Resident Evil 3: Nemesis
Description official descriptions
Resident Evil 3 takes place during the events of Resident Evil 2. The midwestern town of Raccoon City is in ruins, having been overrun with the undead creating T-virus thanks to the wacky hijinks of William Birkin and Umbrella Inc. The player must guide Jill "master of unlocking" Valentine (one of the two main protagonists of the original Resident Evil) out of the city alive. Along the way, Jill will interact with and receive help from (or be hindered by) three Umbrella mercenaries who are also stranded in Raccoon City. Standing in the way of your group's last escape are a horde of flesh-eating zombified citizens, homicidal mutants, and a relentless killing machine known only as Nemesis who is determined to hunt down and kill the survivors of the original Resident Evil, including Jill.
A dramatic improvement over Tyrant/Mr. X/G from the previous games, Nemesis can run (faster than Jill, in fact), use firearms (a rocket launcher), dodge attacks, and even move through doors and from room to room in pursuit of Jill. On top of that he still possesses the nigh indestructibility we've come to know from Umbrella's ultimate bio-weapons.
Like its two predecessors Resident Evil 3 is a third-person action-adventure game with polygonal characters on pre-rendered backgrounds with cinematic camera angles, a technique originally pioneered by Alone in the Dark. Although the game uses the same basic engine and gameplay as the previous games, the gameplay is improved by features such as auto-targeting, a 180 degree spin, and a new dodge move that allows Jill to avoid enemy attacks. Another addition is Jill's ability to create different kinds of ammunition by mixing together three different types of gunpowder found throughout the game. The game include a randomization feature, which changes the location of certain key items and ammo. Another noteworthy feature is that at certain points in the game, Jill is faced with two choices for a situation, each will affect later story, and even the game ending. The zombies have also been made more diverse.
The number of polygons in the character models has also been increased, along with the possible screen resolution and color depth for the PC version (up to 1600 X 1200 at 32 bits, from a maximum of 640 X 480 at 16 bits for Resident Evil 2). Another addition in the PC version is the ability to skip cutscenes as well as the door loading animation.
The PC and Dreamcast versions includes all eight of Jill's possible costumes, as well as the mercenary mini-game Operation Mad Jackal which allows you to play as one of the three Umbrella soldiers. On the Playstation version, these special features must be unlocked by beating the game with a high score.
- Обитель зла 3: Немезис - Russian spelling
- バイオハザード 3 ラストエスケープ - Japanese spelling
- 惡靈古堡3 - Chinese spelling (traditional)
- 生化危机3 - Chinese spelling (simplified)
Credits (PlayStation version)
137 People (120 developers, 17 thanks) · View all
|Background Creator Chief|
|BG Image Design|
|[ full credits ]|
Average score: 80% (based on 61 ratings)
Average score: 3.9 out of 5 (based on 179 ratings with 9 reviews)
Remember those sequences of sheer chaos that made Resident Evil 2 such a hit? Particularly those that took place in the streets of Racoon city and which gave the game an incredible adrenaline surge when combined with the creepy classic survival/horror gameplay? And remember that particularly interesting "Terminator" touch that took place in the second part of the game and which involved a seemingly undestructible foe that hunted you through the last stretch of the game and gave the game a new life for many reasons? (giving a proper nemesis to the game and making the constant threat an even bigger source of tension and suspense). Well, considering that every RE2 player and his sister loved those elements it stands to reason to think that a sequel that foccused on those elements should be a straight winner right? uh... well, we'll talk about that later but for now just know that RE3 placed all it's chips on that and you have more chaos and more of the "nemesis" zombie-blasting action.
The storyline is much simpler this time around with you being placed in the shoes of Jill Valentine (making her return from RE1). Trading in her sassy assault suit from the original and dressed in nothing but a black skirt and a strapless top Jill decides to make a new start as a swimsuit supermodel. Well, not really but she sure could! Stranded in the zombie-infested Racoon city Jill sets herself on a quest to escape the nightmarish town, and if she's gonna do that she's gonna look like a winner all the way baby! Nothing says combat-ready like a good set of designer clothes and a sassy haircut (and hey, if Aya Brea could get away with that on Parasite Eve why can't Jill do the same, huh?). So far par for the course, using the traditional RE interface Jill moves around pre-rendered backgrounds shooting zombies and collecting items that aid her in progressing through the city.
