Resident Evil 3: Nemesis (1999)

Capcom Planning Room 2

Dreamcast · Nintendo GameCube · PC (Microsoft Windows) · PlayStation · PlayStation 3 · PlayStation Portable

4.02 from 1458 ratings

2944 members have it in their collection · 44 playing now · 562 backlogged · 429 wish listed

How long? Main story 7h · with extras 15h (from 26 logged playthroughs)

Resident Evil 3: Nemesis is a survival horror video game and the third instalment in the Resident Evil series. Like its two predecessors, it is a third-person action-adventure game with polygonal characters on pre-rendered backgrounds with cinematic camera angles. Although the game uses the same basic engine and gameplay as the previous games, the gameplay is improved by features such … Read more
Resident Evil 3: Nemesis is a survival horror video game and the third instalment in the Resident Evil series. Like its two predecessors, it is a third-person action-adventure game with polygonal characters on pre-rendered backgrounds with cinematic camera angles. 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. The PC and Dreamcast versions include all eight of Jill's possible costumes, as well as the mercenary mini-game Operation Mad Jackal, which allows players 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. Read less
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Release dates

  • Sep 22, 1999 (Full Release) (Japan) PlayStation
  • Nov 11, 1999 (Full Release) (North_America) PlayStation
  • Feb 18, 2000 (Full Release) (Europe) PlayStation
  • Jun 16, 2000 (Full Release) (Japan) PC (Microsoft Windows)
  • Nov 15, 2000 (Full Release) (Europe) Dreamcast
  • Nov 16, 2000 (Full Release) (Japan) Dreamcast
  • Nov 17, 2000 (Full Release) (North_America) Dreamcast
  • Nov 24, 2000 (Full Release) (Europe) PC (Microsoft Windows)
  • Jan 06, 2001 (Full Release) (Asia) PC (Microsoft Windows)
  • Apr 16, 2001 (Full Release) (North_America) PC (Microsoft Windows)
  • Jan 14, 2003 (Full Release) (North_America) Nintendo GameCube
  • Jan 23, 2003 (Full Release) (Japan) Nintendo GameCube
  • May 30, 2003 (Full Release) (Europe) Nintendo GameCube
  • Dec 24, 2008 (Digital Compatibility Release) (Japan) PlayStation 3, PlayStation Portable
  • Dec 03, 2009 (Digital Compatibility Release) (North_America) PlayStation 3, PlayStation Portable
  • Feb 29, 2012 (Digital Compatibility Release) (Europe) PlayStation 3, PlayStation Portable
  • Feb 29, 2012 (Digital Compatibility Release) (New_Zealand) PlayStation 3, PlayStation Portable
  • Feb 29, 2012 (Digital Compatibility Release) (Australia) PlayStation 3, PlayStation Portable
  • Sep 25, 2024 (Full Release) (Worldwide) PC (Microsoft Windows)

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Featured in lists

Resident Evil Ranked by DucksOnQuack · 13 games · 3
Sega Dreamcast by KiingShady · 32 games · 0

Rating distribution

5 stars
467
4 stars
620
3 stars
318
2 stars
46
1 star
7
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Community All Reviews Statuses

DucksOnQuack

Status DucksOnQuack Mar 26, 2026

I'm genuinely shocked that I love this one just a bit more than RE2.Some of it is down to how it feels to play such as not needing to press an action nutton to go up/down stairs. I like the level progression more than any other classic survival horror RE game. I'm not talking the multiple routes(though thats part of …

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I'm genuinely shocked that I love this one just a bit more than RE2.Some of it is down to how it feels to play such as not needing to press an action nutton to go up/down stairs. I like the level progression more than any other classic survival horror RE game. I'm not talking the multiple routes(though thats part of why I love it), I'm more so talking about how much less linear its level design is. I love RE2; I think the level design is really tight and sticks with you, but it feels like you're pulling a string of yarn at RPD. It's more linear with room for you to get lost, but once you play it again and again, you start to notice thta linearity. 3's progression can go multiple ways. Like your first encounter with Nemesis. You can pick up Brad's card during that fight instead of your own which appears deeper in the RPD. I love the randomized placements and how they even change when you load a save. Also Nemesis is actually really, REALLY GOOD here unlike in the remake. My favorite of the PS1 trilogy. My favorite survival horror RE. Now my 3rd favorite RE game.

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danksocks

Status danksocks Oct 11, 2025

Idk why I was hesitant about picking this up back up. Maybe it was because I was scared that I wouldn't like it as much as I was hoping. Happy to report that those fears were unfounded! But as good as this is, it does make me reaaaaally want to play through RE2 again.

