Gonna be one of "those" guys and say I do view
Resident Evil: Code Veronica [バイオハザード コード:ベロニカ] as the
real third game in the main series, and I often refer to
this game by a truncated title:
Resident Evil: Nemesis. The main thing to me is that
Nemesis doesn't much advance the plot from the original
Resident Evil [バイオハザード].
Resident Evil 2 already has a "File" for Chris's diary, in which he mentions heading off to Europe to hit Umbrella's HQ; we can assume Jill tagged along, so
Nemesis really just exists as a means of showing
how Jill found her way out of Raccoon City.
2 already expanded the T-virus threat to the streets of Raccoon, as well as introducing Claire (who will be the protagonist for most of
CV), Leon (who will be the protagonist for
Resident Evil 4's transition from virus to parasites, and from horror to action), and Ada (who operates behind-the-scenes and is integral to the end of the Redfield/Wesker story in
Resident Evil 5 [バイオハザード5] and
Resident Evil 6). In terms of the series as a whole, writing from 2021, the story of
Nemesis is less significant for Jill than it is for... well, Nemesis. The Nemesis is introduced as a new brand of Tyrant powered with a super-special parasite; similar parasites would be used for the rest of the series in bullshit borderline-magic ways. While I don't expressly
dislike any particular game in the franchise's main story (even
6 at least has fun gameplay), I never much cared for how parasites stole the limelight from the viruses. Even the beloved remade
Resident Evil [バイオハザード] is less-fun to me than the 1996 original, largely because I feel the Lisa Trevor shit is extraneous, though ironically I do respect how it better ties the Nemesis parasite to the T- and G-viruses - indeed, I was strongly against the new lore in
Nemesis until I played
RE1make, and the harmony between both games' stupid fucking parasite nonsense helped me better appreciate the parasites, and prepare me to better enjoy
4 and
5.
My feelings for
Nemesis are terribly complex. I first got into the franchise through
Resident Evil: Apocalypse, which starred the Nemesis as a major enemy, and who was extremely cool to my ten-year-old self, as I'd never before seen a giant zombie with a rocket launcher. But it would not be long before I would play
Resident Evil: Deadly Silence, my third game after
4 and
Resident Evil: Outbreak [バイオハザード アウトブレイク], but the first I actually played to the end, and replayed several times. It was enough to make me dislike the action focus of the Anderson movies, but I was also really feeling the lack of stereotypical B-movie creatures like the Yawn, Black Tiger, and Plant 42, and I thought the Tyrant's clawed arm was a hell of a lot cooler than the conventional weaponry of the film Nemesis (and later, when I finally played Nemesis's game, I would see that he mutates quite a bit, reminiscent of Birkin and Mr. X, which would make me respect Nemesis more, but Paul W. S. Anderson less). As far as the game itself, I appreciated the dodge mechanic, which would infrequently work when I
tried to use it, but would often activate when I'm shitting myself versus Hunters, and led to a couple cool moments of Jill teleporting around the lizardmen's claws while I try to get some shotgun shells fired off. The environmental hazards were a neat touch, allowing me to save a few dozen bullets by shooting one into an oil drum and taking down several zombos, rather than making a choice between wasting twenty rounds or risking popping a few off to stun zombies and run past them. And the ammo-crafting was a very nice touch, as I was able to make a shitload of shotgun shells and ultimately kill almost every zombie in Raccoon City before making my way to the Dead Factory for the final showdown; I often enjoyed using the "infinite ammo" cheat code in
RE2 for a quick run through the game, destroying everything in Leon and Claire's path just for the hell of it -
RE3 has no such cheat, but the ammo-crafting and its ability to level-up allows for a decent, fair simulation... if not a little too game-breaking! Unfortunately, the dodge, environmental hazards, and ammo-crafting turn
Nemesis into
far more of an action game than past installments, paving the way for
4 to drop the "horror" almost entirely (and definitely do away with the "survival" by adding ammo drops to fallen enemies!), culminating in the oft-maligned
6, a rather fun (if flawed) action game, but very weak on the horror (and extremely silly in its narrative...). To me, you can't hate the TPS games while also liking
Nemesis... so my plan is to be hypercritical of
Nemesis to allow myself to shit on later games if I so choose (which backfires, as I enjoy
5 WAY too much...!).
This game introduces a number of QoL factors, which improve upon the series. For one, you can skip many cutscenes now, instead of just FMVs, making replaying parts after dying a hell of a lot simpler, and allowing for speedruns without clutter (if I'm playing the same game over and over, I don't really
need to see the same cutscenes over and over). We also have the quick turn, allowing Jill (and Carlos) to do an instantaneous about-face by pressing the Run button while pressing Down, making it easier to dip out of unwanted situations, including dodging Nemesis (though, I must say, I'm far too used to the lack of a quick turn in the first two games, that I sometimes forget to do it here...). You can also mash buttons to free yourself from enemy attacks, which is something I've often tried doing in the prior games, but which I don't think actually worked. Jill can thus take only minimal damage, while
also pushing the offending zombie back into the cluster of his mates, knocking them all down, and freeing Jill to run through them.
