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Not all, but many of the rooms and areas of the games have different combinations of enemies that might spawn per play-through. ADDICTIVENESS - 7 Despite the very linear nature of Resident Evil games it would be a blatant lie to say that the games don't have any replay value. It all comes to a head when you FINALLY get to that long awaited respite when the credits roll, and the final track starts playing. You'd be surprised at how hard it can be to convey personal characteristics in the characters of zombie titles, especially in earlier games. The music which is few and far between are sad and moody, which helps push the emotional situations in the games and make them feel a little more clear. The ambient tracks of the dead city nights, or the dark and dank dripping sewers are more than enough to make a players hairs stand on end. On the more musical side of things, Resident Evil 3 isn't lacking. Even if they are stock sounds to some degree, Capcom has managed to use them to the best of it's capacity. It should be noted that even today while playing ANY game- not just horror titles- I'll hear that door opening sound, or the footstep that I KNOW I've heard a hundred times in these games. Well, that and worrying about whether or not there might be a Green Herb around the corner that you so desperately need. SOUND - 7 The sound design in Resident Evil has always been well made, but what would you expect from an early horror title? Today's horror titles tend to lean more on shock factors and jump scares to get their players hearts beating- but back in the hay-day it was more about ambiance and atmosphere. Players will have to really stop for a moment, assuming the zombie hordes will allow them too, to really scope the area for items that they might otherwise miss without the telltale flash which isn't shared by every single thing you can interact with or pick up. Naturally in such a large game with large goals, some areas felt a little TOO cluttered and can somewhat be confusing to look at. That's all big talk, but I'd by lying if I said it was 100% perfect.
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Not a pixel was left that doesn't seem to be lovingly crafted into the panorama of Raccoon City that players will traverse over the course of the game. The pre-rendered backgrounds are fantastic- Where anything from a simple concrete alley to the more elaborate set pieces of the Raccoon City Police Department and the local Hospital all share a very seamless and daunting atmosphere. The effects were outstanding, from explosions, to the sheer multitude of terrifying zombies and monsters that would appear- especially during a specific sequence involving a certain pharmacy at some point in the game. The breathtaking FMV sequences are more than pleasing to look at even today even though they are clearly outdated. GRAPHICS - 10 Resident Evil 3: Nemesis, or Biohazard 3: Last Escape if you will, released in 1999 during the golden age of graphics among the more popular titles for the Playstation 1, and it certainly didn't fail to impress following the effects used in the previous game. You'll step into the surprisingly fashionable boots of one Jill Valentine after her escapades in the Spencer Estate as she lockpicks and scrounges her way through the many twists, turns, alleys, and streets of Raccoon City. Resident Evil 3: Nemesis follows the events of the first title- simply Resident Evil- and takes place in and around the same time as the sequel, Resident Evil 2. Sure, Silent Hill is a great runner-up, but nothing comes close to the stress of running out of ammo AND ink ribbons. Even though it's not the FIRST title to belong to this niche, your common gamer would be hard pressed to think of another title outside of the classic zombie shooting, puzzle solving, item hording thriller. Resident Evil 3: Nemesis Review by: siksiksikki - 8.5/10 Valentine's Day Resident Evil/Biohazard is widely known as the father of the survival-horror genre in video games.