Aleosha

Review Aleosha 3/5 · Aug 5, 2025

It’s been over two decades since I first played and finished the original Resident Evil 3. That was around 23 years ago, and I suspect the version I played back then was missing the full-motion video cutscenes — I have no memory of them at all. So, I decided to revisit it properly this time. Retro-Arch-2025-08-01-19-37-15-39-DVR-mp4-000437-586

I consider myself fairly competent …

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It’s been over two decades since I first played and finished the original Resident Evil 3. That was around 23 years ago, and I suspect the version I played back then was missing the full-motion video cutscenes — I have no memory of them at all. So, I decided to revisit it properly this time. Retro-Arch-2025-08-01-19-37-15-39-DVR-mp4-000437-586

I consider myself fairly competent at Resident Evil titles, but RE3 is surprisingly punishing. It frequently throws 4–5 zombies at you in consecutive rooms, and even the zombie dogs seem to soak up twice the bullets they used to. While the game tries to balance things by letting you craft your own ammunition, it hardly feels like a fair trade-off.

Another unique element I noticed is the degree of randomization. For example, sometimes Brad runs out of the basement wielding a shotgun — other times, not until you open a door. On one visit to the police station, I encountered four zombies and two red herbs. On another: two dogs and no herbs at all.

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As tradition dictates, the STARS locker holds something special, but even this varies. Once, I found a Magnum there; another time, a Grenade Launcher. For those unfamiliar: one of those is clearly more desirable.

I compared the Dreamcast version — enhanced using RetroTink 4K — against the PSX version via RetroArch/SwanStation. Honestly, playing on original hardware just isn't worth it anymore. While color differences might stem from how my capture card handles HDR, the texture clarity and character models rendered at 5x resolution look vastly better on emulator.

Interestingly, the Dreamcast version even features a few updated textures. For instance, a plaque in the police station was relocated slightly between versions.

One cool design feature is how meeting Carlos depends on your route. In my Dreamcast playthrough, I ran into him at the restaurant. On PSX, I tried to avoid Nemesis and headed to the newsroom first — and that’s where Carlos showed up instead, with an entirely different cutscene.

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Cutscenes also incorporate early QTE-like choices, years before Shenmue. When Nemesis appears, you’re often given an option: fight, flee, or hide.

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The trolley sequence stands out as the only part I vividly remembered from my original playthrough — mostly because of the massive worm boss in the sewers, which gave off strong Alone in the Dark vibes. It’s a gauntlet: evade Nemesis, escape the worm, then face Nemesis again. He’s tanky too — it took an entire Magnum’s worth of ammo plus more to bring him down.

Initially, I found the dogs annoying, but soon realized they no longer have invincibility frames while on the ground — a welcome change.

By the clocktower section, I was stockpiling gunpowder for Magnum rounds and had amassed 48 by then. I’d also obtained both parts of the custom handgun dropped by Nemesis. Despite being called "Eagle," it's a 9mm weapon — not a Desert Eagle — but it boasts a much higher rate of fire and lets you put leftover 9mm ammo to good use.

One cinematic moment really drove home how stripped-down my original version must have been: Nemesis shooting down a helicopter. It's an epic scene I definitely would’ve remembered.

Later, you take control of Carlos, and this part becomes tense fast. Pickups are scarce, so running out of ammo effectively means game over.

The final section, the Factory, is where the game’s design falters a bit. Unlike earlier entries in the series, Resident Evil 3 doesn’t involve much backtracking — unless you get lost. But the Factory forces it, often respawning enemies in areas you’ve already cleared (sometimes more than once). It becomes repetitive, and the unskippable cutscenes before boss fights only add to the frustration.

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The final boss encounters introduce some environmental mechanics. In the penultimate fight, Nemesis appears in humanoid form and you can trigger acid valves to damage him — though it’s unclear if that’s essential or just a helpful tactic. At one point, he even loses his head but keeps attacking.

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The last fight pits you against a grotesque, frog-like version of Nemesis. Ammo management becomes crucial here. I’ve always said: in Resident Evil, bullets matter more than healing items — you can’t heal a boss to death. This battle reinforces that point. To win, you need to activate a massive railgun and lure Nemesis into its line of fire multiple times.

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It took me around 6 hours to complete the game, which is longer than I expected — for comparison, Leon’s Resident Evil 2 scenario took me about 2.5 hours. By the end, I still had plenty of healing items but was low on bullets. This game throws more enemies at you than RE2, and it shows.

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Despite some dated mechanics and frustrating moments, Resident Evil 3 (original) still holds up as a fast-paced, combat-heavy survival horror experience. Just be ready to sweat.

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Krauzer

Review Krauzer 4/5 · Jun 27, 2025

This title is a thrilling survival horror classic that builds on the tension and atmosphere of its predecessors, set in a zombie-ravaged Raccoon City, the MC is, yet again, Jill Valentine, trying to escape while being relentlessly pursued by the terrifying Nemesis, a near-invincible bio-weapon that adds constant pressure and fear. The game refines the series' mechanics with improved controls, …

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This title is a thrilling survival horror classic that builds on the tension and atmosphere of its predecessors, set in a zombie-ravaged Raccoon City, the MC is, yet again, Jill Valentine, trying to escape while being relentlessly pursued by the terrifying Nemesis, a near-invincible bio-weapon that adds constant pressure and fear. The game refines the series' mechanics with improved controls, a dodge move, and the ability to craft ammo, making combat slightly more dynamic. The fixed camera angles and pre-rendered backgrounds maintain a cinematic feel, though they can occasionally hinder visibility.

