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* MemeticMutation:
** Some viewers have joked that Castillo is a [[PoorMansSubstitute budget]] Creator/VinDiesel.
** Others have joked that the film [[{{Foreshadowing}} served as a warning]] to the failed Fyre Festival that was held in the Bahamas in April 2017.
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** You can effectively have infinite bonus items (weapons, costumes, capacity upgrades, etc.) in the Dreamcast port of ''2'' by simply starting a NewGamePlus in Original mode and then pulling the VMU out of your controller. Whatever goodies you select won't be permanently deducted from your inventory because the game can't save your status without a VMU inserted (on the flipside, this also means you won't get to keep whatever new items you pick up).

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** You can effectively have infinite bonus items (weapons, costumes, capacity upgrades, etc.) in the Dreamcast port of ''2'' by simply starting a NewGamePlus in Original mode and then pulling the VMU out of your controller. Whatever goodies you select won't be permanently deducted from your inventory because the game can't save your status without a VMU inserted inserted, which is quite a boon considering how hard some bonus items are to farm in the first place (on the flipside, this also means you won't get to keep whatever new items you pick up).
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** You can effectively have infinite bonus items in the Dreamcast port of ''2'' by simply starting a NewGamePlus and pulling the VMU out of your controller. Whatever goodies you pick won't be permanently deducted from your inventory because the game can't save your status without a VMU inserted (on the flipside, this also means you won't get to keep whatever new items you pick up).

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** You can effectively have infinite bonus items (weapons, costumes, capacity upgrades, etc.) in the Dreamcast port of ''2'' by simply starting a NewGamePlus in Original mode and then pulling the VMU out of your controller. Whatever goodies you pick select won't be permanently deducted from your inventory because the game can't save your status without a VMU inserted (on the flipside, this also means you won't get to keep whatever new items you pick up).

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* GoodBadBugs: In ''Scarlet Dawn'', you can get Cyril (the axe-wielding creature) stuck in his idle animation by repeatedly stunning him just before he attacks. Because shooting enemy weapons in the game scores points, this bug allows players to rack up big scores by going ham on Cyril's axes for as long as he remains stuck.

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* GoodBadBugs: GoodBadBugs:
**
In ''Scarlet Dawn'', you can get Cyril (the axe-wielding creature) stuck in his idle animation by repeatedly stunning him just before he attacks. Because shooting enemy weapons in the game scores points, this bug allows players to rack up big scores by going ham on Cyril's axes for as long as he remains stuck.stuck.
** You can effectively have infinite bonus items in the Dreamcast port of ''2'' by simply starting a NewGamePlus and pulling the VMU out of your controller. Whatever goodies you pick won't be permanently deducted from your inventory because the game can't save your status without a VMU inserted (on the flipside, this also means you won't get to keep whatever new items you pick up).
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** On the gun controllers on ''4'', there's a button for grenades on the left side of the barrel, but ''not'' on the right, biasing the controller in favor of right-handed players. While it doesn't make the game entirely unplayable for lefties, it does mean that left-handed players will have to twist their right hand into a bit of an awkward position to use grenades. This is a bit of an odd choice given that ''VideoGame/GHOSTSquad'' was released a few years prior and its assault rifle controller has the weapon toggle button on both sides of the controller (to be fair, both games were developed by different divisions of SEGA).

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** On the gun controllers on ''4'', there's a button for grenades on the left side of the barrel, but ''not'' on the right, biasing the controller in favor of right-handed players. While it doesn't make the game entirely unplayable for lefties, it does mean that left-handed players will have to twist their right hand into a bit of an awkward position to use grenades. This is a bit of an odd choice given that ''VideoGame/GHOSTSquad'' ''VideoGame/GhostSquad2004'' was released a few years prior and its assault rifle controller has the weapon toggle button on both sides of the controller (to be fair, both games were developed by different divisions of SEGA).
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* GermansLoveDavidHasselhoff: This series is very popular in Mexico, ''The House of the Dead III'' which is a ContestedSequel everywhere else, is much better received in the country, the fact that the first console port of ''III'' is on the [[UsefulNotes/{{Xbox}} Original Xbox]], a system that's[[note]]and the Xbox brand in general,[[/note]] extremely ''HUGE'' in Mexico, this also helped.

