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** ''Resident Evil 3'' was originally supposed to be a GaidenGame, developed alongside the N64 version of ''VideoGame/ResidentEvil0'', ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' on the Sega Dreamcast, and Creator/HidekiKamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making a new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]], [[VideoGame/DevilMayCry or turned into a different IP]], [[VideoGame/ResidentEvil4 or being developed for]] [[UsefulNotes/NintendoGamecube a different system]]) and the gaiden game was promoted to the next mainline series title.

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** ''Resident Evil 3'' was originally supposed to be a GaidenGame, developed alongside the N64 version of ''VideoGame/ResidentEvil0'', ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' on the Sega Dreamcast, and Creator/HidekiKamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making a new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]], [[VideoGame/DevilMayCry or turned into a different IP]], [[VideoGame/ResidentEvil4 or being developed for]] [[UsefulNotes/NintendoGamecube [[Platform/NintendoGamecube a different system]]) and the gaiden game was promoted to the next mainline series title.
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** There were originally going to be a mutated Wildcat enemy that Jill would encounter around the park area of the city before they were scrapped and replaced by the Hunter Gamma's taking their place in the area.

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** There were was originally going to be a mutated Wildcat lion enemy that Jill would encounter around the park area of the city before they were scrapped and replaced by the Hunter Gamma's taking their place in the area.

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* WhatCouldHaveBeen: ''Resident Evil 3'' was originally supposed to be a GaidenGame, developed alongside the N64 version of ''VideoGame/ResidentEvil0'', ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' on the Sega Dreamcast, and Creator/HidekiKamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making a new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]], [[VideoGame/DevilMayCry or turned into a different IP]], [[VideoGame/ResidentEvil4 or being developed for]] [[UsefulNotes/NintendoGamecube a different system]]) and the gaiden game was promoted to the next mainline series title.

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* WhatCouldHaveBeen: WhatCouldHaveBeen:
**
''Resident Evil 3'' was originally supposed to be a GaidenGame, developed alongside the N64 version of ''VideoGame/ResidentEvil0'', ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' on the Sega Dreamcast, and Creator/HidekiKamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making a new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]], [[VideoGame/DevilMayCry or turned into a different IP]], [[VideoGame/ResidentEvil4 or being developed for]] [[UsefulNotes/NintendoGamecube a different system]]) and the gaiden game was promoted to the next mainline series title.title.
** There were originally going to be a mutated Wildcat enemy that Jill would encounter around the park area of the city before they were scrapped and replaced by the Hunter Gamma's taking their place in the area.
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Names The Same is no longer a trope


* NamesTheSame: Suffice to say, this Dario Russo should not be confused with the co-creator of ''Series/Danger5''
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* UpliftedSideStory: ''Nemesis'' for the original [=PlayStation=] wasn't originally conceived as the third installment, but a side game. The third installment was originally supposed to be the one in the works for the UsefulNotes/PlayStation2. However, development of the [=PS2=] game ran into issues, as it was a brand new platform, and this would potentially lead to a longer wait between installments. As a result, Creator/{{Capcom}} made the side game into the official third installment, and [[VideoGame/ResidentEvil4 the PS2 title was to be the fourth installment]].
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* NamesTheSame: Suffice to say, this Dario Russo should not be confused with the co-creator of ''Series/Danger5''
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*** The second encounter comes inside the [=RPD=], and triggers in the stairwell when you return from the 2nd floor after having visited the S.T.A.R.S. office.

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*** The second encounter comes inside the [=RPD=], and triggers in the stairwell when you return from the 2nd floor after having visited acquired the S.T.A.R.S. office.lockpick.



*** Encounter #4 comes after Jill has been [[FetchQuest told to find the gear needed to repair the cable car]], and follows the same rules as encounter #3; which version you get depends on if you visit the substation or the alley leading to the sales office first.
*** The fifth encounter occurs on the path leading past City Hall and to the cable car, and is triggered by approaching City Hall with most if not all of the items needed for the cable car FetchQuest.

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*** Encounter #4 comes after Jill has been [[FetchQuest told to find the gear needed to repair the cable car]], and follows the same rules as encounter #3; which version you get depends on if you visit the substation or the alley leading to the sales office first.
first and your decision inside of them.
*** The fifth encounter occurs on the path leading past City Hall and to the cable car, and is triggered by approaching City Hall with most if not all of the items needed for the cable car FetchQuest.



