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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/resident_evil_3_remake_1.jpg]]
2[[caption-width-right:350:''"S.T.A.R.S...."'']]
3
4->''"It gets worse every night..."''
5-->'''-- Jill Valentine'''
6
7''Resident Evil 3'' (''Biohazard RE:3'' in Japan) is a VideoGameRemake of the SurvivalHorror classic ''VideoGame/ResidentEvil3Nemesis'', developed by Creator/{{Capcom}} for the Platform/{{PlayStation 4}}, Platform/XboxOne and PC. It was released on April 3, 2020.
8
9Like ''VideoGame/ResidentEvil2Remake'', the game was built on the RE Engine used by ''VideoGame/ResidentEvil7Biohazard'', and features a similar photorealistic graphic style and user interface, but with a third-person camera similar to ''VideoGame/ResidentEvil4''. The game also came bundled with a 4-versus-1 multiplayer mode titled ''Resident Evil Resistance''.
10
11On March 2, 2022, it was announced that the game would brought to the Platform/PlayStation5 and Platform/XboxSeriesXAndS, with existing owners of previous generation versions eligible to upgrade for free. The PC version would be updated as well to take advantage of newer graphics hardware. The new versions and the PC update was released on June 13, 2022. A MediaNotes/CloudGaming version for the Platform/NintendoSwitch was announced in a Nintendo Direct on September 13, 2022.
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13Previews: [[https://www.youtube.com/watch?v=HJWWu8h7xZU Announcement]], [[https://www.youtube.com/watch?v=U2TGigdVVMg Special Developer Message]], [[https://www.youtube.com/watch?v=0TN3l5BQ5E4 Nemesis Trailer]], [[https://www.youtube.com/watch?v=kUbHnwpW04A Demo Trailer]][[note]] from the end of the demo [[/note]], [[https://www.youtube.com/watch?v=Wghn3tYYVNw Jill Valentine Trailer]]
14----
15!!The remake provides its own unique examples of:
16
17[[foldercontrol]]
18
19[[folder:Main Game Tropes]]
20* ActionizedSequel: Played with. As seen in the Special Developer Message, the faster "over-the-shoulder" style of camera and controls from ''Resident Evil 4'' and later games is used as opposed to a static camera and tank controls that led to slower gameplay in the original ''Resident Evil 3''. The original was also already considered to be the most action-focused of the original Platform/PlayStation trilogy, and as a result the developers added new action-focused gameplay elements, like the [[VideoGameDashing emergency evade]] seen in the Special Developer Message, not present in the previous release in the series, ''VideoGame/ResidentEvil2Remake''.
21* ActorAllusion:
22** William Hope voices Captain Mikhail Victor, who [[spoiler:leads a doomed mission into a destroyed city and is deliberately set up to fail by the evil MegaCorp, ultimately blowing himself up to stop a monster to save one of his allies]], just like [[Film/{{Aliens}} Lieutenant Gorman]] before him.
23** [[VideoGame/TheWalkingDeadSeasonThree This isn't the first time]] Jeff Schine voices a heroic Latin American survivor of a ZombieApocalypse.
24* AdaptationDeviation:
25** Jill's monologue/notes at the beginning of the game greatly differs between the games. The original has her harshly judging and criticizing the citizens of Raccoon City for not standing up to Umbrella sooner. The remake has Jill still having nightmares over the Mansion Incident and she expresses some sympathy over the civilians that turned into zombies.
26** Jill's activities before the game begins differs between both the original and remake. The original had Jill trying to warn the city's citizens about Umbrella's experiments, but [[CassandraTruth no one would listen to her]] and once the outbreak got too out of hand, she gives up trying to save survivors and decides to escape the city. The remake has Jill confined to her apartment due to [[CorruptCop Chief Irons]] placing her under house arrest with people watching her so that she can't investigate Umbrella. She leaves once the Nemesis shows up to kill her.
27** The first encounter with Nemesis plays out much differently than the original; as opposed to meeting Nemesis when Jill reaches the police station, Nemesis ambushes her in her apartment ''right at the beginning of the game'' and continues coming after her until she's rescued by Carlos, who incapacitates Nemesis with a rocket launcher.
28** Jill loses her S.T.A.R.S.-issue Samurai Edge at the beginning of the game when Nemesis attacks her in her apartment and she's forced to flee, abandoning the pistol on the apartment floor. Her first weapon is instead a G19 taken from a dead police officer. Her original pistol can be unlocked, however.
29** Brad was originally being hunted by Nemesis, who ultimately killed him immediately before its first confrontation with Jill. In this version, Brad, while aware of Nemesis and its mission, never encounters it (onscreen at least). Instead, Nemesis comes after Jill on its own much earlier while Brad is infected while buying time for Jill to escape and is later killed by Carlos at the police station after he succumbs to the virus.
30** Survivors were a rarity in the original game. The only living humans Jill encountered were Dario and an unnamed woman fleeing from zombies (both are later killed offscreen) and Jill explores a city with almost no living humans left. The remake has Jill encountering far more civilians trying to flee the city early on.
31** In the original, the U.B.C.S. were holding out in an empty street trolley by the time Jill met them, and the situation had gotten so bad that only three of them remained and their mission had changed from saving the city's residents to simply surviving and extracting from the city by signaling for a helicopter at the clock tower. In this game, the helicopter rescue attempt happens much earlier, and the U.B.C.S. are instead found in Raccoon City's subway system introduced in the ''Resident Evil 2'' remake where they enlist Jill's help in evacuating a subway train full of civilian survivors. Their intended destination is Fox Park, and as such the clock tower is never explored partially due to a boss fight with second form Nemesis right outside the entrance and subsequently Jill getting infected before she can enter the tower.
32** None of the U.B.C.S. knew who Jill was or her background except for Nicholai in the original. In the remake, Mikhail recognizes Jill as a S.T.A.R.S. officer, though he only knows her last name. Likewise, Jill in the original is worried about Mikhail's wounds whereas in the remake, she is very terse with him due to his affiliation with Umbrella and doesn't care about his injuries.
33** Unlike in the original game, the first proper battle with Nemesis happens in a building slated for demolition with Nemesis wielding a flamethrower.
34** Instead of accompanying Jill on the subway, Carlos and Tyrell are sent to the police station to [[spoiler:extract Dr. Bard from]] the S.T.A.R.S. Office after Jill gets the subway trains running. They did no such thing in the original game and Jill had already explored the station by the time they first met.
35** Carlos doesn't fight the Hunter Gamma and Nemesis while defending Jill.
36** Jill says her iconic "you want S.T.A.R.S.?" line ''long'' before the original scene in a completely different context. The remake's situation is more-or-less a reversal: in the original, the line is said near the end of the game as she finally executes Nemesis for good after it had spent the entire game chasing her, while in the remake she's ''running away'' from it near the beginning of the game and [[TheBait luring the Tyrant away from the U.B.C.S.'s train]].
37** Nicholai is left for dead before the trolley is properly repaired in the original, but in the remake he is on the subway train after it gets moving.
38** One of the first areas Jill visited in the original is the police station. She never enters it in the remake and the closest she gets is at the sealed entrance of the parking garage where Claire and Leon eventually exit the station for the first time. Instead, Carlos and Tyrell are the ones to explore it under [[spoiler:their orders to find Dr. Bard.]]
39** The remake has Nemesis mutate into its second form and lose its ability to speak after [[TakingYouWithMe Mikhail sacrifices himself trying to blow it up on the subway]] and the subsequent boss battle occurs right before Jill reaches the clock tower. In the original, Nemesis didn't mutate so much as have his coat burned off for its second form ''after'' the clock tower fight due to it collapsing into a fire; it only lost its speech after mutating into its final form.
40** The hospital and Dead Factory were separate areas in the original, with the former getting destroyed after Nicholai rigs it with explosives; Carlos used a room in the clock tower as a makeshift sickroom for an infected Jill while Tyrell died in the hospital via either a TakingYouWithMe attempt to kill Nicholai or triggering a booby-trapped safe. In this game, Carlos instead takes Jill directly to the hospital after she gets infected; instead of Nicholai demolishing most of the hospital, the only explosive damage that occurs is Carlos blowing up a pillar to block the entrance from a zombie horde. Afterwards, Jill, Carlos, and Tyrell venture under the hospital into [[spoiler:a connected waste disposal and research lab, where Tyrell is fatally impaled by Nemesis]].
41** The warning of Raccoon City's impending destruction via missile strike is relayed over an Emergency Broadcast System announcement in the hospital instead of an intercom announcement in the Dead Factory.
42** In the original game, the most effective ammunition against Nemesis were the grenade launcher's [[KillItWithIce freeze rounds]]. The remake replaces the freeze rounds with proximity mine rounds and Nemesis is now weak to [[KillItWithFire flame rounds]].
43** The new Hunter Gamma design looks closer to a mutant salamander than the original's frog man, with an EyelessFace, elongated rounded snout, and stumpy, salamander-like tail. Its arms have dwindled into small, clawless, almost nubbish limbs, its skin has changed from blue scales to a pallid blue-gray flesh streaked with yellow, and it no longer makes claw attacks. Instead, it distends its mouth to expose a quartet of teeth-covered prehensile tongues, which it tries to snare Jill in with lunging attacks; these trigger a OneHitKill if they touch her.
44** In the original, Jill learned nothing about Nemesis, only its name in a late game file. Here, there are files detailing its creation and that it uses a parasite to control a host body. Even if she doesn't pick them up, Nicholai drops its name just before the final battle.
45** In the original game, Carlos had to obtain two items to make a vaccine for Jill's infection. The remake gives Carlos a complete vaccine while the original gimmick is given to Jill later on.
46** The weapon used to defeat Nemesis' final form was originally a [[MagneticWeapons railgun]] named the Demon Sword of Paracelsus, a static tank-sized weapon that could only fire in one fixed direction. The remake's incarnation this time is a man-portable prototype called the Ferromagnetic Infantry Next Generation Railgun (or [[FunWithAcronyms FINGeR]]) with very limited aim. While both railguns were developed to counter B.O.W.s, the original Paracelsus was developed by the U.S. military either independently or with a different contractor, while the [=FINGeR=] in the remake was an in-house Umbrella project with support from the U.S. Army.
47** Raccoon City's original method of destruction was a nuclear missile that later works subsequently {{retcon}}ned into a thermobaric weapon. The remake seems to return to a nuclear missile given the characteristic mushroom cloud and blinding flash that accompanies it.
48* AdaptationExpansion: You learned a bit about how Nemesis was made in the original game and supplemental materials, but here the player gets to see Umbrella developing him firsthand, and it's even shown readying him for deployment to Raccoon City.
49* AdaptationInducedPlothole:
50** Jill is stated to be under house arrest, and only notices the city descending into complete chaos on the night of September 28th; the outbreak is stated to have begun as early as September 23rd, with cases and unrest occurring as early as September 10th, which opens the question how she didn't notice the city falling until the 28th, when the outbreak really escalated between the 23rd and the 27th.
51** There is a news report on the outbreak at the beginning of the game where the reporter says "this pandemic is spreading faster than ''any'' disease in modern history" while fires burn in the background and people are seen rioting and attacking each other. This directly contradicts the idea in the ''Resident Evil 2'' remake that Umbrella was actively working to cover up the outbreak, as multiple people (Claire, Leon, the truck drivers at the beginning and end of the game) are seen casually driving into the city with no idea what was going on.
52** Subverted with Brad when he phones Jill in the beginning to warn her that Nemesis is coming, but when Jill escapes her apartment, Brad is already outside and is strangely calm given his panicked state minutes before. You are then able to see Nemesis' transportation pod right outside Jill's apartment, implying he went straight after Jill instead of spending days chasing Brad around like he did in the original. That does raise the question of how Brad knew about Nemesis if he never went after him, until given how quickly Brad meets Jill after Nemesis attacks her; Brad obviously saw Nemesis leave his container and stomp off towards Jill's apartment while likely muttering "S.T.A.R.S...", and put two and two together.
53** Jill rams Nemesis off the roof of a parking garage and crashes to the street below, which is the same street that the ''Resident Evil 2'' remake begins on (the RPD is even visible behind Nemesis as he strides out of the wreckage). However, in that game, which is chronologically later, no evidence of wreckage from the car or anything else is evident.
54** Jill and the U.B.C.S. use a subway train instead of the trolley this time. While Nemesis keeping up with a trolley wasn't particularly problematic, the train moves way faster, below ground on an unknown route so how it still found them doesn't go explained.
55** Carlos and Tyrell visit the RPD hours before the events of the ''Resident Evil 2'' remake. The station's layout is identical as in that game, but blockades and barricades such as those in the Operations Room, around the Library and in the hallway outside the S.T.A.R.S. Office have been rearranged. Given that Marvin and Elliot are the only known living officers, it's a mystery why these barriers and items are randomly shifted around and replaced, especially in the S.T.A.R.S. Office, Operations Room and Deposit Room.
56** Once Carlos detonates the C4 in the police station, the explosion damages the hot water heater and causes [[SteamVentObstacle one of its pipes to begin leaking steam]], blocking the way which Claire and Leon are later forced to deal with. Somehow, Tyrell is able to make it through just fine and joins Carlos in the S.T.A.R.S. Office, despite there being no visible alternate route.