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* GermansLoveDavidHasselhoff: This series is very popular in Mexico, ''The House of the Dead III'' which is a ContestedSequel everywhere else, is much better received in the country, the fact that the first console port of ''III'' is on the [[UsefulNotes/{{Xbox}} [[Platform/{{Xbox}} Original Xbox]], a system that's[[note]]and the Xbox brand in general,[[/note]] extremely ''HUGE'' in Mexico, this also helped.
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* SugarWiki/AwesomeMusic:

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* SugarWiki/AwesomeMusic: For a [[RailShooter Rail Shooter]] series, House of the Dead has some surprisingly catchy soundtracks:

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* CompleteMonster: The wicked [[EvilCripple Thornheart]] is a former associate of Dr. Curien and Caleb Goldman who intends to go even farther than they. Kicking off a new plague at a party, Thornheart condemns countless people to becoming zombies and unleashes them upon innocent humans, with intentions of sending the plague global. Deciding that [[MisanthropeSupreme humanity is beyond hope]], Thornheart intends on exterminating them without any of the good intentions that drove [[EvenEvilHasLovedOnes Curien]] or [[WellIntentionedExtremist Goldman]], intending on killing everything in his way, even as he hides behind his "selective words".


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* CompleteMonster: The wicked [[EvilCripple Thornheart]] is a former associate of Dr. Curien and Caleb Goldman who intends to go even farther than they. Kicking off a new plague at a party, Thornheart condemns countless people to becoming zombies and unleashes them upon innocent humans, with intentions of sending the plague global. Deciding that [[MisanthropeSupreme humanity is beyond hope]], Thornheart intends on exterminating them without any of the good intentions that drove [[EvenEvilHasLovedOnes Curien]] or [[WellIntentionedExtremist Goldman]], intending on killing everything in his way, even as he hides behind his "selective words".
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*** After you hold the grenade button for a bit, throwing a grenade into Justice's mouth instantly depletes the cancel bar needed to stop his attacks, making the fight almost a complete joke. Though it's still tricky to successfully send a grenade into him when he's covering his face, so if you're skilled enough, save your grenades for those parts of the fight.

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*** After you hold the grenade button for a bit, throwing a grenade into Justice's mouth instantly depletes the cancel bar needed to stop his attacks, making the fight almost a complete joke. Though it's still tricky to successfully send a grenade into him when he's covering his face, so if you're skilled enough, save your grenades for those parts of the fight. Unlike other bosses, the latter is more well-known among arcade players.
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** While ''III'' is still harder and longer than the first game, it somewhat dialed back some of the frustrating things that made ''2'' very difficult, such as the boss cancel bar (which was carried from Vampire Night), and an even easier way to reload (at least with the Shotgun controller, although at the cost of having a delay on reloading), and also, you don't gain any punishment for accidentally shooting your partner in the segments were they are in danger. [[spoiler:Did we forget to mention that you can have up to 9 lives starting with this game?, as opposed to a maximum of five in the first two games? (Not counting Original mode in ''2'' and the first game's remake, where in the latter, you need two hits to lose a life in lower difficulty modes as mentioned above)]]

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** Proper Sequel Difficulty Drop, While ''III'' is still harder and longer than the first game, it somewhat dialed back some of the frustrating things that made ''2'' very difficult, such as the boss cancel bar (which was carried from Vampire Night), and an even easier way to reload (at least with the Shotgun controller, controller (despite of claims of the shotgun controller being physically tiring), although at the cost of having a delay on reloading), and also, you don't gain any punishment for accidentally shooting your partner in the segments were they are in danger. [[spoiler:Did we forget to mention that you can have up to 9 lives starting with this game?, game? (atleast the home releases that is), as opposed to a maximum of five in the first two games? (Not counting Original mode in ''2'' and the first game's remake, where in the latter, you need two hits to lose a life in lower difficulty modes as mentioned above)]]