While the story is straightforward, the pacing is excellent, and the Nemesis encounters elevate the tension. It’s a bit shorter than Resident Evil 2, but its replayability and iconic moments make it a standout entry in the series. I have high nostalgia for this title in particular because I spent way too many hours replaying it with my friends back in the day, and we could never get tired of it because it was a very fun experience. Not that the previous titles were boring, but this one had a higher level of adventure feel, so at the same time, it was easier to skim through it several times without noticing.

One of the best feature in my opinion, coming from the second title, is having multiple playable characters, the sections where you play as Carlos are very fun, it brings up even more replayability since you can achieve his objective in various different ways, not to mention his gameplay is very different if compared to the stock Jill one that you play since the beginning. Another cool addition are the interactive cutscenes, which, yet again, brings up replay value since you can have different out comes depending on your decision.

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Matth

Review Matth 5/5 · May 26, 2024

Um dos maiores acertos da Capcom.

"Resident Evil 3: Nemesis", lançado originalmente em 1999 para o PlayStation, é uma joia do gênero survival horror que continua a ser lembrada com carinho pelos fãs da série. Desenvolvido pela Capcom, este jogo não só mantém os elementos clássicos de horror e sobrevivência, mas também introduz novas mecânicas e uma narrativa mais intensa que contribuem para sua posição icônica …

Read more

"Resident Evil 3: Nemesis", lançado originalmente em 1999 para o PlayStation, é uma joia do gênero survival horror que continua a ser lembrada com carinho pelos fãs da série. Desenvolvido pela Capcom, este jogo não só mantém os elementos clássicos de horror e sobrevivência, mas também introduz novas mecânicas e uma narrativa mais intensa que contribuem para sua posição icônica na franquia.

Narrativa e Personagens

A história de "Resident Evil 3" segue Jill Valentine, uma sobrevivente do desastre da mansão no primeiro jogo, enquanto ela tenta escapar de Raccoon City durante um surto zumbi causado pelo T-virus. A narrativa é tensa e cheia de suspense, com Jill enfrentando não apenas hordas de zumbis, mas também a implacável criatura conhecida como Nemesis. Este inimigo persistente adiciona uma camada extra de terror, perseguindo Jill incansavelmente e forçando os jogadores a estarem sempre alertas.

Atmosfera e Ambientação

A ambientação em "Resident Evil 3" é um dos pontos altos do jogo. A cidade de Raccoon City é meticulosamente recriada com uma atmosfera de desespero e caos. Os ambientes sombrios e os efeitos sonoros perturbadores contribuem para uma sensação constante de perigo iminente. Cada local, desde ruas desertas até instalações abandonadas, está repleto de detalhes que aumentam a imersão e o terror.

Jogabilidade e Mecânicas

"Resident Evil 3" introduziu várias inovações de jogabilidade que se tornaram marcas registradas da série. A adição de um sistema de esquiva permitiu maior dinamismo nos combates, dando aos jogadores uma chance de evitar ataques inimigos. A presença constante de Nemesis, que pode aparecer a qualquer momento, cria uma sensação de urgência e tensão que obriga os jogadores a tomarem decisões rápidas. A gestão de recursos, um elemento clássico da série, continua sendo crucial, exigindo que os jogadores utilizem munição e itens de cura com sabedoria.

Gráficos e Áudio

Para a época, "Resident Evil 3" apresentou gráficos impressionantes. Os modelos de personagens e monstros são detalhados, e os ambientes pré-renderizados são belos e atmosféricos. A trilha sonora e os efeitos sonoros desempenham um papel vital na construção da atmosfera de terror. Os gritos dos zumbis, os passos pesados de Nemesis e a música inquietante elevam a tensão e o medo a cada momento do jogo.

Desafios e Dificuldade

O jogo é desafiador, com inimigos variados e puzzles que exigem pensamento crítico. A presença de Nemesis como um perseguidor implacável adiciona uma camada de dificuldade extra, pois os jogadores devem estar sempre preparados para confrontos inesperados. O equilíbrio entre combate, exploração e resolução de quebra-cabeças é bem mantido, proporcionando uma experiência satisfatória e intensa.

Conclusão

"Resident Evil 3: Nemesis" é um clássico do survival horror que ainda ressoa entre os fãs do gênero. Sua combinação de narrativa envolvente, atmosfera aterrorizante, jogabilidade inovadora e desafios intensos fazem dele uma experiência inesquecível. Capcom conseguiu criar um jogo que não só mantém o legado dos títulos anteriores, mas também introduz elementos que redefiniram a série e influenciaram futuros jogos de terror.

