- Release Year: 1999
- Platforms: Dreamcast, GameCube, PlayStation 3, PlayStation, PS Vita, PSP, Windows
- Publisher: Acer TWP Corp, Akella, Capcom Co., Ltd., Eidos Interactive Limited
- Developer: Capcom Co., Ltd.
- Genre: Action, Survival horror
- Perspective: Third-person
- Game Mode: Single-player
- Gameplay: 180-degree turn, Ammo crafting, Choice-based branching, Dodge move, Puzzle elements, Randomized item locations, Shooter
- Setting: 1990s, Contemporary, North America, Zombies
- Average Score: 83/100

Description
Resident Evil 3: Nemesis is set in the chaotic, zombie-infested town of Raccoon City, where the T-virus has run amok due to the actions of William Birkin and Umbrella Inc. Players take on the role of Jill Valentine, a survivor from the original Resident Evil, as she navigates the ruined city while being relentlessly pursued by the monstrous Nemesis. Along the way, Jill encounters various obstacles, including zombies, mutants, and Umbrella mercenaries, as she fights for her survival and escape.
Gameplay Videos
Where to Buy Resident Evil 3: Nemesis
PC
Resident Evil 3: Nemesis Free Download
Resident Evil 3: Nemesis Cracks & Fixes
Resident Evil 3: Nemesis Patches & Updates
Resident Evil 3: Nemesis Mods
Resident Evil 3: Nemesis Guides & Walkthroughs
Resident Evil 3: Nemesis Reviews & Reception
metacritic.com (91/100): The best game ever made, still play it every year and wish I could make it harder! Such a good game make sure to at least once in your life time get the infinite ammo case from killing nemesis every encounter on hard! It’s awesome!
gamespot.com : Unlike other series that offer incremental ‘improvements,’ the RE lineup continues to refine an already excellent premise.
infinityretro.com : Despite being a huge fan of the franchise I was never particularly excited for this next title pre-release. I rented it and remember being disappointed because Resident Evil 3: Nemesis hardly felt like a big step up from the last title.
ign.com (80/100): The best Resident Evil of them all? Nemesis brings a whole new meaning to the term relentless.
mobygames.com (80/100): Something of a disappointment, but nevertheless addictive
Resident Evil 3: Nemesis Cheats & Codes
PlayStation (NTSC-U)
Enter codes at the main menu.
| Code | Effect |
|---|---|
| 800D454C 0002 | Hyper Mode |
| 800D1F40 0000 | Game Thinks You Never Saved |
| 800BD8DE FFFF | More Blood |
| 80083456 3C00 | Skip All FMVs |
| 80051406 2400 | Ink Ribbons Not Required For Saving |
| 8006CD32 3C00 | Unlimited Ink Ribbons |
| 3006CD2C 0021 | More Ink Ribbons |
| 800CC852 FFFF | Receive Reward |
| 800D1F98 0078 | Mercenaries Mode – Unlimited Time |
| 800D1F28 0000 800D1F2A 0000 |
Mercenaries Mode – Grade S On Total Time |
| Press L1 + L2 + R1 + R2 | Skip to Ending |
| D00CC830 000F 800CC858 C000 D00CC830 000F 800CC85A 0001 |
Skip to Ending (Alternative) |
| D0044E18 0006 80044E18 0001 |
One Hit Death |
| 50000502 0000 800D20CC FFFF |
Almost All Doors Unlocked |
| 800D2260 01F4 800D2262 01F4 800D2266 01F4 800D2268 01F4 800D226A 01F4 800D226C 01F4 |
Extra & Enhanced Ammo |
| 800339FE 1000 8004B2A2 1000 |
Walk Through Walls |
| Press L1 + Up to activate Press L1 + Down to deactivate |
Walk Through Walls |
| D00CC7EA FBEF 800339BE 2400 D00CC7EA FBBF 800339BE 0C01 |
Walk Through Walls (Button Activated) |
| Press L1 + Left to activate Press L1 + Right to deactivate |
Walk Through Enemies |
| D00CC7EA FB7F 80033982 2400 D00CC7EA FBDF 80033982 0C00 |
Walk Through Enemies (Button Activated) |
| Press L3 + Up to activate Press L3 + Down to deactivate |
Walk Through Walls & Enemies |
| D00CC7EA FFED 80033792 3400 D00CC7EA FFBD 80033792 1480 |
Walk Through Walls & Enemies (Button Activated) |
| Press L3 + Up to activate Press L3 + Down to deactivate |
Freeze All Enemies In Place |
| D00CC7EA FFED 80023EAA 2400 D00CC7EA FFBD 80023EAA 0040 |
Freeze All Enemies In Place (Button Activated) |
| Press L1 + Square to activate Press R1 + Square to deactivate Turn this code off to pass through doors/interact with objects |
Almost No Enemies Attack You |
| D00CC830 0084 800CCCF0 8000 D00CC830 0088 800CCCF0 0000 |
Almost No Enemies Attack You (Button Activated) |
| 8008DBCC 0001 8008DBCE 2402 8008BAA4 0030 |
NTSC2PAL Patch |
| Press L1 + Select | Instantly Reset The Game |
| D00CC7EA FBFE 80024292 2400 D10CC7EA FBFE 80024292 1440 |
Instantly Reset The Game (Button Activated) |
| Press L1 | Hyper Mode Enabled |
| D00CC7EA FBFF 300101BC 0002 D00CC7EA FBFF 800809AE 1040 |
Hyper Mode Enabled (Button Activated) |
| Press R1 | Extra Hyper Mode Enabled |
| D00CC7EA F7FF 800809AE 2400 |
Extra Hyper Mode Enabled (Button Activated) |
| Press R2 | Normal Speed |
| D00CC7EA FDFF 300101BC 0001 D00CC7EA FDFF 800809AE 1040 |
Normal Speed (Button Activated) |
| 800D25EC 967F 800D25EE 0098 |
Max Reward Total (Mercenaries Mode) |
PlayStation (General)
Enter codes at the main menu.
