Resident Evil 3: Nemesis

From Wikipedia, the free encyclopedia
  (Redirected from Resident Evil 3)
Jump to: navigation, search
"Resident Evil 3" redirects here. For the third live-action Resident Evil film, see Resident Evil: Extinction.
Resident Evil 3: Nemesis
Resident Evil 3 Cover.jpg
European PlayStation cover art
Developer(s)
Publisher(s)
Director(s) Kazuhiro Aoyama
Producer(s) Shinji Mikami
Writer(s) Yasuhisa Kawamura
Composer(s) Masami Ueda
Saori Maeda
Series Resident Evil
Platform(s) PlayStation
Microsoft Windows
Dreamcast
GameCube
PlayStation Network
Release date(s)
Genre(s) Survival horror
Mode(s) Single-player
Distribution Optical disc
download, GD-ROM, CD-ROM

Resident Evil 3: Nemesis, known in Japan as Biohazard 3: Last Escape (バイオハザード3 ラストエスケープ?), is a 1999 survival horror video game and the sequel to Resident Evil 2, developed and published by Capcom. The game was released for the PlayStation, and was subsequently ported to the Dreamcast, Microsoft Windows and Nintendo GameCube. The game is also available for download on the PlayStation Network for use with the PlayStation 3 and PlayStation Portable.

The first half of the game occurs 24 hours prior to Resident Evil 2 and the second half takes place nearly two days after. The storyline expands upon the settings and events of the T-virus outbreak in Raccoon City, and concludes with the fate of the city and its infected population.

The game's storyline was later used as the basis for the 2004 film Resident Evil: Apocalypse.

Plot[edit]

The game begins on September 28, 1998, with the opening cutscene depicting the R.P.D and U.B.C.S's failed efforts to contain the undead populace. The brief gameplay intro is set two nights previous, showing Jill taking refuge in an abandoned warehouse from a horde of zombies. The player then takes control of former Special Tactics And Rescue Service (STARS) member Jill Valentine in her attempt to escape a ruined and zombie-infested Raccoon City. On her way to the Raccoon City Police Department, she runs into fellow team member Brad Vickers, who is killed by the Nemesis, a bio-organic weapon created by the Umbrella Corporation for the sole purpose of hunting down and eliminating the surviving S.T.A.R.S. team members, who are first-hand witnesses of Umbrella's unethical and illegal experiments, as seen in Resident Evil. Later in the game, she encounters three surviving members of the Umbrella Biohazard Countermeasure Service (UBCS): Carlos Oliviera, Mikhail Victor and Nicholai Ginovaef. Nicholai explains to Jill and Carlos that a rescue chopper can be contacted if they manage to reach Raccoon City's Clock Tower and ring the tower's bell. During the course of the next part of the game, Nicholai is soon presumed dead after an encounter with zombies in an Umbrella Marketing Office and Mikhail sacrifices himself to save Jill and Carlos from the Nemesis by detonating a grenade in the cable car's rear compartment, causing the car to speed out of control and crash into the Clock Tower's Main Courtyard. Jill and Carlos are briefly separated.

Soon after arriving at the Clock Tower and exploring the premises, Jill manages to summon the helicopter by ringing the Clock Tower's bell. The Nemesis appears and destroys the helicopter, and in the process, infects Jill with the T-virus. Jill manages to defeat the Nemesis, but only temporarily and falls unconscious due to the T-Virus.Carlos finds her and takes Jill to the safety of the Chapel within the Clock Tower. During this period, set on October 1st, 3 days after the initial outbreak, the events of Resident Evil 2, Carlos becomes a controllable character, tasked with finding a cure for Jill's T-Virus infection.

Carlos enters the Raccoon City General Hospital, while discovering that Nicholai has an agenda of his own to attend to while in Raccoon City and eventually creating a vaccine which can combat the T-Virus and will be able to cure Jill. Just as Carlos is about to leave the hospital, he discovers a large amount of explosives rigged to explode in the hospital's main lobby. Carlos manages to escape from the hospital before it is completely destroyed. Carlos returns to Jill with the vaccine, encountering the slightly-mutated Nemesis for a brief period.