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pixelcrypt

Review pixelcrypt 3/5 · May 4, 2024

Pretty fun entry that slowly tapers out

Update: 01/31/2026

Just did a replay of the OH Resident Evil 3, and I’m left with some mixed feelings. I love the city’s art design, possibly my favorite pre-rendered backdrops of the original 1-3 / CV. But the game is way too easy, oversupplying you with ammo and save ribbons- making it feel way more like action horror than survival …

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Update: 01/31/2026

Just did a replay of the OH Resident Evil 3, and I’m left with some mixed feelings. I love the city’s art design, possibly my favorite pre-rendered backdrops of the original 1-3 / CV. But the game is way too easy, oversupplying you with ammo and save ribbons- making it feel way more like action horror than survival horror. Also, almost all the boss fights just feel janky as hell. Nemesis is great in the city when he’s chasing you, but when you actually fight him he just stun locks you to hell. So it becomes a game of saving up a ton of ammo and heals rather than skill.

Still love the city and clock tower though, and the original is miles better than the remake. Just wish it played more like survival horror and less like an action game.

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In the context of the original trilogy, this might be my favorite. Really enjoyed the city, the puzzles were fun and the art style more interesting than 2. Everything up til the clock tower was solid.

In typical RE fashion, everything kinda goes downhill in the second half. The level design and environments just feel like padding and don’t have the same uniqueness and sharp design as the beginning.

Still, I enjoyed it and unlike the original 2, think it’s definitely worth a play. The remake changed just about everything and it’s a totally different game, I much prefer this one.

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Etrail

Review Etrail 5/5 · Jan 31, 2024

You want STARS? I'll give you 5 stars

Resident Evil 3: Nemesis - The Last Escape (or whatever you want to call it) is an action-packed sequel rounding out the initial PS1 Resident Evil trilogy with a bang. If I had to rank them, of the first three games, I'd probably put this one last, but that's in no way a knock against it. I've always been pretty …

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Resident Evil 3: Nemesis - The Last Escape (or whatever you want to call it) is an action-packed sequel rounding out the initial PS1 Resident Evil trilogy with a bang. If I had to rank them, of the first three games, I'd probably put this one last, but that's in no way a knock against it. I've always been pretty obsessed with the first two and it's high praise just to say I find this a plenty-worthy sequel. A lot of that is just due to my general love for the fixed-camera angle 3rd person Survival Horror genre that this game continues to pull off well. However, much like the 2nd game expanded and departed from the previous game's formula, Nemesis (I'll just call it that) yet again goes in a new direction without ever straying too far from the path.

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My most recent playthrough this year was my first time playing the game in a long time, basically since I still regularly played it on my PS1 about 20 years ago. I've played a lot of Resident Evil to this point, but this was the game that I have played before, but not in the longest time, of any of them (except maybe Survivor). After being quite pleased with the Seamless HD Project's work on Resident Evil 2 (1998), I tried their HD touch-up of this game and was not disappointed. I have no issue with played with old graphics by any means, but it was really nice seeing these environments in HD for the first time as both a new experience and a way to ease back into this classic. I highly recommend trying it if you're able. I've intentionally tried to include a good number of screenshots to show it off, but their website has good previews too.

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So as I was saying, Nemesis does a few things differently from its predecessors. Quite a few features are tweaked, but several fall under the umbrella—pun intended—of giving the game much more of an "action" feel. It's still classic Survival Horror and does not depart entirely from that initial premise, but the intention to make this a faster-paced title is clear from the start. This is most obvious from the titular Nemesis, a massive tyrant-like creature who pursues you throughout the game. Though similar in some ways to Mr. X from the previous game, Nemesis is able to cover a lot of ground quickly and even wields ranged weapons like a rocket launcher, much unlike his lumbering counterpart in RE2. His appearances can vary a lot. I'm not sure offhand if they're quite "random" or if they are affected by the routes and decisions you make but even if it's the latter, there's enough variation to keep you guessing. The addition of a dodge mechanic allows you to deal with threats like Nemesis that come at Jill much more quickly than most enemies in previous games (I bet she wishes she had a dodge button for those damn RE1 hunters). Though it can be unreliable (and risky since you need to time it), you eventually need to get pretty good at it to survive some of the later encounters with Nemesis. Enemies otherwise go down much more quickly with zombies dropping from about four shots and staying down, even on Hard mode. This is of course balanced by the game simply having a ton of enemies, making resource management still important (though in general, of the trilogy, I found this one the easiest in terms of ammo abundance). This makes for a game that is less about counting shots against lumbering foes with plenty of time to make those hard decisions and more about constantly being cornered by multiple threats and having to dodge and blast your way out of tight situations.

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The environments of Nemesis are a nice continuation of the series branching into new territories (even if the RPD is re-used briefly). I remember playing RE2 before this game was out and thinking that even though it's a short segment, the run through the streets of Raccoon was a tense and interesting segment that would be awesome to explore more deeply. Clearly the developers thought the same since that's the basic premise of this game. The opening third or so of the game has a pretty expansive map of the Raccoon streets near the RPD to explore while you work to repair the cable car that will carry you to the next part of the game. This offers a welcome glimpse into the quickly deteriorating state of the city as the T-virus-infected residents roam about infecting whoever remains alive to join their ranks. The game progresses to a few more areas including the clock tower—which offers a more classic interior experience more like the previous games—and a spooky park. Each section offers its own unique aesthetic and set of enemies and challenges. Though I found myself wishing each of these sections were just a bit longer, it's a good variety that works to expand the series' gameplay into new directions while feeling fresh.

