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History VideoGame / ResidentEvil3Nemesis

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* ImplacableMan: Nemesis. Even more so than his "cousin" Mr. X, he just ''will not stop'' not matter what Jill hits him with. It takes at least fourteen shotgun shells just to knock him down, and that's on ''Easy''. During the course of the game, Nemesis' repeatedly shot, blasted out of a train with a grenade, passes out into burning helicopter wreckage, soaked with acid, is ''decapitated'', and even falls into a pit of acid designed to break down B.O.W.s, but ''still won't quit!'' The worst part is, while there are seven scripted battles with him, ''he can still attack randomly'', unlike most bosses. Suffice to say, Nemesis might be considered the survival horror equivalent of an SNKBoss.

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* ImplacableMan: Nemesis. Even more so than his "cousin" Mr. X, he just ''will not stop'' not matter what Jill hits him with. It takes at least fourteen shotgun shells just to knock him down, and that's on ''Easy''. During the course of the game, Nemesis' repeatedly shot, blasted out of a train cable car with a grenade, passes out into burning helicopter wreckage, soaked with acid, is ''decapitated'', and even falls into a pit of acid designed to break down B.O.W.s, but ''still won't quit!'' The worst part is, while there are seven scripted battles with him, ''he can still attack randomly'', unlike most bosses. Suffice to say, Nemesis might be considered the survival horror equivalent of an SNKBoss.



* OddlyNamedSequel2ElectricBoogaloo: This was the first numbered entry in the series (and until the release of ''VideoGame/ResidentEvil7Biohazard'' in 2017, the only one) with a subtitle, both in Japan and abroad. This was likely due to the fact that this was side story originally and wasn't initially planned to be a mainline entry.

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* OddlyNamedSequel2ElectricBoogaloo: This was the first numbered entry in the series (and until the release of ''VideoGame/ResidentEvil7Biohazard'' in 2017, the only one) with a subtitle, both in Japan and abroad. This was likely due to the fact that this was a side story originally and wasn't initially planned to be a mainline entry.



* ThereWasADoor: Mostly averted. Most of the times Nemesis appears, he actually ''uses the door like a normal person''. You even hear the door open and shut offscreen. That being said, as a Tyrant model, he's [[RunningGag obligated]] to play this at least once, which he does in the police station when he jumps through the window. He does it again in the clock tower while you're controlling Carlos, and presumably this is also how he got on board the moving cable car.

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* ThereWasADoor: Mostly averted. Most of the times Nemesis appears, he actually ''uses the door like a normal person''. You even hear the door open and shut offscreen. That being said, as a Tyrant model, he's [[RunningGag obligated]] to play this at least once, which he does in the police station when he jumps through the window. He does it again in the clock tower while you're controlling Carlos, and presumably this is also how he got on board onboard the moving cable car.



* UrbanRuins: Even before the zombie apocalypse hit, it provided unwilling "test subjects" for the local Evil Inc, which practically owned the city and could easily 'disappear' any one of Raccoon's inhabitants. Post-outbreak, it is a grimy bloodstained tangle of streets and buildings that's horrific safety code violations will kill you almost as much as the actual zombies. [[spoiler:Thankfully, the ending involves Raccoon City being nuked to high heaven]].

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* UrbanRuins: Even before the zombie apocalypse hit, it provided unwilling "test subjects" for the local Evil Inc, which practically owned the city and could easily 'disappear' any one of Raccoon's inhabitants. Post-outbreak, it is a grimy bloodstained tangle of streets and buildings that's that horrific safety code violations will kill you almost as much as the actual zombies. [[spoiler:Thankfully, the ending involves Raccoon City being nuked to high heaven]].


* ContinuitySnarl: The police station has a few doors barricaded in order to prevent Jill from exploring areas that she doesn't need to visit. Funnily enough, most the barricaded doors were just locked electronically in ''[=RE2=]'', meaning that there was no point having them barricaded in the first place. This is {{justified|Trope}} in that the player may have wasted time trying to find a way to unlock these doors. There's also a window Nemesis jumps through in the police station that was undamaged in the previous game. Not to mention the plot holes involving Leon and Claire being able to enter the city with the inclusion of the military martial law plot.