After recovering from the infection, Jill then proceeds towards the Raccoon Park, where she enters the park caretaker's cabin and discovers from Nicholai that he is one of an unknown number of "supervisors" sent into Raccoon City along with the U.B.C.S to gather combat data from the soldier's encounters with Umbrella's bio-weapons and is forced to leave after a tremor shakes the cabin. Jill follows Nicholai outside, only to discover the massive tremor experienced earlier was caused by the Grave Digger, a massive worm-like creature. Jill defeats the Grave Digger and proceeds towards the gate leading to the Dead Factory at the rear of the park.

Crossing the park's bridge Jill is confronted by Nemesis, thinking quickly Jill jumps the bridge and ends up in the dead factory sewers. Inside Jill meets up with Carlos, who tells her that the US government are planning to launch a nuclear missile into Raccoon City at dawn to eradicate the T-Virus infestation. Jill and Carlos split up again to find a way out of the facility. While attempting to escape, Jill encounters Nicholai again who reaches the factory's control tower. Jill then encounters the Nemesis, defeating it and grabbing a keycard needed to escape in the process. The body of the Nemesis is dumped in the radioactive liquid and appears to have been finally defeated.

After the fight, the factory computer announces the missile attack on Raccoon City has begun, with only a short time left before the city is destroyed. Jill makes her way to the factory's control tower and she encounters Nicholai for the last time in the helicopter, Nicholai fires at Jill and she can either reason with Nicholai or destroy the helicopter. If Jill negotiates with Nicholai, he explains to her how he has killed the other supervisors, and boasts about collecting the bounty placed on Jill by Umbrella. After that Jill makes her way to rear yard and the Nemesis makes an final appearance, now severely mutated, and Jill activates a prototype railgun which nearly destroys the creature. The creature remains attempts one last time to kill her but Jill grabs a discarded magnum and exterminates the monster for good. Jill meets up with Carlos in the rear yard where they manage to escape the city via helicopter piloted by Barry Burton. The final cutscene shows the nuclear missile vaporising the city and its infected populace. News broadcasts report Raccoon City as being 'wiped off the map', with a death toll that exceeds 100,000.

Gameplay[edit]

Jill's first encounter with Nemesis, showing a Live Selection.

A new feature to gameplay is the Nemesis, an experimental type of Tyrant (an upgrade to the previous game's T-103) programmed by Umbrella to hunt down and kill the remaining STARS members. He can run, use a rocket launcher as a weapon, dodge incoming fire, and is capable of pursuing the player from one area to the next. Nemesis is encountered multiple times throughout the game as a recurring boss. A variety of encounters are possible, with some being mandatory, and some varying in nature and location based on choices made by the player. Even if defeated in combat, Nemesis will inevitably continue pursuit of Jill.

In a departure from series' conventions, the player cannot choose between two playable characters from the beginning. Instead, Jill is the sole selectable character, with another character named Carlos also being controllable for a brief portion of the main game.

Resident Evil 3 incorporates a dodge move that allows the player to quickly avoid enemy attacks. Stair climbing is also streamlined: whereas in previous Resident Evil titles characters were required to press the action button to ascend or descend a staircase, Resident Evil 3 allows the player to use a staircase by walking directly onto it. The "quick 180 degree turn" was introduced in this game, and has become a mainstay of the series.

The game also features an ammunition creation system, in which new ammunition can be created from different varieties of gunpowder and the use of a cartridge reloading tool, or by combining gunpowder directly with standard grenade rounds to generate different types of rounds for the grenade launcher. For the first time in the series, explosive objects are now present in certain areas. Taking the form of oil drums on the ground or bundles of an unspecified explosive material affixed to a wall, firing on these objects causes them to explode, damaging or destroying nearby enemies. The game also incorporates a randomization feature that varies the placement of items and enemies. Puzzles are either completely randomized or have their solutions selected from a pre-determined list.

At certain points in the game, the player will enter Live Selection Mode, in which they are prompted to choose between one of two possible actions. The choice of action affects the direction of the game and story, including which ending the player receives. Each selection has a time limit, with the consequence for going over the limit being either Jill taking damage or instant death.