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The game also features a new branching story feature. Throughout your adventure, you'll often get to choose between two options for reacting to a given scenario, such as the classic "fight with the monster" or "enter the police station" during your first Nemesis encounter. These don't always have super long-reaching effects, but they can grant rewards or advantages for one option over the other. Additionally, the order you do things in the game can trigger different cutscenes and character interactions. While few actions reshape the ending in unique ways, there's a good deal of variability to be found here in addition to Nemesis' appearances out of nowhere at times. Even if you know the game quite well, you can run into some interesting differences on a new playthrough by just doing things a little differently. Perhaps the biggest disappointment often cited with the game is that unlike its predecessors, it is the first game of the series to start the trend of only having one character's game to play through with a campaign that's only a little longer than each playthrough in the other games (though you do get to control Carlos for a bit). However, this variability does a lot to make up for the overall shorter length and add more replayability.

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The story itself is a little hit or miss, though mostly works for what it is. Much of the cast is the newly-introduced members of a unit of UBCS, Umbrella's mercenary forces each possessing varying knowledge as to their employer's [resident] evil deeds. You'd think the fact a pharmaceutical company keeps mercenaries on its payroll at all would be a red flag, but alas. Their dire circumstances force Jill to cooperate with this team despite the fact they are working for her enemy, in ignorance or not. While the UBCS members aren't always the most interesting characters in their own right, the game does a lot to keep the story constantly developing in a cinematic manner with a good balance of cutscenes and character interactions, primarily with Carlos and Nikolai. Even if this group doesn't have a lot of dimensions to them, the inherent conflict of uneasy cooperation—especially for Jill who's already been betrayed before—is an engaging plotline to follow.

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As far as why the game's good, I actually don't have a lot to say that isn't evident from the above. While the previous games have a lot of great atmospheric tension and the emergent fear of having limited resources you have to use to avoid dying and being forced to restart at your last typewriter (which of course also requires limited resources to use), Nemesis is able to keep you on edge in some of the same ways, while adding a new dimension of terror in never knowing when Nemesis is going to be charging down the corridor right for you. Additionally, the game's generally more dynamic boss fights add a much more interesting combat mechanic than the bosses in previous games which generally amount to shooting, scooting when they're about to attack, shooting, repeat. While the dodge feels a little clumsy, it helps to flesh the action out as well. Even if there's only one campaign, it's paced just as well as those in the previous games, constantly encouraging exploration of new evocative areas, despite the threats that simultaneously discourage it. About my only major complaint is that I wish there were a harder difficulty to up the tension a touch more. Funnily, at the start you can only choose between "Easy" and "Hard" with no middle option. I went with Hard but despite the naming convention, I felt the game was rarely challenging other than perhaps the dreaded Clock Tower fight and this was just another name for "Normal." Still, the game feels tense, resource abundance or not, so this wasn't a deal-breaker.

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I opened by noting that this was my least favorite of the first three RE games. But if I had to guess, it's probably the one I played the most back in the day. Despite its departures from the formula to this point, there's so much about Nemesis that is so iconic and memorable for me. It's been long enough that while I certainly remember certain parts very distinctly, I didn't remember much in the way of routes to take or how to progress through the game too well, so I got to experience the joy of feeling like I was playing a "fresh" playthrough of a beloved game all over again. Given that the remake changed so much of the mapping and general direction the game goes, funnily my biggest guide was from playing Resident Evil 3: The Board Game a year or so ago. While I'll admit, I didn't get near the same fear factor from Nemesis himself, it was still a thrilling playthrough and I'm happy to say it held up quite well. It's a real shame that the classic version of this and Resident Evil 2 (1998) still haven't been made readily available on modern hardware.

My other Resident Evil reviews:

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Tendopain

Status Tendopain Jan 9, 2024

İ was playing this game in ps1 and shitting myself :D but it was amazing so, i played it while shitting myself

TengoCalidad

Review TengoCalidad 4/5 · Apr 24, 2023

The end of an era

Just a year after Resident Evil 2, Capcom released the sequel, which had a complicated development. Originally thought of as a spin-off that would expand the city of Raccoon City briefly seen in the previous game, you can feel all these problems and changes in plans through your adventure.

Title

The main settling this time is Raccoon City itself. You will …

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Just a year after Resident Evil 2, Capcom released the sequel, which had a complicated development. Originally thought of as a spin-off that would expand the city of Raccoon City briefly seen in the previous game, you can feel all these problems and changes in plans through your adventure.

Title

The main settling this time is Raccoon City itself. You will explore lots of streets and buildings instead of a big one, and while the streets are really fun and innovative at first, you quickly notice they don't have much to show, and the real content is inside the buildings, which usually have 1-3 floors and less than 10 rooms. This change of scenario isn't a bad thing per se, but in my opinion, it feels a lot more generic and less special than the Spencer Mansion and the Raccoon Police Department.