57** The third floor of the RPD is also undamaged, but in the ''Resident Evil 2'' remake, there's a giant hole in the wall that connects it to the study where the Spade Key is found. Since Nemesis doesn't visit the RPD in this version of the game and that wall is never blown up, it's never explained what destroyed it by the time Claire and Leon stop by later.
58** Nicholai in the documented timeline escaped Raccoon City and [[VideoGame/ResidentEvilSurvivor filed a report on his adventures in Raccoon City]]. [[VideoGame/ResidentEvilTheUmbrellaChronicles As late as 2003, Sergei Vladimir was still writing to him]]. His death would contradict these documents among other continuity details, but the remake leaves his fate more ambiguous than him escaping alive and well.
59** Another thing about Nicholai is that, in the original, he was just following Umbrella's orders, but executing other U.B.C.S. supervisors to get a raise in his paycheck. Here, it's revealed that Nicholai was actually working for a different client (implied to be Wesker) that's paying him more to make sure Umbrella falls. That's all fine and dandy, but the problem here is that Nicholai spends the whole game trying to do the ''exact opposite'' by attempting to kill Jill multiple times for no reason other than simply not liking her, and killing Dr. Bard, the two people still alive in Raccoon City that know of Umbrella's darkest secrets and that they're trying so desperately to silence. [[spoiler:He also destroys the vaccine, which ''also'' happened to be yet another thing Umbrella sent him to destroy and make sure was never found out.]]
60** None of the street locations or blockades (the building under construction especially) are visible from the same street behind the RPD in the ''Resident Evil 2'' remake as they are in here.
61** In the original game, Nemesis was more or less crippled after you melted him down in the factory, with his final form coming as a result of him devouring the corpse of another Tyrant to ([[ClippedWingAngel sort of]]) regenerate and make one last attack on Jill. Here, this either doesn't happen or isn't shown, meaning he comes across as surviving arbitrarily.
62* AdaptationalAngstUpgrade:
63** The death scenes have been revamped to be more horrifying. For example, instead of the silent and gooey sounding bites of the original Hunter Gamma, this one wraps Jill with several prehensile tongues and audibly breaks her bones as she screams.
64** Inverted where the supporting cast is concerned. Jill was pretty alone and the other survivors could be counted on one hand. Here other allies besides the U.B.C.S. appear and one of the objectives is to save a roomful of civilians. [[spoiler:Then again, they don't make it.]]
65** Carlos, upon discovering that Umbrella was responsible for the outbreak, is understandably horrified, given his (technical) affiliation with Umbrella, something that was barely touched upon in the original.
66** Jill is revealed to suffer recurring nightmares involving the [[VideoGame/ResidentEvil1 Mansion Incident]], to the point where she admits to herself that it "gets worse every night".
67** The final chapter of the game, taking place in NEST 2, seems to be designed for this by giving a HopeSpot before a vicious ShootTheShaggyDog charges in. Jill explores all of NEST 2, creating a vaccine sample to give to the government in order to halt the destruction of Raccoon City and perhaps stand a chance of actually saving it. [[spoiler:Once she has it, she soon after drops it during a Nemesis attack and it's picked up by Nicholai, who promises to give it back to her if she puts on a good show with Nemesis. He keeps his word in the end, giving Jill the vaccine sample back... and then promptly blasting it to pieces in front of a horrified Jill.]]
68* AdaptationalBackstoryChange: In the original, Jill doesn't escape Raccoon City until the outbreak due to being caught up in her personal investigation of Umbrella's activities. This time, she was unable to leave because after the Mansion Incident, she was almost immediately placed under suspension and house arrest with 24/7 surveillance, most likely under Chief Irons' direct orders.
69* AdaptationalBadass:
70** Brad was best known in the original trilogy games for running away during the Mansion Incident and trying to hide during the Raccoon City outbreak. Here, he stays around to make sure Jill has some backup as they escape the city, and dooms himself to infection by way of a HeroicSacrifice to let Jill escape a horde of zombies.
71** Nemesis' final form was relatively easily taken out with the linear cannon in the original game, only needing one direct hit to kill it. Here, Nemesis takes ''three'' shots before dying, with the last one having to be literally shoved down its throat to finish it off.
72** Zigzagged concerning the redesigned gameplay around the Drain Deimos and the Hunter Gammas. On one hand, the Drain Deimos are smaller and frailer, while the Hunter Gammas are slower and unable to attack Jill at range. On the other hand, the Drain Deimos can implant an embryo that can [[HPToOne seriously injure]] Jill if not dealt with and are [[ZergRush faster and come in groups]] that try to flank her, while encounters with the Hunter Gammas often occur in narrow hallways that, combined with its much larger size, make its SwallowedWhole attack difficult to avoid.
73** Zigzagged with the knife. While unbreakable, neither Jill nor Carlos can use it to counter zombies grappling them unlike in the [[VideoGame/ResidentEvilRemake previous]] [[VideoGame/ResidentEvil2Remake remakes]] and its overall damage-per-swing is significantly reduced. While still useful for checking if a zombie is alive or dead, it's usually better to fall back on other weapons if the zombie's alive.
74** The Hunter Betas are even tougher than they were in the original. When the player faces off against them as Carlos, it takes more than two full clips of assault rifle ammo to take down just one of them.
75* AdaptationalEarlyAppearance:
76** Nemesis appears in the very opening scene, ambushing Jill while she's still in her apartment. By comparison, in the original game, Nemesis only shows up after Jill reached a certain point, specifically the police station.
77** In the original game, the Hunter Gammas did not appear until the final third of the story, some time after their Beta cousins appeared. Here, they appear much earlier than the Betas.
78* AdaptationalExplanation:
79** In the original game, it's implied that Jill's investigation into Umbrella was going on relatively unimpeded until the outbreak hit its peak. In the remake, Chief Irons and Umbrella swiftly swooped in to stonewall the investigation, with Irons suspending Jill and placing her under house arrest with 24/7 surveillance. [[spoiler:Considering he's on Umbrella's payroll and how fast Nemesis gets to Jill's apartment, it's likely he was just keeping her contained so she could be silenced. In fact, Nemesis' deployment container is shown having landed just up the street from her apartment, confirming this.]]
80** The U.B.C.S. were inexplicably massacred by zombies in the original despite being better-armed than anyone in the city. The remake addresses the possibility that [[spoiler:at least one member, Nicholai, is intentionally leading the mercs to unwinnable situations so he can acquire more combat footages.]]
81** Jill's nightmare and the notes in her apartment reveal that she is worried that she and the rest of the S.T.A.R.S. are infected, since they were likely exposed to the T-Virus during the first game.
82** Besides the horrendous nightmares, there is uneaten food all over Jill's kitchen, and enough pills on her bedside cabinet to knock out an elephant. Jill is a tough cookie, but it shouldn't be so surprising that that night at the Spencer Mansion played a serious number on her mental state.
83** A minor point, but Nemesis ambushing Jill and chasing her out of her apartment explains why she is so underdressed during the game. In the original, Jill had time to prepare for her escape from Racoon City, but apparently never considered wearing something that didn't make her such an easy target for the flesh-eating zombies that she knew roamed the streets.
84* AdaptationalModesty: Jill's outfit in the original ''Resident Evil 3'' was a tube top with a mini-skirt, knee-high boots and a white sweater tied around her waist. The remake meanwhile has her in layered tank tops with jeans and combat boots. Even Jill's classic outfit DLC changed her miniskirt into a [[ModestyShorts culotte/skort]].
85* AdaptationalNiceGuy: In the original game, Brad was somewhere between a DirtyCoward and a LovableCoward. Here, he stuck around in Raccoon City to give Jill support when Irons had her under house arrest, and [[spoiler:dies by performing a HeroicSacrifice on her behalf]].
86* AdaptedOut:
87** Dario is still present and again shuts himself in a shipping container, but he makes no mention of the deaths of his wife and daughter; this theme is instead explored with the new encounters with Robert Kendo in both this game and in the ''Resident Evil 2'' remake. He is also never seen again after his first appearance, while in the original, Jill could later backtrack to that warehouse and find his corpse being eaten by zombies.
88** The City Hall and Raccoon Park are not visited in the game this time. As such, the Grave Digger and the Sliding Worms are never fought.
89** Blue herbs appeared throughout the original game in addition to the green and red varieties, which was a necessity given the presence of poisonous spiders and the Brain Suckers. The remake removes the poison status effect and both their source creatures, and the reworked Drain Deimos instead now have the ability to implant parasitic larvae in Jill which are purged with green herbs. Blue herbs are used to lower infection levels in ''Resistance'', however.
90** The crows don't appear in this game.
91** The Delta Force operators who play a posthumous role in the original are nowhere to be seen. Their role of leaving behind a powerful weapon for Jill to kill Nemesis with is instead given to Umbrella.
92** [[spoiler:Barry does not appear to rescue Jill and Carlos in the remake. The two instead escape the city on their own much like one of the endings of the original.]]
93** The freeze grenades, which were [[AchillesHeel effective against Nemesis]] in the original game, do not appear here.
94** The Mine Thrower and S&W M629 Magnum as well as the SIGPRO [=SP2009=] handgun are all replaced by the Mine Rounds for the Grenade Launcher, Lightning Hawk and Glock 18 handgun, respectively. The custom STI Eagle 5.0 and M37 shotgun are also no longer available. Likewise, the infinite ammo case and the First Aid Boxes that let you carry three First Aid Sprays in one item slot are no longer present.
95* AdaptiveAbility: Nemesis, well, adapts as he gets damaged throughout the game. He changes from humanoid to bestial (like a muscular {{Franchise/Alien}}) to a wall of meat.
96* AllForNothing: Both [[spoiler:trying to help survivors escape the city via subway train, and synthesizing a vaccine as part of a deal with the military to halt a nuclear strike]] didn't go exactly as the heroes planned.
97* AllJustADream:
98** The first is at the beginning with Jill still under house arrest. She goes to the bathroom and sees she's turning into a zombie to which she goes to kill herself with a pistol. She then wakes up and finds it was only a nightmare ironically right ''before'' the real nightmare begins.
99** [[spoiler:Another happens after the HoldTheLine segment with Carlos. Jill recovers from the virus and is greeted by Carlos stating that the city is safe... then suddenly turns into a zombie right before her eyes. He begs Jill to kill him but she hesitate and he lunges at her. Again, she then wakes up for real.]]
100* AnachronismStew:
101** The Grenade Launcher is based on the Milkor MGL rotary grenade launcher. While the MGL was available as early as the 1980s, the in-game model is of a shorter-barreled variant that wasn't developed until 2014.
102** Carlos' rifle has a cut-off A2 rear sight made from cutting the carry handle portion off a standard removable M16-style carry handle, a modification that first appeared with the fielding of the 10" Mk 18 Mod 0 in the early 2000s. It would make more sense to have a complete M16-style carry handle instead.
103** Jill retrieves a USB memory stick containing emergency override codes to access areas in NEST 2. USB sticks were not introduced until 2000, and had a capacity of [=8MB=], nowhere near enough to store the data and codes necessary for unlocking security systems.
104** Jill wears Blackhawk S.O.L.A.G. Stealth Gloves, which were introduced in 2000.
105** The Benelli M3 shotgun can be upgraded with a Tactical Stock from the Benelli M4, or rather [=XM1014=]. While the [=XM1014=] did technically exist in 1998 (five samples were delivered to Aberdeen Proving Ground for testing in August, a month before the Raccoon City incident), as it wasn't formally introduced into service or released commercially until 1999.
106* AndThenJohnWasAZombie: After the HoldTheLine segment [[spoiler:with Carlos fighting off zombies, Jill wakes up only to watch him turn into a zombie]].
107* AndYourRewardIsClothes: In addition to Jill's classic outfit and Carlos's hairstyle from the original being available as DLC, beating the game for the first time will unlock a shop that contains, among other things, Jill's S.T.A.R.S. uniform from the first game.
108* {{Antepiece}}:
109** The introduction of the first Drain Deimos is to familiarize you with their attack of implanting embryos.
110** Just after acquiring the mine rounds, the next room has a few zombies to get an idea of how to use them.
111** The first generator has a zombie around it to get the idea of keeping the area safe before activating them into your memory. It's a big part of the final boss battle.
112* AntiFrustrationFeatures:
113** The dodge mechanic, which was present in the original ''[=RE3=]'' but removed in subsequent installments, makes its return here with revamped controls for easier, more responsive usage. At the hands of a reasonably skilled player, it can be very effective against most enemies, including Nemesis.
114** To make up for the fact that Nemesis is the most aggressive enemy in the game, each of his attacks are also telegraphed, thus allowing easy dodges.
115** Regardless of the difficulty setting, Nemesis will always drop when the red barrel explodes on him in the Subway hall chase because it is impossible to end the chase without dropping him to a knee and you might not have the ammo otherwise.
116** The knife is once again unbreakable by default, unlike in the ''Resident Evil 2'' remake. This means the player always has something to fall back on whenever ammunition is in short supply.