The technical aspect of the game is flawless as expected, with gorgeous graphics (actually the same as on RE2), moody and effective sound effects and even more impressive fmv cutscenes (look out for the improved facial expressions).
While the gameplay mechanics remain the same Capcom saw fit to include a number of peripheric features to somehow mask the fact that this is just RE2.5. And while most are just annoying SNK-like features, some are actually a godsend and help the combat-oriented gameplay, case in point: remember how you frantically mashed every button when zombies got to you in a desperate attempt to escape? (using the same logic as when you punch your keyboard to "help" your computer run faster) Well now there's a use for that as it effectively influences how fast Jill pushes away from the zombies and makes the difference between getting your arm chewed off or just getting a scratch. Similarly, you can now dodge incoming attacks by (sort of) strafing a little, and the addition of a quick turn, the ability to climb over boxes/ledges and other additions like helpful Doom-like explosive barrels/panels/etc. make combat easier when faced with multiple enemies.
As a nice added touch you also have the choice to take different paths when faced with a particular situation, which come in the form of very consoley "choose your own adventure" pop-up options that appear at key moments.Sure, they are stupid and blatantly obvious way of branching the storyline and the gameplay, but still earn points for doing exactly that, as you can take different paths to solve specific situations and get different information depending on what choice you make.
This particular sequel proved that Capcom was thankfully still Capcom and that while they may revolutionize a given genre time and time again, they are still the laziest coding house to come out of Japan, whose mantra is "No game with less than 10 sequels/spin-offs". As things would have it, this is the moment where the well started to run dry for the RE series, the innovative touches that made the original and it's sequel such classics are cloned with just some peripheric features that attempt to cover the fact that Capcom couldn't come up with anything truly innovative for their new darling series.
As mentioned the game puts the emphasis on chaotic mob sequences and the ever-present nemesis threat, but when placed in the spotlight it becomes obvious that they can't hold the game on it's own. The chaotic element puts the game in an eternal overdrive as it never lets down, and that's one of it's biggest problems. You know when you hear an annoying sound continuously and eventually you just get used to it and ignore it's presence? That's what happens here. There's simply no dynamic in the game, by that meaning that you have to have something slow next to the fast in order for it to be fast, get it? The zombie mobs and exploding situations are all too common in here, dulling the whole experience as there are less and less moody situations and dramatic pauses. Same thing goes for the Nemesis creature, by the 10th time he crashes through a wall or jumps in front of you out of nowhere you are used to it and the whole thing ends feeling tired and old. I mean, "auuhg Nemesis?? Again?? Yeah, let me shot you down, 'kay you are dead, except you aren't really and you'll come crashing through a door or something in the next 10 minutes or so..."Groan...
To attempt to cover all the "has been" ideas under a new hood the brains at Capcom decided to throw in a series of "brand new" features that for the most part function in the same way as the SNK features fighting aficionados are used to see included in their sequels rather than new gameplay ideas or mechanics. For starters you have an ammo-making utility that is just a stupid new way for you to collect powder instead of ammo, ditto the new "super-weapon" assembly system which just means you have to pixel-hunt the parts that make each special weapon, etc. etc.
The storyline has obviously suffered due to the new approach to the series: all combat and no suspense make RE3 a very dull boy as you'll see when comparing this one to it's predecessors. To sum it all up, you have to escape the city, there are a couple of Umbrella covert ops. guys that ally themselves with you as they face the same situation, and then there's the armored Tyrant aka Nemesis that somehow seems to be targetting S.T.A.R.S members for a particular reason as the only source of real intrigue, oh yeah and mid-game you'll get infected with a nasty virus that needs taking care of if you want to get out of here alive, but that's it. The charming corporate conspiracies and the personal squabbles have been subdued in favor of self-referential information (see what happened to the chopper pilot from RE1...yippe...) and zombie bashing-action, sub-plots are kept to a minimum and generally it all just revolves around you shooting shit that gets in the way of your freedom.
The Bottom Line
For the most part Resident Evil 3 proves that the series became a hit for their innovative blend of intriguing B-movie plots, dramatic suspense, action and stylish elements, and that cutting it all down to action and style just doesn't work the same way.
