exploring and more like an entity watching your every step. Jill is surviving, but the horror grows with every room.

Part 4 will dive deeper — and the danger only increases.


🎮 Game

Resident Evil (1996, PSX)

🧩 Character

Jill Valentine

Posted Using INLEO

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4 comments

A true classic that gave me quite a scare when I played it.

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Yes, even when I play it with the lights off, I still feel that slight fear I had as a child when I played it on my PSX.

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