*** Encounter #7 occurs the first time that Jill reaches the clock face on the 2nd floor of the clock tower.

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*** Encounter #7 occurs the first time that Jill reaches comes down from the clock face gear room on the 2nd floor of the clock tower.
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* WhatCouldHaveBeen: ''Resident Evil 3'' was originally supposed to be a GaidenGame, developed alongside the N64 version of ''VideoGame/ResidentEvil0'', ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' on the Sega Dreamcast, and Creator/HidekiKamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making a new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]]) and the gaiden game was promoted to the next mainline series title.

to:

* WhatCouldHaveBeen: ''Resident Evil 3'' was originally supposed to be a GaidenGame, developed alongside the N64 version of ''VideoGame/ResidentEvil0'', ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' on the Sega Dreamcast, and Creator/HidekiKamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making a new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]]) scrapped]], [[VideoGame/DevilMayCry or turned into a different IP]], [[VideoGame/ResidentEvil4 or being developed for]] [[UsefulNotes/NintendoGamecube a different system]]) and the gaiden game was promoted to the next mainline series title.
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* DummiedOut: Since ''3'' was made using ''2'''s engine, Tofu's data is in ''Resident Evil 3'' game despite him not appearing and can be hacked onto the player character model.

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** The story of how Jill is constantly chased by Nemesis throughout the game is... somewhat exaggerated. The truth is that effectively all of Nemesis' encounters are scripted and trigger automatically as a result of the player fulfilling certain conditions as part of advancing the story, which speedrunners have long taken advantage of. The sheer number of encounters, several of which are mutually exclusive[[note]]16 total, of which 13 will appear in a given playthrough[[/note]], and the fact that some encounters put Nemesis into a "chase mode" where he will actively haunt a small area until he finds Jill and is subsequently escaped from (which takes about three screen changes)[[note]]these are the infamous "Nemesis cries STARS and then charges Jill from offscreen" encounters[[/note]], presents the illusion of a constantly roaming pursuer. The complete list of scripted Nemesis encounters and how to trigger them goes as follows:
*** Your first encounter with Nemesis, of course, happens when you reach the Raccoon Police Department Yard for the first time, which is the introduction of Nemesis to the game.
*** The second encounter comes inside the [=RPD=], and triggers in the stairwell when you return from the 2nd floor after having visited the S.T.A.R.S office.

to:

** The story of how Jill is constantly chased by Nemesis throughout the game is... is somewhat exaggerated. The truth is that effectively all of Nemesis' encounters are scripted and trigger automatically as a result of the player fulfilling certain conditions as part of advancing the story, which speedrunners have long taken advantage of. The sheer number of encounters, several of which are mutually exclusive[[note]]16 exclusive,[[note]]16 total, of which 13 will appear in a given playthrough[[/note]], playthrough[[/note]] and the fact that some encounters put Nemesis into a "chase mode" where he will actively haunt a small area until he finds Jill and is subsequently escaped from (which from, which takes about three screen changes)[[note]]these changes,[[note]]these are the infamous "Nemesis cries STARS S.T.A.R.S. and then charges Jill from offscreen" encounters[[/note]], encounters[[/note]] presents the illusion of a constantly roaming pursuer. The complete list of scripted Nemesis encounters and how to trigger them goes as follows:
*** Your first encounter with Nemesis, of course, Nemesis happens when you reach the Raccoon Police Department Yard for the first time, which is the introduction of Nemesis to the game.
*** The second encounter comes inside the [=RPD=], and triggers in the stairwell when you return from the 2nd floor after having visited the S.T.A.R.S S. office.



*** The eighth encounter is the game's first mandatory boss-fight against Nemesis, and comes after the rescue helicopter is signaled. In this battle, Nemesis either will or won't be armed with a rocket launcher depending on which live selection was made aboard the cable car.
*** When playing as Carlos, returning to the clock tower with the t-Vaccine triggers the 9th Nemesis encounter.

to:

*** The eighth encounter is the game's first mandatory boss-fight boss fight against Nemesis, and comes after the rescue helicopter is signaled. In this battle, Nemesis either will or won't be armed with a rocket launcher depending on which live selection was made aboard the cable car.
*** When playing as Carlos, returning to the clock tower with the t-Vaccine T-Vaccine triggers the 9th Nemesis encounter.