Nemesis has the babe, the guns and the gore but not everything else that made the magic work. The game is still entertaining and extremely well produced regardless of what some of the other more "extremist" reviewers may say, hardly the "craaaaap, craaaaap, Craaaapp" you may read around here, with enough optional elements (such as different game modes/bonuses/etc.) to make it a real value, and with plenty of good action that relies mostly on interesting scripted set-pieces and sheer chaos. Sure, any game that relies on that is easy prey for the usual arrogant bastards that make it their business to point out just how above those things they are and how utterly damaging they are to the high art that is videogaming and if you are going to listen to that vaya con dios. But yeah, it's equally far from the level of the previous games. Get Resident Evil 1 or 2 for the true thing, this one definetively doesn't make the series justice and will be enjoyed mostly by fans only.
PlayStation · by Zovni (10502) · 2003
RE3 continues to create the same atmos-fear generated by its predecessors. The first time you play the game, you will feel totally on edge by the time you get to the Train. Zombies burst in from windows and out of abandoned cars. Crows smash through crashed bus windows. Many-armed creatures that I never bothered to learn the names of drop from the ceiling and race to embrace you in their death grip. RE3 also sees the return of the Hunters of the first game, leaping great lengths to swipe your head off. The variety of mutated creatures gives a challenge to even the experienced Resi player. The arsenal has also been up-dated - as have the methods for upgrading weapons. Instead of merely being given add-ons for your weapons, you now have to assemble them from parts dropped by the Nemesis everytime you defeat him. Prizes include two parts for the Desert Eagle handgun, two parts for the M37 shotgun, and infinite ammo (extremely handy). The arsenal now includes your near-useless knife, a Berata pistol, an M35 shotgun, a grenade launcher with four different kinds of ammo (Grenade, Acid, Flame, Freeze), a Magnum, and a fully automatic machine gun. Towards the end stages of the game, it is also possible to add a rocket launcher to your inventory. Also, instead of being handed over infinite weapons upon completion of the game, the lifespan is increased somewhat by the unlockable sub-game, in which you may play as any of the three mercenaries and must get from the Train to the warehouse saveroom, saving as many civilians as possible and killing all varieties of monster in order to earn extra seconds to complete the subgame. Cash is earned each time you play, and the prizes can be used the next time you play by the main game: Infinite Machine Gun, Gattling Gun, or Rocket Launcher, or Infinite ammo. Another plus point of RE3 is the ability to create ammo using the Reloading Tool and various gunpowders. This is an extension of the mixing system used in Dino Crisis, and adds another dimension to the game. Finally, there are more high-resolution FMVs in RE3, adding a cinematic characteristic that makes the game more beautiful. In my opinion anyway.
Now for the bad. Although the atmosphere is still fantastic, essentially there is nothing new in this game. The storyline differs little from the previous titles, and the epynonomous character, the Nemesis, is little more than a rehash of the Tyrant-103 of RE2. Where the game differs is also its downfall. RE3 uses "Live Selection", wherein you must make a decision in a set amount of time, or something worse than either option will happen to you. There are several of these, and whilst replaying the game, you may be disappointed to discover that choosing different options does not change the gameplay much. Finally, the difficulty settings are irritating. Choose from Hard or Easy - seems fair enough, doesn't it? Only, in the Easy version, you are given infinite ink ribbon, a fully-loaded machine gun with two extra cartridges, 250 bullets for the Bereta, the Shotgun + 56 shells, the Magnum with 18 bullets, and a full pack-of-three First Aid Sprays. Forgive me for being an action junkie, but where the hell did the action and fun go?! On the other hand, the Hard difficulty is devilishly difficult, and I felt that this didn't allow someone playing it for the first time to have a decent overview of the game.
The Bottom Line
Die-hard Resi fans WILL be disappointed, but if you are new to the series, it may be the best game to start on.
