FANDOM


(one letter)
Line 2: Line 2:
   
 
{{Game tab|development}}
 
{{Game tab|development}}
'''''Resident Evil 3: Nemesis''''' was developed by [[Capcom Production Studio 4]], with [[Shinji Mikami]] serving as the producer; [[Kazuhiro Aoyama]] as the director and [[Yasuhisa Kawamura]] as the writer. Development began following the completion of ''[[Porting of Resident Evil 2|Resident Evil 2: DualShock Ver.]] ''in October 1998, under the title "''BIOHAZARD GAIDEN''".<ref name="PU" /><ref name="EuroGamer">{{Cite web|url=http://www.eurogamer.net/articles/2015-01-18-inside-the-resident-evil-4-that-never-was|title=Yasuhisa Kawamura and the Resident Evil that never was.|publisher=Euro Gamer|quote=Meet the man who tried to make Capcom's survival horror even scarier, and failed.|date=2015-01-18|accessdate=2015-09-24}}</ref> Starting out as a team of twenty developers as an experiment, it moved upward to between forty and fifty as it expanded an approached its release date,<ref name="Interview2" /><ref>{{cite journal |title=Interview with Shinji Mikami |journal=Official PlayStation 2 Magazine-UK |issue=4 |date=February 2001 |publisher=Future Publishing Limited}}</ref><ref>{{cite web |archiveurl=http://replay.web.archive.org/20050206023353/http://www.capcom.co.jp/studio4/index.html |url=http://www.capcom.co.jp/studio4/index.html |title=Production Studio 4 |language=Japanese |archivedate=February 6, 2005 |publisher=Capcom Co., Ltd}}</ref><ref name="IGN 2002-11-13" /> and mostly consisted of newly hired staff.<ref name="PU" />
+
'''''Resident Evil 3: Nemesis''''' was developed by Capcom's R&D Division 2, which had done ''[[Resident Evil (1996 game)|Resident Evil]]'' and ''[[Resident Evil 2 (1998 game)|Resident Evil 2]]'' before it, and would soon after be reconstituted as [[Capcom Production Studio 4|Production Studio 4]].<ref name="PU">{{cite web|url=http://projectumbrella.net/articles/Yasuhisa-Kawamura-Interview-Project-Umbrella|title=Yasuhisa Kawamura Interview (Project Umbrella).|publisher=Project Umbrella|accessdate=2013-06-24}}</ref>
   
== Designs ==
+
== Development outline ==
The story was initially supposed to just be an escape chronicle from an infected Raccoon City, It was also toyed with at one point for the player to be able to control a zombified [[Brad Vickers]], tying into his appearance in ''[[Resident Evil 2 (1998 game)|Resident Evil 2]]''. However, because the game was only intended to be a low-cost side-story, it was decided that the production lacked enough funding to build it.<ref name="PU" />
+
With ''[[Resident Evil 2]]'' a success, Capcom was quick to take advantage and began development of a number of new titles by the end of the year. By Summer 1998, Capcom was working on ''[[Resident Evil 0]]'' for the Nintendo 64 and with Nextech in ''[[Resident Evil CODE:Veronica]]'' for the Dreamcast. A third game, "BIOHAZARD 3", was being produced by Hideki Kamiya for the PlayStation, intended to be Capcom's next big game. However, when Sony announced their new PlayStation 2 in the Summer, the game was scrapped and the dev team - Team Little Devil - obtained a PlayStation 2 SDK to start anew some months later.<ref name="PU" /> Kamiya became the director, and the storyline of HUNK on a cruise ship was replaced with [[Oswell E. Spencer]]'s [[G-Virus]] infected son exploring the family castle and [[Umbrella HQ]].<ref name="PU" />
   
