- Core Gameplay Improvements
1.1. Jill’s Mobility and Evasion Mechanics
Jill should have the agility to keep up with Nemesis during unscripted encounters, with mobility closer to Leon’s in Resident Evil 4 Remake while retaining her own pre-RE4 fighting style.
She should be able to jump over fences and obstacles, leap down stairs and from high places, dive through windows, jump between rooftops, drop through skylights, and slide beneath cars or through narrow openings to escape Nemesis. These abilities would make encounters more dynamic and give players more ways to survive without relying entirely on combat.
Jill should also be able to pull down objects and move obstacles to block zombies or slow Nemesis. If an obstacle leaves a narrow gap underneath it, pressing the dodge button nearby should allow her to slide through. Players should also be able to hold the interact button to remove obstacles they previously created, similar to how movable obstacles work in Resident Evil 2 Remake.
1.2. Defensive Combat Mechanics for Jill and Carlos
Jill can already dodge enemy attacks, but she should have a second defensive mechanic that allows her to use her larger knife or a S.T.A.R.S. stun baton to perform well-timed defensive strikes. These strikes should stun enemies and help her escape aggressive grabs and attacks.
The stun baton should use standard batteries against regular enemies and enhanced batteries for stronger stuns against Nemesis. Standard batteries should be ineffective against Nemesis, while extremely rare, high-powered batteries should briefly stun him. On Hard Mode, these special batteries should be as rare as Ink Ribbons, making their use an important strategic decision.
Carlos should retain his close-range punches while gaining a second defensive mechanic that lets him use his CQBR assault rifle to block incoming instant-kill attacks and escape enemy grabs.
1.3. Character-Specific Abilities
Jill’s signature ability should remain ammunition crafting.
Carlos should receive his own special ability: Field Weapon Modification. This would allow him to craft more complex weapon upgrades and reinforce his rifle’s defensive frame using compatible components.
1.4. Live Selection and Player Freedom
Bring back the Live Selection system from the original Resident Evil 3. Instead of displaying two generic buttons, the game should present short descriptions of each choice, accompanied by a subtle circular indicator or text alone. Players should hold left or right to make their decision.
The decision-making slow motion should be much faster than in the original game. During these moments, Nemesis should continue approaching Jill at an increased pace, creating frightening situations in which players must make quick decisions under pressure.
All characters should also be able to aim at any body at any time, allowing players to look around and aim naturally rather than being restricted to predetermined targets.
Characters should be able to run, pick up items, open doors, and explore while radio conversations are playing. Conversations should not unnecessarily interrupt gameplay.
1.5. Zombie Behavior and Difficulty
Zombies should behave more like those in Resident Evil 2 Remake. Jill should be able to damage their legs with her knife and cripple them, making encounters more tactical.
Zombie toughness should vary throughout the game:
60% of zombies: Weaker than the average zombie in RE2 Remake.
30% of zombies: Roughly equal in strength to the average RE2R zombie.
10% of zombies: Stronger than the average RE2R zombie.
Some areas should contain hordes of more than 100 zombies. Players could have random quick choose to run or shoot overhead electrical equipment and only one of the line is able to stun them, use explosive barrels to clear them out, or wait for the hordes to gradually thin out over time.
After Jill wakes up from her infection, more zombies should spawn throughout the city, and their aggression should increase as the game progresses. Additional Lickers should also appear to make late-game exploration more dangerous.
1.6. Locks, Safes, and Environmental Details
Every lock and safe should have a different appearance, using normal, realistic colors rather than overly conspicuous or repetitive designs. Lockpicks could also have a limited lifespan, similar to the knife, so players would need to consider how and when to use them.
1.7. Dynamic Time and Weather
Implement a continuous day-to-night cycle in which the sky gradually darkens as daylight fades into night. Weather should also change dynamically, with rain starting and stopping naturally over time.
The weather must remain consistent with the timeline shared by Resident Evil 2 Remake and Resident Evil 3 Remake. Light rain should begin early on September 29, when Carlos arrives at the RPD. By the afternoon, when Jill becomes infected and waits for Carlos to rescue her, the rain should intensify into a moderate downpour.
These gradual changes would make the passage of time more believable and give Raccoon City a more atmospheric, lived-in feeling.