117** Every time the perspective switches between Jill and Carlos, their health is restored. This is a big help for those going for one heal runs.
118** The first two inventory upgrades are available when you first obtain up the lockpick. Seeing as it is only disposable around 3/4's through the game, you aren't handicapped with a small inventory to go with a necessary key item, which helps during minimalist runs.
119** If you pass the point a key item cannot be used anymore, the item will mark itself as disposable.
120** If you beeline for the exit in the sewers without picking up the grenade launcher, one is available right before the second Nemesis boss, which is helpful because it is all but necessary to interrupt one of his attacks.
121** If you somehow managed to get to the second Nemesis boss fight and you didn't get the shotgun from the subway station for whatever reason, the game will spawn one for you right next to the grenade launcher so you have a fighting chance.
122** The generators in Carlos's HoldTheLine recharge much faster, and the enemies are far easier to kill. Killing dozens of full-health zombies and two Hunter Betas would take way more ammo and time than would be reasonable.
123** One of the most useful weapons to take out [[spoiler:final form Nemesis's weak points]] is the handgun, which comes as a welcome surprise when the average player has probably used up all their shotgun shells, grenades and magnum rounds in the previous fight.
124** On Nightmare and Inferno, the magnum is available before leaving the Subway. If you're doing a no shop run, chances are you will need it.
125** Jill and Carlos' inventories are completely separate. Any items found in the hospital as Carlos are separate from Jill's search of the hospital. You don't have hold back on resources when playing as Carlos in the HoldTheLine set piece.
126** Jill gets thrown around a lot in cutscenes and it's reflected afterwards by having her limp once the player regains control. In all instances where Jill limps after a cutscene, there aren't any enemies in the area so that the player isn't screwed over by an enemy they can't get away from. Despite Jill limping, her overall health doesn't change.
127** Every time that Jill has a radio call, there aren't any enemies around. If there is a radio call where enemies were before, the enemies disappear.
128** Hardcore mode is not as punishing as it was in the ''Resident Evil 2'' remake; a zombie bite does not immediately take the player's health to danger, the game still autosaves, and using infinite weapons do not detract from score. The true difficulty was saved for [[HarderThanHard Nightmare and Inferno modes]] instead.
129** Blue Herbs are not in the game at all, as no enemies can inflict poison status. The only status ailment you can be afflicted with at one point in the game is curable with Green Herbs.
130** Infinite ammo weapons can be purchased via an in-game shop with points that are earned by either clearing records or beating a playthrough. This means that it is not required to have to beat the game on harder difficulties or speedrun to acquire such weaponry, though points do rack up faster on harder difficulty levels.
131* ArcWelding: [[https://www.eurogamer.net/amp/2020-05-15-capcom-changed-nemesis-for-the-resident-evil-3-remake-to-reference-resident-evil-4 Nemesis]] was given more aspects of parasites and symbiotes to fit in the overall theme of Umbrella's research and to lead into the next game.
132* ArtificialBrilliance: Nemesis displays some interesting mechanics and abilities that show it can think and adapt:
133** Shooting its armored heart enough times will lead to Nemesis covering it with his right hand as he approaches you.
134** If it cannot chase the player, Nemesis will tentacle-zipline into the air and reappear when the player character is in a different area.
135** Take a moment too long when aiming your grenade or rocket launcher and Nemesis can and will ''dodge'' incoming heavy weapons fire. Unless you aim ahead or at his legs and let the blast do the rest, he'll sidestep your rocket and pummel you into paste before you can ready another shot.
136** Unlike Mr. X, Nemesis will wait in the vicinity of save rooms and other areas he cannot access (such as the Toy Uncle store), because he knows the player is in there.
137* AscendedExtra: In the original game, Tyrell was just a belligerent Umbrella supervisor who appeared once at the hospital, either dying to a trap laid by Nicholai or blowing himself up with a grenade to try to kill Nicholai after the latter shot him. The remake gives him far more screentime explicitly as Carlos' partner, a tech wizard and far more friendly than he was originally, even aiding Jill near the end. [[spoiler:Sadly, he still dies.]]
138* AscendedMeme: A Hunter Gamma excruciatingly folds Jill in half when she gets SwallowedWhole, evoking the image of a sandwich.
139* AsleepForDays: Jill spends the better part of two days asleep [[spoiler:fighting off the T-Virus infection]].
140* AssholeVictim: Jill [[spoiler:leaves Nikolai to die on the helipad]] from the nukes bound for Raccoon City, ignoring his pleas to spare his life. Considering [[spoiler:how evil he is, as well as the fact that Raccoon City is set to be nuked ''[[LaserGuidedKarma because of him]]'']], it's incredibly cathartic.
141* AttackOfTheFiftyFootWhatever: [[spoiler:In this version, Nemesis' final form grows to a gargantuan size and towers over Jill. Luckily for Jill, they're in a room where one of Umbrella's experimental weapons is located.]]
142* AwesomeButImpractical:
143** The RAI-DEN gun is a OneHitKill energy gun with infinite ammo. However, the gun requires that you AttackItsWeakPoint for it to deal any damage. Attacking anywhere else doesn't harm enemies. And you'd better land that hit, too, because there's a three-Mississippi charging time between shots and the game will ''not'' let you switch weapons during that period.
144** The unlockable Samurai Edge handgun boasts much higher firepower than Jill's starting G19 pistol but cannot accept any of the weapon mods.
145** The unlockable MUP handgun has infinite ammo and a higher rate of scoring headshots than either the Samurai Edge or the G19. However, this is compensated by the fact that it does less damage than even the G19 and, like the Samurai Edge, cannot accept mods.
146** The Infinite CQBR Assault Rifle, as the name indicates, has infinite ammo but cannot accept any weapon mods despite being the same model as Carlos' rifle.
147* BattleAmongstTheFlames: In the climax of the first act, Jill battles Nemesis on top of a building slated with demolition, and the whole area is set on fire due to Nemesis's flamethrower, along with Jill destroying his fuel tank and using flame and explosive grenades.
148* TheBait: After Jill plots a route for the evacuating subway trains, she draws Nemesis away from the subway station to buy time for the U.B.C.S. and the civilians they're escorting to escape. [[spoiler:It works for the short term, but when Jill boards the train Nemesis follows...]]
149* BaitAndSwitch:
150** In the State of Play reveal event, Sony initially described the game's announcement trailer as a reveal for the "campaign portion" of ''Resident Evil Resistance''. However, the trailer soon revealed this campaign was actually a full remake of ''Resident Evil 3'', and ''Resistance'' was the multiplayer add-on mode for it.
151** There is quite a lot of files talking about the clock tower. Nemesis falling into the river makes it look like he will take a while to come out giving Jill time to explore and the Nemesis will be the post Clock Tower boss. Then Nemesis comes out in seconds and infects Jill.
152* {{BFG}}: The [[FunWithAcronyms FINGeR]] (Ferromagnetic Infantry-use Next Generation Railgun) is quite possibly the ''biggest'' example of man-portable firepower in the whole franchise. It's roughly as long as Jill is tall, takes an entire room full of batteries to power its shots, and packs enough penetrating firepower to punch holes through Nemesis and ''through the wall behind it''. The final shot (delivered into Nemesis' mouth) is enough to turn it into a pile of meat-slag and still retains enough velocity to plow through five steel walls. Its recoil is so powerful, it actually ''cracks the concrete when it fires''. This gun violates so many laws of physics that it can be firmly established as an ImpossiblyCoolWeapon as well.
153* BigBadEnsemble: Like the original, Nemesis and Nicholai are the game's main villains, with the former persistently hunting Jill throughout the city and the latter [[spoiler:working for unknown employers to gather data on the B.O.W.s at expense of his own men.]]
154* BigNo: When [[spoiler:Nikolai destroys the T-Virus vaccine]] at the end, Jill screams a despondent "No".
155* BlatantLies: One Umbrella advertisement that's shown in the opening cutscene talks about how integrity and honesty are core parts of Umbrella's work. Anyone who's familiar with the series knows that's about as believable as a flying pig.
156* BlownAcrossTheRoom: At one point, Nemesis is lured around a corner by Jill and Carlos right into a [[LandmineGoesClick claymore mine]]; the blast throws it across the alley right into a van.
157* BonusDungeon: Unlike in the original, Jill can explore the hospital after she recovers and predictably fights a few more zombies and Hunters even if Carlos cleaned house during his visit. It's completely optional, but the magnum she can find is extremely useful against the Pale Heads in the [[spoiler:underground warehouse and NEST 2.]]
158* BulletCatch: Nemesis one-ups this in the prologue by catching an incoming ''anti-tank rocket'' with a tentacle and then hurling it into a nearby police car. He can also catch grenades tossed at him, but they tend to explode in his face before he can get rid of them.
159* CallForward:
160** The parasite zombies that Nemesis can create are very similar to the Las Plagas that [[VideoGame/ResidentEvil4 Leon will encounter six years later]], being monsters with lashing CombatTentacles that replace the head of a human host.[[labelnote:note]]That being said, they are not related. The NE-α parasite is developed by Umbrella recently while the Plaga is a natural parasite that has been around since at least the 18th century.[[/labelnote]]
161** The cybernetic device on Nemesis seems to be something designed to keep it under control and protect it's vulnerable heart, very similar to the implant that will be used on Jill herself [[VideoGame/ResidentEvil5 in the far future]].
162** When Carlos enters the police station's west hall, he witnesses two officers fighting a Licker that promptly slaughters both of them. One officer is impaled through his head on an overhanging pipe while the other has his jaw almost ripped off by the creature, and their corpses are later found by Leon and Claire as their first hint that zombies aren't the only things infesting the police station.
163** Jill runs into [[spoiler:Robert, who is acting somewhat suspicious. Leon and Ada later run into him during their visit to the gun shop]].
164** [[spoiler:Dr. Bard's]] concern about using parasites as B.O.W.s is a clear CallForward to the various parasites that will become prevalent later on in the series.
165* CanonImmigrant: After first appearing in the non-canon Ghost Survivors mode in the previous game, Pale Heads are brought into the main canon, with several appearing in NEST 2.
166* CarFu: At the beginning of the game, after Nemesis foils Jill's first attempt to leave the city, Jill jumps into one of the cars in the parking garage, starts it and tries to ram Nemesis. It responds by grabbing her through the windshield, forcing her to drive ''off'' the building just to let her go. Miraculously both survive, with Nemesis on fire from the resulting explosion and is only stopped when Carlos shows up with a rocket launcher to stun it.
167* CatchphraseInterruptus:
168** In the announcement, Nemesis starts uttering its classic PreAssKickingOneLiner "S.T.A.R.S...", only for a burning beam to fall on it before it can finish.
169** During the subway chase, to which Jill's famous "You want S.T.A.R.S.? I'll give you S.T.A.R.S.!" line has been moved in the remake, Nemesis will smack her to the ground right in the middle of her saying it if you don't dodge his punch.
170* ClusterFBomb: The remake uses profanity ''a lot'' more liberally than in the original, which only got as far as "damn".
171* ContinuityNod: When attacked in her apartment by Nemesis, Jill tries to defend herself with her [[VideoGame/ResidentEvil S.T.A.R.S. issue Samurai Edge]] pistol, though she loses it in the ensuing struggle and has to rely on a Glock pistol she scavenged for the remainder of the game.
172* ContinuitySnarl: The background lore for the series states the United States government was keen on covering up the nature of the T-Virus outbreak, deploying the U.S. Army alongside the National Guard (and even dispatching U.S. SFOD-Delta into the city to recover the G-Virus) to maintain a perimeter and communications blackout around Raccoon City to ensure any survivors or information about the outbreak did not escape without their knowledge (as the U.S. military's classified dealings with Umbrella in bioweapons and viral research would be disastrous if discovered) which was one deciding factor in their ultimate decision to nuke the city, so stating the outbreak is uncontainable via the Emergency Broadcast System and that the city will be destroyed at dawn on October 1st doesn't really make sense; the government would just destroy the city outright, with no official announcement.
173* ContrastingSequelMainCharacter: The tough-as-nails Jill and the roguish Carlos are contrasted quite easily by the clean-cut Leon and the nurturing Claire. They are also contrasted by experience, with both Carlos and Jill being ex-military while Leon is a rookie cop and Claire is a civilian. Notably the ''Resident Evil 2'' remake upped the ShipTease between Claire and Leon while Jill has none of Carlos's flirting, at least at first. In terms of gameplay, Leon and Claire functioned more like {{Mighty Glacier}}s, with limited mobility options but a bevy of ways to mitigate taking damage through defensive items and the ability to make defense-boosting blue herb mixes. In contrast, Jill and Carlos are closer to being {{Fragile Speedster}}s - if a zombie grabs them, they ''will'' take damage no matter what, and their dodge mechanics incentivize them to avoid taking hits with the game rewarding good reflexes with opportunities to inflict free damage in return.[[note]]Executing a perfect dodge as Jill results in her evading the enemy's attack and centering the crosshair right on the target's weak point with a brief BulletTime effect, while Carlos counters with a punch that stuns or even kills the enemy.[[/note]]
174* ConvenientWeaknessPlacement
175** A DoubleSubversion. The disposal plant where Jill fights Nemesis' second form for a second time is surrounded by acid containers. However, the acid does not come into play in that battle (only being released by Carlos in a CoupDeGraceCutscene); it's the containers' terminals that are targeted instead, which will electrocute Nemesis.