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* ContinuitySnarl: The police station has a few doors barricaded in order to prevent Jill from exploring areas that she doesn't need to visit. Funnily enough, most of the barricaded doors were just locked electronically in ''[=RE2=]'', meaning that there was no point having them barricaded in the first place. This is {{justified|Trope}} in that the player may have wasted time trying to find a way to unlock these doors. There's also a window Nemesis jumps through in the police station that was undamaged in the previous game. Not to mention the plot holes involving Leon and Claire being able to enter the city with the inclusion of the military martial law plot.



* EarlyInstallmentWeirdness: The Mercenaries minigame makes its debut here, but the rules are a bit different from the later incarnation featured in ''[=RE4=]'' and onward. The objective here is to go from the cable car in Uptown Raccoon City to the office at very beginning of the main campaign before time runs out. Killing enemies here merely serves as means to extend the time limit, rather being an objective itself, while additional ammo and recovery items can only be obtained by saving civilians, who can be killed if you took too much time to get to them. It's worth noting that the minigame is technically an improved version of ''[=RE2=]'''s own minigames Extreme Battle and 4th Survivor. The main objective of both is to collect a set of special items and reaching a determined point on the game, respectively.

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* EarlyInstallmentWeirdness: The Mercenaries minigame mini-game makes its debut here, but the rules are a bit different from the later incarnation featured in ''[=RE4=]'' and onward. The objective here is to go from the cable car in Uptown Raccoon City to the office at the very beginning of the main campaign before time runs out. Killing enemies here merely serves as means to extend the time limit, rather being an objective itself, while additional ammo and recovery items can only be obtained by saving civilians, who can be killed if you took too much time to get to them. It's worth noting that the minigame mini-game is technically an improved version of ''[=RE2=]'''s own minigames Extreme Battle and 4th Survivor. The main objective of both is to collect a set of special items and reaching a determined point on the game, respectively.



* GetAHoldOfYourselfMan: Jill delivers an ArmorPiercingSlap to Carlos when he nearly gives up after reaching the Clock Tower (which only happens if you used the emergency break or didn't do anything during the Live Selection in the rail car).

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* GetAHoldOfYourselfMan: Jill delivers an ArmorPiercingSlap to Carlos when he nearly gives up after reaching the Clock Tower (which only happens if you used the emergency break or didn't do anything during the Live Selection in the rail cable car).



** Two scenes in the game, the intro and the hospital level, implies that Zombies apparently have retain enough higher function to know how to use elevators.

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** Two scenes in the game, the intro at the hotel and the hospital level, hospital, implies that Zombies zombies apparently have retain retained enough higher function to know how to use elevators.


** The Unlockable infinite ammo minigun you get from the Mercenaries mode. It has incredible stopping power, but it's takes several seconds to spin up. Everything in game dies in fraction of a second while under fire from this weapon, to the point where spin up/wind down is actually longer than the shooting itself and the game lacks the crowds of enemies big enough for this weapon to be worth it. And Nemesis, the only enemy that won't die in a second, will just rush you the moment it gets hit and either grab or punch you and you will have to spin up the weapon again.
* BadassLongcoat: The Nemesis wears one until the battle at the clock tower, where it gets burned off.

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** The Unlockable unlockable infinite ammo minigun you get from the Mercenaries mode. It has incredible stopping power, but it's it takes several seconds to spin up. Everything in game in-game dies in fraction of a second while under fire from this weapon, to the point where spin up/wind down is actually longer than the shooting itself and the game lacks the crowds of enemies big enough for this weapon to be worth it. And Nemesis, the only enemy that won't die in a second, will just rush you the moment it gets hit and either grab or punch you and you will have to spin up the weapon again.
* BadassLongcoat: The Nemesis wears one until the battle at the clock tower, where it gets burned off.


* AntagonistTitle: The English subtitle is named after the monster that constantly hounds Jill. The Japanese version doesn't have Nemesis in its subtitle.

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* AntagonistTitle: The English subtitle is named after the monster that constantly hounds Jill. The Japanese version doesn't have Nemesis in its subtitle.


** In one scene in the building you get oil additive in, Carlos responds to a comrade asking him for a mercy kill by ''unloading an entire magazine into his chest''. Bonus points in that he completely missed the poor man's head, guaranteeing that he will come back as a zombie (granted, headshots aren't necessary for killing zombies in this series, but it saves a lot of ammo). If Nikolai's there, he just shoots the guy in the head immediately, while said guy begs Nikolai to "Wait!"