There is an unlockable minigame titled "The Mercenaries - Operation: Mad Jackal". The player can choose from Carlos, Mikhail, or Nicholai, the three UBCS members that appear in the main game. Each character possesses a different inventory, causing drastically different strategies for survival with each character. The objective of the game is ostensibly to run from the cable car to the warehouse office (two locations in the main game) within a limited amount of time; however, the starting time limit given is insufficient to actually perform this task directly, and the player must continuously receive time bonuses by performing certain actions in order to complete the mission. Eliminating enemies yields a time bonus, with increasing bonuses for multiple kills in a short time span. There are also six hostages to be saved, with each hostage saved rewarding the player with additional ammunition or healing items, as well as a time bonus. Additionally, six "hidden areas" of the map reward the player with an increasing time bonus for each one found.

Upon completing the main game, the player is rewarded with a number of alternate costumes for Jill, with more costumes being awarded for a higher ranked completion of the main game. Also unlockable are eight "Epilogue Files", each detailing the activities of a different character following the events of the game. The Epilogue Files are unlocked individually and sequentially at the end of each successful playthrough of the main game.

Development[edit]

Resident Evil 3: Nemesis was created by a team of 50 staff members, who would become part of Capcom Production Studio 4 in October 1998.[1][2][3] During most of the development time, the game was referred to as Resident Evil 1.9.[4][5] However, three months before the initial release, the name was changed to Resident Evil 3, which project supervisor Yoshiki Okamoto later explained as a means of keeping the titles of the first three games on the PlayStation console consistent.[4][5] Unlike the majority of the early scripts in the series, the scenario of Resident Evil 3 was not created by Flagship employees but by internal Capcom writer Yasuhisa Kawamura.[5] Nevertheless, the story was proofread and sanctioned by Flagship to avoid continuity errors with other installments, an issue that was also given attention in monthly meetings between all directors and producers.[5]

Releases and ports[edit]

Resident Evil 3: Nemesis is the last core title in the series to be released for the PlayStation. There have been three ports since the original release listed chronologically below: PC, Dreamcast, and Nintendo GameCube.

Windows PC[edit]

A Windows PC version was released first in Japan in June 2000 and later in other regions, which features enhanced 3D character model graphics and higher resolutions.

This version also allows the player to choose Jill's outfit in the main game from the start without going to the boutique, and include two additional outfits not present in the PlayStation version. The Mercenaries mini-game is also available right from the start and had the added feature of allowing players to post their top scores online on Capcom's official website (this function has since been discontinued).

Xplosiv release of game has no Mercenaries mode and player wasn't allowed to save after completing the game.

Eidos release has Mercenaries mode and Eidos logo intro at the beginning of the game. It also included "Mascot Capsule", a small program that when ran, it showed one of 3 characters (Jill Valentine, Nemesis, or Zombie, installed separately) running on desktop.

Dreamcast[edit]

A Dreamcast version was released in Winter 2000, which is almost identical to the Windows PC version. Accordingly, it features enhanced 3D character model graphics and the extra outfits and Mercenaries mini-game available right from the start. Visually, the environment backgrounds are, according to GameSpot, "much more defined" .[6] The Dreamcast version also utilizes the VMU by displaying the characters' health status.

GameCube[edit]

A Nintendo GameCube version was released in early 2003 and is a port of the original PlayStation version with none of the added features of the prior two ports, such as the extra costumes and unlocked content from the start. However, it does feature an increased frame rate of 60 for FMV movies and enhanced 3D character model graphics. Due to the lack of features from the prior two ports and absence of any significant improvements, the GameCube version received very harsh reviews, with IGN saying, "The game play design is still as brilliant as it ever was on the PSX, but the overall package is not even close to earning its sticker price."[7]

Soundtrack[edit]

The original 2-disc soundtrack CD for Nemesis was composed by Masami Ueda and Saori Maeda, and was released on September 22, 1999.

