Resident Evil 3: Nemesis

Resident Evil 3: Nemesis[a] is a 1999 survival horror video game developed and published by Capcom originally for the PlayStation.

In the years following its release on the PlayStation, Resident Evil 3 was ported to Windows, Dreamcast, and GameCube with varying degrees of critical success.

Resident Evil 3: Nemesis is a survival horror game where the player controls the protagonist, Jill Valentine, from a third-person perspective to interact with the environment and enemies.

[5] In this mode, the player must control mercenaries that Jill encounters during the main game and run from one side of the city to the other within a limited amount of time and resources.

[5] The Mercenaries mode and alternate costumes for Jill do not need to be unlocked in the Windows and Dreamcast versions of the game.

Most of the population has been transformed into zombies by an outbreak of the T-virus, the gruesome biological weapon secretly developed by the pharmaceutical company Umbrella Corporation.

After fighting through zombies and mutants on her way to the Raccoon City Police Department, Jill runs into fellow team member Brad Vickers, who is later killed by a new enemy.

Nikolai explains to Jill that a rescue helicopter can be contacted if they manage to reach the city's Clock Tower to ring the bell.

Mikhail sacrifices himself with a grenade, causing the car to crash into the tower's central courtyard and separating Jill and Carlos briefly.

Inside the factory, Jill meets up with Carlos, who tells her that the U.S. government is planning to launch a nuclear missile into Raccoon City to eradicate the T-virus infestation.

After an intense battle, Jill defeats Nemesis with the help of a large prototype railgun before meeting up with Carlos and escaping the city via a helicopter.

[10] This game would take place on a cruise ship and would involve HUNK attempting to bring back a sample of the G-Virus.

However, after the promotion, Capcom made Resident Evil protagonist Jill Valentine the main character and decided that Raccoon City would be destroyed.

[12] The story was proofread and sanctioned by Flagship to avoid continuity errors with other games, an issue that was also given attention in monthly meetings between all directors and producers.

[15] Capcom introduced more action mechanics, which resulted in the addition of the 180-degree turn and a dodge feature to avoid attacks.

[13] Additionally, the developers designed the game so that up to nine enemies can appear at the same time, and improved their artificial intelligence to hunt the player up and down stairs.

[24] A double soundtrack album, composed by Masami Ueda, Saori Maeda and Shusaku Uchiyama, was released on September 22, 1999.

[27] Resident Evil 3 was released for the PlayStation video game console on September 22, 1999 in Japan and November 11, 1999 in North America.

[35] GameSpot editor James Mielke considered it the most sophisticated and accomplished Resident Evil game in terms of graphics and gameplay.

According to IGN editor Doug Perry, "Crashed cars, rubbish and rubble, totally destroyed city streets, and scattered broken glass and debris, all are housed in a suburban area that truly looks devastated in the worst possible way.

[41] The music and sound effects received similar praise, with GamePro remarking that the game "keeps the action hot by hiding what you shouldn't see, but telling you about it through the audio".

Official UK PlayStation Magazine described the first encounter as shocking, while CVG said that the creature increases the tension level "to an insane degree" because the player never knows when he will appear.

[41] Perry praised the live-action-choice feature, stating that it "speeds up the pace, increases the tension, and forces a decision that varies the following scene".

[6] In contrast, Official U.S. PlayStation Magazine criticized the dodge feature as impractical and for relying too much on timing, resulting in doing more harm to the player.

[43] GameRevolution and Official U.S. PlayStation Magazine criticized the simple premise and voice acting,[40][43] while Next Generation said that the game might be a bit tiresome for players familiar with its predecessors.

[45] Resident Evil 3 was ported to the Microsoft Windows and Dreamcast platforms in 2000, featuring enhanced 3D character models and higher resolution graphics.

[49][50] The Microsoft Windows version was criticized for not being optimized for keyboard and mouse and for not letting players save their progress at any time.

[47][51] CVG generally praised the Dreamcast version, but admitted that the difference in graphical quality between Resident Evil 3 and Code: Veronica was very large.

[54][55][56] AllGame noted that the fact that the game was not priced as a budget title could mislead buyers into thinking that it was an enhanced update similar to the 2002 Resident Evil on the GameCube.

Some features such as the original game's multiple endings, several locations and The Mercenaries - Operation: Mad Jackal mode were removed.

The player, playing as Jill Valentine , is evading a zombie. Like its predecessors, the graphical style of the game features 3D models over pre-rendered backgrounds with fixed camera angles.
Resident Evil 3 was the last numbered Resident Evil game developed for the PlayStation .