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** In one scene in the building you get oil additive in, newspaper office, Carlos responds to a comrade asking him for a mercy kill by ''unloading an entire magazine into his chest''. Bonus points in that he completely missed the poor man's head, guaranteeing that he will come back as a zombie (granted, headshots aren't necessary for killing zombies in this series, but it saves a lot of ammo). If Nikolai's there, he just shoots the guy in the head immediately, while said guy begs Nikolai to "Wait!"



* WholePlotReference: To ''Film/TheTerminator''. Substitute Sarah for Jill, Terminator for Nemesis, bar the grenade launcher the rest of the guns from the film are gained by fighting Nemesis, and to further drive the reference home Jill does Arnie's shotgun flip.

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* WholePlotReference: To ''Film/TheTerminator''. Substitute Sarah for Jill, Terminator for Nemesis, bar the grenade launcher the rest of the guns from the film are gained by fighting Nemesis, and to further drive the reference home home, Jill does Arnie's shotgun flip.


* ExplodingBarrels: The red barrels dotted throughout the game explode when shot at, which can help clear out a cluster of enemies or put the hurt on Nemesis. Naturally, being too close to the blast yourself can severely injure you or even outright kill you. There are also bombs planted on some walls that function the same way as the barrel.

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* ExplodingBarrels: The red barrels dotted throughout the game explode when shot at, which can help clear out a cluster of enemies or put the hurt on Nemesis. Naturally, being too close to the blast yourself can severely injure you or even outright kill you. There are also bombs planted on some walls that function the same way as the barrel. Additionally, two areas have variants of this trope, which are so well-hidden that many fans never find them: in the industrial area, the hanging wood pallets can be shot to drop them on the Brainsuckers that prowl the area, whilst in the park, the lamps can be shot to create a fiery explosive that incinerates whatever it touches instead of blowing them to pieces.
** It actually bears mentioning that this is technically the first game in the series to use this trope, which went on to become a series staple. The only previous appearance was the single gas cylinder that acts as an optional method to kill the giant sewer alligator boss.


* AKA47: All over the place. The Assault Rifle is simple a M4 variant, the Magnum is a Colt Python, etc.



* AkA47: All over the place - Assault Rifle is simple M4 variant, Magnum is Colt Python etc.



** Unlockable infinite ammo minigun you get from Mercenaries mode. It has incredible stopping power but its takes several seconds to spin up. Everything in game dies in fraction of a second while under fire from that weapon to the point where spin up/wind down is actually longer than the shooting itself and the game lacks the crowds of enemies big enough for this weapon to be worth it. And Nemesis ( the only enemy that wont die in a second ), will just rush you the moment it gets hit and either grab or punch you and you will have to spin up the weapon again. You'd better off saving money and buying the rocket launcher as it kills everything in game in one shot.

to:

** The Unlockable infinite ammo minigun you get from the Mercenaries mode. It has incredible stopping power power, but its it's takes several seconds to spin up. Everything in game dies in fraction of a second while under fire from that weapon this weapon, to the point where spin up/wind down is actually longer than the shooting itself and the game lacks the crowds of enemies big enough for this weapon to be worth it. And Nemesis ( Nemesis, the only enemy that wont won't die in a second ), second, will just rush you the moment it gets hit and either grab or punch you and you will have to spin up the weapon again. You'd better off saving money and buying the rocket launcher as it kills everything in game in one shot.

Added DiffLines:

* AkA47: All over the place - Assault Rifle is simple M4 variant, Magnum is Colt Python etc.


Added DiffLines:

** Unlockable infinite ammo minigun you get from Mercenaries mode. It has incredible stopping power but its takes several seconds to spin up. Everything in game dies in fraction of a second while under fire from that weapon to the point where spin up/wind down is actually longer than the shooting itself and the game lacks the crowds of enemies big enough for this weapon to be worth it. And Nemesis ( the only enemy that wont die in a second ), will just rush you the moment it gets hit and either grab or punch you and you will have to spin up the weapon again. You'd better off saving money and buying the rocket launcher as it kills everything in game in one shot.