176** When Nemesis ambushes Jill one last time as a hulking behemoth, it just ''happens'' to do so in a room where a massive experimental railgun is located.
177* ConvulsiveSeizures: Jill has one after being infected by the Nemesis.
178* CustomUniform: The U.B.C.S. don't have a standardized outfit, instead going with a variety of different tactical vests and fatigues that all keep to the same green/tan/black color scheme.
179* CuteAsABouncingBetty: This time around, the railgun is developed under the codename "[=FINGeR=]":
180-->''Tyrant's out of line? Give 'em the [=FINGeR=] and problem solved!''
181* CuttingOffTheBranches: [[spoiler:The remake has only one ending, which highly resembles the "kill Nicholai" ending of the original. Carlos and Jill confront Nicholai and seemingly leave him behind to die. Barry doesn't make an appearance as Nicholai is stopped before he can take the helicopter and the duo use it to escape.]]
182* CycleOfHurting: Nemesis can and ''will'' combo Jill into submission in his attempts to kill her.
183* DamnYouMuscleMemory:
184** The higher difficulty levels are designed to mess with your sense of memory you build on the lower ones. Ambushes take place in different places and weapons can be found where you didn't expect. The Lightning Hawk is found before you leave the Subway for one.
185** Carlos's "evade" works very differently from Jill's. Jill's evade move has her sidestepping or moving forward/backwards up to three times before staggering. Carlos can only perform his move once and it works more like a counter since he shoulder tackles instead of sidestepping. Since you play most of the game as Jill, it's not unheard of for people to try and use Carlos's evade in the same way as Jill's.
186* DevelopersForesight:
187** If Jill just picks up the hose without exploring the railway building, on the way back to set the course, she will say that this looks like the place to do so rather than this is the place to set the course. Similarly, her dialogue with Carlos changes to reflect this; instead of him pushing through with explaining how to get to the railway building, Jill will mention that she's familiar with it already, earning some praise from Carlos.
188** Carlos's enemies are all the same size as him, likely because it would look ridiculous if he counter-punched Nemesis or a Hunter Gamma.
189** If you chose to evade [[spoiler:zombie Brad]] instead of killing him, he'll start wandering around the station until he catches up to you.
190** In NEST 2, there's a note that details the method of [[spoiler:producing the T-Virus vaccine]] before Jill gets to collecting the components. Picking this note up before gathering the [[spoiler:antigen and adjuvant]] will have her call each item by their proper names. If she goes for the items required for the vaccine without picking up the note, she won't call them by their names and simply say that they ''might'' help [[spoiler:in making the vaccine.]]
191* DiesDifferentlyInAdaptation:
192** [[spoiler:Brad]] is now killed by zombies instead of by Nemesis.
193** [[spoiler:Dario]] is last seen alive [[spoiler:locking himself in the container inside the warehouse and unlike the original, he never gets devoured by zombies]]. Raccoon City is still decimated by a missile strike, however.
194** In the original ''Resident Evil 3'', [[spoiler:Tyrell is killed in conflict with Nikolai]], either blowing himself up to try to take him down or via a trap set by him. Here, he's killed by Nemesis.
195* DifficultButAwesome:
196** Dodge rolling takes precision timing to pull off. Get it down pat and you can shave a lot of combat time and health. Fail and you will take a hit. It is pretty much the only thing keeping you alive in the harder difficulties.
197** The RAI-DEN lightning gun unlockable in the game's bonus store. It's accurate, recharges fast, and will kill any non-boss enemy in one hit. You just need to hit them in their weak point (usually their head) or else it does nothing. Relying on it can make running through the game a breeze if you've got good aim.
198* DirtyCoward: Nikolai in this version. While he was a slimy snake in the original, he was at least discreet about it and willing to get his hands dirty. Here, he never confronts anyone head on until they're incapacitated to which he'll mock them and leave them for dead. [[spoiler:In the end, when he's finally defeated. Jill asks him why he did his actions, and his only answer is essentially {{Greed}}: money and his own welfare, everyone else be damned. He even shamelessly tries to bargain with Jill on giving up who his employers are for passage on the helicopter out of town. Jill refuses and Carlos and she leave him for dead just minutes before the missile strike.]]
199* DownloadableContent: Pre-ordering the game will grants access to recreations of Jill and Carlos's costumes from the original game.
200* DyingMomentOfAwesome: Mortally wounded, [[spoiler:Mikhail]] goes out like the badass soldier that he is, thwarting a near-unstoppable monster's rampage as his final act of valor and saving [[spoiler:two of his comrades']] lives in the process.
201* DynamicEntry: At the ''very beginning'' of the game, Nemesis ambushes Jill out of nowhere in her apartment, making it difficult for her to defend and escape from it. It later does this several more times as it chases Jill throughout Downtown.
202* ElaborateUndergroundBase: Wouldn't be ''Resident Evil'' without one. In this game, the Dead Factory doesn't quite show up; instead, the hospital is connected to [[spoiler:an underground warehouse and NEST 2, an Umbrella sister facility to NEST from the ''Resident Evil 2'' remake. While it has the same clinical architecture as NEST, its purpose is instead storage and disposal of B.O.W.s, similar to the original's Dead Factory. One room even has racks of shrink-wrapped zombies ready to get shipped out, and another has rows of failed T-103 Tyrants in various stages of deformation in storage tanks.]]
203* EliteZombie: Pale Heads, which made their debut in one of the Ghost Survivors scenarios in the ''Resident Evil 2'' remake. They are encountered late in the game in [[spoiler:the underground storage room and throughout NEST 2]]. Like in the previous game, they are weak to high-caliber rounds and a single headshot with the magnum will kill them instantly, but anything less will simply trigger their HealingFactor. Nightmare and Inferno difficulties introduce a [[FromBadToWorse variant]] of Pale Heads [[spoiler:implanted with Nemesis parasites]].
204* EquipmentUpgrade: There are ten different weapon mods hidden throughout the game, often in locked cases. Two of them can only be acquired by taking down first form Nemesis [[PermanentlyMissableContent early in the game]], and one of those two only drops on Standard difficulty or higher. There's an achievement/trophy for finding all ten:
205** The Handgun has a dot sight, extended magazines and a "moderator" that acts as a suppressor and critical hit booster.
206** The Shotgun has a tactical stock, a semi-auto barrel, and a shell holder.[[note]]Otherwise known as a side saddle.[[/note]]
207** The Assault Rifle has a scope, a tactical grip, and dual magazines. It's worth noting that Jill cannot take the tactical grip and dual magazine mods for herself instead in Assisted difficulty, even though the difficulty setting gives her an Assault Rifle of her own (the mods will despawn when she becomes playable after Carlos' segment). The [[spoiler:unlockable infinite ammo Assault Rifle]], despite being an identical model, cannot accept these mods.
208** The Magnum has an extended barrel mod.
209* EverybodysDeadDave: After surviving the train derailment [[MadeOfIron no worse for wear]], Jill despondently tells Carlos this almost word for word over the comm.
210* ExactWords: [[spoiler:Nicholai steals the vaccine from Jill near the end of the game and promises to give it back if she puts on a good show fighting Nemesis. True enough, he does return it. He then he immediately blows it to smithereens with his gun. He never said anything about giving it back in one piece.]]
211* ExperiencedProtagonist: Jill's been through one outbreak already and it shows. She can dodge around zombies much better and faces challenges with a much better sense of control now. It's not quite the SeenItAll attitude later games have, considering the real surprise and horror Nemesis brings out in her.
212* EyelessFace: Hunter Gammas and the Pale Heads. The former are a failed model of Hunter that resemble giant salamanders, while the latter are a zombie mutation with a HealingFactor and appearance reminiscent of [[VideoGame/ResidentEvil4 Regeneradors]].
213* FacefulOfAlienWingWong:
214** If Nemesis implants a parasite in a zombie, the zombie gains a new attack involving attaching the parasite unto Jill, which then takes over her body.
215** The Drain Deimos now have the ability to implant parasitic larvae into Jill's stomach if they grapple her, which afflicts her with an InterfaceScrew effect until she consumes a green herb.
216* FireBreathingWeapon: A new addition to Nemesis' arsenal is a flamethrower.
217* FiveSecondForeshadowing:
218** Brad calls Jill in the opening scene frantically warning her to get out of her apartment. Not even three seconds later the call gets interrupted by [[DynamicEntry Nemesis bursting through her wall]].
219** Jill finds a journal entry about a guy who ate green herbs to expel grubs from his stomach. This is right before she enters the Drain Deimos-infested power substation; she immediately gets implanted and has to do so herself.
220** A visual one during Nemesis' attack on the subway train. When Jill goes for the door after Mikhail tells her to leave, the camera follows her before briefly focusing on a C4 vest and detonator on the bench where Mikhail was sitting. After Nicholai locks her and Mikhail in with Nemesis, the camera pans back to Mikhail shooting at Nemesis with the C4 vest no longer on the bench. Then it's revealed that Mikhail put the vest on and detonates it to slow Nemesis down.
221** Like Mr. X, Nemesis' distinct footsteps can be heard seconds before Jill runs into it. Scripted examples include [[spoiler:when Jill is climbing a ladder out of the sewers and in NEST 2 just before Nemesis kills Tyrell.]]
222** Nikolai can be seen retreating to the background while Mikhail and Jill stare on in horror at Nemesis [[spoiler:attacking the subway car]]. Soon enough he leaves them all for dead.
223* FlashStep: Nemesis gains this on Nightmare difficulty or above. If you're unlucky, not even your infinite rocket launcher will save you.
224* FlunkyBoss: [[spoiler:The third fight with Nemesis takes place in a disposal vat for bioweapons where zombies are periodically dumped in, presumably by Nicholai. While not much of a threat alone, they serve as a distraction for the mutated Nemesis leaping around the pit.]]
225* FrogMen: Hunter Gammas are back, and they are now significantly larger and sport more than a slight resemblance to [[Franchise/{{Alien}} Xenomorphs]] (or maybe a humanoid salamander). Their unsettling redesign sports a salivating maw of sharp teeth and slick pinkish skin almost the shade of human skin, as if to remind you that these monsters are in fact genetically [[BodyHorror part-human]].
226* GameplayAndStoryIntegration:
227** If Jill takes a beating in a cutscene she will limp for a while afterwards regardless of her health.
228** Throughout the game, both cutscenes and gameplay regularly demonstrate that explosives such as grenades, rockets and [[ExplodingBarrels red barrels]] are the only things that are guaranteed to stop Nemesis in its tracks. Just before the clock tower fight, Jill finds proximity mines for the grenade launcher that prove to be critical to stopping its animalistic second form as it leaps around the arena.
229** Carlos is equipped with a fully-automatic assault rifle and enough ammunition to spare, making him effective against zombies due to them being just reanimated, decaying human corpses. He begins having difficulty when fighting Lickers and Hunter Betas as Umbrella designed these creatures to be biological weapons ''specifically intended'' to counter regular soldiers.
230* GameplayAndStorySegregation: Jill will use particular weapons in several cutscenes, regardless of whether or not you currently have them in your inventory. Afterwards, she'll unequip them and they'll magically disappear.
231* GenuineHumanHide: Nemesis' redesign for the remake, with its nose unnaturally twisted to the side, and massively stretched apart lips and skin, makes it look less like a mutated Tyrant and more like the Nemesis parasite ''wearing the skin'' of the Tyrant it's infesting.
232* GoodIsNotSoft: Nicholai believes the opposite of this, as his first scene is him murdering a teammate that Jill is trying to help and claiming that he was already beyond help and Jill will get killed being soft. Jill's entire plotline with him very much proves him wrong, to the point where [[spoiler:when Jill and Carlos are about to leave in the helicopter to escape the incoming nuke, he begs her to take him with them, claiming they need him to dish all of the dirt on Umbrella. Jill simply replies "I don't mind a little detective work" and leaves the shocked Nicholai behind to his fate.]]
233* GreaterScopeVillain: Umbrella is relegated to this. They are the ones responsible for the outbreak, on top of deploying Nemesis to hunt down S.T.A.R.S. and sending Nicholai's team into the city, but have little bearing on the immediate story, which ends after Jill kills Nemesis and leaves Nicholai for dead.
234* GuideDangIt:
235** Scattered throughout Raccoon City are twenty bobbleheads that need to be found and destroyed for a reward. While over half of them can be found simply by looking through the available areas' every nook and cranny (or listening to their characteristic noise to hear if there's one around), a few of them require the player to do certain actions before spawning. Good luck trying to guess on your own that you have to stare at a particular poster for about twenty seconds before a bobblehead spawns on the roof of an unrelated building.
236** Locating all of the different weapon mods can be quite a challenge, especially since two of them can only be obtained by defeating Nemesis [[PermanentlyMissableContent in its first form early in the game]].