** Compared to the original game, ''2'' is faster, longer, and much more difficult. The zombies and bosses are more resilient and aggressive, and thus the window of opportunity to rescue hostages is smaller. There is also no auto-reload function, unlike the prior entry. According to [[https://www.youtube.com/watch?v=D05HsIpVNoE this video]], it turns out that the primary difficulty tester that wound up setting the bar was the '''first game's top player''', who wound up cheesing the beta and state that it was ''too easy'', resulting in such a spike.
** ''4'' manages to be a bit harder than the first two. Since you have a submachine gun, a ''lot'' more zombies appear on-screen at once. The bosses now require their weak points to be shot enough to empty a "Cancel" meter; being successful interrupts their attacks and avoids damage. Additionally, more of the bosses fit ThatOneBoss category.
** ''Scarlet Dawn'' has even larger zombie hordes that will easily overwhelm the player if they're not careful. Bonus lives are scarce, with the player required to earn a rank of A+ or higher after a stage for an extra life [[note]](previously, ''4'' gave bonus lives for as low as B ranks, and an S rank awarded ''two'' bonus lives)[[/note]]. The special weapon ammunition is also limited, thus the player must save it for the enemies and boss phases that they have trouble taking down with the default machine gun.

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** Compared to the original game, ''2'' is faster, longer, and much more difficult. The zombies and bosses are more resilient and aggressive, and thus the window of opportunity to rescue hostages is smaller. There is also no auto-reload function, unlike the prior entry. According to [[https://www.youtube.com/watch?v=D05HsIpVNoE this video]], it turns out that the primary difficulty tester that wound up setting the bar was the '''first game's top player''', who wound up cheesing the beta and state that it was ''too easy'', resulting in such a spike.
spike, ''III'' became a difficulty drop either intentionally or accidentally.
** ''4'' manages to be a bit harder than the first two.two (as well as being a direct difficulty spike from ''III''. Since you have a submachine gun, a ''lot'' more zombies appear on-screen at once. The bosses now require their weak points to be shot enough to empty a "Cancel" meter; being successful interrupts their attacks and avoids damage. Additionally, more of the bosses fit ThatOneBoss category.
** ''Scarlet Dawn'' has even larger zombie hordes that will easily overwhelm the player if they're not careful. Bonus lives are scarce, with the player required to earn a rank of A+ or higher after a stage for an extra life [[note]](previously, ''4'' gave bonus lives for as low as B ranks, and an S rank awarded ''two'' bonus lives)[[/note]]. The special weapon ammunition is also limited, thus the player must save it for the enemies and boss phases that they have trouble taking down with the default machine gun.gun, some even say that this game rivals the difficulty from ''2''.
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*** Any tough/fat creatures like Mackey or Charles are a pain once more, because in addition to their traits from ''2'', there are versions of both can throw heavy projectiles at you if you don't kill them quick enough. Thankfully, destroying them does stun them back as they recoil (though it makes their heads harder to hit despite being vulnerable). In any case though, either creature is especially a problem if they're about to attack the moment they come on screen, which isn't helped that both Mackey and Charles have deceptively quick attack animations. A Kevin is also notorious for doing in chapter 3 with a shovel as well.

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*** Any tough/fat creatures like Mackey or Charles are a pain once more, because in addition to their traits from ''2'', there are versions of both can throw heavy projectiles at you if you don't kill them quick enough. Thankfully, destroying them does stun them back as they recoil (though it makes their heads harder to hit despite being vulnerable). In any case though, either creature is especially a problem if they're about to attack the moment they come on screen, which isn't a Kevin is also notorious for doing in chapter 3 with a shovel. As for the standard enemies, it's not helped that both Mackey and Charles have deceptively quick attack animations. A Kevin is also notorious for doing animations in chapter 3 with a shovel as well.particular.



*** Berns. Like Damians, they don't have to be right up against you to deal damage if [[PlayingWithFire their weapon]] doesn't already indicate that. What's not helped is that they don't immediately die to headshots due to their welding masks. However, they become a complete joke once you find out that shooting the propane tanks they hold instantly kills them and any zombies they are near. [[GuideDangIt Though, the game never points this out,]] so a lot of first-time players have a hard time with them anyway.