Added DiffLines:

** The dodge mechanic. Good in theory, extremely dangerous in practice. The entire mechanic is RNG-based and requires very precise timing, there's even a dodge in which your character will roll over, kneel down and fire faster than usual. Sounds awesome, right? Too bad most of the time, your character will "dodge" towards the enemy and help it hit you faster than it would've if you had simply run past it. There are no invincibility frames, meaning even if you successfully pull a dodge on one of your enemies, they can still hit you simply because you didn't perform the ''right'' dodge.


'''[[caption-width-right:280:[[https://www.youtube.com/watch?v=MgmFDjA8lxU S.T.A.R.S.!]]]]'''

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'''[[caption-width-right:280:[[https://www.youtube.com/watch?v=MgmFDjA8lxU S.T.A.R.S.!]]]]'''
S...]]]]'''

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* SadisticChoice: A subtle one with the gunpowders. Do you make the simple powders and have no problem with regular enemies yet struggle against the Nemesis? Or do you hoard and make the C powders and have an easier time with the titular demon at the cost of having to be more defensive and prudent around the regular monsters?


''VideoGame/BlackCommand'', an [=iOS=] and Android game that was released in 2018, has Murphy Seeker as a hired mercenary and the Samurai Edge pistol as a limited edition weapon, part of a ''Resident Evil'' collaboration event that started from December 26, 2018 to January 10, 2019. While a remake was teased throughout 2019 after the release of the ''VideoGame/ResidentEvil2Remake'', box art for it was [[https://www.polygon.com/2019/12/3/20993342/resident-evil-3-remake-leak-release-date-playstation ultimately leaked]] in early December 2019. The [[https://www.youtube.com/watch?v=LxDm9T1TKvU reveal trailer]] being shown during Sony's State of Play presentation on December 10, 2019, and the remake is set to be released on April 3, 2020, bundled with a 4-versus-1 multiplayer mode titled ''Resident Evil Resistance''.

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''VideoGame/BlackCommand'', an [=iOS=] and Android game that was released in 2018, has Murphy Seeker as a hired mercenary and the Samurai Edge pistol as a limited edition weapon, part of a ''Resident Evil'' collaboration event that started from December 26, 2018 to January 10, 2019. While 2019.

Has
a remake was teased throughout 2019 after the release of the ''VideoGame/ResidentEvil2Remake'', box art for it was [[https://www.polygon.com/2019/12/3/20993342/resident-evil-3-remake-leak-release-date-playstation ultimately leaked]] in early December 2019. The [[https://www.youtube.com/watch?v=LxDm9T1TKvU reveal trailer]] being shown during Sony's State of Play presentation on December 10, 2019, and the remake is set to be released on April 3, 2020, bundled with a 4-versus-1 multiplayer mode titled ''Resident Evil Resistance''.
2020 VideoGameRemake, ''VideoGame/ResidentEvil3Remake''.


''VideoGame/BlackCommand'', an [=iOS=] and Android game that was released in 2018, has Murphy Seeker as a hired mercenary and the Samurai Edge pistol as a limited edition weapon, part of a ''Resident Evil'' collaboration event that started from December 26, 2018 to January 10, 2019. In December 2019, it was found out that a [[https://www.polygon.com/2019/12/3/20993342/resident-evil-3-remake-leak-release-date-playstation remake of the game]] is in the making, though no official word has been made beyond that so far.

to:

''VideoGame/BlackCommand'', an [=iOS=] and Android game that was released in 2018, has Murphy Seeker as a hired mercenary and the Samurai Edge pistol as a limited edition weapon, part of a ''Resident Evil'' collaboration event that started from December 26, 2018 to January 10, 2019. In December 2019, While a remake was teased throughout 2019 after the release of the ''VideoGame/ResidentEvil2Remake'', box art for it was found out that a [[https://www.polygon.com/2019/12/3/20993342/resident-evil-3-remake-leak-release-date-playstation ultimately leaked]] in early December 2019. The [[https://www.youtube.com/watch?v=LxDm9T1TKvU reveal trailer]] being shown during Sony's State of Play presentation on December 10, 2019, and the remake of the game]] is in the making, though no official word has been made beyond that so far.
set to be released on April 3, 2020, bundled with a 4-versus-1 multiplayer mode titled ''Resident Evil Resistance''.

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