"Resident Evil 3: Nemesis" (Resident Evil 3:
Nemesis) is the last game of the Resident Evil
trilogy on PlayStation 1. The development of this game was
initially started as Biohazard Gaiden in the newly established
studio Capcom Production Studio 4, which also made Resident
Evil 4, Dino Crisis series, Ace Attorney original trilogy
and Duel Me Cry. The development of this game was shelved for a
while until Capcom was forced to fulfill its contract with Sony
regarding the development of three Resident Evil
games for the PlayStation. This actually led to a delay in the
release of Resident Evil: Code Veronica; The work that was
originally supposed to be released as the third game in the series.
Biohazard Gaiden was then renamed to Biohazard 3: Last Escape and
was released in Japan on September 22, 1999, and a few months later
it became available in the US and Europe under the name
Resident Evil 3 tells the story of Jill Valentine and her
escape from Raccoon City during a virus outbreak that occurred
before the events of Resident Evil 2. The story is
unique in that it takes place both before and after the events of
the second edition. In fact, the first half of the game takes place
during the outbreak, while the second half takes place roughly a
day after. However, the story is more straightforward than that of
Resident Evil 2, and there are very few twists or
mysteries about what happens in Raccoon City, as it was all
explained in the previous version.
Graphics and Sound
In terms of visual effects, Resident Evil 3 is easily the best The version of the trilogy of this series is on PlayStation. Character models in cutscenes are much better and we don't see the polygons of Resident Evil 2. The colors are clearer and the unnatural lighting is better. The in-game graphics use similar techniques in certain areas, but many of the backgrounds still use the dramatic lighting used in Resident Evil 2. The sound of the game is also the same as the second game. This is a step in the right direction and proves that Capcom is looking to turn this series into something worthy of respect.
As mentioned earlier, The story and narration of the game is
simple and the cutscenes are the only thing to show the next path
to the player. However, this game's biggest contribution to the
Resident Evil series has been its gameplay. It
changed many of the mechanics of the series and
provided one of the most unique and fun survival horror
One of the best early stages in video games
The opening parts of a game Resident Evil can give information to the player about its progress. In the first version, the player is placed in a large empty room to get used to the game's strange control style. In the second version, the player gets directly into the action moments and is expected to be familiar with how to control the game. However, the early part of the third game is a combination of the two. When the player takes control of Jill, they have to pass a zombie on their way before ending up in a large empty space and spinning around in it. On the other hand, the stairs near the entrance show that you no longer need to press a special button to use them.
Ammunition crafting tools and some gunpowder are also around to show how the system works, and even a There is a puzzle showing how keys can be thrown away when they are no longer needed. Resident Evil 3's opening zone is one of the best in the series, teaching the player most of the game's important mechanics within minutes.
Different stage design
The stage design in the third version is also very different from the first two games, at least in the first half of it. In this game, there are less corridors and small mazes, and the navigation is such that the player goes from one area to another, and there is no need to return to the areas he has visited before, and in the meantime, engage with potential enemies. The game can actually be divided into two parts before and after the famous train puzzle game. The ultimate goal of the game in one half is for Jill to escape from the city center with the group by repairing a vehicle. The whole game so far is very linear and introduces the player to different parts of the city.
The post-puzzle part is about going back to different parts of the city to collect the parts needed to fix the vehicle and get out. While an inexperienced player will spend a lot of time collecting pieces one after another, the game rewards those who can manage their inventory by placing item boxes in specific locations. Gives. This style of stage design was new to the Resident Evil series, and it shows that the team made the third installment that was not influenced by the previous games.
Jill's wandering in Raccoon City is not without obstacles and problems, and the famous "Nemesis" will bother her along the way. An evolution of the story and design of Resident Evil 2's Mr. X, Nemesis is a Tyrant-class biological weapon that seeks to eliminate members of S.T.A.R.S., a branch of the Raccoon City Police. Unfortunately, Jill is the only remaining member of this unit in the city. Nemesis appears at designated points around Raccoon City and quickly approaches him. This creature also follows Jill in different areas, it is not easy to stay away from him and by leaving and returning, you simply cannot escape from him in one area.
Nemesis is one of the scariest characters in the history of
games. The style of fear and survival and during the arithmetic
game will bother Jill and the players. Nemesis isn't
invincible though, and if you deal enough damage with your weapon
when he attacks you, you can stall him for a while and use the
items he drops. In fact, only at the end of the game does his death
become a reality.
Of course, Jill also has features that will help her in the face of Nemesis and other enemies. A series of reaction commands were introduced in Resident Evil 3, which were very new at the time. In fact, Jill in the game can dodge an attack or quickly separate and move away from the enemy. Most of the game was designed around these mechanics. For example, the corridors in this version are bigger and therefore there are more enemies to deal with. Meanwhile, the easiest and most effective way to get around hordes of zombies is to shoot them, but learning to time your dodges correctly can help the player conserve ammo. On the other hand, this timing required to successfully execute a dodge would put a lot of stress on the player because missing a dodge means getting hit. To solve these issues, there are many more health items in the game, but using them too much will affect the player's endgame score, which can affect unlocks in later rounds.
However, in the second half, the game takes inspiration from its predecessors. This half of the game focuses on the same small corridors and linear design that Resident Evil 2 uses. That's not a bad thing, but it definitely feels weaker than the first half of the game. Nemesis also stops chasing the player during this half and only appears for a few jump scares and main fights. Overall, the second half of Resident Evil 3 doesn't match the quality of the first half, but it offers interesting and fun fights, especially with Nemesis.
After completing the game, an additional mode called Mercenaries becomes available. This is a time mode where players have to drive a wagon from one end of the city to the starting point on the other side and engage with zombies. The playable characters include the mercenaries that Jill meets in the game, which is actually why the title of this section was chosen this way. Unlock specials and other items in this section, you can use them in the main section. However, Resident Evil 3's high replay value doesn't just stop at Mercenaries. Many of the game's puzzle elements are randomized, so you can go to different areas of the game in a different order each time to see different scenes, which was highly praised at the time.
For many fans of the series, Resident Evil 3's positive impact on the series pales in comparison to the compelling narrative of the second installment, with However, this game took an approach to its gameplay that made it one of the best versions of the series in this regard. Its action-oriented approach was one of the most effective ways to break away from the old elements of Resident Evil's early releases, showing that breaking away from an established process and allowing developers to implement their own creativity can pay off.Read more : Resident Evil 3; From side game to big sequel
Source: Goomba Stomp