What I don't really like too much is that the game does away with the multiple playable characters and alternate routes, at least in the ways the previous couple games handled these ideas. I mean, you get to play as Carlos for a bit, but it's not much different from the short Ada segments in
2. There isn't an entire Carlos game, as there is for Jill, as there was for Chris and Jill in the Spencer Mansion incident, or Leon and Claire in the RPD escape.
Nemesis makes up for this by offering alternate paths during the games, similar to the choices in
RE1 regarding whether or not to allow Rebecca and Barry to survive. In certain cutscenes, the game will momentarily freeze time allowing you to choose from one of two "Live Selections," often resulting in different events for the game overall, including allowing a couple painless Nemesis takedowns, and an alternate ending. Beyond the Live Selection gimmick, the game also has some random chance for certain item pickups or enemy encounters; e.g. the STARS room in the RPD HQ has a 50% chance of holding either the Magnum
or the Grenade Launcher, with the other weapon appearing in the Substation; some rooms have a possibility of holding Green Herbs or leaving them out, while others may hold Gunpowder between disparate locations. The hallway to the RPD meeting room may contain regular zombies
or dogs, and other rooms elsewhere in the game may get nastier with the possibility of Hunters or Brain Suckers existing instead of basic zeds. This keeps the game somewhat fresh as you play it eight times for the epilogue Files for other characters, or if you want Jill to wear Regina's costume from
Dino Crisis [ディノクライシス] but don't want to play everything exactly the same as a prior run through the story.
This game also introduces the "Mercenaries" mode, an evolution of the "Extreme Battle" and "4th Survivor" modes from
2, and blueprint for future Mercenaries and Raid modes in later games (though I don't think later games give you survivors to save, focusing strictly on combat instead). I can't write too much about this mode, as I'm not very good at it, so I'll have to come back later :)
If I had to bitch about anything, it would be that this game's setting is perhaps the most nonsensical of the series. The labyrinth of the Spencer Mansion makes some sense because... Gothic horror and
Scooby-Doo. Spencer was weird, and architect Trevor was weird, so it adds up. The RPD used to be an art museum, which explains its basic design, and also Chief Irons was weird, which
kinda explains the puzzles. The mayor of Racoon is eccentric enough to
maybe justify having some puzzles made out of wacky landmarks (e.g. the colorful clockface beside the entry to City Hall), but... I think his past as an engineer isn't a great enough excuse for why there are fucking
doors closing off alleys. Or maybe other cities in reality
do have doors everywhere? I just don't know. Anyway, the point of the game is to have Jill escape Nemesis through the streets of Racoon City,
but the game also includes the Mansion-like Clock Tower and the Lab-like Dead Factory as major locations, both of which have you spend significant time indoors, and both of which recall standard location-types for the series thus far (there's a Hospital as well, which is perhaps more innocuous). I don't have any problem with the Clock Tower or Dead Factory, by the way, and I do miss their absence in the remake
Resident Evil 3; I'm just saying the game does kinda fall back on "tried and true" location-types to ensure it's not going too far away from the skeleton of a "classic"
Resident Evil experience. For that matter, I don't see how anyone could take too much issue with the backtracking in
Code Veronica throughout Rockfort, as I feel it's at least marginally more "logical" than running all over a city (even if Racoon is quite small compared to a
real city; I've always just assumed Rockfort would be a smaller island than Racoon is a city...).
CV and
Resident Evil Zero are probably inarguably inferior games, but I think their settings and the aesthetics thereof make a bit more sense in their context, versus
Nemesis which prioritizes "video game logic" over believability. Not that I look for realism in
RE games, but... whatever.
https://www.reshdp.com/re3/
A good balance of survival horror and action with some of the most memorable moments in the series. Every encounter with Nemesis in the beginning really feel like you're fighting for your life and kicking his ass in the later portions of the game is very satisfying.
it's very close though