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*** Berns. Like Damians, they don't have to be right up against you to deal damage if [[PlayingWithFire their weapon]] doesn't already indicate that. What's not helped is that they don't immediately die to headshots due to their welding masks. However, they become a complete joke once you find out that shooting the propane tanks they hold instantly kills them and any zombies creatures they are near. [[GuideDangIt Though, the game never points this out,]] so a lot of first-time players have a hard time with them anyway.



*** In the second to last level (and ''4 Special'') you run into Bains, which look like zombified cops. They will behave one of two ways: Either grab you and shake you which isn't too hard to escape from, or they start a charging shoulder tackle from where they're standing, usually in a sea of zombies, causing you to shoot the more harmless zombies before shooting the Bain down.

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*** In the second to last level (and ''4 Special'') you run into Bains, which look like zombified cops. They will behave one of two ways: Either grab you and shake you which isn't too hard to escape from, or they start a charging shoulder tackle from where they're standing, usually in a sea of zombies, creatures, causing you to shoot the more harmless zombies creatures before shooting the Bain down.
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Added example(s)


*** Any tough/fat creatures like Mackey or Charles are a pain once more, because in addition to their traits from ''2'', there are versions of both can throw heavy projectiles at you if you don't kill them quick enough. Thankfully, destroying them does stun them back as they recoil (though it makes their heads harder to hit despite being vulnerable). In any case though, either creature is especially a problem if they're about to attack the moment they come on screen, which a Kevin is especially notorious for doing in chapter 3.

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*** Any tough/fat creatures like Mackey or Charles are a pain once more, because in addition to their traits from ''2'', there are versions of both can throw heavy projectiles at you if you don't kill them quick enough. Thankfully, destroying them does stun them back as they recoil (though it makes their heads harder to hit despite being vulnerable). In any case though, either creature is especially a problem if they're about to attack the moment they come on screen, which a isn't helped that both Mackey and Charles have deceptively quick attack animations. A Kevin is especially also notorious for doing in chapter 3.3 with a shovel as well.
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** If you're trying to max out your score in ''4'', some common enemies like Stones end up becoming this. This is because the strategy often involves seeing if an enemy will grab and getting points off of them when they're far enough into the grab animation so that shooting won't kill them. While Davids and Costellos have really telegraphed attack animations, Stones in comparison, attack rather quickly and in a way that can make it hard to pick them off with a headshot. Johnnys with no axes to throw follow the same principle. Even more dangerously, however, is that in the penultimate stage, some Costellos will have the same attack as a Stones, which is sure to throw you off if you don't pay attention.
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*** The Lovers' second phase where they spawn some Tarans can be drastically cut down with a well-timed grenade, which is handy. What's even better is that another well-timed grenade[[note]](throw towards the top of the screen)[[/note]] can deplete the cancel bar on their final phase, which reduces the stress from how the male tarantula's talons can block gunfire.

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*** The Lovers' second phase where they spawn some Tarans can be drastically cut down with a well-timed grenade, which is handy. What's even better is that another well-timed grenade[[note]](throw grenade right before their final phase[[note]](quickly throw towards the top of the screen)[[/note]] can deplete a chunk of the cancel bar on their final for that phase, which reduces the stress from how the male tarantula's talons can block gunfire.

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Revamping the grenades section and adding another attack to That One Attack.


** In the first boss fight against Justice in ''4'', [[GuideDangIt the game doesn't tell you that]] throwing a grenade into Justice's mouth instantly depletes the cancel bar needed to stop his attacks, making the fight almost a complete joke. Though it's still tricky to successfully send a grenade into him when he's covering his face, so if you're skilled enough, save your grenades for those parts of the fight.
** This tactic also works against other bosses, notably being able to deplete Temperance's cancel bar when he's rolling backwards (by throwing a grenade at his ass) and the ''FinalBoss'' if you throw [[https://www.youtube.com/watch?v=eYUETzdhayY&t=830s one at the chest that takes away a good chunk of his health]], secrets that eluded countless arcade players for many years.