237* GunsDoNotWorkThatWay: The red-dot sight for Jill's handgun is mounted in such as a way that empty brass wouldn't be able to properly clear the ejection port, and is based on a rather impractical design which mounts to the Glock's takedown tabs, making it impossible to disassemble the weapon.
238* HandStomp: While Jill is hanging off a catwalk, Nicholai finds her and uses his foot to step on one of her hands.
239* HangingByTheFingers: Shortly before fighting Nemesis for the third time, it destroys the catwalk Jill was on and causes her to fall, eventually hanging on a ledge by her hands.
240* HarderThanHard:
241** Beating the game once on Hardcore unlocks Nightmare difficulty, which features enemies that are tougher and more lethal, a far more aggressive Nemesis [[spoiler:that can enter certain safe rooms]], and reshuffled enemy positions and item placement. In addition, encounters are added that don't occur in lower difficulties, such as [[spoiler:Carlos fighting Pale Heads and being stalked by a much-more-durable zombie Brad as he explores the police station.]]
242** In turn, finishing the game on Nightmare once unlocks Inferno difficulty, which features ''even more'' dangerous and aggressive enemies, less safe rooms containing typewriters and item boxes, and disabled AutoSave.
243* HeadCrushing: One of Nemesis' kill animations has him crush Jill's head by stomping on it with his foot and leaving only bloody fragments behind as what's left.
244* HellIsThatNoise: [[https://youtu.be/aKAIqaVRjvc?t=28 Nemesis' updated "S.T.A.R.S.!" growl]] somehow manages to be even ''more'' pants-soilingly terrifying than the original.
245* HelplessKicking: If Jill gets caught by a Hunter Gamma, she futilely kicks her legs as she's [[SwallowedWhole swallowed alive]].
246* HeroicSacrifice:
247** [[spoiler:Brad in this version. He ends up getting bit not long after he meets up with Jill. Knowing he's doomed, he [[YouShallNotPass holds the door of the building]] they run into and gives her time to escape out the back way. The middle of the game sees him zombified and the reason Marvin ended up wounded.]]
248** As in the original, Mikhail blows himself up to keep Nemesis from going after Jill.
249* HoldTheLine: [[spoiler:Once Carlos gives Jill the vaccine, he has to protect an unconscious Jill and an injured Tyrell from an incoming horde of zombies and Hunters Beta attacking the hospital. Once the windows shut, he has to kill the remaining enemies left over and detonate explosives on a column to block the entrance.]]
250* HopeSpot:
251** As early as the beginning levels, Jill looks like she has reached the last rung of her apartment building's fire escape, until Nemesis bursts through the wall next to it and throws Jill back inside. The ladder Nemesis prevents her from reaching even has the usual arrow symbol indicating an object that can be interacted with, fooling the player into thinking that it really is their means of escape.
252** After fleeing the apartment and making her way through the streets, Jill manages to follow a passing helicopter which had told her to head to the roof of a parking garage. She makes it up and flags it down as it comes to extract her. Of course, Nemesis shoots it down before it even gets the chance.
253** In this version of the story, Jill and Carlos' main goal becomes saving the city after discovering that there's a T-Virus vaccine in the underground lab and the military agrees to call off the missile strike if they get it before the countdown expires. And then Nicholai [[HateSink shoots the vaccine]] at the last minute.
254* HPToOne: The Drain Deimos' implanted parasites gradually lower Jill's health to rock bottom before she pukes them out on her own, unless she uses a green herb or dies beforehand.
255* HumansAreTheRealMonsters: Jill notes in the ending that [[spoiler:Raccoon City was, in the end, destroyed not by monsters but by human greed.]]
256* ICannotSelfTerminate: [[spoiler:After Carlos begins turning into a zombie, he asks Jill to shoot him since he can no longer do it himself]].
257* IKnowYouKnowIKnow: Just before Nemesis attacks the train, when talking to Nikolai about the ambush, Mikhail takes note of how the zombies managed to ambush the platoon, and that the gate was locked. His earlier line [[spoiler:which expressed knowledge of Nikolai's unease]] about a possible vaccine indicates he is fully aware [[spoiler:of Nikolai's treachery]]. When Nemesis attacks, [[spoiler:Nikolai immediately]] abandons the captain to hide this knowledge.
258* IllKillYou: Jill says this to Nemesis in the first fight with his monstrous new form. Her saying this is actually indicating the fight has segued to its second phase.
259* ImpaledWithExtremePrejudice:
260** Nemesis impales Mikhail with a tendril; however, it doesn't stop Mikhail from [[TakingYouWithMe going out in a blaze of glory]].
261** Again, courtesy of Nemesis, [[spoiler:Tyrell]] is impaled and killed on one of its sharp tendrils.
262* ImpossibleItemDrop: It is never explained why Nemesis drops weapon parts and ammo when knocked down. A possible explanation is that the Nemesis is capable of using such advanced weaponry that he could possibly be equipped with ammunition for other weapons just in case.
263* InASingleBound: Nemesis' feet are powerful enough to cover large distances when he jumps. Anytime he's chasing Jill around and she manages to put some space between them, Nemesis can perform a frighteningly fast leap attack that sends him propelling right in front of her, blocking her path. He can also dart in and out of battle by jumping so high that he vanishes into the rooftops above, then proceeds to stalk Jill while hidden from her line of sight, ready to strike again at any moment.
264* IndustrializedEvil: NEST 2 may be less grungy than the original's Dead Factory, but make no mistake, its purpose is just as grisly. The warehouse above it is full of monsters in crates ready to be shipped out (either for disposal or sale) and there's plastic-wrapped zombies on racks in the lab proper, as well as a ''gigantic'' acid pit.
265* IndyEscape: After Nemesis gets a rocket launcher, it chases Jill throughout the city yet again. Once they reach the downtown shopping district it fires on the giant figure head of the toy store, which breaks off and ''rolls'' down the slope toward Jill - and this ''can'' kill her if she doesn't about-face, run down the steps and get out of its path. Incidentally, this is {{foreshadow|ing}}ed by a letter to the editor printed in a local newspaper about how even before the outbreak, that thing was visibly ''wobbling'' in strong winds despite multiple complaints to the toy store manager.
266* InterfaceScrew: When implanted with the Drain Deimos parasites, Jill suffers from a vision-blurring "throbbing veins" effect on the screen, as well as moving more slowly than normal.
267* InterfaceSpoiler:
268** The presence of numerous simple locks as well as a tight passageway that Carlos specifically muses out loud that he can't fit into are clear giveaways that Jill will have the option to explore the hospital later as well.
269** Of all the weapon challenges, the Lightning Hawk has a second number far larger, four times as the first in fact, than the first. This foreshadows that it will be available way earlier on the higher difficulties.
270* ItCanThink: Nemesis. After Jill lures it away from the subway train, she escapes it by fleeing into the sewers. Some time later, she climbs out... only to be grabbed by Nemesis, who had managed to figure exactly where Jill would emerge.
271* ItsAllAboutMe: Nicholai makes it no secret that he's only in it for himself and [[OnlyInItForTheMoney and his checks]], telling Jill flat out that you can only trust yourself and others will drag you down. [[spoiler:He turns out to be more than willing to seal the city's fate by destroying the T-Virus vaccine just so his employers will pay him for bioweapon data. Later, he's even willing to sell them out to Jill for passage out of the city; Jill is utterly disgusted by this (and his attempts to kill her throughout the game) and abandons him to his fate.]]
272* ItemDropMechanic:
273** [[ImpossibleItemDrop A rare return of an old classic]]. Bringing Nemesis down with a grenade or an exploding barrel will cause it to drop chests containing assorted goodies. In fact, two of the game's ten weapon upgrades, the Handgun's extended magazines and moderator, must acquired this way.
274** Taking down Brad's zombie when playing as Carlos grants him Brad's S.T.A.R.S. ID card, which is needed to unlock several crates in the police station. This is averted in Inferno and Nightmare difficulties though, where Brad's ID card is [[spoiler:now found in the guardroom underneath the entrance walkway.]]
275* JigglePhysics: Jill has a subtle bounce in her breasts, a more realistic one than was used in the ''[[VideoGame/ResidentEvilRemake Resident Evil]]'' remake. It's most visible when she performs a BulletTime dodge.
276* TheJuggernaut: Just like in the original, Nemesis means business. It is a recurring adversary for Carlos and Jill for the entire game to have to deal with, far more so for the latter. During the fight at the demolition site, Jill blows up a flamethrower fuel tank on it back and it proceeds to wield its now inoperable weapon as a club to try to beat her to death with ''while on fire.'' It does ''not'' slow down, and not even [[spoiler:a disposal vat full of acid specifically designed to dissolve B.O.W.s like it can put it down for good]].
277* JustHitHim: Nemesis has a ''really'' bad habit of grabbing Jill and then, rather than impaling her, crushing her throat or skull, or otherwise finishing her off, simply takes its time or tossing her across the room to prep attacking her with its weapon thereafter.
278* KickTheDog: [[spoiler:Nikolai]] promises to hand over the vaccine if Jill can beat Nemesis. When she does, [[spoiler:he tosses the vaccine on the floor beside her then shoots it before she can grab it, effectively dooming the entire city and nullifying her efforts to save it]]. And what really makes it so heinous is that [[spoiler:destroying the vaccine]] isn't even going to help [[spoiler:Nikolai destroy Umbrella (since that is what he was hired to do) because they ''want'' the vaccine destroyed]]. He didn't do it because he was paid to, he did it just to hurt Jill.
279* KillItWithFire: In addition to its rocket launcher, Nemesis now wields a [[FireBreathingWeapon flamethrower]], torching huge swaths of a building it chases Jill through. Jill also has access to craftable incendiary rounds for her grenade launcher.
280* LastBreathBullet: [[spoiler:This is how Jill gets infected this time, courtesy of second form Nemesis. After a lengthy fight, it tries to grab her with a tentacle one last time until she drops a heavy portcullis on it. She turns to enter the clock tower only for it to throw one of its tentacle barbs and puncture her arm before finally collapsing.]]
281* LeftForDead: After Nicholai [[spoiler:shoots the vaccine]], and tries to kill Carlos and Jill, Jill shoots him, then leaves him behind after he pleads for his life. Similar to one of the [[MultipleEndings endings]] in the original game. His fate is not shown, but according to canon he did survive and escape Raccoon, and it should be noted that [[InferredSurvival there is a second helicopter clearly visible on the helipad...]]
282* LiveActionCutscene: The opening cutscene jumps between a live news broadcast about the T-Virus outbreak in Raccoon City, Umbrella publicity ads, and footage of some scientists creating and activating Nemesis, all shot in live-action.
283* MadeOfIron:
284** Jill survives ''a lot''. Just in the beginning, she is thrown back from her apartment wall by Nemesis crashing through, then is kicked violently in the gut, throwing her against the opposite wall. Then as she recovers, she is picked up and slammed into the ground, barely evading Nemesis stomping his foot down to crush her. Then as she escapes her burning apartment, she is thrown out of the hallway onto the fire escape railing gut first by an explosion. Right after, she rams a car into Nemesis off the roof of a parking garage and crashes into the street below. She's visibly in pain (but by all accounts should be dead as she didn't buckle her seat belt) but still able to get up - unfortunately for her, [[SuperPersistentPredator so is Nemesis]]. Later on, she is pursued by Nemesis with a rocket launcher, even taking a rocket directly at her feet, which does little more than throw her over a barricade and knock the wind out of her.
285** Not only does Nemesis survive getting rammed off the roof by the car, and slammed into the ground below (getting up seconds later like it was nothing), a direct hit from Carlos's rocket launcher only ''stuns him''.
286* MagicSkirt: Despite it not being her main costume, Jill's animations are designed not to expose her underwear in her classic outfit, even though the outfit has been given a set of ModestyShorts this go around.
287* MaleGaze: Jill's behind has a tendency to be the thing the camera focuses on a lot.
288* MalevolentMaskedMan: Nemesis starts off wearing a mask that covers its entire head, likely to hide its B.O.W. nature, not unlike Mr. X and his hat in the previous game's remake, loses it after being set on fire.
289* ManlyFacialHair: As discussed in the Special Developer Message, Carlos was specifically redesigned with scruffy hair and a beard to make him look like more of a mercenary that could serve as reliable support for Jill in her escape from Raccoon City.
290* MasterOfUnlocking: In classic Jill fashion, she can pick any small yellow locks she finds once she gets the lockpick from the power station. Carlos has no such item. With the in-game shop feature, the player can start the game with the lockpick in their possession to get a head start, and picking every lock rewards the player with an achievement/trophy called "RE: Master of Unlocking."
291* MercyInvincibility: Averted. After taking a hit from Nemesis, Jill can still be hit with another punch ''as she's regaining her balance'' or get bitten by a zombie. The lack of this is also what makes Nemesis' final fight in [[HarderThanHard Inferno difficulty]] all the more frustrating.