*** The 13th and final encounter, and the last mandatory boss fight, happens when Jill reaches the site of the US army's last stand whilst fleeing to the helicopter launch pad.

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*** The 13th and final encounter, and the last mandatory boss fight, happens when Jill reaches the site of the US army's U.S. Army's last stand whilst fleeing to the helicopter launch pad.

Removed: 426

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Not YMMV.


* CanonMarchesOn: ''Resident Evil 3'' contradicted many plot elements that were present in other media tie-ins such as the S.D. Perry novels and the ''Biohazard 2'' audio dramas that were produced by Flagship (the same company that wrote ''Resident Evil 2''). Particularly, the cause of Raccoon City's destruction was changed from a fire that spread across the entire town to a nuclear missile launched by the U.S. government.

Added: 426

Removed: 427

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Changing to the correct trope, as Outdated By Canon is only for fan works.


* CanonMarchesOn: ''Resident Evil 3'' contradicted many plot elements that were present in other media tie-ins such as the S.D. Perry novels and the ''Biohazard 2'' audio dramas that were produced by Flagship (the same company that wrote ''Resident Evil 2''). Particularly, the cause of Raccoon City's destruction was changed from a fire that spread across the entire town to a nuclear missile launched by the U.S. government.



* OutdatedByCanon: ''Resident Evil 3'' contradicted many plot elements that were present in other media tie-ins such as the S.D. Perry novels and the ''Biohazard 2'' audio dramas that were produced by Flagship (the same company that wrote ''Resident Evil 2''). Particularly, the cause of Raccoon City's destruction was changed from a fire that spread across the entire town to a nuclear missile launched by the U.S. government.
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Jossed is a YMMV Definition Only Page now. Deleting examples, fan theories that are in objective pages - they need to go on YMMV pages - and moving these about a specific fan work to Outdated By Canon


* {{Jossed}}: ''Resident Evil 3'' contradicted many plot elements that were present in other media tie-ins such as the S.D. Perry novels and the ''Biohazard 2'' audio dramas that were produced by Flagship (the same company that wrote ''Resident Evil 2''). Particularly, the cause of Raccoon City's destruction was changed from a fire that spread across the entire town to a nuclear missile launched by the U.S. government.

to:

* {{Jossed}}: OutdatedByCanon: ''Resident Evil 3'' contradicted many plot elements that were present in other media tie-ins such as the S.D. Perry novels and the ''Biohazard 2'' audio dramas that were produced by Flagship (the same company that wrote ''Resident Evil 2''). Particularly, the cause of Raccoon City's destruction was changed from a fire that spread across the entire town to a nuclear missile launched by the U.S. government.
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Fixed a broken bit of coding.


** The story of how Jill is constantly chased by Nemesis throughout the game is... somewhat exaggerated. The truth is that effectively all of Nemesis' encounters are scripted and trigger automatically as a result of the player fulfilling certain conditions as part of advancing the story, which speedrunners have long taken advantage of. The sheer number of encounters, several of which are mutually exclusive[[note]]16 total, of which 13 will appear in a given playthrough[[note]], and the fact that some encounters put Nemesis into a "chase mode" where he will actively haunt a small area until he finds Jill and is subsequently escaped from (which takes about three screen changes)[[note]]these are the infamous "Nemesis cries STARS and then charges Jill from offscreen" encounters[[/note]], presents the illusion of a constantly roaming pursuer. The complete list of scripted Nemesis encounters and how to trigger them goes as follows:

to:

** The story of how Jill is constantly chased by Nemesis throughout the game is... somewhat exaggerated. The truth is that effectively all of Nemesis' encounters are scripted and trigger automatically as a result of the player fulfilling certain conditions as part of advancing the story, which speedrunners have long taken advantage of. The sheer number of encounters, several of which are mutually exclusive[[note]]16 total, of which 13 will appear in a given playthrough[[note]], playthrough[[/note]], and the fact that some encounters put Nemesis into a "chase mode" where he will actively haunt a small area until he finds Jill and is subsequently escaped from (which takes about three screen changes)[[note]]these are the infamous "Nemesis cries STARS and then charges Jill from offscreen" encounters[[/note]], presents the illusion of a constantly roaming pursuer. The complete list of scripted Nemesis encounters and how to trigger them goes as follows:

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Not entirely certain it's the right trope, but the idea that Nemesis constantly pursues Jill in the original game isn't entirely accurate, at least not in the sense it's used in.