The streets also get annoying when you realize the bigger emphasis on action (pretty obvious with the intro scene full of bullets and explosions) means the amount of enemies is way bigger. You can find 5-6 zombies in a single hallway, with barely any space to avoid, so unless you master the dodge mechanic, which is awkward and hard to understand, you'll be forced to save bullets or sacrifice some health to go through them.

Staircase

This could work if the gameplay wasn't almost the same as the second game, with the addition of the dodge mechanic and quick turn, which can be useful against single enemies, but don't work that well with hordes, so it feels like the game is forcing you to waste resources instead of thinking strategically to traverse across the zombies, which is even worse when sometimes zombies respawn or appear through cars and windows, which is more annoying than scary.

Talking about things that are more annoying than scary, Nemesis has a cool design and is a lot more involved in the story than Mr. X in RE2, but because the game is so short, it feels like Nemesis appears every 5 minutes, which becomes more of a nuance than a terrifying presence. Still, I liked defeating him every time he appeared, which is challenging and rewarding, and he even gives you special items if you are playing in Hard Mode. These battles are optional, but in my opinion, you are missing some of the most intense parts of the game if you always escape, and the final battle is satisfactory after suffering through him so many times while slowly becoming more and more powerful until a few bullets of the Magnum could stop him as soon as he appeared.

Eso Brad

Another huge difference from the previous entries is the lack of two routes. The only playable character is Jill (and Carlos for a short time), and as soon as you finish the game you already experienced the whole story. Some elements can vary, like a part where you can meet Carlos at the restaurant or The Raccoon Press, as well as the choices you make at the live selections, which are a rudimentary version of the QTE/choice systems that would become so popular 10 years later. However, they are so few and far between that I doubt you'll want to replay the game just to watch these differences.

To compensate for this, the game is way longer than a single route from RE1/RE2, and I think that makes the pacing worse. When you finish the Clock Tower you would think the game will be over soon, but you still need to explore a whole park, defeat a boss and meet Nemesis a couple of times more. Nothing wrong with having more content, and that's what you would expect from a sequel, but I think the pacing and exploration could have been better if some parts of the story were implemented better, as Clock Tower feels out of place, and fixing the train takes so long that you would expect it was the endgame goal, not the midgame one.

Hospital

Still, this is far from a bad video game. The gameplay is the best one of the original trilogy, thanks to the new mechanics. Nemesis, while annoying, is still a staple of the franchise for a good reason, and you won't find an antagonist so prominent and threatening in the other games again. You get to know more about Umbrella and Raccoon City, which is always appreciated and makes the world of Resident Evil even more complex and interesting. The puzzles are harder and more original than anything you can find in RE1/RE2, and I actually had to use my brain in some of them, instead of just using an item in a specific place to get a key. And the ending is the perfect conclusion for Raccoon City and makes it pretty clear that the horror aspects are over and now the focus is cool action scenes, which will be even more apparent in the following sequels.

The real problem with RE3 is that the previous games were so good and masterfully crafted that any flaw you can find here will feel even worse than you would expect, but you will still have a really good time if you enjoy killing zombies and fighting against Umbrella Corp, so I can understand perfectly why so many people consider this their favorite classic Resident Evil game. And when the weakest part of a trilogy is still an excellent piece of media, you know you are experiencing a masterpiece.

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FiretheFlameLord

Review FiretheFlameLord 5/5 · Sep 7, 2022

RESIDENT EVIL 3 NEMESIS REVIEW:

Resident evil 3 Nemesis is a 1999 survival horror game.Capcom, the producer and distributor of the game, did a great job.The story of the game is as follows.Zombie outbreak starts in raccoon city.A character named Jill Valentine decides to escape from Raccoon city.The gameplay is as follows.in this game consisting of 6 parts, you are trying to kill zombies and …

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Resident evil 3 Nemesis is a 1999 survival horror game.Capcom, the producer and distributor of the game, did a great job.The story of the game is as follows.Zombie outbreak starts in raccoon city.A character named Jill Valentine decides to escape from Raccoon city.The gameplay is as follows.in this game consisting of 6 parts, you are trying to kill zombies and pass.The music of the game is beautiful.The graphics of the game are not bad.My rating for the game: 10/10 (y) Good games to everyone 🙂

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Chovus

Status Chovus Mar 9, 2022

Beat on Hard in 15 hrs rank F. I seen a tiny bit of the game back in the day when I cousin had it, but I was not inclined to play it for some reason. I liked some of the improvements over 2, such as quick turn and randomization for better replayability. I was not fussy about the bullet …