PlayStation · by Gaz Whyte (5) · 2004
The cool thing about this game is, it really fills in the story from Resident Evil 2, and we all know what an excellent game that was. The one thing I really liked was the choose your own destiny type of scenario, at certain points in the game, two choices will come up, and you need to decide which you will go with, or it screws you over, but if you choose one of the choices, you will usually have to fight nemesis, or, run like a scared baby. Another cool thing with this Resident Evil is the gun powder mixing, you can combine a whole lot of varieties of gun powder and make yourself a whole lot of ammo, like me. I saved all the gun powder till the end of the game, and I mad so much magnum ammo, nothing had a chance. And this wouldn't be a Resident Evil without a bonus mini game in the form of Mercenaries: Operation Mad Jackal. In Mercenaries, you play as Carlos, Mikhail, or Nicholai, all ranging from easy to extremely hard(Nicholai). After choosing your character, you must go through Raccoon City with a bomb hidden somewhere on your person, taking out zombies in a chain of combos, and saving hostages. After accumulating points, you can buy weapons for the main game, such as an infinite assault rifle, an infinite rocket launcher, and infinite ammo. The last great thing about this game is the 180 turn mapped to the c stick, this is extremely helpful when fighting a whole horde of zombies, and you don't have the time to manually turn around.
There isn't much not to like about his game, except for the fact that this is almost the same version as the Dreamcast Resident Evil 3, there are the same graphics, the same controls(except for the 180 degree turn mapped to the c stick), and the exact same game in general, no new rooms, no new enemies, not even a gallery mode. As much as I love the Resident Evil series, after the phenomenal Resident Evil remake, I think fans would have liked to see them do the same thing with this game, so, I guess what I'm trying to say is, sometimes sh... anyway, I really loved this game, but with the lack of new things all around, I can not recommend the buying of this game at the price it is set at. For anyone who wants to play this game, I suggest you buy either the Playstation or Dreamcast version, cause this is just not worth the price.
The Bottom Line
This is yet another great game in the Resident evil series, but, at the price they charge for this game, you could buy the Playstation or Dreamcast version at a third of the price.
GameCube · by Joshua Price (24) · 2006
A book adaptation of this game was published under the same name in 2000, the fifth in Pocket Books' Resident Evil series, written by S.D. Perry. The novel featured a preface by Perry stating that it was not canon with her other novels, as changes she had made in the previous novels would have prevented Resident Evil 3 from taking place.
Resident Evil 3 began as BIOHAZARD Gaiden, a side story based around escaping Raccoon City. When the PS2 was announced Hideki Kamiya's BIOHAZARD 3 was changed to a PS2 title and renamed to BIOHAZARD 4 (This would later become Devil May Cry), while BIOHAZARD Gaiden was renamed to BIOHAZARD 3 and given a more important place in the overall Resident Evil story. Jill and the Nemesis were added to the game after this point.
On May 31, 2000, the English version of Resident Evil 3: Nemesis was put on the infamous German index by the BPjS. For more information about what this means and to see a list of games sharing the same fate, take a look here: BPjS/BPjM indexed games.
In the German version, there are a number of changes (the cutscenes are not affected): * Zombie blood was coloured green * Killed enemies disappear almost instantly * Limbs can't be cut off and heads don't explode * In the Mercenary mode, unlocked after beating the game, no time bonus is rewarded for kills (except for animals). This makes it impossible to get a good ranking and unlock bonus content
A detailed list of changes can be found on schnittberichte.com (German).
Carlos Oliveira, Nicholai Ginovef, Jill Valentine, and the Nemesis can be seen in the film Resident Evil: Apocalypse. Carlos, Jill, and The Nemesis are mostly the same as their game counterparts, but Nicholai was rewritten from a scheming combat veteran into a greenhorn with a hear of gold.
According to publisher Capcom, Resident Evil 3: Nemesis has sold 3.5 million copies worldwide since its initial release (as of June 30, 2016).
Producer Shinji Mikami was originally against calling this game Biohazard 3. He felt that Biohazard Code: Veronica, which advanced the story more than this game did, was the "true Biohazard 3" and that Biohazard 3 should've been called Biohazard 1.9.
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Wikipedia: Resident Evil 3: Nemesis
Information about Resident Evil 3: Nemesis at Wikipedia
- MobyGames ID: 3321
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Contributors to this Entry
Game added by Kasey Chang.
Game added February 13th, 2001. Last modified November 22nd, 2023.