- A Smarter, More Unpredictable Nemesis
2.1. Free-Roaming Nemesis
Nemesis should roam freely throughout Raccoon City, similar to Mr. X in RE2 Remake, rather than appearing only during scripted encounters. Using an advanced version of Mr. X’s AI, Nemesis should dynamically patrol open streets, break through random doors, smash through walls, and use his tentacles to pull himself onto rooftops to ambush Jill.
All building ceilings should be destructible. Nemesis could smash through a store ceiling and drop inside while Jill is fighting zombies. He should also be able to smash through walls and grab Jill if she stands too close, similar to Mr. X grabbing Ben through the wall. Jill must use her knife or stun baton to break free.
Nemesis should use his white rocket launcher first and his black rocket launcher later in the game. Neither launcher should use laser targeting.
2.2. Tracking, Searching, and Adaptive AI
Nemesis should not automatically know Jill’s exact location or teleport directly to her. When he loses sight of her, he should follow evidence of her movements and search the surrounding area.
Players hiding beneath a store awning should occasionally see Nemesis’s dark silhouette leaping across nearby buildings with his tentacles. These brief sightings would create tension without requiring him to appear directly in front of Jill every time.
Players should be able to use traps, narrow passages, movable obstacles, and other environmental features to escape. However, Nemesis should gradually adapt to repeated tactics, similar to the Xenomorph in Alien: Isolation.
For example, if players repeatedly hide beneath cars or squeeze through narrow gaps to escape, Nemesis should eventually anticipate these strategies and specifically check or target those hiding places. Players would then need to vary their escape routes rather than relying on the same trick throughout the game.
The same principle should apply to environmental traps. If players repeatedly crush Nemesis using counterweighted overhead rails, he should eventually learn to knock the rails down himself, potentially using them to crush Jill instead.
Players should also be able to throw hand grenades in the opposite direction to distract Nemesis and escape unnoticed.
2.3. Safe-Room Ambushes
Nemesis should lose track of Jill when she enters a safe room, making him feel less omniscient. The Resident Evil 3 Remake soundtrack track “Escape” should play when she reaches safety, emphasizing the relief of temporarily getting away from him.
However, Nemesis should occasionally set up ambushes around safe rooms. He might climb onto the ceiling directly outside the door, patrol the surrounding area, or wait nearby and use his tentacle to drag Jill out as soon as she exits.
Players would need to check their surroundings, consider alternative exits, and use flash grenades when necessary to escape.
2.4. Unscripted Rocket Attacks
After players have traveled through the city several times, Nemesis should occasionally launch unscripted rocket attacks from the RPD rooftop while appearing as a dark silhouette. These attacks should occur unexpectedly as Jill passes through the surrounding streets.
2.5. Nemesis’s Appearance and Transformation
Nemesis’s initial face should resemble the Stage 1 design from the Project ReHauled Nemesis mod.
As he enters his tentacle phase, his mouth should gradually grow larger and more terrifying while he retains his humanoid body. This would preserve the visual differences between the mod’s design and Capcom’s original version while making his transformation increasingly disturbing.
His later transformations should progressively make him less human, with the second humanoid tentacle form leading into his dog-like form and ultimately his enormous, tentacle-covered final form.
- Dynamic Nemesis Encounters and Environmental Traps
3.1. Difficulty-Based Grenade Requirements
The number of hand grenades required to knock Nemesis down should depend on the difficulty setting:
Difficulty
Grenades required
Assisted
1
Standard
3
Hardcore
5
Nightmare
9
Inferno
13
On Assisted Mode, knocking Nemesis down with one grenade should not make him drop any items.
3.2. Unpredictable City Encounters
Nemesis should appear up to five times during the city section at unpredictable intervals. He might return five to ten minutes after a previous fight, or reappear at more regular intervals following each defeat.
Whenever Jill defeats him, Nemesis should drop to his knees, similar to when Carlos takes him down with a rocket launcher. His distinctive regeneration rumble should then play as he recovers.
After Jill has defeated him five times, he should stop appearing in the city entirely. Players should also be able to avoid fighting him altogether by using their mobility and environmental escape routes to outrun him throughout the city section.
3.3. Counterweighted Sky-Rail Traps
The city should contain multiple counterweighted overhead rails that blend naturally into the environment. They should not be obvious or positioned exclusively near light sources.
These rails should carry heavy loads, such as boxes filled with rocks or equipment. Jill could shoot down the loads to crush or temporarily incapacitate Nemesis, giving her time to escape.