At some point in the development of the game, the [[Chimera]] and [[Neptune]] - two B.O.W.s that appeared in the original ''Resident Evil'' - went through the planning phases, though were eventually dropped.<ref name="Interview1" /> Another rejected noteworthy enemy is the [[Zombie Wildcat]].
+
During development of ''Resident Evil 2''<nowiki/>'s DualShock Ver., there was a degree of interest in a future game that would serve as standalone expansion on the game to add another storyline.<ref name=":0">''[[Director's Hazard]]''.</ref> Work on this game officially began in October 1998,{{Verify}} with Shinji Mikami as producer of a smaller-budget PlayStation title, which had the working titles of both "BIOHAZARD GAIDEN" and "BIOHAZARD 1.9/2.1".<ref name=":0">''[[Director's Hazard]]''.</ref><ref name="PU" /> Development began with a team of twenty.<ref name="Interview2">{{cite web |title= インタビュー |publisher= Capcom |url=http://www.capcom.co.jp/newproducts/consumer/dcbio3/interview1-4.html |archiveurl= http://web.archive.org/web/20020223050956/http://www.capcom.co.jp/newproducts/consumer/dcbio3/interview1-4.html |accessdate = 2012-08-22|archivedate = 2002-02-23 |language = Japanese }}</ref> With ''Resident Evil 2'' writer [[Noboru Sugimura]] busy with other games, the story-writing was handled in-house. [[Kazuhiro Aoyama]] was hired on as director, having also worked on the previous game.{{Verify}}
   
== Story ==
+
Mikami had a number of ideas he wanted for the project to be based around. Rather than be in the style of ''Resident Evil 2'', he wanted the game to be more "indie" and play in its own manner different from the other titles in the series.<ref name=":0">''[[Director's Hazard]]''.</ref> The initial proposal was for the player to explore a large city environment that would be scarred by the outbreak with burning buildings and distant screams.<ref name=":0">''[[Director's Hazard]]''.</ref> Enemies would be triggered to enter the map in unpredictable ways to frighten the player rather than simply already be there.<ref name=":0">''[[Director's Hazard]]''.</ref> Further, he wanted the protagonist to pass out between the events of ''Resident Evil 2'' (hence the title 1.9/2.1 being either side of the number 2),<ref name="egmarticle" /><ref name="anotherside" /> and for the city to change due to continuing disaster. The player would have to recover their lost items in an altered map populated by stronger enemies, which Mikami felt would stop players getting too used to the game halfway through.<ref name=":0">''[[Director's Hazard]]''.</ref>
The game's story was intended as a standalone expansion to the ''Resident Evil 2'' story, rather than an entirely new setting in itself. Initially toying with a new cast of characters, Shinji Mikami and Kazuhiro Aoyama agreed to go with an established character and made Jill Valentine the protagonist. Valentine had until that time been planned as the protagonist of ''Resident Evil CODE: Veronica'' until being replaced by Claire Redfield.
 