Reception[edit]

Reception
Aggregate scores
Aggregator Score
GameRankings PS: 88% (36 reviews)[34]

DC: 81% (20 reviews)[35]
PC: 75% (14 reviews)[36]

GC: 64% (19 reviews)[37]
Metacritic DC: 79% (13 reviews)[38]

PC: 71% (8 reviews)[39]

GC: 62% (14 reviews)[40]
Review scores
Publication Score
1UP.com GC: C [8]
AllGame PS: 4.5/5 stars[9]

DC: 3.5/5 stars[10]
PC: 3/5 stars[11]

GC: 2.5/5 stars[12]
Computer and Video Games PS: 9.0 out of 10[13]
DC: 8.0 out of 10[14]
Edge 8 out of 10[citation needed]
Eurogamer PS & DC: 9 out of 10[citation needed]
GC: 4 out of 10[15]
Famitsu PS: 36 out of 40[16]
DC: 31 out of 40[17]
GC: 32 out of 40[18]
Game Informer DC: 8 out of 10[24]
GC: 7.75 out of 10[25]
GamePro PS: 5/5 stars[19]
DC & GC: 4/5 stars[20][21]
Game Revolution PS: A-[22]
DC: C[23]
GameSpot PS: 8.8 out of 10[26]

DC: 8.3 out of 10[6]
PC: 6.9 out of 10[27]

GC: 4.7 out of 10[28]
GameSpy GC: 2/5 stars[29]
IGN PS: 9.4 out of 10[30]

DC: 8 out of 10[31]
PC: 7.6 out of 10[32]

GC: 5 out of 10[7]
Official PlayStation Magazine (US) PS: 4.5/5 stars[citation needed]
PC Zone 8.1 out of 10[33]
PlayStation Magazine PS: 4/5 stars[citation needed]
X-Play GC: 2/5 stars[citation needed]

While not as commercially successful as its predecessor, Resident Evil 3 was a bestseller in the UK.[41] The game received rave reviews. GameSpot said: "Unlike other series that offer incremental 'improvements', the RE lineup continues to refine an already excellent premise".[26] IGN critic Doug Perry praised the game, saying: "The story still wonderfully unfolds in an intensely slow, intriguing way, and the combination of the great story telling and precise style of gameplay is still perfectly blended".[30] Dale Weir from Game Critics called it "the best Resident Evil game in the entire series".[42]

Resident Evil 3: Nemesis has sold 3.5 million copies on the PlayStation.[43]

Novelization[edit]

Resident Evil: Nemesis, S. D. Perry's novelization of the game, was the fifth book in her series of Resident Evil novels.

References[edit]

