How Resident Evil 3: Nemesis came about is a story I’ve only heard in the last year. I had always wondered why Capcom released a game that was so similar to Resident Evil 2 but with less content then before.
I guess I figured it was about money but I now know that Code Veronica was the true sequel to the first 2 Resident Evil games but was taking to long to finish. Capcom decided to slot in a side-story while they were waiting…that game was Nemesis.
For fans of Resident Evil 2, Resident Evil 3 was like putting on a really old & comfortable pair of shoes. The game was still set in Racoon City & split into 2 parts with the first section taking place 24 hours before the events of RE2 & the second part taking place 2 days after.
This time the one & only selectable character is the returning Jill Valentine who is trying to escape the imminent destruction of the city. She has to make her way across the city exploring brand new & familiar areas while meeting old friends & new enemies all the while being pursed by the deadly Nemesis.
With so much of the game treading familiar ground Capcom came up with the idea to expand upon the controlled Tyrant in the Scenario B section of RE2. They created the Nemesis…a massive deformed Bio-weapon whose one aim is to hunt down & kill all the S.T.A.R.S members. Nemesis is uncompromising & will follow you through doors. You can put him down for a period but he will just get back up.
He has a number of attacks that include a rocket launcher & a tentacle that reaches out & attacks. It’s is this attack that infects Jill with the T-virus later in the game.
As well as meeting (briefly) an old S.T.A.R.S colleague in Brad Vickers, Jill also meets 3 members of Umbrellas countermeasure team all of who hold important roles. It is one of these characters that you can control (Carlos) when looking for a cure for Jill. It’s only for a brief time but it makes a nice change.
Story-wise Resident Evil 3: Nemesis was fairly exciting if not exactly thrilling because it re-threaded a lot of the RE2 ground. The new areas are exciting to explore & it was great to see more of Racoon City such as the hospital.
The major changes to gameplay come in the form of choices…at certain points in the story Jill will have 2 options flash up on screen & the player will have a few seconds to make a choice – normally what direction to go in. It’s an excellent idea that guarantees replays as you want to see what the other areas contain, what changes it makes to the story & what ending it affects.
An ammunition creation system adds more depth & RE3 also introduced future series staples such as the quick 180 turn.
The game can be completed in the customary Resident Evil time frames – a couple of hours but with the choice system there is plenty to have you coming back. In addition RE3 included a randomisation feature that changes the placement of items & enemies.
The Mercenaries – Operation: Mad Jackal is an unlockable mini-game where you play as 1 of the 3 Umbrella mercenaries with a set time & inventory to make your way from one point to another. Killing enemies & rescuing survivors grants health items, ammo & more time.
It’s a fun inclusion & similar modes would become expected in future Resident Evil games.
Completing Resident Evil: Nemesis with certain ranks will unlock other costumes for Jill & Epilogue files that detail what happened to the characters after they left Racoon City.
RE3 continues the trend of Resident Evil games have amazing music & sound effects. They help immerse you within the gameplay & nothing is more terrifying then the sound of the Nemesis saying “S.T.A.R.S” as you sprints towards you.
RE3: Nemesis is seen as one of the weaker Resident Evil games because it shares so much with RE2 but it is much better then it’s given credit for. It starts off many of the series staples, things that actually improved future games while also offering some new ideas. I can’t help but think had it been given the same treatment as Code Veronica we could have had something really special here.
Resident Evil 3: Nemesis