   
Unlike the majority of the early scripts in the series, the scenario of the game was not created by [[Flagship]] employees but by internal Capcom writer [[Yasuhisa Kawamura]], who was just recently hired by Capcom.<ref name="EuroGamer" /><ref name="egmarticle">{{cite journal |author=Crispin Boyer |year=1999 |month=August |title=Resident Evil Everything |journal=Electronic Gaming Monthly |publisher=Ziff Davis Media Inc. |issue=121 |pages=115–122}}</ref> Kawamura's intention for the game was to further explore the ''Resident Evil'' universe, and explored the idea of two competing Umbrella companies, [[Umbrella USA]] and [[Umbrella Europe]], committing acts of industrial espionage on one another. Lifting ideas from Flagship's drama albums, Kawamura established in the game that the [[Raccoon General Hospital]] was working on a t-Virus vaccine and that the people of Raccoon City were infected because of contaminated water. As Flagship was ultimately in charge of the franchise lore at the time, Kawamura's script and the storyboards were proofread to avoid continuity errors with other installments in production (both ''[[Resident Evil CODE:Veronica|Resident Evil CODE: Veronica]]''' '''''and [[Resident Evil 0|''Resident Evil 0'']]'')'', an issue that was also given attention in monthly meetings between all directors and producers.<ref name="PU" /><ref name="egmarticle" /> Despite this, one major change was allowed in the destruction of Raccoon City; whereas Flagship intended the city to be destroyed by napalm, Kawamura instead insisted on an experimental fuel-air bomb, inspired by his love of ''Neon Genesis Evangelion''.
+
In early 1999, production supervisor [[Yoshiki Okamoto]] began making changes to game development in light of the events of game development as a whole. With ''BIOHAZARD 0'' and ''CODE:Veronica'' being exclusives and Kamiya's game delayed until 2001, he was worried ''Resident Evil'' would become an unprofitable brand due to this gap in the PlayStation market.<ref name="PU" /> Okamoto demanded three changes to "BIOHAZARD 1.9/2.1" in light of this. Firstly, the game was to be retitled "BIOHAZARD 3", with Kamiya's project becoming "BIOHAZARD 4".<ref name=":0">''[[Director's Hazard]]''.</ref><ref name="EuroGamer">{{Cite web|url=http://www.eurogamer.net/articles/2015-01-18-inside-the-resident-evil-4-that-never-was|title=Yasuhisa Kawamura and the Resident Evil that never was.|publisher=Euro Gamer|quote=Meet the man who tried to make Capcom's survival horror even scarier, and failed.|date=2015-01-18|accessdate=2015-09-24}}</ref> Second, he rejected the "indie" concept and insisted that gameplay be similar in style to the existing games.<ref name=":0">''[[Director's Hazard]]''.</ref> Third, two whole months were cut from the planned development schedule.<ref>Project Umbrella interview with Akira Kokushoh: ""I joined the BIO3 project in February 1999 and it was time to begin a summary of the project. I wasn't involved with FLAGSHIP's BIOs. There was a BIO which was no longer BIO and became Devil May Cry. Since the development schedule was shortened by two months, the hospital section of BIO3 became small due to the schedule shortage."".</ref> In re-defining the game as a major title in its own right, making gameplay more recognisable to existing fans and having it release five months before the PlayStation 2's release, Okamoto felt the game was guaranteed to reach at least one million units sold without ruining the quality of Kamiya's project.<ref name="PU" /><ref name=":0">''[[Director's Hazard]]''.</ref> These changes drew the ire of Mikami, who saw it as executive meddling and following three days of renegotiation, he quit Capcom, though this was overturned soon after.<ref name=":0">''[[Director's Hazard]]''.</ref> Following Okamoto's changes, the development team expanded,<ref name="PU" /> growing from twenty to forty or fifty people from the initial 20.<ref name="Interview2">{{cite web |title= インタビュー |publisher= Capcom |url=http://www.capcom.co.jp/newproducts/consumer/dcbio3/interview1-4.html |archiveurl= http://web.archive.org/web/20020223050956/http://www.capcom.co.jp/newproducts/consumer/dcbio3/interview1-4.html |accessdate = 2012-08-22|archivedate = 2002-02-23 |language = Japanese }}</ref><ref>{{cite journal |title=Interview with Shinji Mikami |journal=Official PlayStation 2 Magazine-UK |issue=4 |date=February 2001 |publisher=Future Publishing Limited}}</ref>
  +
== Script ==
  +
The game's story was intended as a standalone expansion to the ''Resident Evil 2'' story, rather than an entirely new setting in itself. Initially toying with a new cast of characters, Shinji Mikami and Kazuhiro Aoyama agreed to go with an established character and made Jill Valentine the protagonist.<ref name="PU" /> Valentine had until that time been planned as the protagonist of'' CODE:Veronica'' until being replaced by Claire Redfield.
   
== Title changes ==
+
Due to Flagship being busy, writing was done in-house by [[Yasuhisa Kawamura]], who had only recently been hired by Capcom months earlier and,<ref name="egmarticle">{{cite journal |author=Crispin Boyer |year=1999 |month=August |title=Resident Evil Everything |journal=Electronic Gaming Monthly |publisher=Ziff Davis Media Inc. |issue=121 |pages=115–122}}</ref><ref name="EuroGamer" /> aside from editing the Dino Crisis script, only had the Battle Angel Alita novel, "[https://battleangel.fandom.com/wiki/Gunnm_(novel) Gunnm]" to his credit.<ref name="PU" /><ref name="EuroGamer" /> Based on Mikami's initial proposal of a ''Resident Evil 2'' tie-in, Kawamura's story revolved heavily on the internal make-up of Umbrella and its relationship with Dr. William Birkin, as well as introducing a rivalry between Umbrella USA and Umbrella Europe.<ref name="PU" /> Lifting ideas from Flagship's drama albums, Kawamura decided to include the [[Raccoon General Hospital]], which would be desperately working on a t-Virus vaccine while falling to the Zombies, an idea conceived of in "Doomed Raccoon City Vol.2". The idea of the virus spreading by contaminated drinking water was established in "Doomed Raccoon City Vol.1". Finally, the idea of Zombies being mistaken for dead and buried, then rising out of their graves in the cemetery, was taken from "Doomed Raccoon City Vol.3". When the protagonist became Jill Valentine, the Nemesis-T Type's mission to hunt her down was conceived of, and it was also during this time that Kawamura added in Raccoon City's destruction itself rather than Jill escaping some time before. Though it was destroyed by napalm in "The Little Runaway, Sherry", Kawamura wanted a more climactic end and conceived of a top-secret thermobaric weapon fired at the city, killing 100,000 people. This idea was inspired to some degree by Neon Genesis Evangelion, a manga he admired which had the idea of a powerful non-nuclear weapon.
The game went through at least four names during production, outside of its fifth international title. During development it was known as both "''BIOHAZARD GAIDEN''" and "''BIOHAZARD 1.9''", the former to bring to attention its intended role in the series as a standalone game, and the latter to reference is closeness to ''Resident Evil 2''.<ref name="PU" /><ref name="egmarticle" /><ref name="anotherside" />
 