* UrbanLegendOfZelda: There used to be a persistent fan rumor that Nemesis was secretly one of the series' pre-existing characters who was captured and mutated by Umbrella. [[note]]This was mostly due to a mistranslated interview with one of the developers that wrongly implied he was supposed to have been a significant character before.[[/note]] They ultimately ended up using this angle with his character [[Film/ResidentEvilApocalypse in the movies]].

to:

* UrbanLegendOfZelda: UrbanLegendOfZelda:
**
There used to be a persistent fan rumor that Nemesis was secretly one of the series' pre-existing characters who was captured and mutated by Umbrella. [[note]]This was mostly due to a mistranslated interview with one of the developers that wrongly implied he was supposed to have been a significant character before.[[/note]] They ultimately ended up using this angle with his character [[Film/ResidentEvilApocalypse in the movies]].movies]].
** The story of how Jill is constantly chased by Nemesis throughout the game is... somewhat exaggerated. The truth is that effectively all of Nemesis' encounters are scripted and trigger automatically as a result of the player fulfilling certain conditions as part of advancing the story, which speedrunners have long taken advantage of. The sheer number of encounters, several of which are mutually exclusive[[note]]16 total, of which 13 will appear in a given playthrough[[note]], and the fact that some encounters put Nemesis into a "chase mode" where he will actively haunt a small area until he finds Jill and is subsequently escaped from (which takes about three screen changes)[[note]]these are the infamous "Nemesis cries STARS and then charges Jill from offscreen" encounters[[/note]], presents the illusion of a constantly roaming pursuer. The complete list of scripted Nemesis encounters and how to trigger them goes as follows:
*** Your first encounter with Nemesis, of course, happens when you reach the Raccoon Police Department Yard for the first time, which is the introduction of Nemesis to the game.
*** The second encounter comes inside the [=RPD=], and triggers in the stairwell when you return from the 2nd floor after having visited the S.T.A.R.S office.
*** The third encounter is the first of two mutually exclusive ones; your first encounter with both Nemesis and Carlos will be triggered in a unique scene depending on whether you go to the restaurant or newspaper office first.
*** Encounter #4 comes after Jill has been [[FetchQuest told to find the gear needed to repair the cable car]], and follows the same rules as encounter #3; which version you get depends on if you visit the substation or the alley leading to the sales office first.
*** The fifth encounter occurs on the path leading past City Hall and to the cable car, and is triggered by approaching City Hall with most if not all of the items needed for the cable car FetchQuest.
*** Once the cable car is activated, the 6th encounter triggers in a cutscene.
*** Encounter #7 occurs the first time that Jill reaches the clock face on the 2nd floor of the clock tower.
*** The eighth encounter is the game's first mandatory boss-fight against Nemesis, and comes after the rescue helicopter is signaled. In this battle, Nemesis either will or won't be armed with a rocket launcher depending on which live selection was made aboard the cable car.
*** When playing as Carlos, returning to the clock tower with the t-Vaccine triggers the 9th Nemesis encounter.
*** The 10th encounter is triggered once the player regains control of Jill and tries to leave the clock tower save room to head to the park.
*** Encounter #11 happens once Jill steps foot onto the bridge leading to the Dead Factory for the first time.
*** The penultimate Nemesis encounter, and the second mandatory boss fight, happens once Jill enters the treatment/disposal room of the Dead Factory.
*** The 13th and final encounter, and the last mandatory boss fight, happens when Jill reaches the site of the US army's last stand whilst fleeing to the helicopter launch pad.

Changed: 225

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None


* UpliftedSideStory: ''Nemesis'' for the original [=PlayStation=] wasn't originally conceived as the third installment, but a side game. The third installment was originally supposed to be the one in the works for the UsefulNotes/PlayStation2. However, development of the UsefulNotes/PS2 game ran into issues, as its a brand new platform, potentially resulting in a longer wait between installments. As a result, Creator/{{Capcom}} made the side game into the official third installment, and the UsefulNotes/PS2 title was to be the fourth installment.
* UrbanLegendOfZelda: There used to be a persistent fan rumor that Nemesis was secretly one of the series' pre-existing characters who was captured and mutated by Umbrella.[[note]]This was mostly due to a mistranslated interview with one of the developers that wrongly implied he was supposed to have been a significant character before.[[/note]] They ultimately ended up using this angle with his character in the movies.
* WhatCouldHaveBeen: ''Resident Evil 3'' was originally supposed to be a gaiden game, developed alongside the N64 version of ''Resident Evil 0'', ''Code: Veronica'' on the Sega Dreamcast, and Hideki Kamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''Resident Evil: Dead Aim''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making a new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]]) and the gaiden game was promoted to the next mainline series title.