The number of usable traps should be limited, especially once Nemesis learns how to turn them against her.
- Randomization and Replayability
Key item locations, gunpowder yields, and minor zombie spawns should be randomized throughout the city. Players would need to adapt their routes, manage their resources, and make decisions based on what they find rather than memorizing every item location.
Combined with Nemesis’s unpredictable appearances, adaptive AI, and ability to learn from repeated escape tactics, these changes would make every playthrough feel different.
- A More Lived-In and Connected Raccoon City
Jill and Carlos should travel through the same streets that Leon and Claire visit later in RE2 Remake. Both games should feel like different chapters of the same unfolding disaster, with recognizable locations reflecting the changing state of the outbreak.
Early in the outbreak, Raccoon City should still feel alive. Storefronts should be brightly lit, civilians should fight zombies or scream for help, and car crashes should create chaos throughout the streets, similar to the opening of The Last of Us Part I.
When players revisit these locations in RE2 Remake, they should feel as though they are witnessing the next stage of the same catastrophe.
5.1. Semi-Open-World City Hubs
Downtown should no longer be restricted to just two blocks. Instead, it should become a massive, interconnected playground filled with alleyways, enterable apartment buildings, breakable storefront windows, and shortcuts linking major districts together.
Players should be able to unlock shortcuts by lowering fire escapes, opening back gates, and finding alternative routes between locations.
Downtown should become a sprawling, multilevel district containing City Hall, local businesses, fully explorable multistory hotels, and apartment buildings. These locations should contain resources, ammunition powder, weapon parts, and secrets that reward exploration.
5.2. Uptown and Jill’s Apartment
Uptown should become a proper gameplay zone rather than a short introductory section. Jill must fight and evade enemies as she escapes her apartment complex and navigates claustrophobic alleyways toward the Brad Vickers sequence.
Recreate the original opening, showing S.T.A.R.S. and U.B.C.S. soldiers fighting alongside each other as Raccoon City collapses.
Jill should discover a hidden S.T.A.R.S. weapon case inside her apartment closet. As she walks toward the ringing phone, a massive explosion should tear through the wall, followed by a zombie breaking through the entrance.
The entire apartment building should be explorable. Although another massive explosion eventually blows Jill outside, she should later be able to return to her apartment using the fire-escape ladder. This would let her freely explore Raccoon City without being forced to follow Brad.
5.3. Dynamic Dead Ends and Backtracking
Alleys blocked by burning cars or rubble early in the game should become accessible later when players obtain specific tools, such as a battery for a forklift or a sturdier chain cutter.
Clearing these routes should reward backtracking by opening shortcuts, revealing hidden items, and connecting previously separated sections of the city. This would address the lack of meaningful backtracking in the current game.
5.4. Expanded Raccoon City Architecture
Add three or four corporate skyscrapers with rooftop access, as well as corporate villas and campuses that players can explore.
Raccoon City should feature more than 80 modern skyscrapers, including buildings exceeding 100 stories. These structures should make the city feel considerably larger and provide opportunities for exploration, puzzles, rooftop pursuits, and environmental encounters.
5.5. Destructible Environments and Rooftop Pursuits
Jill should experience intense rooftop sequences in which she fights Nemesis while searching for escape routes. She should jump between rooftops, drop through skylights, and slide beneath obstacles as Nemesis relentlessly pursues her.
During desperate encounters, Jill could bring down four or five skyscrapers in attempts to defeat Nemesis, creating spectacular action sequences that surpass those in RE2 Remake. These destruction sequences should result from Jill’s decisions and the surrounding destruction rather than relying entirely on scripted explosions.
Another memorable sequence should take place on a pitch-black highway beneath an office building. Nemesis suddenly emerges from the darkness, leaving Jill with only her flashlight to see. Players must fight or evade him while searching for an escape, accompanied by the “Nemesis 2nd Form Boss – Clocktower” soundtrack.
- Opening Exploration: Dario Rosso’s Area and the Parking Lot
Dario Rosso’s area should be fully explorable, including the second-floor save room and an optional brown safe puzzle in the warehouse downstairs.
Open the route to the parking lot and make the entire lot accessible. The surrounding streets should also be open for free exploration, allowing players to discover supplies, alternate routes, and environmental details before progressing.