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Beat on Hard in 15 hrs rank F. I seen a tiny bit of the game back in the day when I cousin had it, but I was not inclined to play it for some reason. I liked some of the improvements over 2, such as quick turn and randomization for better replayability. I was not fussy about the bullet crafting, but it was not a bad mechanic; I made some pistol and shotgun ammo in the beginning, then saved the powder to make grenades, and near the end made a single batch of magnum. I did not like the dodge mechanic at all because of how poorly implemented it was. Different button depending on whether or not you were aiming? It should have been bound to L1 and freely usable at all time. I rarely dodged when I wanted to, more often dodging when I wanted to shoot. The switch target bound to L1 was nearly useless anyway; it was nowhere near as robust as in RE2, where I could easily take down 4 or 5 dogs by cycling between them for single pistol or smg shots. Here though, I got killed by the dogs because she would not switch targets. Unless the dogs were all lined up in the same direction, they could not be killed easily and I was better off just running past. I killed a lot of zombies using the knife. On one hand it took far less stabs to kill them, which significantly reduced the margin of error. It also helped that sometimes the zombies would get stuck trying to walk into walls. On the other hand the zombies were less predictable and the range on the knife seemed less. Some zombies could suddenly lunge and others were too fast, so it was risky to knife. I did a fair bit of save scumming and found it best to scout the zombies first to see if any were fast before investing in knifing. Often leaving the area and coming back changed the position of enemies for the better.

I ran from Nemesis every time and was not expecting the police station to be in this game. I spent too long in the evidence room and he came in after me. What the hell he can do that?! I did try to kill him then with magnum and shotgun but he chain grabbed me and I died without a chance to heal. Jill took so freaking long to stand up. Was I supposed to press a button to get her up? Realistic maybe, but not good for gameplay. He was not fun to fight at all because of this potential instant death. He did make the game much more tense because I was never sure when he would appear or if he would still be where I last seen him. This was on top of the usual Resident Evil tension for sudden new enemies in previously cleared areas. I died trying to fight him at the trolley not realizing I was supposed to run. I did not like the worm boss because there was not enough room to go around him, essentially making it more of a 2D fight. I solved most puzzles on my own, except for the 3 goddess gem one. I took a guess and had 1 gem correct, but I was poisoned from running past the spiders and did not want to fool around with trial and error and risk losing enough health to not survive getting past them again. So I looked up the solution. I also looked up the hospital cabinet pushing puzzle because the game did not make it clear enough that it could be pushed. I used up all my magnum ammo at the 2nd last boss fight, which took a couple tries because of that damn grab. On my 1st try I did get him splashed by acid once (not counting the cutscene) but I felt it was way too much of a risk. I was not sure what to do at the final boss and had to look it up. Oh I can push those batteries, and I missed a rocket launcher? Oh yeah I forgot about that locked lift. I got killed by the rail gun instead of the boss. I was not trying to lure him there rather that was just where I ran to, and I did not realize there was a new path created by the gun. I was trying to get around the boss but the camera angle messed me up and put me right into the shot. Attempt #2 with the rocket launcher was an easy win as I pushed all the batteries then unloaded on him. I finished with about 20 grenade ammo, 30 shotgun ammo, 40 pistol ammo and 4 or 5 full healing items. I tried out mercenaries mode a few times and did not like it at all. While I liked the idea of grinding it to unlock the cheat guns for replaying the campaign, the time limit turned me off immensely. I did a blind run as Carlos and did not get far before the time limit ran out. Then I did a few as Mikhail using a guide but I was not enjoying it. If there was no time limit I would keep trying until I beat it. I do not feel inclined to play the campaign again any time soon.

Despite the improvements over 2, I did not like this game nearly as much. It still has the same great survival horror gameplay, but the lack of other campaigns and the time limit bonus mode really hold the game back.

8.2/10

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Fed99

Review Fed99 5/5 · Jul 6, 2021

An underappreciated classic that makes up for its simpler plot and less compelling characters with a buttload of replayability, extra contents, secrets and gameplay tweaks scattered throughout. Plus, it has the best RE monster EVER, the unstoppable Nemesis, capable of turning all the odds against you in an instant. (The less is said about the remake, the better....the only good …

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An underappreciated classic that makes up for its simpler plot and less compelling characters with a buttload of replayability, extra contents, secrets and gameplay tweaks scattered throughout. Plus, it has the best RE monster EVER, the unstoppable Nemesis, capable of turning all the odds against you in an instant. (The less is said about the remake, the better....the only good thing about it is how the characters were given a way deeper personality)

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StrictSnow

Status StrictSnow May 23, 2021

OG Resident Evil 3 walks a thin line between infuriating and terrifyingly tense and definitely seems to stumble into the former on the Nemesis boss fight(s?) Running away from Nemesis? A+ horror. Fighting him? D- Action. This is the first Resi I'm actually cursing the tank controls after being surprisingly pleased by them in the first one. The dodge mechanic …

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OG Resident Evil 3 walks a thin line between infuriating and terrifyingly tense and definitely seems to stumble into the former on the Nemesis boss fight(s?) Running away from Nemesis? A+ horror. Fighting him? D- Action. This is the first Resi I'm actually cursing the tank controls after being surprisingly pleased by them in the first one. The dodge mechanic is goofy and poorly implemented. There are FOUR face buttons and the game only uses three, unless I'm a complete idiot and have been missing a function for the past two and a half games. Come on now. (This is the GameCube version, controls could be different in the PS1 version)

Also there only being easy and hard difficulties is mildly annoying. I don't want a cake walk but I also don't want to play the game on hard. Even if there's no difference, comparatively to the "standard" modes in previous games, it's still a mental thing.

