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.

I consider myself fairly competent …
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.

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

