to:

* UpliftedSideStory: ''Nemesis'' for the original [=PlayStation=] wasn't originally conceived as the third installment, but a side game. The third installment was originally supposed to be the one in the works for the UsefulNotes/PlayStation2. However, development of the UsefulNotes/PS2 [=PS2=] game ran into issues, as its it was a brand new platform, and this would potentially resulting in lead to a longer wait between installments. As a result, Creator/{{Capcom}} made the side game into the official third installment, and [[VideoGame/ResidentEvil4 the UsefulNotes/PS2 PS2 title was to be the fourth installment.installment]].
* UrbanLegendOfZelda: There used to be a persistent fan rumor that Nemesis was secretly one of the series' pre-existing characters who was captured and mutated by Umbrella. [[note]]This was mostly due to a mistranslated interview with one of the developers that wrongly implied he was supposed to have been a significant character before.[[/note]] They ultimately ended up using this angle with his character [[Film/ResidentEvilApocalypse in the movies.
movies]].
* WhatCouldHaveBeen: ''Resident Evil 3'' was originally supposed to be a gaiden game, GaidenGame, developed alongside the N64 version of ''Resident Evil 0'', ''Code: Veronica'' ''VideoGame/ResidentEvil0'', ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' on the Sega Dreamcast, and Hideki Kamiya's Creator/HidekiKamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''Resident ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim'').Aim]]''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making a new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]]) and the gaiden game was promoted to the next mainline series title.
Is there an issue? Send a MessageReason:
None


* UpliftedSideStory: ''Nemesis'' for the original [=PlayStation=] wasn't originally conceived as the third installment, but a side game. The third installment was originally supposed to be the one in the works for the UsefulNotes/PlayStation2. However, development of the UsefulNotes/PS2 game ran into issues, as its a brand new platform, potentially resulting in a longer wait between installments. As a result, Creator/{{Capcom}} made the side game into the official third installment, and the UsefulNotes/PS2 title was to be the fourth installment.



* WhatCouldHaveBeen: ''Resident Evil 3'' was originally supposed to be a gaiden game, developed alongside the N64 version of ''Resident Evil 0'', ''Code: Veronica'' on the Sega Dreamcast, and Hideki Kamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''Resident Evil: Dead Aim''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making a new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]]) and the gaiden game was promoted to the next mainline series title.

to:

* WhatCouldHaveBeen: ''Resident Evil 3'' was originally supposed to be a gaiden game, developed alongside the N64 version of ''Resident Evil 0'', ''Code: Veronica'' on the Sega Dreamcast, and Hideki Kamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''Resident Evil: Dead Aim''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making a new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]]) and the gaiden game was promoted to the next mainline series title.title.
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* Trivia/ResidentEvil3Remake

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* Trivia/ResidentEvil3RemakeTrivia for the remake, go [[Trivia/ResidentEvil3Remake here]].
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Added DiffLines:

* Trivia/ResidentEvil3Remake
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* PreviewPiggybacking: Early copies of the [=PlayStation=] version also came with a demo disc for ''VideoGame/DinoCrisis''.
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* WhatCouldHaveBeen: ''Resident Evil 3'' was originally supposed to be a gaiden game, developed alongside the N64 version of ''Resident Evil 0'', ''Code: Veronica'' on the Sega Dreamcast, and Hideki Kamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''Resident Evil: Dead Aim''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]]) and the gaiden game was promoted to the next mainline series title.

to:

* WhatCouldHaveBeen: ''Resident Evil 3'' was originally supposed to be a gaiden game, developed alongside the N64 version of ''Resident Evil 0'', ''Code: Veronica'' on the Sega Dreamcast, and Hideki Kamiya's ''Biohazard 3'' (the cruise ship idea that was recycled into ''Resident Evil: Dead Aim''). The planned ''Biohazard 3'' would have taken too long to develop before the [=PlayStation=] 2 launched and sales would have been low because of it, so it was scrapped in favor of making a new game on the upcoming console ([[ShootTheShaggyDog which also ended up getting scrapped]]) and the gaiden game was promoted to the next mainline series title.

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