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Ivonnempg88

Review Ivonnempg88 5/5 · Jul 4, 2020

My unpopular opinion

I know, everyone prefers Resi 2 over Resi 3 (the old versions). I am not speaking about the remakes, which I still haven't played. But! I have to admit that Resi 3 has a charm that just calls to me. It doesn't have the depth in the story as Resi 2, but to be honest, I am playing these old …

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I know, everyone prefers Resi 2 over Resi 3 (the old versions). I am not speaking about the remakes, which I still haven't played. But! I have to admit that Resi 3 has a charm that just calls to me. It doesn't have the depth in the story as Resi 2, but to be honest, I am playing these old Resident Evil games not so much for the story, but for how they make me feel. The ambiance in Resident Evil is so unique, especially in the retro versions, and I love it. It is tense, the camera angles and clunky controls don't let you get comfortable, the music is on point, and the tension of being followed by a killing machine all the time! For me, this is the scariest game of series. All the jump scares got me, especially the zombies coming out of the cars... And the fact that now the enemy (Nemesis) can follow you by opening doors! That was unexpected and very much appreciated. Sorry for my unpopular opinion, but this game just gets me. It gives me what I'm looking for in a survival horror game.

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DirtyMidnighter

Review DirtyMidnighter 4/5 · May 13, 2020

Bring Back The Tube Top

The finale of the Raccoon City arc has always felt like a slight entry in the series but it actually helped push the series into more action-oriented territory by featuring more enemies, more ammo, more mechanics (such as the evasive dodge), and quality of life features that in retrospect, brought this game within striking distance of RE4’s revelatory mechanical reinvention. …

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The finale of the Raccoon City arc has always felt like a slight entry in the series but it actually helped push the series into more action-oriented territory by featuring more enemies, more ammo, more mechanics (such as the evasive dodge), and quality of life features that in retrospect, brought this game within striking distance of RE4’s revelatory mechanical reinvention. Also, out of all the invincible stalker type enemies in RE, Nemesis was easily the most memorable. STAAAARS! Also, Jill is the best RE waifu and I won't hear otherwise.

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Novastar

Status Novastar Nov 16, 2018

Another childhood faves! Can't remember how many times I have played tis! Resi 3 is my fave in the franchise 😘

Fugazi57

Review Fugazi57 3/5 · Oct 23, 2018

Having just played REmake and Resi 2, I have to say that so far this is my least favorite Resident Evil game so far.

I don't think that the original RE control/gameplay scheme works well for such an action packed game, and the over reliance on a flawed dodge system made some of the game and most of the bosses …

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Having just played REmake and Resi 2, I have to say that so far this is my least favorite Resident Evil game so far.

I don't think that the original RE control/gameplay scheme works well for such an action packed game, and the over reliance on a flawed dodge system made some of the game and most of the bosses frustrating. They assigned the quick turn move to a single button in the GC version (the one I played), so I don't see why they couldn't make the same for the dodge move.

Backtracking was also made more tedious due to the more linear level design on the first portion of the game, and it's an overall less spooky experience than the last entries. I didn't feel that fear of what's around the next corner very much while playing this game.

Still, it's Resi and it's good. The atmosphere is there, the backgrounds look amazing and to be able to fully explore Racoon City is awesome. The addition of the Nemesis was very nice and made the game more tense, improving on RE 2's Mr. X.

Feeling a light 7 on this one. On to Resident Evil 4! Playing these games lately have been very escapist and cathartic experiences that are helping me to cope with the fact that a fascist is about to be elected in my country (Brazil). Se você está lendo isso vote 13 pelo amor de Deus.

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vodsel

Status vodsel Jul 28, 2018

Just finished this on Normal for the first time, and wowza, what a different experience to Easy let alone RE1 or RE2! The speed of this game, and the random nature of items, enemies, damage and all the branching paths really open this one up for replayability. Kind of like those randomizer mods that speedrunners are really into these days, …

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Just finished this on Normal for the first time, and wowza, what a different experience to Easy let alone RE1 or RE2! The speed of this game, and the random nature of items, enemies, damage and all the branching paths really open this one up for replayability. Kind of like those randomizer mods that speedrunners are really into these days, where the stuff in Link To The Past or RE2 all get shuffled around the map, this game possesses a similar uncertainty and it makes the early game totally spooky. It is the shortest of the classic RE games, but the identity it carves out for itself with its unique mechanics make it just as good as RE2 imo, and even better under certain kinds of moods.

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proteans

Review proteans 3/5 · Dec 15, 2017

6/10

"You want S.T.A.R.S., I'll give you S.T.A.R.S.!" said Jill as she thrust her fist forward, the leather of the boxing gloves vibrating against Nemesis' skull, winning her the title belt and the respect of all of Raccoon City's charred denizens.