   
Another game was being developed by Production Studio 4 at the time called "BIOHAZARD 3", produced by [[Hideki Kamiya]] and featuring HUNK on a cruise ship.<ref name="PU">{{cite web|url=http://projectumbrella.net/articles/Yasuhisa-Kawamura-Interview-Project-Umbrella|title=Yasuhisa Kawamura Interview (Project Umbrella).|publisher=Project Umbrella|accessdate=2013-06-24}}</ref> When that game was moved to the PlayStation 2 with an expected 2001 release, a gap emerged where there would be no major non-exclusive title until then, CODE: Veronica and BIOHAZARD 0 being advertised as Dreamcast and Nintendo 64 exclusives, respectively. Capcom took the decision to change the titles of Aoyama's and Kamiya's games, with Aoyama's becoming "BIOHAZARD 3", later "BIOHAZARD 3 LAST ESCAPE", and Kamiya's becoming "BIOHAZARD 4", respectively. The name change to include a 3 was controversial, and Shinji Mikami offered his resignation to [[Yoshiki Okamoto]], believing that the game would be judged harshly if treated as a major title in the franchise.<ref>''[[Director's Hazard]]''.</ref>
+
While Flagship was ultimately in charge of the series' storyline and Kawamura tasked with supplying script and storyboards to eliminate contradictions during monthly project head meetings,<ref name="egmarticle" /> the relationship between the two was amicable and, even with the change to Raccoon's destruction, no orders for change were made.<ref name="PU">{{cite web|url=http://projectumbrella.net/articles/Yasuhisa-Kawamura-Interview-Project-Umbrella|title=Yasuhisa Kawamura Interview (Project Umbrella).|publisher=Project Umbrella|accessdate=2013-06-24}}</ref>
  +
  +
== Designs ==
  +
It was toyed with at one point for the player to be able to control a zombified [[Brad Vickers]], tying into his appearance in ''[[Resident Evil 2 (1998 game)|Resident Evil 2]]''. However, because the game was only intended to be a low-cost side-story, it was decided that the production lacked enough funding to build it.<ref name="PU" />
  +
  +
At some point in the development of the game, the [[Chimera]] and [[Neptune]] - two B.O.W.s that appeared in the original ''Resident Evil'' - went through the planning phases, though were eventually dropped.<ref name="Interview1" /> Another rejected noteworthy enemy is the [[Zombie Wildcat]].
   
==Announcement==
+
== Announcement==
 
===E3 1999===
 
===E3 1999===
 
A playable version of ''Resident Evil 3: Nemesis'' was available at E<sup>3</sup> 1999. At the time, the dodging feature had not been completed, and it was absent from the demo.<ref name="Gspot 1999-08-06" />
 
A playable version of ''Resident Evil 3: Nemesis'' was available at E<sup>3</sup> 1999. At the time, the dodging feature had not been completed, and it was absent from the demo.<ref name="Gspot 1999-08-06" />
Line 109: Line 109:
 
| accessdate = 2012-07-23
 
| accessdate = 2012-07-23
 
}}</ref>
 
}}</ref>
<ref name="IGN 2002-11-13">{{cite web |url=http://cube.ign.com/articles/377/377330p1.html |title=Capcom's Fantastic Five |work=IGN.com |publisher=IGN Entertainment, Inc |date=November 13, 2002 |accessdate=May 27, 2011}}</ref>
 
 
<ref name="Interview1">{{cite web|last = Kawamura
 
<ref name="Interview1">{{cite web|last = Kawamura
 
|first = Yasushi
 
|first = Yasushi
Line 120: Line 119:
 