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** In the first boss fight ''4's'' Grenades. While useful against Justice in ''4'', a large horde of regular enemies, [[GuideDangIt the game doesn't tell you that]] they work on bosses if you aim for their weak points. While only one boss directly responds to grenades, they can turn [[ThatOneAttack even their most maddening phases]] into a cakewalk if you're skilled enough. Below are reasons you should try and hold onto as many grenades as possible during a chapter; secrets that eluded countless arcade players for many years:
*** After you hold the grenade button for a bit,
throwing a grenade into Justice's mouth instantly depletes the cancel bar needed to stop his attacks, making the fight almost a complete joke. Though it's still tricky to successfully send a grenade into him when he's covering his face, so if you're skilled enough, save your grenades for those parts of the fight.
** This tactic also works against other bosses, notably being able to
fight.
*** The Lovers' second phase where they spawn some Tarans can be drastically cut down with a well-timed grenade, which is handy. What's even better is that another well-timed grenade[[note]](throw towards the top of the screen)[[/note]] can
deplete the cancel bar on their final phase, which reduces the stress from how the male tarantula's talons can block gunfire.
*** It's best you save your grenades for Empress' final phase where she swings her chainsaws, as a quickly thrown grenade towards the top of the screen right as the phase starts will instantly end the phase (at least on singleplayer) if thrown right and as long as you keep shooting afterwards. Can be a form of CatharsisFactor given she's one of the harder bosses in the game.
***
Temperance's cancel bar when he's rolling backwards (by can be quickly stopped by throwing a grenade at his ass) ''ass'' as the attack starts. Grenades even work on his phases within the clock tower windows, though it's tricky because of the windowsills, so it's best that you only throw one per phase and keep shooting regardless if it hits or misses.
*** While grenades do work on The Star, [[https://youtu.be/eYUETzdhayY?si=S30pQ7zNaGCh6E1i&t=497 if this video is saying anything]], [[InvertedTrope for once it's somewhat unwise to do so]], as they're all likely to miss except for certain attacks, which isn't helped by how they're randomized.
*** The World is susceptible to them. That's right,
the ''FinalBoss'' can be damaged with them if you throw [[https://www.youtube.com/watch?v=eYUETzdhayY&t=830s [[https://youtu.be/eYUETzdhayY?si=XJ5qHtH2XixYw3vN&t=847 one at the chest that takes chest, taking away a good chunk of his health]], secrets that eluded countless arcade players health]]. It's generally best to try and throw them while aiming for many years.his head after a phase ends and the camera turns, during which it gets pretty close to him.



** The Lovers' final phase has a similar attack where the top spider shuffles his legs in front of himself before rising them to slash at the player(s) with both legs. A first time player is very unlikely to figure out that the best strategy is to continuously shoot at the weak point and reload when you're out of bullets, which can make this phase frustrating. Unsurprisingly, this phase has been an run ender for newer players as well.
** The Empress has ''two'' rather maddening attacks, one of which only happens once per battle. The attack in question is when she tries driving her chainsaw into the players from atop the subway car they're in. The kicker is you ''must'' be prepared to shoot her weak point just about when the camera pans up to show her, or else you will most likely be unable to stop her attack. Needless to say, this is also something newer players wouldn't be able to figure out, and likely have their runs ended then and there. The other attack is when she's driving her chainsaw from the side of the train car, which only has slightly more room for error.