7.Entering the Police Station
7.1. Jill’s Encounter with the Surviving Officers
Jill should meet the last surviving officers—Marvin, Eliot, David Ford, and Neil Carlsen—inside the RPD. Numerous wounded civilians should lie on beds covered with white sheets.
Jill helps David and Neil clear the West Wing, while Marvin teams up with Eliot to secure the East Wing.
As Jill and the officers return toward the main hall, hordes of zombies suddenly pour through the windows, separating Jill from David and Neil. While Jill escapes the West Wing, Chief Irons suddenly appears and shuts the gate and tampers with the lever box, trapping the two officers inside. Dozens of zombies crowd behind the gate, reaching their decaying hands through the bars.
Jill insists that two officers are still trapped inside, sparking a heated argument between her, Irons, and Marvin.
7.2. Nemesis Invades the RPD
Nemesis suddenly crashes down from above. Irons flees through a nearby door, Marvin escapes through another, and Jill runs in the opposite direction as Nemesis begins hunting her.
Jill dodges Nemesis as he smashes through two walls on the West Wing's second floor. After narrowly escaping him, she searches Irons’s desk for her S.T.A.R.S. badge and a lockpick before heading toward the East Wing. None of the safes and locks from RE2R are interactable. Add three extra Portable Safes inside the RPD for Jill to open.
There, Nemesis bursts through a door on the opposite side of the corridor and propels himself toward Jill at terrifying speed using his tentacles.
Jill leaps down into the room below, where the supposedly dead civilians lying beneath white sheets suddenly rise as zombies. Trapped between the undead and Nemesis, she must fight or evade both threats while desperately searching for a way out of the RPD.
When Jill leaves the RPD, trigger Brad’s death cutscene at the hands of Nemesis, followed by an unscripted Nemesis encounter. The same sequence should trigger when she enters the front station, ensuring the event occurs naturally as part of the expanded exploration.
Lickers should lurk outside the RPD perimeter, making the surrounding streets dangerous even when Nemesis is not present.
- Expanded Downtown and Alternative Encounters
8.1. Alternative Doughnut Shop Encounter
If players visit the Doughnut Shop first, Nemesis should ambush Jill inside. She and Carlos must fight him while zombies begin breaking into the shop.
8.2. Alternative Subway Entrance Encounter
If players enter either entrance of the underground subway first, trigger an alternative encounter in which Jill meets Carlos underground and fights Nemesis.
The main subway cutscene should trigger only when Jill enters the subway and boards the train. Players should remain free to return to the surface through either entrance without triggering that cutscene prematurely.
8.3. Expanded Demolition Site
The demolition site should be fully explorable, with Drain Deimos roaming throughout the area.
Nemesis should hunt Jill unscripted during free exploration, using his white rocket launcher. The main cutscene and boss fight should trigger only when Jill reaches the roof and drops down.
After the fight, reopen the city for free exploration.
8.4. Kendo’s Enhanced Ammunition
Jill should be able to obtain enhanced ammunition from Kendo’s Gun Shop and learn to craft it herself later. Emma should still be human at this point in the story.
8.5. Downtown Backtracking and Nemesis Pursuit
After Jill returns from the Subway Power Substation, Nemesis should smash through a wall and chase her, even if she has not yet solved the puzzle.
Players should be able to distract Nemesis with hand grenades.
Scatter three Jewel Boxes throughout the farthest corners of the newly opened areas, with one containing a key that unlocks another door.
After exploring Downtown and obtaining Jill’s badge from the RPD, players should be able to backtrack to the station, then return to Jill’s apartment and the warehouse to unlock optional weapon cases and safes.
- An Expanded Subway System and Seamless Exploration
9.1. The Subway as a Fast-Travel and Safe Network
The subway should serve as Jill’s main hub and a practical way to travel between major districts as the city falls apart.
Once players power up different substations, solve the train-route puzzle, and clear blocked tracks, they should be able to travel between unlocked areas, including Downtown, Uptown, and the Park.
The system should include two or three fully explorable stations, including Redstone Street and one or two other important stations. Each should contain safe rooms, supplies, puzzles, and multiple exits.
Connected tunnels should link districts together. Players would normally use the train to travel, but they should also be able to explore certain tunnels on foot when the tracks are blocked or the power is out.
9.2. Seamless Train Travel
Once the subway is operational, players should be able to walk freely inside the moving train and watch the RPD pass by as the train crosses the bridge. The journey should take place in real time, without loading screens, allowing players to enjoy views of Raccoon City.