}}
 
}}
 
</ref>
 
</ref>
<ref name="Interview2">{{cite web|last = Aoyama
 
|first = Kazuhiro
 
|title = インタビュー
 
|publisher = Capcom
 
|url = http://www.capcom.co.jp/newproducts/consumer/dcbio3/interview1-4.html
 
|accessdate = 2012-08-22
 
|quote = スタッフの総数は、立ち上げ時は20数名だったのですが、制作期間が終わりに近づくにつれてスタッフを増やしてもらい最終的には40名くらいになりました。総制作期間は1年くらいです。
 
|language = Japanese
 
}}</ref>
 
 
}}
 
}}
 
[[Category:Game development subpages]]
 
[[Category:Game development subpages]]

Revision as of 22:20, October 11, 2019


Summary
Plot
Gameplay
Development
Marketing
Reception
Credits
Gallery
Translation errors
Further notes

Resident Evil 3: Nemesis was developed by Capcom's R&D Division 2, which had done Resident Evil and Resident Evil 2 before it, and would soon after be reconstituted as Production Studio 4.[1]

Development outline

With Resident Evil 2 a success, Capcom was quick to take advantage and began development of a number of new titles by the end of the year. By Summer 1998, Capcom was working on Resident Evil 0 for the Nintendo 64 and with Nextech in Resident Evil CODE:Veronica for the Dreamcast. A third game, "BIOHAZARD 3", was being produced by Hideki Kamiya for the PlayStation, intended to be Capcom's next big game. However, when Sony announced their new PlayStation 2 in the Summer, the game was scrapped and the dev team - Team Little Devil - obtained a PlayStation 2 SDK to start anew some months later.[1] Kamiya became the director, and the storyline of HUNK on a cruise ship was replaced with Oswell E. Spencer's G-Virus infected son exploring the family castle and Umbrella HQ.[1]

During development of Resident Evil 2's DualShock Ver., there was a degree of interest in a future game that would serve as standalone expansion on the game to add another storyline.[2] Work on this game officially began in October 1998,[citation needed] with Shinji Mikami as producer of a smaller-budget PlayStation title, which had the working titles of both "BIOHAZARD GAIDEN" and "BIOHAZARD 1.9/2.1".[2][1] Development began with a team of twenty.[3] With Resident Evil 2 writer Noboru Sugimura busy with other games, the story-writing was handled in-house. Kazuhiro Aoyama was hired on as director, having also worked on the previous game.[citation needed]

Mikami had a number of ideas he wanted for the project to be based around. Rather than be in the style of Resident Evil 2, he wanted the game to be more "indie" and play in its own manner different from the other titles in the series.[2] The initial proposal was for the player to explore a large city environment that would be scarred by the outbreak with burning buildings and distant screams.[2] Enemies would be triggered to enter the map in unpredictable ways to frighten the player rather than simply already be there.[2] Further, he wanted the protagonist to pass out between the events of Resident Evil 2 (hence the title 1.9/2.1 being either side of the number 2),[4][5] and for the city to change due to continuing disaster. The player would have to recover their lost items in an altered map populated by stronger enemies, which Mikami felt would stop players getting too used to the game halfway through.[2]

In early 1999, production supervisor Yoshiki Okamoto began making changes to game development in light of the events of game development as a whole. With BIOHAZARD 0 and CODE:Veronica being exclusives and Kamiya's game delayed until 2001, he was worried Resident Evil would become an unprofitable brand due to this gap in the PlayStation market.[1] Okamoto demanded three changes to "BIOHAZARD 1.9/2.1" in light of this. Firstly, the game was to be retitled "BIOHAZARD 3", with Kamiya's project becoming "BIOHAZARD 4".[2][6] Second, he rejected the "indie" concept and insisted that gameplay be similar in style to the existing games.[2] Third, two whole months were cut from the planned development schedule.[7] In re-defining the game as a major title in its own right, making gameplay more recognisable to existing fans and having it release five months before the PlayStation 2's release, Okamoto felt the game was guaranteed to reach at least one million units sold without ruining the quality of Kamiya's project.[1][2] These changes drew the ire of Mikami, who saw it as executive meddling and following three days of renegotiation, he quit Capcom, though this was overturned soon after.[2] Following Okamoto's changes, the development team expanded,[1] growing from twenty to forty or fifty people from the initial 20.[3][8]

Script

The game's story was intended as a standalone expansion to the Resident Evil 2 story, rather than an entirely new setting in itself. Initially toying with a new cast of characters, Shinji Mikami and Kazuhiro Aoyama agreed to go with an established character and made Jill Valentine the protagonist.[1] Valentine had until that time been planned as the protagonist of CODE:Veronica until being replaced by Claire Redfield.

