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SOJ Resident Evil 3 · The History
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The History of Resident Evil 3: Nemesis

A spin off promoted to a numbered sequel in mid development, and a stalker who taught the series a new kind of fear.

Resident Evil 3: Nemesis reached the PlayStation in Japan on September 22, 1999, in North America on November 11, and in Europe on February 21, 2000. In Japan it is Biohazard 3: Last Escape, and that subtitle is the plot: Jill Valentine, alone of the first game's cast left in Raccoon City, trying to get out in the 24 hours around Resident Evil 2, while something Umbrella built hunts her by name.

THE MAKING

The side story that took the number

After Resident Evil 2, Hideki Kamiya's next main game, set on a cruise ship, was cancelled when Sony announced the PlayStation 2: it could not finish before the new machine launched. Capcom did not want PlayStation fans waiting years, so it promoted a side project, an escape story by a younger team under director Kazuhiro Aoyama, to the third numbered game, and Kamiya's team moved on to Resident Evil 4. The project had been referred to in development as Biohazard 1.9.

The promotion changed the game: a new protagonist became Jill, and Raccoon City, originally to survive, was now to be destroyed. The script was written not by Flagship but by internal writer Yasuhisa Kawamura, who played the original to learn its universe, with Flagship proofreading for continuity. Producer Shinji Mikami kept the numbered chronology on PlayStation by policy, which is also why the Dreamcast sequel became Code: Veronica instead of Resident Evil 4.

THE DESIGN

The Nemesis idea

The Nemesis was inspired by the liquid metal T-1000 of Terminator 2: a pursuer who cannot be reasoned with and does not stay down. Mikami stated the intent plainly: a persistent feeling of paranoia, a player who, after the first confrontation, lives in constant dread of the next attack, stalked. Nemesis runs, opens doors, carries a rocket launcher, and can be fought or fled at each encounter, with live selection prompts forcing split second choices that bend the story and the ending.

Around him the game is the fastest of the PlayStation trilogy: streets instead of interiors, up to nine enemies at once, explosive barrels, gunpowder the player mixes into ammunition, and two new moves, a dodge and the 180 degree turn the series kept forever after. The score is by Masami Ueda and Saori Maeda. Clearing the game unlocks The Mercenaries, a timed run across the city that later games turned into a series institution.

THE EDITIONS

The versions, documented
Japan · 1999
PlayStation, September 22, 1999, as Biohazard 3: Last Escape. A double soundtrack album was released the same day.
America · 1999
PlayStation, November 11, 1999. The first 500,000 copies included a demo disc of Dino Crisis. Top selling PlayStation game in the US for its first two weeks.
Windows and Dreamcast · 2000
Enhanced models and higher resolution, with more alternate costumes on Dreamcast. Reviewers noted the gap to Code: Veronica was large, and said so.
GameCube · 2003
An unmodified port at full price under the Nintendo exclusivity agreement, criticized for exactly that: old graphics at a new game's price.

THE RECEPTION

Scores, sales, and the dissent
Famitsu · 36 / 40
Straight 9s from all four reviewers.
Metacritic · 91 / 100
Universal acclaim on PlayStation. IGN scored it 9.4 and GameSpot 8.8, GameSpot's Mielke calling it the most sophisticated Resident Evil yet in graphics and gameplay.
Sales · 3.5 million on PlayStation
More than a million copies by early October 1999, before the American launch. The PlayStation version reached 3.5 million by June 2012.
The dissent · Short and simple
GameSpot praised the choices but found it short beside Resident Evil 2. Others criticized the simple story and the voice acting, and one magazine found the dodge impractical.

Capcom spent a shared $20 million advertising Resident Evil 3, Dino Crisis, and the Nintendo 64 Resident Evil 2. The game it bought that attention for was meant to be a stopgap. It is remembered as a classic.

THE LEGACY

What it left behind

Nemesis became one of the series' defining monsters and its pursuit structure a horror design standard: the enemy who will not stay in his arena. The Mercenaries mode outlived the trilogy. And the city whose destruction this game staged is the event every later Resident Evil is dated against. A remake followed in 2020, rearranged and shortened, which made the original's density easier to appreciate.

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