Resident Evil 3: Nemesis artwork

Resident Evil 3: Nemesis Review

1999CapcomGame

A side story with a great monster in it, wearing the second game's clothes.

CriticGood
Users8.0 out of 10

Vote your grade

Category grades
CategoryCriticUsers
Difficulty to makeAverage
VisualsGood
StoryAverage
GameplayGood
OverallGood

It began life as a spin off and never entirely stops feeling like one. The city streets are a real advance on the mansion and the police station, and the fires and the wrecked trams give Raccoon City a sense of a place actively dying rather than one already dead. Nemesis is the reason to be here. He talks, he carries a rocket launcher, he follows you between rooms, and the first time he crashes through a wall the series briefly becomes something predatory rather than architectural.

The dodge and the gunpowder press are smart additions that reward playing aggressively instead of hoarding, and the random enemy placement gives replays some teeth. The problem is that most Nemesis appearances are scripted set pieces you can outrun, the live selection choices are shallow, and the campaign is short enough that the escalation never arrives. It reuses a great deal of the previous game, including whole rooms, and it knows it.

Reviewed Sep 7, 2026 · Last verified Sep 7, 2026 · How we grade

Resident Evil 3: Nemesis at a glance

Official site
Platforms
PlayStation, Dreamcast, GameCube, PC
Developer
Capcom
Hours played
7
Year
1999

What’s your grade?

Grade by category
Difficulty to make
Visuals
Story
Gameplay

No account needed. Sign in so your grades follow you and count once. · how vote integrity works

Comments

Plain text, 500 characters. Be sharp, not cruel.

0/500

No comments yet. Have the first take.

More games reviews