292* MonsterThreatExpiration: Nemesis is legitimately threatening and terrifying early in the game, as it will relentlessly chase Jill and attack her throughout segments of the map. Unlike Mr. X, it's sometimes not possible to simply outrun Nemesis, as it will run or even ''leap'' after Jill, toss objects at her, drag her back with its CombatTentacles, and use ranged weapons. This changes after [[spoiler:Nemesis falls into the water and evolves into a more animalistic four-legged form]]. Afterward, Nemesis only shows up again in scripted boss fights unable to use weapons--by the final encounters, Jill is both armed to the teeth and in locations that provide means to combat B.O.W.s, such as [[spoiler:acid pits for dissolving organic material and prototype high-powered railguns]].
293* MusclesAreMeaningful: Carlos is way buffer than Jill, and his dodge replaces the UnnecessaryCombatRoll that Jill has with a solid punch that stuns the enemy.
294* MythologyGag:
295** If you continue talking to Dario after he locks himself in the storage unit, the last thing he says to you is lifted word for word from the original game: "I'm not going anywhere! I'd rather starve to death in here than be eaten by one of those undead monsters! Now leave me alone!"
296** The Hunter Beta's introduction scene is it chasing the player character from its POV, much like its Alpha counterpart in the [[VideoGame/ResidentEvil1 first game]].
297** A radio in one diner you pass through can be heard playing the credits theme from the B Scenario of ''VideoGame/ResidentEvil2''.
298** A modernized version of the original ''Resident Evil 2'''s save room music will play in the RPD Dark Room when playing as Carlos.
299** Nemesis being able to implant zombies and turn them into parasite zombies is a reference to the NE-beta parasite and attendant parasite zombies from ''VideoGame/ResidentEvilOperationRaccoonCity''. Their appearance also invokes the "type 1" Ganados from ''VideoGame/ResidentEvil4''.
300** The new attack method of the Hunter Gammas is a reference to the Lurkers, a rare infected frog enemy encountered in ''VideoGame/ResidentEvil0'' whose only attack was to lasso a character with their tongue and drag them into their mouths to swallow them whole unless stopped by a partner.
301*** The eyeless nature of the new Hunter Gammas is also likely an homage to the Lurkers, who were likewise blind and relied on sound or touch to detect victims.
302** Nemesis's new cybernetic chest implant calls to mind both the external heart of the T-002 from ''VideoGame/ResidentEvil1'' and Jill's own cyber-control unit from ''VideoGame/ResidentEvil5''. It also brings back memories of ''Film/ResidentEvilApocalypse'', where Nemesis was being controlled by Umbrella via a cybernetic implant.
303** [[spoiler:Nemesis' new final form, which involves the insectile parasite bursting out of and overgrowing the humanoid Tyrant body, is an homage to the "NE-Beta Super Tyrant" boss from ''Operation Raccoon City'', which is a Mr. X whose body has been puppeteered by an advanced model of the Nemesis parasite.]]
304** The car that Jill uses to ram Nemesis on the roof of the parking garage is the same car Ethan Winters drives in ''VideoGame/ResidentEvil7Biohazard'', just orange instead of white.
305** Rather than a roll, scoring a perfect dodge with Carlos causes him to MegatonPunch his foe--an ability Chris made infamous in ''VideoGame/ResidentEvil5'' and that shows up as a recurring melee in games that use that system.
306** Zombie Brad takes an absurd amount of ammo to drop just like in ''Resident Evil 2''.
307** During the first battle against Nemesis' second form, he runs across several higher structures, before jumping down and attacking Jill, in a similar strategy to Birkin's fourth form in the original ''Resident Evil 2''.
308** The final battle against Nemesis has Jill saying Jake's lines against Ustbank in ''VideoGame/ResidentEvil6'' like "Take the fucking hint!" and "Good riddance".
309* NoDelaysForTheWicked: [[spoiler:Nicholai, one of the major antagonists]], is never inconvenienced by the dangerous, burning city filled with flesh-eating zombies and other hazards and monstrosities. He coolly and nonchalantly taunts the protagonists even in seemingly near-death circumstances, [[spoiler:such as a derailing train, and even manages to beat Carlos to Dr. Bard.]]
310* NonStandardGameOver:
311** During the HoldTheLine segment as Carlos, zombies may target the barricade protecting the room that [[spoiler:Jill and Tyrell]] are in. If they fully destroy it, you'll get a cutscene of [[spoiler:the zombies flooding the room and devouring Tyrell while he desperately tries to shoot them. The final shot shows a zombie crawling up to Jill's unconscious body and preparing to feast on her]]. Additionally, the GameOver screen will say "You Failed" instead of "You Are Dead".
312** [[spoiler:Should Jill fail to shoot Nicholai in the final confrontation, then he'll reach for his knife, slash Carlos' throat and then throw it at Jill, killing them both.]]
313* NostalgiaLevel: Carlos and Tyrell visit the police station. You can even open the lockers using the exact same codes.
314* NotHisSled: Like the ''Resident Evil 2'' remake, this game recreates some iconic scenes from the original, but shakes them up and even changes the order of events. For example, the demo almost faithfully follows the events of the game starting from when Jill joins the U.B.C.S. in the subway and ending with an encounter with Nemesis after putting out the fire in an alleyway. [[spoiler:''Unlike'' the demo, however, Nemesis doesn't ambush you after the fire is doused.]]
315* OddCouple: Jill is a cop targeted by Umbrella for what she knows about their bioweapons research, and Carlos is an oblivious, well-intentioned mercenary ''working'' for them. Despite this, they have to team up to survive. The announcement plays this up with a short scene of a clueless Carlos asking "What's wrong with Umbrella?" only to have a scene of Jill angrily yelling "You guys are the one who caused all of this!" after.
316* OddlyNamedSequel2ElectricBoogaloo: Subverted. Despite being a remake of the original game, the remake completely drops the original's addition of subtitles, being just ''Resident Evil 3'' / ''Biohazard RE:3'' instead of ''Resident Evil 3: Nemesis''/''Biohazard 3: Last Escape''.
317* OhCrap: Jill has the biggest one when she sees Nemesis brandish a flamethrower, being horrified at how such a monster has the intellectual capacity to brandish military-grade weapons.
318* OneHitKill:
319** In the beginning of the game, if Jill gets grabbed by a zombie outside of the bar before she gets her handgun, she will instantly die and you aren't given a prompt to reduce incoming damage.
320** Nemesis rarely uses a grab attack. If he lands it he will always kill Jill with either his arm tentacle or a powerful boot stomp and it can't be interrupted. During the rocket launcher encounter, Nemesis can also insta-kill Jill by jabbing her with the rocket launcher, hoisting her up and firing at point-blank range.
321** Hunter Gammas have this as its main means of attack; grabbing Jill with a cluster of four monstrous prehensile tongues and [[SwallowedWhole cramming her down its gullet]], snapping her spine and limbs to make her fit into its mouth.
322** Hunter Betas are capable of killing Jill and Carlos this way with a [[SlashedThroat well-placed swipe to the throat]], regardless of health.
323** [[spoiler:Nemesis's final form]] has two: Getting grabbed will get Jill squeezed to death, and take too long to shoot the railgun and Jill will be crushed.
324* OneHitPolykill: The Two for One Deal achievement/trophy requires the player to kill two enemies with one bullet.
325* TheOnlyOneAllowedToDefeatYou: Unlike Mr. X, Nemesis is not content to let other monsters do the job for him, if he sees a zombie grapple Jill, he will actually punch it off her.
326* OutOfTheInferno: Nemesis makes use of its Terminator-inspiration pretty well. Initially, it's completely covered in black tarp and "CAUTION!" tape, head to toe, but after being rammed off a parking structure and caught in an explosion, the head-shroud burns off revealing what passes for his face as he approaches slowly and menacingly. There's even a similar chord to ''Franchise/{{Terminator}}'' as this happens.
327* PlotArmor: The amount of abuse Jill takes should have frankly killed her several times over, yet somehow all it does is cause a few minor scrapes and bruises. The worst moment has to be when Nemesis shoots a rocket at Jill that explodes right at her feet, yet all it does is send her flying a couple of yards, no worse for wear.
328* POVCam:
329** The announcement trailer shows things from Jill's point of view as she's chased by Nemesis through an apartment building.
330** In the game proper, we see from Jill's perspective whenever [[spoiler: she has nightmares.]]
331** The cutscene introducing the Hunter Beta is from its perspective as it races through the hospital and [[OhCrap bursts into the room Carlos is about to leave]], just like how the Hunter Alpha was introduced in the original ''Resident Evil''.
332* PostFinalBoss: [[spoiler:After finally defeating Nemesis for good, Jill and Carlos then confront Nicholai, who is trying to escape on a helipad.]]
333* {{Prequel}}: The events of this game start before the events of ''Resident Evil 2''. The announcement trailer emphasizes this by showing footage of that game before rewinding the clock multiple days to the events of ''Resident Evil 3''.
334* PressXToNotDie: When grabbed by a monster, a prompt will come up which you must press to push them off you faster. Failure to do so will increase the damage rather than minimize it. Likewise, there are a few scripted [=QTEs=] but they're not quite as rampant as ''Resident Evil 6''.
335* PunchedAcrossTheRoom: With precise timing, Carlos can knock down most enemies with one powerful blow during his playable segments. This even works on larger monsters like the Hunter Beta.
336* RayOfHopeEnding: [[spoiler:Jill and Carlos try to save Raccoon City when they discover a vaccine for the T-Virus has been developed, and get as far as making a sample while trying to contact the American government to hold off on the missile strike. However, Nicholai destroys the vaccine, dooming the city and anyone still alive in pursuit of his own goals, which forces the strike to go on as planned. The good news is Nemesis is finally destroyed after dogging Jill through the city, Nicholai gets his comeuppance and left for dead, and Jill and Carlos make it out alive, with the former dedicating her life to stopping Umbrella.]]
337* SavedByCanon: Nikolai could potentially die in the original game, but is confirmed to have survived in later games. Here, Nikolai's death never occurs and, while his chances of surviving appear to be slim, he is last seen alive with the possibility of escaping in order to account for his canonical fate.
338* SelfDeprecation: One of the movie posters advertises what looks like a sci-fi/action flick called "Disaster," with its main character posing like Leon did in ''Resident Evil 6''. Considering Capcom is aware of that game's reception, this is likely intentional on their part. The same poster also has a subtitle "The Hunt for the Missing Ship", which means it's also a nod to the initially controversial ''VideoGame/ResidentEvilRevelations''.
339* SequenceBreaking: A minor case. The shop has the lockpick and bolt cutters available to purchase, which gives you said items right away via item box. Getting these lock openers early will let you obtain several items and the shotgun much sooner, which can be quite helpful on the harder difficulties and cut down significantly on time spent backtracking.
340* SequentialBoss: Nemesis' second and final forms are fought in a row, though there's a save room in between.
341* ShipTease: Between Jill and Carlos, just like in the original, although Jill initially isn't having any of Carlos' flirting. [[DefrostingIceQueen Things are a little different by the end of the game]]. [[ShipperOnDeck Tyrell]] notices Carlos' interest in Jill (not that it's particularly hidden), and occasionally teases him for it, but in a clearly approving fashion.
342* ShoutOut:
343** In the beginning at least, Nemesis is heralded by a musical sting similar to that of ''Franchise/{{Terminator}}''.
344** The parasite zombies have a disturbing kill animation where the parasite detaches itself from the zombie and consumes Jill's head, with her body slowly slacking as it comes under the control of the parasite. This is eerily similar to the parasitic Divider head death animation from ''VideoGame/DeadSpace''. The appearance of the parasite zombies themselves are very similar to the Headcrabs from ''VideoGame/HalfLife''.
345** The pub where Jill meets Brad has a sign featuring Morrigan from ''VideoGame/{{Darkstalkers}}''. If one were to look even closer you'll see the pub is advertising cocktails that are all named after Morrigan's special moves (Darkness Illusion, Shadow Blade, etc.).
346** Posters in the subway include shoutouts to ''VideoGame/GhostsNGoblins'', ''[[VideoGame/NineteenFortyTwo 1942]]'', ''VideoGame/CaptainCommando'', ''Film/TopGun'', ''Film/FerrisBuellersDayOff'', ''Film/{{Aliens}}'', ''Film/TheTerminator'', and others as movie posters, alongside a poster for a debate [[Franchise/MegaMan on the future of AI between Dr. Wily and Dr. Light]].[[note]] It also doubles as a shout between ''VideoGame/MegaManClassic'' and the ''VideoGame/MegaManBattleNetwork'' series as the later games established that Dr. Light and Dr. Wily both pitched ideas and the one whose research was chosen determines which series takes place.[[/note]] The toy store also prominently displays action figures of [[DiscontinuityNod "Bad Box Art" Mega Man]].
347** When Mikhail sacrifices himself with his grenade to delay Nemesis, the line he utters is "Get off my train, shitbird!", clearly a reference to ''Film/AirForceOne''.
348** When the player looks at camera in the police station, Carlos remarks that he will be all set if it works against the zombies and other monsters. This is a reference of ''VideoGame/DeadRising'', which involves Frank West using cameras. It could also be seen as one towards ''VideoGame/FatalFrame''.
349** There's an abandoned store called "Eagle's Pet Shop," with the sign sporting an image of Eagle from ''Franchise/StreetFighter''.
350** The poster for the Spirits Club Heart has a cartoon girl that looks just like Samantha in the intro of ''{{Series/Bewitched}}''.