| Code | Effect |
|---|---|
| 800CCC90-00C8 | Infinite health (Jill) |
| 300CCC97-0004 | Always ‘Fine’ condition |
| 8006D0CA-2400 | Unlimited item usage (all slots) |
| 800D225E-000A | 10-slot inventory space |
| 800D1F3E-0008 | Unlock all Epilogues |
| 300D2127-00FE | All maps available in-game (Part 1) |
| 300D212B-00FE | All maps available in-game (Part 2) |
| 800D212C-FFFF 800D212E-FFFF |
All maps available in-game (Part 3) |
| 800D1F28-0000 800D1F2A-0000 |
00:00:00 completion time (‘S’ Grade) |
| Press L1 + Triangle | Save game anywhere |
| D00CC830-0014 800D1D18-13CC D00CC830-0014 800D1D1A-8005 |
Save game anywhere (Alternative) |
| Press L1 + Square | Access Sorage Chest anywhere |
| D00CC830-0084 800D1F2C-0200 D00CC830-0084 800E01C4-0002 |
Access Sorage Chest anywhere (Alternative) |
| Press L1 + L2 + R1 + R2 | Skip to ending cutscene |
| D00CC830-000F 800CC858-C000 D00CC830-000F 800CC85A-0001 |
Skip to ending cutscene (Alternative) |
| 800D215C-0001 800D2160-0002 800D2164-0003 800D2168-0004 800D216C-0005 800D2170-0006 800D2174-000A 800D2178-000B 800D217C-000C 800D2180-000D 800D2184-000E 800D2188-000F 800D218C-0010 800D2190-0011 800D2194-0012 800D2198-0013 800D219C-0014 |
All weapons in storage chest |
| 800D215E-0003 800D2162-0003 800D2166-0003 800D216A-0003 800D216E-0003 800D2172-0003 800D2176-0003 800D217A-0003 800D217E-0003 800D2182-0003 800D2186-0003 800D218A-0003 800D218E-0003 800D2192-0003 800D2196-0003 800D219A-0003 800D219E-0003 |
Infinite ammo (all weapons) |
| 800D1F98-0078 | Unlimited time |
PC
Use a hex editor to modify ResidentEvil3.exe.
| Code | Effect |
|---|---|
| 12A0C4 -> 2AFF FF00 | Infinite First Aid Spray Box (Easy Mode) |
Resident Evil 3: Nemesis: Review
Introduction
Resident Evil 3: Nemesis (1999) stands as both a culmination and a turning point for Capcom’s seminal survival horror series. Released at the twilight of the PlayStation era, the game refines the formula established by its predecessors while introducing mechanics that would influence future action-horror hybrids. This review argues that Resident Evil 3 is a flawed yet pivotal entry, marked by its relentless pacing, innovative stalker enemy, and the tension of its urban decay setting. Though criticized for its brevity and narrative thinness, its legacy as a bridge between classic survival horror and modern action-oriented design remains undeniable.
Development History & Context
Studio Vision & Constraints
Developed by Capcom’s “Team 3,” Resident Evil 3 began life as Biohazard 1.9—a spin-off intended to fill the gap before the PlayStation 2 debut of Resident Evil 4 (later reworked into Devil May Cry). Under director Kazuhiro Aoyama, the team repurposed its escape-from-Raccoon-City concept into a numbered sequel, partly to maintain PlayStation continuity while Resident Evil – Code: Veronica launched on Dreamcast.
Technological Limitations
Leveraging the same engine as Resident Evil 2, the game employed pre-rendered backgrounds and fixed camera angles, though character models boasted higher polygon counts and animations. The PS1’s hardware constraints forced creative trade-offs: while environments like the ruined Raccoon City streets were richly detailed, door-loading transitions and limited interactivity persisted.