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** The Lovers' final phase has a similar attack where the top spider shuffles his legs in front of himself before rising them to slash at the player(s) with both legs. A first time player is very unlikely to figure out that the best strategy is to continuously shoot at the weak point and reload when you're out of bullets, which can make this phase frustrating. Unsurprisingly, this phase has been an a run ender for newer players as well.
** The Empress has ''two'' ''THREE'' rather maddening attacks, one of which only happens once per battle. The attack in question is when she tries driving her chainsaw into the players from atop the subway car they're in. The kicker is you ''must'' be prepared to shoot her weak point just about when the camera pans up to show her, or else you will most likely be unable to stop her attack. Needless to say, this is also something newer players wouldn't be able to figure out, and likely have their runs ended then and there. The other attack is when she's driving her chainsaw from the side of the train car, which only has slightly more room for error. The last one is her final phase, where she wildly swings her chainsaws before dual slashing. This one is notoriously hard for how it's hard to keep up with her weak point, especially when you have to reload to keep the damage coming.
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** Justice, the very first boss of ''4'', has his infamous dropkick, which is preceded by how he covers his face with his hands to obscure his weak point. It's so hard to shoot that you're more than likely going to get hit at least once whenever he uses it, which will always be at least once per battle. While it's averted if you save your grenades for this part of the battle, [[GuideDangIt it'd be really nice if the game told new players they can outright stop the attack with them...]]
** The Lovers' final phase has a similar attack where the top spider shuffles his legs in front of himself before rising them to slash at the player(s) with both legs. A first time player is very unlikely to figure out that the best strategy is to continuously shoot at the weak point and reload when you're out of bullets, which can make this phase frustrating. Unsurprisingly, this phase has been an run ender for newer players as well.
** The Empress has ''two'' rather maddening attacks, one of which only happens once per battle. The attack in question is when she tries driving her chainsaw into the players from atop the subway car they're in. The kicker is you ''must'' be prepared to shoot her weak point just about when the camera pans up to show her, or else you will most likely be unable to stop her attack. Needless to say, this is also something newer players wouldn't be able to figure out, and likely have their runs ended then and there. The other attack is when she's driving her chainsaw from the side of the train car, which only has slightly more room for error.
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** At the start of the shootout sequence, you can clearly see the camera's dolly track on the bottom of the screen.

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** At the start of the shootout sequence, you can clearly see the camera's dolly {{dolly}} track on the bottom of the screen.

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** Remake difficulty drop, as ''The House of the Dead Remake'' makes the easy difficulty truly easy, and for new players, it's all but guaranteed to get the true good ending in the easy difficulty due to the lax scoring requirements, including the "Modern" scoring mode that add multi-kill combos. It gets better once all the scientists in one playthrough is rescued (and in case of failure, one can restart the stage instead of the whole game) as you will unlock secret alternate weapons for you to use in the next playthrough and once unlocked, it can be permanently used, also, you need two hits instead of one hit to lose one life.
** While ''III'' is still harder and longer than the first game, it somewhat dialed back some of the frustrating things that made ''2'' very difficult, such as the boss cancel bar (which was carried from Vampire Night), and an even easier way to reload (at least with the Shotgun controller), and also, you don't gain any punishment for accidentally shooting your partner in the segments were they are in danger. [[spoiler:Did we forget to mention that you can have up to 9 lives starting with this game?, as opposed to a maximum of five in the first two games? (Not counting Original mode in ''2'' and the first game's remake, where in the latter, you need two hits to lose a life as mentioned above)]]

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** Remake difficulty drop, as ''The House of the Dead Remake'' makes the easy difficulty truly easy, and for new players, it's all but guaranteed to get the true good ending in the easy difficulty due to the lax scoring requirements, including the "Modern" scoring mode that add multi-kill combos. It gets better once all the scientists in one playthrough is rescued (and in case of failure, one can restart the stage instead of the whole game) as you will unlock secret alternate weapons for you to use in the next playthrough and once unlocked, it can be permanently used, also, you need two hits instead of one hit to lose one life.
life (unless the difficulty is set to "Arcade").
** While ''III'' is still harder and longer than the first game, it somewhat dialed back some of the frustrating things that made ''2'' very difficult, such as the boss cancel bar (which was carried from Vampire Night), and an even easier way to reload (at least with the Shotgun controller), controller, although at the cost of having a delay on reloading), and also, you don't gain any punishment for accidentally shooting your partner in the segments were they are in danger. [[spoiler:Did we forget to mention that you can have up to 9 lives starting with this game?, as opposed to a maximum of five in the first two games? (Not counting Original mode in ''2'' and the first game's remake, where in the latter, you need two hits to lose a life in lower difficulty modes as mentioned above)]]


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** Another minor example for the same reason, but III's reloading time is a bit stricter compared to the first two games.
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* HilariousInHindsight: One of the survivors, highlighted during the 360 camera section of the action montage, resembles [[Videogame/Left4Dead Bill]].

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