  1. ^ "Interview with Shinji Mikami". Official PlayStation 2 Magazine-UK (Future Publishing Limited) (4). February 2001. 
  2. ^ "Production Studio 4" (in Japanese). Capcom Co., Ltd. Archived from the original on February 6, 2005. 
  3. ^ "Capcom's Fantastic Five". IGN.com. IGN Entertainment, Inc. November 13, 2002. Retrieved May 27, 2011. 
  4. ^ a b Another Side of Biohazard (in Japanese). World Photo Press Co., Ltd. 22 March 2001. ISBN 4-8465-2307-1. 
  5. ^ a b c d Crispin Boyer (August 1999). "Resident Evil Everything". Electronic Gaming Monthly (Ziff Davis Media Inc.) (121): 115–122. 
  6. ^ a b "Review: Resident Evil 3: Nemesis (Dreamcast)". GameSpot. Retrieved 2010-03-15. 
  7. ^ a b "Review: Resident Evil 3: Nemesis (GameCube)". IGN. Retrieved 2010-03-15. 
  8. ^ "Review: Resident Evil 3: Nemesis (GameCube)". 1UP.com. Retrieved 2010-03-15. 
  9. ^ "Review: Resident Evil 3: Nemesis (PlayStation)". AllGame. Retrieved 2010-03-15. 
  10. ^ "Resident Evil 3: Nemesis (DC) - Overview". AllGame. Retrieved 2010-03-15. 
  11. ^ "Resident Evil 3: Nemesis (PC) - Overview". AllGame. Retrieved 2010-03-15. 
  12. ^ "Review: Resident Evil 3: Nemesis (GameCube)". AllGame. Retrieved 2010-03-15. 
  13. ^ "Review: Resident Evil 3: Nemesis (PlayStation)". Computer and Video Games. Archived from the original on 2006-12-02. Retrieved 2010-03-15. 
  14. ^ "Review: Resident Evil 3: Nemesis (DreamCast)". Computer and Video Games. Retrieved 2010-03-15. [dead link]
  15. ^ Reed, Kristan (9 June 2003). "Resident Evil 2 and 3 Review". Eurogamer. Retrieved on 2009-01-30.
  16. ^ プレイステーション - バイオハザード3 LAST ESCAPE. Weekly Famitsu. No.915 Pt.2. Pg.12. 30 June 2006.
  17. ^ ドリームキャスト - バイオハザード3 LAST ESCAPE. Weekly Famitsu. No.915 Pt.2. Pg.52. 30 June 2006.
  18. ^ "Review: Resident Evil 3: Nemesis (Biohazard 3: Last Escape) (GameCube)". Famitsu. Retrieved 2010-03-15. [dead link]
  19. ^ Review: Resident Evil 3: Nemesis (PlayStation), GamePro, April 13, 2006. Retrieved on 2009-01-30.
  20. ^ Review: Resident Evil 3: Nemesis (Dreamcast), GamePro, April 13, 2006. Retrieved on 2009-01-30.
  21. ^ Review: Resident Evil 3: Nemesis (GameCube), GamePro, June 14, 2006. Retrieved on 2009-01-30.
  22. ^ "Review: Resident Evil 3: Nemesis (PlayStation)". GameRev. Retrieved 2010-03-15. 
  23. ^ "Review: Resident Evil 3: Nemesis (Dreamcast)". GameRev. Retrieved 2010-03-15. 
  24. ^ "Resident Evil 3: Nemesis". Game Informer. January 2001. p. 125. 
  25. ^ Mason, Lisa (April 2003). "Resident Evil 3: Nemesis". Game Informer. Archived from the original on June 4, 2007. Retrieved 2009-07-29. 
  26. ^ a b "Review: Resident Evil 3: Nemesis (PS)". GameSpot. 
  27. ^ "Review: Resident Evil 3: Nemesis (PC)". GameSpot. Retrieved 2010-03-15. 
  28. ^ "Review: Resident Evil 3: Nemesis (GameCube)". GameSpot. Retrieved 2010-03-15. 
  29. ^ "Review: Resident Evil 3: Nemesis (GameCube)". GameSpy. Retrieved 2010-03-15. 
  30. ^ a b "Resident Evil 3: Nemesis (PS) review". IGN. 
  31. ^ "Review: Resident Evil 3: Nemesis (Dreamcast)". IGN. Retrieved 2010-03-15. 
  32. ^ "Review: Resident Evil 3: Nemesis (PC)". IGN. Retrieved 2010-03-15. 
  33. ^ PC Review: Resident Evil 3: Nemesis, PC Zone, August 13, 2001. Retrieved on 2009-01-31.[dead link]
  34. ^ "Review: Resident Evil 3: Nemesis (PlayStation)". GameRankings. Retrieved 2010-03-15. 
  35. ^ "Review: Resident Evil 3: Nemesis (DreamCast)". GameRankings. Retrieved 2010-03-15. 
  36. ^ "Review: Resident Evil 3: Nemesis (PC)". GameRankings. Retrieved 2010-03-15. 
  37. ^ "Review: Resident Evil 3: Nemesis (GameCube)". GameRankings. Retrieved 2010-03-15. 
  38. ^ "Review: Resident Evil 3: Nemesis (Dreamcast)". Metacritic. Retrieved 2010-03-15. 
  39. ^ "Review: Resident Evil 3: Nemesis (PC)". Metacritic. Retrieved 2010-03-15. 
  40. ^ "Review: Resident Evil 3: Nemesis (GameCube)". Metacritic. Retrieved 2010-03-15. 
  41. ^ UK Playstation sales chart, March 2000, published in Official UK PlayStation Magazine issue 56
  42. ^ "Game Critics". 
  43. ^ "Platinum Titles". Capcom. 30 September 2013. Retrieved 2 November 2013. 

External links[edit]