Resident Evil 3: Nemesis

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.

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