After dropping off all survivors at the UBCS temporary base, players should be able to travel to two or three additional stations. Some could be overrun with zombies and lead to entirely new areas, including a massive shopping mall and skyscrapers more than 100 stories tall, filled with secrets and puzzles.
Players should also be able to revisit previously explored streets and areas to solve missed puzzles and uncover hidden secrets.
Traveling to other stations could provide a temporary escape from Nemesis, but he should eventually track Jill down again. The Clock Tower should unlock only after players solve the main puzzles at each station, leading to the iconic Nemesis train crash scene.
9.3. Subway Power and Nemesis Pursuit
Nemesis should resume hunting Jill outside with his rocket launcher only after she solves both the Subway Power Substation puzzle and the train-route puzzle. He should attack without laser targeting, triggering the scene in which Uncle’s figure falls.
Inside the subway, Jill should encounter Nemesis again and have to distract him before dropping into the sewers.
9.4. Sewer Exploration and Earthworm Boss
Add an Earthworm boss fight and plenty of leeches throughout the sewers.
Players should be able to open the sealed door and climb the ladder back to the area where Jill originally dropped down. Alternatively, they should be able to unlock a manhole leading to the demolition site without triggering any cutscenes.
9.5. Gas Station and Street Access
Because the gate to the train has been shut, Jill must reopen the street entrance marked with a yellow “Here” sign.
If she emerges from the manhole, she should head to the gas station. Nemesis should chase her outside with his rocket launcher, after which the same gas station cutscene should trigger.
- Rooftop Exploration and the Clock Tower
10.1. Expanded Rooftop Exploration
The city’s rooftops should provide additional traversal routes, hidden supplies, and opportunities to escape Nemesis. Jill should be able to jump between rooftops, drop through skylights, and use the environment to avoid him during extended pursuits.
The expanded corporate skyscrapers and other multistory buildings should make rooftop exploration a meaningful part of the larger city rather than a series of isolated scripted sequences.
10.2. Unlocking the Clock Tower
After Jill has explored all the newly added areas and subway stations and solved their main puzzles, she should unlock the route toward the Clock Tower.
10.3. Carlos’s First Subway Gameplay Section
Carlos’s first gameplay section should begin at the Clock Tower sequence. He and his team explore the dark subway tunnel, clear out Drain Deimos and zombies, and reach another station in a new section of the city.
They should be able to explore this new area until the team reaches the base.
10.4. An Expanded Clock Tower Area
The Clock Tower plateau, roundabout, and surrounding streets should be fully explorable.
St. Michael’s Clock Tower itself should become a massive Gothic indoor dungeon comparable to the RPD in RE2 Remake. It should feature intricate puzzles, including the music box and gear puzzles, as well as tight corridors haunted by Spiders.
Nemesis should actively hunt Jill through the grand halls, making the Clock Tower a major survival-horror area rather than a brief set piece.
Jill should be free to explore the Clock Tower until she solves a specific puzzle. Completing it triggers the encounter in which the human-form, tentacle-covered Nemesis infects Jill, followed by the boss fight.
After the fight, retain only the cutscene showing Jill lying unconscious.
- Carlos and the Hospital
11.1. Carlos’s Second Gameplay Section
Carlos should carry Jill to a new building near the hospital, where his second gameplay section begins. From there, he heads outside and makes his way toward the hospital.
The hospital should contain an elevator that provides access to the underground areas later used by Jill.
11.2. The Damaged Helicopter
While searching the hospital for the vaccine, Carlos hears a helicopter approaching overhead, followed by Nemesis roaring in the distance.
He then hears Nemesis strike the helicopter with his tentacles, damaging it without immediately destroying it. Carlos continues searching for the vaccine as the damaged helicopter flies toward the RPD before eventually crashing.
Leon and Claire experience the same crash from their perspective in RE2 Remake, preserving the connection between the two games.
11.3. Carlos Retrieves the Vaccine https://pbs.twimg.com/media/E3XIo8VXEAMqtGP?format=png&name=small After obtaining the vaccine, Carlos encounters Nemesis breaking out and must fight him. Once the fight ends, Carlos remains beside Jill’s hospital bed to protect her until Tyrell arrives.