Gaming Landscape
In 1999, survival horror was peaking, with competitors like Silent Hill pushing the genre into psychological territory. Resident Evil 3 countered with action-focused design, capitalizing on the series’ cinematic flair while responding to criticisms of tank controls and slow pacing. Its release alongside Dino Crisis underscored Capcom’s dominance in horror, yet the looming PS2 era demanded innovation.
Narrative & Thematic Deep Dive
Plot & Characters
Set during the 24 hours before and 48 hours after Resident Evil 2, the game follows Jill Valentine’s desperate escape from Raccoon City amid a T-virus outbreak. Unlike RE2’s dual protagonist structure, Jill’s solo journey intersects with Umbrella Biohazard Countermeasure Service (UBCS) mercenaries Carlos Oliveira, Mikhail Victor, and the duplicitous Nikolai Zinoviev.
Nemesis: A New Kind of Fear
The titular Nemesis—a Tyrant variant engineered to hunt S.T.A.R.S. members—embodies the game’s thematic focus on relentless pursuit. Its ability to sprint, wield weapons, and mutate dynamically shattered players’ expectations of enemy behavior, evoking the Terminator 2 T-1000’s unstoppable menace.
Themes of Survival & Betrayal
The narrative grapples with institutional corruption (Umbrella’s exploitation of the outbreak) and human desperation, mirrored in Nikolai’s cold-blooded data-collection mission. Jill’s arc—from haunted survivor to vengeful icon—lacks the depth of RE2’s Claire and Leon but crystallizes the series’ shift toward action-hero tropes.
Gameplay Mechanics & Systems
Core Loop & Innovations
- Dodge & 180-Degree Turn: New maneuvers like the quick-turn and context-sensitive dodge (activated by timing a button press as enemies strike) empowered players to evade threats fluidly.
- Ammo Crafting: Gunpowder mixing added strategic depth, letting players tailor ammunition types (e.g., shotgun shells vs. magnum rounds) to their playstyle.
- Live Selection: Branching dialogue/action choices mid-chase (e.g., fight Nemesis or flee) introduced replayability, though consequences were often superficial.
Nemesis Encounters
Nemesis’s AI was groundbreaking for its time. Unlike RE2’s Mr. X, it could pursue Jill across rooms, adapt to player tactics, and drop weapon upgrades when defeated. These encounters forced players to weigh resource conservation against potential rewards.
Flaws & Frustrations
- Randomized Elements: Key item placements and enemy spawns varied between playthroughs, but this often led to uneven difficulty spikes.
- Puzzle Simplicity: Critics panned the simplistic “gear-in-fountain” puzzles as out of place in an urban setting.
World-Building, Art & Sound
Raccoon City’s Decay
The shift from claustrophobic interiors (RE1’s mansion) to a crumbling cityscape expanded the series’ scope. Environments like the gas-station alleyways and clock tower plaza blended Gothic horror with urban chaos, though their pre-rendered design limited exploration.
Visual & Audio Design
- Graphics: The PC and Dreamcast ports enhanced resolution (up to 1600×1200 on PC), but the PS1 original’s gritty, blood-splattered aesthetic remains iconic.
- Soundtrack: Masami Ueda’s score alternated between eerie silence and frenetic combat themes, accentuating Nemesis’s arrivals with dissonant strings. The iconic “STARS…” whisper became shorthand for impending dread.
Reception & Legacy
Critical & Commercial Response
- Launch Reception: The PS1 version earned universal acclaim (Metacritic: 91/100), praised for its tension and Nemesis encounters. Critics like IGN called it “the most complete Resident Evil” yet, though some lamented its 6–8 hour runtime.
- Sales: 3.5 million copies sold (as of 2016), cementing its commercial success despite being overshadowed by RE2.
Ports & Re-Evaluation
Later ports to Dreamcast, PC, and GameCube drew mixed reviews for lacking graphical overhauls. The 2003 GameCube version, in particular, was criticized as a cash-in, selling only 41,395 copies in the U.S.
Industry Influence
Nemesis-inspired stalker enemies proliferated in games like Amnesia: The Dark Descent and Resident Evil 2 (2019)’s Mr. X. The shift toward action-oriented design presaged RE4’s revolution, though purists argue it diluted survival horror’s essence.
Conclusion
Resident Evil 3: Nemesis is a paradoxical masterpiece. Its hurried development and narrative shortcuts betray its spin-off origins, yet its innovations—the Nemesis mechanic, streamlined controls, and urban setting—redefined the series’ trajectory. While not as atmospherically dense as RE1 or as narratively rich as RE2, it remains a vital chapter in horror gaming history, proving that terror can thrive in motion as much as in stillness. For better or worse, Nemesis bridged the gap between survival horror’s past and its explosive future.
Final Verdict: A flawed but indispensable relic of the PS1 era, Resident Evil 3: Nemesis earns its place as a bold, evolutionary step for the genre.