Resident Evil 3 Remake: how they changed the Nemesis

The Resident Evil 3 remake is almost upon us, releasing on current consoles and PC on April 3, 2020.

Perhaps the element that most of this remake will make fans happy and see a monster that has become iconic like the Nemesis return to the screens, equipped for once with incredibly captivating graphics and a charm worthy of the best Body Horror films.

In practice, the Nemesis has some specific differences with what we have come to know and despise about Playstation.



Let's see together some of these differences and how they will eventually impact our gamer experience in one way or another!

They redesigned the Nemesis!

Let's start immediately with the most obvious and at the same time most discussed aspect of the whole internet. Between the original nemesis and that of Resident Evil 3 there are obvious differences in how it was portrayed.

To give examples, the stitches and staples on the face of the original, which branded the face, have become decidedly less visible. A similar argument was also made for the arteries that surrounded the neck of the original nemesis, this time represented in a less conspicuous way in order to obtain a more humanoid than monstrous character.

Also Nemesis clothing has been changed, making it look quite similar to that of MR.X from the previous remake; the exposed right arm is completely missing, otherwise present in the original title.


Roast cops, my favorites.

Another important difference from the original chapter is the arsenal of the Nemesis.


In resident evil came out for Playstation the giant monster had a rocket launcher on his side which he used with good skill; here the rocket launcher was accompanied by a flame thrower from the remarkable range, a perfect weapon to roast opponents and make us spend some bad half hours.

We are curious to see how they will mod this on PC, anyway; Has anyone ever wanted to see the Nemesis in hand with a Pony?
We and!

Highly flammable content.

A very interesting thing, direct daughter of the presence of the flamethrower in Resident Evil 3 Remake, is given by the presence of the weapon's tank on the back of our favorite monster.

This particularly prominent tank can be used to our advantage to inflict serious damage on the creature by firing our larger caliber weapons; in this way, if we are able to aim correctly, we will have the opportunity to obtain moments of peace and maybe even get some rewards.

Glimpses of intelligence.


Now let's face it: in Resident Evil 2 Remake Mr. X was not a particularly recommendable bad guy but not particularly intelligent either; at times he proved unable to make the right decisions, at other times he was very easily distracted.

In this RE3 Remake our dear Nemesis will be much more threatening from this point of view. Our little friend has been repeatedly defined as implacable by the producers of the game and will be able to surprise us in different ways, all absent in the original title.


In the original Resident Evil, his appearances during our playthrough were quite heavily scripted, effectively making his presence predictable. In this new episode the Nemesis will be incredibly more dynamic and menacing, following us in a slavish way and making peeps from the least predictable angles. There will be places that can be considered safe zones but nothing that will significantly change our gaming experience.

The Nemesis' agility has also been enhanced, making it capable of leaping meters and meters or running at incredible speed. Unlike what happened with Mr. X in Resident Evil 2, using your own movements to avoid our nice friend will be of considerable difficulty e just the use of dodging (one of the new mechanics included in the title) it will give us a chance to get the better of him.

The Nemesis will also be able to ambush us by clinging to the balconies of buildings and then jumping on us in the most unexpected moments. The danger in Resident Evil 3 Remake will also use the verticality of the game map to make its way and to reach us.


Who said tentacles?

In addition to the flamethrower the Nemesis this time it will be equipped with an attack with a tentacle able to block us and put us in danger. In the original video game such an attack was only possible after the second transformation of the Nemesis.

After having been able to see a similar thing in the demo and gameplay videos we can rest assured and start worrying about what the monster will be capable of with its subsequent forms.


The sprawling attack will not only be aimed at us but can be used by the Nemesis also to convert other units into his followers, transforming ordinary zombies into beasts full of horrible protuberances, with renewed resistance to blows and a greater degree of danger.

Fortunately ours Nemesis he does not seem to be very friendly with these creatures and will often and willingly attack them to make his way in order to reach us; with any luck we will be able to use it to our advantage.

Here everything explodes.

Jill will have more offensive chances against the Nemesis than in the past, thanks also to one renewed environmental interactivity resulting from modern technologies and modern technical skills.

If in the original the possibility of electroshocking the nemesis seemed a cool one, here we will have the possibility to set it on fire or to pass thousands of volts on it thanks to the presence of explosive barrels or portable generators, exactly what it would be better not to put inside a place during a zombie invasion!

This will allow the player to use extra strategy during his games taking down zombies with greater simplicity and saving bullets useful for less fortunate situations.

Of history and sounds.

Capcom, in an interview with Xbox Magazine official, has made it known that he used the title to deepen in an important way the story otherwise outlined within the original chapter.

There will be a important focus on the dualism between Jill and the Nemesis, making the battle even more ferocious and even more sensible in the eyes of the players. The title will also delve into the lore of the historical enemy, revealing background on his creation and adding details to his story.

Still in the same interview, the producer of the title, Peter fabiano, talked about how Capcom is worked hard to give sound design even more prominence compared to the last remake made of the saga. Thanks to this renewed sound design, the player will be able to steal information about what is around simply through his ears and will be afraid of the Nemesis even before seeing it on the screen, thanks to its infernal gurgling and its massive gait.

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