Due to Flagship being busy, writing was done in-house by Yasuhisa Kawamura, who had only recently been hired by Capcom months earlier and,[4][6] aside from editing the Dino Crisis script, only had the Battle Angel Alita novel, "Gunnm" to his credit.[1][6] Based on Mikami's initial proposal of a Resident Evil 2 tie-in, Kawamura's story revolved heavily on the internal make-up of Umbrella and its relationship with Dr. William Birkin, as well as introducing a rivalry between Umbrella USA and Umbrella Europe.[1] Lifting ideas from Flagship's drama albums, Kawamura decided to include the Raccoon General Hospital, which would be desperately working on a t-Virus vaccine while falling to the Zombies, an idea conceived of in "Doomed Raccoon City Vol.2". The idea of the virus spreading by contaminated drinking water was established in "Doomed Raccoon City Vol.1". Finally, the idea of Zombies being mistaken for dead and buried, then rising out of their graves in the cemetery, was taken from "Doomed Raccoon City Vol.3". When the protagonist became Jill Valentine, the Nemesis-T Type's mission to hunt her down was conceived of, and it was also during this time that Kawamura added in Raccoon City's destruction itself rather than Jill escaping some time before. Though it was destroyed by napalm in "The Little Runaway, Sherry", Kawamura wanted a more climactic end and conceived of a top-secret thermobaric weapon fired at the city, killing 100,000 people. This idea was inspired to some degree by Neon Genesis Evangelion, a manga he admired which had the idea of a powerful non-nuclear weapon.

While Flagship was ultimately in charge of the series' storyline and Kawamura tasked with supplying script and storyboards to eliminate contradictions during monthly project head meetings,[4] the relationship between the two was amicable and, even with the change to Raccoon's destruction, no orders for change were made.[1]

Designs

It was toyed with at one point for the player to be able to control a zombified Brad Vickers, tying into his appearance in Resident Evil 2. However, because the game was only intended to be a low-cost side-story, it was decided that the production lacked enough funding to build it.[1]

At some point in the development of the game, the Chimera and Neptune - two B.O.W.s that appeared in the original Resident Evil - went through the planning phases, though were eventually dropped.[9] Another rejected noteworthy enemy is the Zombie Wildcat.

Announcement

E3 1999

A playable version of Resident Evil 3: Nemesis was available at E3 1999. At the time, the dodging feature had not been completed, and it was absent from the demo.[10]

E3 1999 Event - Preview of the games

E3 1999 Event - Preview of the games

A little glimpse of an early version of Resident Evil 3 during E3 1999.

Resident Evil 3 - E3 1999 Beta (Compilation) バイオハザード3、E3 1999のベータ版

Resident Evil 3 - E3 1999 Beta (Compilation) バイオハザード3、E3 1999のベータ版

Preview of the E3 1999 Version of the game.

Differences in the E3 1999 ver and early versions of the game include:
  • The game apparently had a different slideshow Opening to the final game, early images depict S.T.A.R.S. Members Jill, Barry, Chris, Rebecca, and Brad arriving on the Heliport of the Raccoon Police Station directly after the mansion incident and in one image Jill is seen arguing with Chief Irons with other S.T.A.R.S. Members beside her, in the last image Jill is seen wearing a white coat while dressed in casual outfit, the image would fade from a healthy and normal Raccoon City into a destroyed one.
  • A chain puzzle, set in downtown was removed from the released game, the player would place the chain in place of the fire hose to be able to take the hose along (otherwise the ladder would remain tucked up), the area was slightly altered where there was no crate in front of the Kendo van and the door was opened with the downtown map placed inside it. in the final game, a crate was placed in front and the van's door was closed, the map is now pinned on the wall.
  • Early status profile picture of Jill and inventory icons for handgun and others can be seen which were completely replaced in the final version.
  • Dodge features were not present in early builds (E3).
  • Different early models of Jill can be found in the final game, were meant to be used for character select like Mercenaries (PLXXCH.PLD), several other characters like Brad, Dario and Tofu are leftover in the game as PLD Files (Player Data), can be played with using hacks or mods. Possibly suggesting that they were initially intended to be playable.
  • Several items in the final game were also left unused, given the name "BOTU" Just like the chain, where it was actually named "Chain" in the E3 Version.