351** Some of the achievements/trophies involved are shout outs as well:
352*** [[Film/LeanOnMe Somebody to Lean On]]
353*** [[VideoGame/SonicAdventure2 Escape from the City]]
354*** [[Film/AvengersInfinityWar I Don't Feel So Good]]
355*** [[HoldingOutForAHero I Need a Hero]]
356*** VideoGame/{{Power Stone}}s
357** Just like the original ''VideoGame/ResidentEvil3Nemesis'', the thematic choice to use an uplifting and heartwarming musical score (this time a piano/guitar duet remix of the original) as a coda to the FinalGirl Jill slaying the titular monster and escaping a thermonuclear-explosion, is an affectionate homage to the similar ending of ''Film/{{Alien}}''.
358* SleptThroughTheApocalypse: Taking into account the established timeline of the Raccoon City outbreak, Jill seems to have done just this, albeit aided by medication judging from her comment when examining the nightstand beside her bed:
359--->'''Jill:''' Too many pills.
360* SlidingScaleOfCollectibleTracking: Like the remakes of the first and second games, the in-game map will helpfully tell you whether or not you've picked up all items in an area. However, the map does ''not'' track collectible documents, which you can permanently miss in a single playthrough. The map also doesn't track the Charlie Dolls, but these are permanently collected and not save file dependent, so you can get them at any time.
361* SmallGirlBigGun: Jill picks up and fires the railgun this time. It's big enough that the Nemesis would find it oversized, though she can't move very far with it.
362* StealthHiBye: If you manage to get away from Nemesis just as you're about to get towards the fire hydrant, he will stop pursuing you as it leads to a scripted event. But if you choose to head to a specific part where he'll start chasing you again and place the camera behind you, Nemesis will ''zipline through the air like ComicBook/SpiderMan'', showing how he disappears until the scripted event.
363* StickyBomb: The grenade launchers' mine rounds stick to any flat surface and explode when anyone gets close enough.
364* StoneWall: Pale Heads are this. They regenerate if you don't kill them in one hit with the magnum and they're much faster than regular zombies, so even hitting them in the first place isn't exactly easy. Their HealingFactor is particularly frustrating if you don't realize why they're not dying right away, since this is a game with somewhat limited ammunition you could dump literally dozens of bullets, shotgun shells and explosive rounds on these things that just won't die. If you're determined to kill them, the magnum kills them in one hit as said above, or you can damage it enough in a short enough timespan to outpace its healing factor and put it down for good. The shotgun's good for this if you don't want to spend magnum rounds on them for whatever reason since you don't have to aim with it as much, negating their speed factor, and the ammo for it is more plentiful than the grenade launchers'. You'll have to hammer them in the head with about two or three rounds in ''very'' quick succession if you want to put them down for good, though.
365* SurprisinglyRealisticOutcome: Jill might be a tough-as-nails cop and ex-Special Forces member, but she still suffers with horrible nightmares and acute [=PTSD=] from her experiences at the Spencer Mansion. The kitchen in her apartment is littered with pizza boxes and plates of uneaten food, and there's enough pills and medication bottles on her nightstand to knock out an elephant. Notes in her apartment suggest she worries that she and the rest of S.T.A.R.S. were exposed to the T-Virus and infected, and it's just a matter of time before they mutate as well.
366* SuspiciousVideoGameGenerosity:
367** If there is a sudden abundance of ammo or healing items, you're probably walking into a boss fight.
368** The entrance to the Drain Deimos-infested power substation has two green herbs conspicuously sitting in the open next to each other. At least ''one'' of these is needed right after entering.
369** The Nightmare and Inferno difficulties make the Magnum available immediately upon reaching the subway's exit, rather than requiring Jill to make a detour into the hospital to get it. It doesn't help as much as one might think.
370** There is more grenades available in the Nightmare and Inferno modes. That's because Nemesis' weakness to grenades is reduced in Nightmare and just plain gone in Inferno.
371* SwallowedWhole: As in the original, this is Jill's fate if she is killed by a Hunter Gamma.
372* TankTopTomboy: Jill's new outfit now has a blue tank top to visually illustrate her identity as an ActionGirl cop.
373* TemptingFate:
374** Just as Jill is leaving the sewers, she contacts Carlos with radio and she tells him that she has lost Nemesis. Then Nemesis grabs her head as she reaches the surface:
375--->'''Jill:''' Carlos, can you hear me now?
376--->'''Carlos:''' Jill! Oh, thank god! Everything OK?
377--->'''Jill:''' Yeah, I'm alive. I've lost him.
378--->'''Carlos:''' Great. The subway's ready to go. We'll leave as soon as you make it back.
379--->(cue Nemesis grabbing her head as she reaches the surface)
380** When Jill is crossing a footbridge over a canal to rendezvous with Carlos, she watches a burning Nemesis fall into the canal. Her mocking assumption that it drowns is proven wrong ten seconds later:
381--->'''Jill:''' [[ThisIsForEmphasisBitch Bitch]] can't even swim.
382--->(cue Nemesis' second form appears when Jill is talking to Carlos through radio)
383** When Jill first meets Nicholai, he deems her weak after she angrily confronts him for executing a wounded U.B.C.S. operator just on the assumption that he was infected. Every encounter with him throughout game has him expressing contempt towards her for being "dead weight" who won't pull the trigger when necessary. [[spoiler:In the climax, after he betrays Jill and Carlos, he almost escapes until Carlos gets him in a chokehold while Jill has a gun aimed at them. Again, Nicholai claims she won't fire since her shot will hit Carlos too. But to finish the game, she ''has'' to shoot them; both of them survive, but Carlos is only knocked back while Nicholai is injured long enough to be disarmed and left for dead]].
384* ThisIsForEmphasisBitch: Near the beginning, Jill says this as she tries to run over Nemesis on top of the parking garage:
385--> '''Jill:''' It's my turn, bitch!
386* ThisLooksLikeAJobForAquaman:
387** After Jill wakes up at the hospital, a G18 handgun can be picked up off a table (implied to be Carlos' handgun he left for her, although it sports an extended magazine). This variant of her G19 has the same ammo capacity as the G19 with the extended mag, but it trades accuracy and an increased crit chance for a three-round burst (which is inaccurate in real life; the Glock 18 is capable of fully automatic fire, not three-round bursts). While relatively unremarkable compared to the rest of her arsenal by that point, the G18 is incredibly useful against [[spoiler:final form Nemesis]], where the G18's high rate of fire and high capacity makes it perfect for [[spoiler:shooting Nemesis' tumors in order to stun it long enough to reinsert the railgun's capacitors]].
388** Acid grenades are only particularly useful against Hunters Beta. They can only be obtained from crafting except for a handful found in a case in [[spoiler:NEST 2]]--not long afterwards, Jill [[spoiler:is attacked by ''three'' Hunters Beta in a containment chamber after collecting one of the vaccine ingredients.]]
389* ThroughTheEyesOfMadness: The announcement trailer has a battered, at-wits-end Jill looking into the mirror and seeing flashes of herself as a rotting, undead zombie before shifting back to her very much alive normal appearance. The scene appears in the game proper, but it's Jill simply having a nightmare, not going insane.
390* ThrowDowntheBomblet: Murphy's seen in the FMV opening lobbing grenades at zombies.
391* UnbrokenVigil: After Jill [[spoiler:gets infected by Nemesis and is found half-dead by Carlos]], he carries her to the hospital and risks life and limb to [[spoiler:bring her a vaccine]], driving off whatever danger is near her recuperating zone. Afterwards, Carlos sits in a chair by her bedside for ''two days'' waiting for her to wake up and Tyrell to join them.
392* UniqueEnemy: On the default difficulties several enemy-types are only found in the one place or in single-digit numbers. On the unlockable HarderThanHard difficulties they become vastly more prominent:
393** One pair of zombie dogs is encountered early on in downtown, while the only other pair is found near the end in the underground-storage.
394** Drain Deimos are only found in the substation power maze.
395** One Hunter Gamma is fought in the underground storage while the rest are only encountered in the sewers.
396** Just one pair of Lickers are fought by Carlos during his mission at the police station.
397** On Normal, there are only eight Pale Heads found at the very end of the game. On Hardcore and upwards, they spawn continuously during the third Nemesis fight, and on Nightmare upwards they're encountered as early as the police-station.
398* TheUnReveal: Nicolai's [[spoiler:mysterious client ordering him to sabotage Umbrella's efforts at potentially saving face is unrevealed. Nicholai tries to bargain their identity with Jill in exchange for escape from the city at the end, but she refuses his offer and leaves him for dead. Given the clues in his dialogue, however, his employer is most likely [[BigBad Wesker.]]]]
399* VideoGameCrueltyPotential: After Dario locks himself up in the trailer, you can be a total jerk and shoot at it to scare him while he yells at you to stop and threatens to get a lawyer on you.
400* VideoGameRemake: As seen in the Special Developer Message, the game uses the engine of ''Resident Evil 7'' and gameplay style of ''Resident Evil 4'' to retell the story of ''Resident Evil 3''. The game was also marketed as "experience Jill Valentine's encounter with the unrelenting Nemesis in this survival-horror classic remade from the ground up."
401* VomitIndiscretionShot: When Jill has to take a green herb to get rid of a Drain Deimos parasite, she vomits it up, much to her utter revulsion.
402* WeaksauceWeakness: Hunter Gammas are highly vulnerable to heat, which was one of the reasons why Umbrella scrapped their development in favor of other Hunter variants. A single flame grenade will kill it on lower difficulties.
403* WhileRomeBurns: Jill starts the game waking up from a nightmare, unaware of the carnage going on outside until Brad tries to phone her and the Nemesis smashes into her apartment building through a wall.
404* WhyWontYouDie: Jill furiously says something close to this when Nemesis shows up on the civilian train and took all but three of the passengers with it. Before this, she saw him [[MadeOfIron at the least]] take an RPG to the face, get set on fire multiple times, and be engulfed in a massive explosion that leveled a building.
405* WithThisHerring: Given more of an explanation here: Jill is ambushed in her apartment by Nemesis before she can heed Brad's advice and get her things together. She even loses her Samurai Edge gun in the scuffle.
406* TheWorfBarrage: Several, which serve as an EstablishingCharacterMoment for different creatures:
407** To set the tone on how hard it is to really put down Nemesis, the prologue ends with it being rammed by a car right off of a several-story parking garage and only seeming winded. It then [[BulletCatch catches and redirects]] an anti-tank rocket, and Carlos has to send another rocket directly to its chest before it goes down long enough for him to get Jill to safety.
408** The first Hunter Beta that Carlos encounters appears in a brightly-lit room with its head dead in his sights. Even on Standard and provided every shot hits, it ''will'' survive his opening Assault Rifle barrage without the dual magazines upgrade and may very well kill Carlos before he can finish reloading.
409* YouDontLookLikeYou: Some of the monsters in this game aren't quite match-ups for their classic appearances, to varying degrees:
410** Nemesis, infamously, now sports a new shiny black bodysuit, has a nose, and has a mechanical implant on its chest reminiscent of the T-002's external heart. [[spoiler:It also has new distinct mutated forms, in contrast to the relatively simple trio of forms in the original game.]]
411** Drain Deimos are much more insectile and less humanoid in this game, looking more like giant mutant bugs than a warped mishmash of human and insect.
412** Hunter Gammas have developed a more salamander-like look, with a dome-shaped head and a stubby reptilian tail. Their original coats of blue-green scales have been replaced by pallid grey-blue skin dotted with yellow tumors. Their arms have dwindled into near vestigial nubs, and are usually folded up in a manner similar to a chicken's wing. Their heads are much larger and forward-protruding, giving them a silhouette not dissimilar to a Pinky demon from ''VideoGame/Doom2016''.
413** In the original game, Hunter Betas were a sort of black-brown color and covered with crimson tumors. In the remake, they're green and not as disfigured, looking more like the original Hunters Alpha, although they do still retain the [[TheRightHandOfDoom distinctly oversized left claw]].
414** The infinite ammo Rocket Launcher here is a single-tube one identical to the one in the ''Resident Evil 2'' remake in contrast to the original incarnation, which had four tubes. This is especially curious in that in the ''Resident Evil 2'' remake, Leon uses a four-tube rocket launcher to deliver the killing blow to the Super Tyrant near the end of that game, while this game has Carlos use the same rocket launcher to incapacitate Nemesis near the beginning.
415* YouFool: Nikolai sneers that Jill is a fool for [[spoiler:leaving him behind in the city]], as she won't be able to find out [[spoiler:who his secret employers are]].
416* YouHaveGotToBeKiddingMe:
417** When Carlos first meets Jill at the subway station and introduces himself and his employer, to her fury:
418-->'''Carlos:''' I'm with the Umbrella Biohazard Countermeasure Service. [=UBCS=] for short.
419-->'''Jill:''' Are you kidding me? Are you ''fucking'' kidding me?! You guys are the ones who caused all of this!
420** Jill's many encounters with the Nemesis has her getting more and more exasperated at its resilience--especially when it starts to brandish weapons.
421-->'''Jill:''' A rocket launcher? Really!?
