If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Resident Evil 3: Nemesis (GameCube)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Resident Evil 3: Nemesis

Also known as: Biohazard 3: Last Escape (JP)
Developer: Capcom
Publisher: Capcom
Platform: GameCube
Released in JP: January 23, 2003
Released in US: January 15, 2003
Released in EU: 2003


GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.


A port to GameCube of the PlayStation game.

Released in 2003, it is a late port to the next generation of consoles, though it is not the last version of the game as the Sourcenext Windows version came out 3 years later.

In spite of this, it does not offer the new alternate costumes added in the Windows and Dreamcast versions. It does however use the high resolution 480p backgrounds of the Windows version, as judging from the files present on the disc the GameCube version is a mix of the PlayStation and Windows versions. It is also the only version of the game which is fully uncensored.

Version Differences

Hmmm...
To do:
Is the European version uncensored or not.

Uncensoring

  • Unlike in the North American PlayStation version, kicking or crushing zombies' heads is uncensored in the North American GameCube version.
  • Unlike in the international Windows version decapitation animations caused by Hunters are uncensored (during both cutscene and gameplay). However in the Japanese version they are still censored during gameplay.

Controls

PlayStation GameCube
Resident Evil 3 Nemesis PlayStation controls.png Resident Evil 3 Nemesis GameCube controls.png
  • The only version of the game in which auto-aiming is turned off by default (although it is on in the Japanese version). There is an added option so it can be set to off/on at will using any control scheme, whereas in the international PlayStation version only Control Type C has it turned off.
  • As there are only three shoulder buttons on GameCube, CHANGE AIM was added to both AIM (ENEMY) and AIM (ALL) rather than being its own seperate button. Those three settings are also named differently.

Backgrounds

Corrections

The GameCube version uses the same 480p backgrounds as the Windows versions. The fact that the corridor of the Raccoon Police Department (room 114) uses the early version of the door is also a give-away of that. There are however some differences: some corrections were made. Most of these corrections were made by replacing true high resolution background by upscaled PlayStation version backgrounds instead, therefore there was a loss of visual quality in the process.

  • The RPD meeting room (room 116) uses the later version of the backgrounds in which the made-up soda brand was taken out.
  • The clothes shop is lit and accessible, no zombie corpse blocks the door, even in the darker version of the room.
  • There is no corpse in room 203.
  • Etc. The majority (but not all) of the errors found in the Windows version were corrected.
PlayStation Windows GameCube
Resident Evil 3 Nemesis PSX R20A00.png Resident Evil 3 Nemesis Windows R20A00.JPG Resident Evil 3 Nemesis GameCube R20a00.png

An example of one of the corrections made. As seen on the Windows version page, the sign in the background and the sign used for the background mask were not the same in that version. This was corrected by reverting to the same background as on PlayStation, which was upscaled.

Room 111

PlayStation Windows GameCube
Resident Evil 3 Nemesis PlayStation R111 0.png Resident Evil 3 Nemesis Windows R11100.JPG Resident Evil 3 Nemesis GameCube RPD.png

The first camera angle used when entering the hall of the RPD (Room 111). The GameCube version uses a fixed version of the background not found in the other versions:

  • For the door to the right the planks and the trimming around the door were updated so that they match with how it looks in other camera angles.
  • The cardboard boxes on the mezzanine, which should only belong to the demo versions of Resident Evil 2, were taken out.
  • The statue can not be seen on the lower right of the screen.

Misc.

On top of the corrections, half a dozen other backgrounds which are true high resolution 480p in the Windows version are low resolution (upscaled to 480p) in the GameCube version, for seemingly no reason as those backgrounds are otherwise identical.

Misc.

  • The Resident Evil title call voice which plays when starting or loading a game from the title screen differs.

Leftover Files

The structure of the folders and files of the GameCube version is almost identical to that of the Windows versions of the game. Many unused files left-over from that version are present, such as the Windows staff credits (the credits in the GameCube version being identical to that of the PlayStation version), or the two alternate costumes added in the Windows version which are not accessible in the GameCube version.

Unused Alternate Costume

Resident Evil 3 Nemesis GameCube unused costume.png

An unused alternate costume. It is found in the leftover folder dedicated to the alternate costumes of the Windows version of the game, though it is not present in that same folder in the actual Windows versions. Furthermore the file is called pl000b.tim, whereas the costume exclusive to the Windows version (black halter top, dark blue skirt, black boots) is called pl000.tim. Usually each different costume uses a different number (PL02, PL03, etc.). Considering this and the fact that the GameCube version does not have new costumes, this costume was presumably made by the Windows version staff but went unused and pl000.tim would have been used in its place in that version.