TGS 1999

TGS 99 image - RE3

Biohazard: Last Escape at TGS '99

"Biohazard: Last Escape" was featured in the March 1999 Tokyo Game Show. Unfortunately for journalists and gamers-alike, only a video demo was available - not gameplay.[11] It was in April that Capcom confirmed specific parts of the plot - namely that it would involve an "unlikely hero" (confirmed in-game to be Carlos Oliveira) and be set both the day before and after Resident Evil 2's story. It was confirmed by Capcom that the game would, indeed, be available on the PlayStation console.[12]

When Dino Crisis was released in Japan in July, Capcom managed to run out of units for there and had to manufacture a second shipment. Expecting high-sales in the United States, the western shipments of the game included a brief demo of Resident Evil: Nemesis.[13] Three months before the initial release - making it around late June - the name was changed to officially have the number '3' in its name, which project supervisor Yoshiki Okamoto later explained as a means of keeping the titles of the first three games on the PlayStation console consistent.[4][5]

In September and October, Famitsu Magazine and IGN published enemy attack stats for the game, along with move-sets, along with releasing a number of screenshots relating to the individual enemies.[14] Later in mid-October, Capcom declared its intention to spend $20 million on advertising campaigns for the PlayStation versions of Resident Evil 3: Nemesis and Dino Crisis, as well as the Nintendo 64 port of Resident Evil 2.[15] In November, Capcom confirmed that the US-version of the game was being shipped earlier than initially-expected, ready to be bought in stores as early as November 10 or 11. As journalists, IGN had managed to get their hands on a copy early, which they used under scrutiny with a "chipped" PlayStation.[16]
RE3 NEMESIS PROMO AD POSTER

Promotional Advertisement poster for the game, Notice G-Virus instead of T-Virus.

Sources

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Yasuhisa Kawamura Interview (Project Umbrella).. Project Umbrella. Retrieved on 2013-06-24.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 Director's Hazard.
  3. 3.0 3.1 インタビュー (Japanese). Capcom. Archived from the original on 2002-02-23. Retrieved on 2012-08-22.
  4. 4.0 4.1 4.2 4.3 Crispin Boyer (August 1999). "Resident Evil Everything". Electronic Gaming Monthly (Ziff Davis Media Inc.) (121): 115–122. 
  5. 5.0 5.1 (in Japanese) Another Side of Biohazard. World Photo Press Co., Ltd.. 22 March 2001. ISBN 4-8465-2307-1. 
  6. 6.0 6.1 6.2 Yasuhisa Kawamura and the Resident Evil that never was.. Euro Gamer (2015-01-18). Retrieved on 2015-09-24. “Meet the man who tried to make Capcom's survival horror even scarier, and failed.”
  7. Project Umbrella interview with Akira Kokushoh: ""I joined the BIO3 project in February 1999 and it was time to begin a summary of the project. I wasn't involved with FLAGSHIP's BIOs. There was a BIO which was no longer BIO and became Devil May Cry. Since the development schedule was shortened by two months, the hospital section of BIO3 became small due to the schedule shortage."".
  8. "Interview with Shinji Mikami". Official PlayStation 2 Magazine-UK (Future Publishing Limited) (4). February 2001. 
  9. Kawamura, Yasushi. インタビュー (Japanese). Capcom. Retrieved on 2012-08-22. “前作までは開発途中で没になった生物兵器は登場します。ネプチューンやキメラがその例です。”
  10. "Resident Evil 3 Nemesis", GameSpot, August 6, 1999. Retrieved on 2012-10-26. 
  11. Walker, Trey. "TGS, Spring 1999: Show Disappointments", IGN, 3 March 1999. Retrieved on 2012-07-23. 
  12. "Capcom Confirms Resident Evil Nemesis", IGN, 8 April 1999. Retrieved on 2012-07-23. 
  13. "Dino Crisis Sells Out in Japan", IGN, 14 July 1999. Retrieved on 2012-07-23. 
  14. "The Monsters of Resident Evil 3: Nemesis", IGN, 1 October 1999. Retrieved on 2012-07-23. 
  15. "Capcom Reveals $20 Million Marketing Campaign", IGN, 14 October 1999. Retrieved on 2012-07-23. 
  16. "Resident Evil 3 Ships Early!", IGN, 5 November 1999. Retrieved on 2012-07-23. 
Community content is available under CC-BY-SA unless otherwise noted.