422* YouShallNotPass:
423** Brad's last act is to bar a horde of zombies from getting inside the building he and Jill have taken refuge in, giving her enough time to escape through the back exit. Jill tries to protest, but Brad insists on staying behind as he knows full well that he's bound to die soon anyway, given his infected state.
424** [[spoiler:Mikhail's last stand sees him]] defiantly block Nemesis' path to the bitter end, destroying the cable car (and himself with it) to halt Nemesis for the time being. [[spoiler:Mikhael's]] efforts would ultimately pay off, even if he didn't live to see it.
425* YouWillNotEvadeMe: Nemesis can use a tentacle grapple to catch Jill from a short-to-medium distance and drag her back towards it.
426* YourPrincessIsInAnotherCastle: Halfway through the game, Jill has boarded the subway train out of the city and is about to escape along with the other civilian passengers--[[spoiler:only for Nemesis to show up and destroy the civilian half of the train to get to Jill. During the battle, the train is derailed and Jill and Nicholai end up as the only survivors.]]
427[[/folder]]
428
429[[folder:''Resident Evil: Resistance'' Tropes]]
430* ActionSurvivor: The survivor team is composed of more or less average people kidnapped by Umbrella and forced to take part in twisted experiments:
431** Samuel Jordan, a medically-retired boxer who had opted take part in an Umbrella medical trial to hopefully get him back in the ring.
432** January Van Sant, a hacker who was attempting to expose the corruption between Umbrella and Raccoon City Hall.
433** Valerie Harmon, an intern for Umbrella who disappeared while researching a cognitive disorder that a friend and fellow intern developed.
434** Tyrone Henry, a firefighter who was reported dead after responding to a fire at an Umbrella facility.
435** Becca Woolett, a park ranger in the Arklay Woods who was kidnapped after an encounter with Cerberus.
436** Martin Sandwich, a mechanic who stumbled upon Umbrella secrets while repairing machinery at the hospital.
437* AscendedMeme: After ''decades'' of [[InsistentTerminology never officially referring to the T-103 as "Mr. X"]], Capcom finally breaks from tradition by having Daniel Fabron explicitly dub said Tyrant as that.
438* AsymmetricMultiplayer: The game features a team of Umbrella kidnap victims being forced to work together against a Mastermind, an Umbrella employee capable of placing traps and B.O.W.s in their way, and even taking direct control of their most powerful B.O.W.s.
439* BreakableWeapons: Melee weapons have durability and will break after a period of use. Repair kits can manually or automatically restore the durability back to full.
440* ContinuingIsPainful: Survivors will respawn if they are killed, but whenever they do, their remaining time is reduced by a sizable amount.
441* DownerEnding: [[spoiler:Regardless of the outcome of the game, the Survivors are boned. Even if they escape, they risk spreading the virus they were infected with to the outside world.]]
442* EliteMooks: Player-controlled zombies can move faster and hit harder than other zombies.
443* EmergencyWeapon: If all else fails, all survivors have a knife that does little damage but cannot break or run out of ammo.
444* {{EMP}}: One of January's abilities is an EMP. When active, it greatly increases the price of placing creatures by the mastermind.
445* {{Expy}}: The Masterminds are basically the [[Videogame/Left4Dead AI Director]] as an in-universe character and being playable.
446* ForScience: The "reason" for Umbrella kidnapping a variety of people and running them through a mazeful of B.O.W.s is ostensibly to research the effects of viral mutation under strenuous circumstances.
447* GaidenGame: The game takes liberties from canon; such as the Mastermind's control over creatures that ''constantly'' slip the leash, or Annette still participating in running experiments for Umbrella ''after'' they gun down her husband and he mutates and the entire city they are in becomes a zombified hellscape.
448* GuysSmashGirlsShoot: Anyone can use any weapon, but Samuel and Tyrone both start with melee weapons and their skills are suited for getting up close and brawling with opponents. January and Valerie start with pistols and are a bit more vulnerable at close range.
449* HeKnowsTooMuch: Aside from Samuel, who volunteered for medical trials, the Survivors are all people who stumbled upon something Umbrella would prefer to be kept secret: January was close to uncovering their dealings with the Raccoon City police, Valerie was asking too many questions about a friend's mental illness, the lab Tyrone battled fires at had some nasty secrets, Becca had a run-in with zombie dogs, Martin quite literally stumbled on damning documents while doing repairs at an Umbrella-owned hospital, and Jill is a survivor of the Mansion Incident who won't stop being a thorn in Umbrella's side.
450* HollywoodHacking: With just a few taps on a nineties-era cellular device, January can short out surveillance cameras or generate an EMP.
451* HyperspaceArsenal: Jill's fever skill, S.T.A.R.S. Armory, allows her to temporarily access a powerful S.T.A.R.S. issue firearm. The Samurai Edge is a handgun with greater firepower and knockdown, while the Rocket Launcher is a a four-shot missile launcher. The cooldown is longer on the Rocket Launcher.
452* InUniverseCamera: When not directly controlling a creature, the Mastermind's interactions with the environment is limited to via surveillance cameras. Anywhere the cameras cannot see is beyond their ability to control.
453* MythologyGag:
454** Valerie and January are clear nod characters to ''VideoGame/ResidentEvilOutbreak'''s Yoko and Alyssa, respectively. Valerie is a backpack-wielding, TeenGenius university student who got an internship at Umbrella, but once she finds out her colleague, highly implied to be Yoko herself, was involved in a top-secret experiment and is suffering from memory problems, she defects. January is a hacker who looks very much like Alyssa save for a Punk Rock fashion sense and was commissioned by the press company she worked at, News Comet, to investigate illegal dealings between Umbrella and the Raccoon Police Department.
455** According to the Attract Mode of the open beta, the Masterminds are subjecting the survivors to extreme violence to "stimulate mutation by invoking fear and terror". Alex Wesker's plot in ''VideoGame/ResidentEvilRevelations2'' was using a variant of the T-virus triggered by fear to select a fearless individual. Fittingly enough, she is one of the masterminds.
456** [[DiscontinuityNod Possibly referencing]] [[Film/ResidentEvilFilmSeries the movies]], Spencer does not have a monster as his ultimate ability--rather he can create a "disintegration field" which causes severe damage to survivors who touch it. The field itself is represented by numerous horizontal red light beams, similar to the laser hallway scene in the original film.
457** Jill's Fever Skill is "S.T.A.R.S. Armory", and allows her to temporarily use either a powerful Samurai Edge handgun, or a four-shot rocket launcher--nods to her sidearm and the final weapon of ''VideoGame/ResidentEvil1''. Additionally, when switching to the rocket launcher, Jill says "You're finished!" the same thing she shouts during her rocket launcher Super in ''VideoGame/MarvelVsCapcom2''. Meanwhile, when equipping the Samurai Edge, she says "All enemies will be destroyed," which is her pre-fight intro quote when facing Chris in ''VideoGame/MarvelVsCapcom3''.
458** The roommate with a "memory disorder" in Valerie's background is almost certainly meant to be Yoko Suzuki from the ''Outbreak'' games.
459** Martin's last name, "Sandwich", is another reference to the "Jill Sandwich" line.
460* OneHitKill: The Masterminds' ultimate bioweapons all have an overkill move, which instantly causes the affected player to respawn when they connect, no chance to save possible, although they are slow. G-Birkin and Mr. X crush the victim's skull, while the Yateveo devours a snared victim.
461* PromotedToPlayable: Annette Birkin, Nicholai Ginovaef and Ozwell Spencer are prominent characters in ''Resident Evil'' lore but only become playable here. Furthermore, through Annette, Nicholai and Daniel Fabron the player can assume control of three iconic monsters, G, Nemesis and Mr. X, respectively.
462* RedEyesTakeWarning: Creatures controlled by the Mastermind have glowing red eyes.
463* ShoutOut: Most of the achievements/trophies in one form or another:
464** [[Music/{{Nirvana}} Smells Like Team Spirit]]
465** [[VideoGame/SNKVsCapcom You Cannot Escape From Death]]
466** [[Music/NSync Bye Bye Bye]]
467** [[Anime/SonicX Gotta Go Fast]]
468** [[Music/TheBlackEyedPeas Gotta Get That Boom Boom Boom]]
469** [[Franchise/ScoobyDoo Meddling Kids]]
470** [[Film/ANewHope Jan Shot First]]
471** [[VideoGame/{{Overwatch}} Over-Watched]]
472** [[Music/GunsNRoses Guns N' Powder]]
473** [[VideoGame/TheElderScrollsVSkyrim Destruction 100]]
474** [[Series/ChappellesShow Y'all Got Any More of Them Traps?]]
475** [[VideoGame/{{Undertale}} You Are Filled With Determination]]
476** [[Music/MCHammer You Can't Touch This]]
477** [[Manga/FistOfTheNorthStar Omae Wa Mou Shindeiru]]
478** [[Film/CaptainPhillips Look At Me--I'm the Mastermind Now]]
479** [[WesternAnimation/ThePowerpuffGirls Powerbuff Girl]]
480** [[Music/{{LMFAO}} I Work Out]]
481** [[Franchise/OnePiece Will of the G]]
482** [[WesternAnimation/TheEmperorsNewGroove When The Explosion is Just Right]]
483** [[VideoGame/WorldOfWarcraft Time's Up, Let's Do This!]]
484** [[Film/AnchormanTheLegendOfRonBurgundy Well That Escalated Quickly]]
485** [[Webcomic/OnePunchMan One Punch]]
486** [[WesternAnimation/MonstersInc Put That Thing Back Where it Came From]]
487** [[Literature/TheLordOfTheRings Thou Shalt Not Pass]]
488** [[Music/SimonAndGarfunkel Hello Darkness My Old Friend]]
489** The amusement park stage has a few nods to ''VideoGame/{{Darkstalkers}}'', another Capcom franchise:
490*** A mannequin of Victor is seen in the Frankenstein's lab display, complete with a head of messy blond hair.
491*** The Victorian London setting has a diorama of a police officer looking up at a shadowy killer who has attacked a woman. The silhouette of the unseen killer is a dead ringer for Demitri Maximoff, right down to the pointy hairstyle.
492** One of Annette's quotes references the WebVideo/LeeroyJenkinsVideo, specifically Abduhl's computing of the group's chances of survival:
493-->'''Annette:''' I calculate your odds of survival at 32.3333%. Repeating, of course.
494** Becca's One More Time outfit is an obvious nod to the schoolgirl look Music/BritneySpears wears in the "...Baby One More Time" music video.
495** Jill's Retribution outfit is very clearly inspired by the outfit Alice wears in ''Film/ResidentEvilRetribution''.
496* SignatureMon: Each Mastermind has one unique boss enemy alongside hordes of mooks. So far, Daniel Fabron has a T-103 Tyrant, Annette Birkin can control her mutated husband, in his [=G-1=] form, Alex Wesker can spawn a never-before-seen ManEatingPlant monster called the Yateveo, Nicholai Ginovaef can call up the Nemesis in its initial form wielding a rocket launcher, and Ozwell Spencer instead can erect damaging barriers called "Disintegration Fields".
497* StationaryBoss: Unlike G-Birkin or Mr. X, Yateveo is incapable of movement. Alex can cease controlling Yateveo if the survivors leave the area, only to come back to it if they return.
498* TimedMission: The Survivors are given a limited amount of time to escape. Destroying traps, killing creatures, and reaching the exit of each area extends their time limit, while taking damage and respawning reduces their remaining time. If they don't succeed in reaching the exit before time is up, the virus they were injected with will kill them on the spot.
499* TokenGoodTeammate: Annette is the only Mastermind that shows regret at having to kill the Survivors and attempts to justify her actions as ForTheGreaterGood. This is shown further in when she calls upon her husband to assist her:
500--->'''Annette''': (resigned) Help me finish this, William.
501* TowerDefense: The basic core of the gameplay combined with ''VideoGame/DeadByDaylight''-esque AsymmetricMultiplayer. On the one hand, you have the heroes trying to escape. On the other you have the Mastermind who sets up defenses and can either let them impede the heroes on their own or take direct control of them for added lethality.
502* UndergroundMonkey: In addition to standard zombies, Masterminds can summon an array of variant zombies, including (but not limited to):
503** Tough zombies, which are more durable than regular zombies
504** Supply zombies, [[MetalSlime rare automatic summons that carry supplies and remain active only for a short time]]. If Survivors don't kill it before it despawns, the Mastermind will gain a powerful card.
505** Detonators, ActionBomb zombies that will attempt to explode in close proximity to survivors
506** Dealers, zombies that can steal Umbrella Credits from Survivors
507** Jesters, zombies that can emit ear-splitting shrieks that can stun Survivors
508** Armored zombies, whose bodies are covered in bulletproof armor that provides protection (in both partially- and fully-armored variations)
509* VillainOverride: One of the Mastermind's abilities is to take over a particular creature.
510* WeaponizedCamera: Masterminds can augment their cameras with machine gun turrets, or dart guns to power up zombies.
511* YourHeadAsplode: Nemesis will stomp on Jill's head with his foot in one of his kill animations, crushing her.
512[[/folder]]

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