Nemesis is back but is he better than ever? Find out here.
Capcom’s remake of Resident Evil 3 is right around the corner, releasing on April 3rd for Xbox One, PS4 and PC. Nemesis continues to be the most intriguing aspect of the game especially when you consider all the changes that have been made. How does it compare to the PlayStation One version? We decided to break down the differences between the two, based on the demo and various details released. So without further ado, let’s get into it.
The most obvious difference between the original and the remake is the design of Nemesis. The original saw him wearing a more discernible trench-coat with a modified right sleeve. His forehead bore large stitches which ran down his right eye and the skin around his upper and lower teeth is more equally exposed. The remake turns the trench-coat into a more haphazardly designed outfit with wrappings and caution labels. A giant device protrudes from its chest and the face is completely redone – the stitches are less prominent and more centered this time. The skin around the lower teeth has been pulled down way more compared to the upper teeth. And then there’s the weird nose.
More Advanced AI
If you’ve got a handle on dealing with Mr. X from the Resident Evil 2 remake and think Nemesis will be a walk in the park, think again. Producer Peter Fabiano spoke to Official PlayStation Magazine UK back in January and noted that Nemesis would have a more advanced AI than Mr. X. He also said that it will be “relentless” and players would “never know where he might show up.” So in that sense, it’s even smarter than the original game’s Nemesis.
More Dynamic Appearances
Another thing to keep in mind is that the appearances of Nemesis in the remake won’t be as heavily scripted as the original PS One version. His appearances will be a lot more dynamic and keep you guessing as to where he may show up next. That being said, despite being “relentless”, there are some restrictions on the AI to ensure it doesn’t harass you all the time. And no, he most definitely cannot follow you into safe rooms so don’t worry.
Sliding and Jumping
One of the most terrifying things about Nemesis has been it agility. It can slide and quickly get in front of you. Trying to run? It’ll just take on massive jump and land before you, even blocking off paths and doors in the process. Unlike Mr. X from the Resident Evil 2 remake – or even the original game’s Nemesis – juking and trying to run away is much, much tougher here.
At one point during the demo, it was possible to duck under a shutter and have some reprieve from Nemesis. Which is great and when you head back outside, he seems to be gone. Even better, right? Well, no. At some points, Nemesis can just hang on the walls of adjacent buildings, waiting to drop down and ambush you, unlike the older version. Whenever you think you’re safe, look up (and ideally run).
In the original, the Nemesis used a rocket launcher when it wasn’t chasing Jill down and fighting up close. In the remake, it now employs a flamethrower, capable of burning its foes to a crisp from a relatively good distance. Don’t worry though – it still has its signature rocket launcher to annihilate you from range as well.
Flamethrower Backpack as Weak Point
The flamethrower may promise a more miserable existence but it does present an interesting twist in one boss battle: A weak point. In the original, you’d have to fire round after round into tNemesis to bring it down. But in the remake, it’s possible to shoot the flamethrower’s gas tank on his bank and explode it for some hefty damage. This seems to be restricted to one boss fight though and, well, he’ll still coming after you even if the flamethrower is rendered useless. We’ll also need to wait and see if he can use that flamethrower in other boss fights even after the gas tank has been destroyed.
In the demo – and throughout gameplay footage released by Capcom – we’ve seen the Nemesis capable of using its tentacles to grab and pull Jill towards him. In the original game, this was possible when the Nemesis transformed on top of its second form. We don’t know what his other forms are capable of in the remake but just having to deal with the tentacles on top of everything else in its first form will be rough.
Converting Zombies With Tentacles
Of course, it’s not enough that the Nemesis can use his tentacles to grab you. He’s also capable of wrapping them around a zombie’s head and transforming it into tentacle-headed undead, as seen in the demo. It’s weirder than it sounds but these zombies then become a bigger threat since those tentacles can lash out at you from a distance.
Attacking Zombies With Tentacles
These new tentacle-headed zombies aren’t exactly allies for Nemesis. No matter what’s it front of it, whether it’s a regular or special zombie, it’ll use its tentacles to hurt or push them out of the way. That is, when it’s not charging down the street and knocking them aside like dominoes.
In the original, it was sort of possible to use the environment against Nemesis. Take the Clock Tower level where Jill could unplug a cord from the searchlight next to her and use it to electrocute the Nemesis. This was more of a canned sequence though. In the remake, there will be electric boxes and red barrels throughout the city which you can shot to stun Nemesis. It adds a whole lot more strategy, especially when considering whether to use them on hordes of regular zombies or to save them for whenever Nemesis shows up.
Focus on Sound Design
In the same issue of OPM UK, producer Peter Fabiano discussed sound design and how it would play a “bigger part” here than in Resident Evil 2‘s remake (and by extension, the original Resident Evil 3). Given how much larger the city is and the more dynamic Nemesis appearances, you’ll be paying much more attention to the different sounds made. Fabiano noted that, “We’re using similar sound designs from Resident Evil 2, and even some of the same sound designers.” So expect higher quality and more detailed sound design in the remake compared to the original.
In the April 2020 issue of Official Xbox Magazine, Capcom talks about making the story have more depth and fleshing out the tales of Jill, Nemesis and the UBSC compared to the original game. Interestingly, it mentions that Jill and Nemesis “have history” and a reason to be fighting each other that will receive more context. There’s likely to be more information and lore on Nemesis, perhaps delving further into its creation. We can only hope that it won’t be disastrous as Resident Evil Apocalypse’s take on the monster.