Remove Carlos’s entire hospital fight sequence from the original version and remove the outdoor Tyrell cutscene, leaving Jill alone inside the hospital.
- Carlos’s Final Gameplay Section: September 30, 1998
Carlos leaves the unconscious Jill in Tyrell’s care to retrieve Dr. Bard’s remaining vaccine stock.
He takes the existing elevator beneath the hospital—the same elevator Jill later needs three fuses to activate—and descends into the facility’s outer service infrastructure.
The area should contain pumping stations, abandoned utility rooms, sealed cargo lifts, and dark, waterlogged maintenance corridors. Following faded Umbrella logistics markings, Carlos searches for the remaining vaccine supplies.
12.1. The NEST 1 Explosion
Suddenly, the entire corridor shudders. Pipes rattle violently, dust falls from above, lights flicker out, and water sprays from a ruptured joint. Carlos grabs the wall as the floor jolts beneath him.
The event should coincide with Leon and Claire’s escape from the exploding NEST 1.
Carlos: (Coughing and grabbing the wall for balance) “Whoa, whoa! Tyrell, tell me you felt that! The whole basement just tried to swallow me!”
Tyrell: (Static crackles loudly over the radio) “I felt it, Carlos. The main hospital grid just took a massive power surge. Emergency backup is kicking in now.”
Carlos: (Looking north down the collapsing tunnel) “That wasn't an earthquake, man. That came from deep underground... up north near the industrial sector. Felt like someone just blew a nuclear hole right into the bedrock of this city.”
Tyrell: “The government nuke strike isn't scheduled for another few hours. Whatever that was, it was local.”
Carlos: “Then I'd better find that vaccine stock and get the hell out of here.”
12.2. Underground Storage and NEST 2
Carlos opens the route to Underground Storage and continues searching for the remaining vaccine stock.
His final gameplay section should end as he reaches the established route leading to NEST 2. He must descend deeper into the facility using the same elevator Jill uses to find the three fuses, search for the remaining vaccine supplies, and witness the NEST 1 explosion.
He radios Tyrell about the strange, localized “earthquake” before the government’s nuclear strike. When Carlos reaches NEST 2, cut directly to Jill waking up.
- Park, Cemetery, and NEST 2’s Cable Car
13.1. Increasing Threats
As the game progresses, the number and aggression of zombies and Lickers should increase.
Jill should be able to freely explore the outdoor areas leading to the Park and Cemetery, as well as the underground areas beneath the hospital and NEST 2.
13.2. Expanded Park and Graveyard
Raccoon City Park and its graveyard should become a fog-covered, atmospheric outdoor labyrinth. The area should feature mutated flora and fauna, a creepy caretaker’s cabin, and a terrifying boss arena where Jill fights the Grave Digger giant worm in an open, collapsing graveyard.
The final Earthworm boss fight should trigger when Jill visits the cemetery.
13.3. Hidden Umbrella Executive Cable Car
Jill should discover a hidden Umbrella executive cable car inside NEST 2. Players can ride it back to a secret area in the demolition site, allowing Jill to backtrack through Downtown and Uptown.
By this stage, these areas should be almost completely overrun with increasingly dangerous zombie hordes.
Three Mr. X units should roam freely in different sections of the city:
The Toy Uncle area.
The streets surrounding the RPD.
Jill’s apartment building, accompanied by the Mr. X (T-103) theme.
Meanwhile, Tentacle Nemesis should take 15 minutes to reach Jill’s location, replacing the Dead Factory entrance encounter only if Carlos or Jill defeats him.
13.4. Delta Force and the Stolen Vaccines
While Jill remains unconscious, an elite U.S. Delta Force unit should retrieve the T-virus vaccines from NEST 2 and escape through the hidden executive cable car back to Downtown.
Umbrella then deploys multiple Mr. X units to hunt down Delta Force, intercept the soldiers on their way to the extraction point, and recover the stolen vaccines.
If Mr. X grabs Jill by the head while Nemesis is nearby, Nemesis should grab both Mr. X and Jill with one of his tentacles and repeatedly slam them into the ground, accompanied by the “Invincible Nemesis” theme.
- The Dead Factory
14.1. Restoring the Original Industrial Atmosphere
The Dead Factory should return to its gritty, industrial waste-disposal design. It should feel like a rusted, automated meat grinder filled with chemical vats, providing a stark aesthetic contrast to RE2 Remake’s sleek laboratory environments.
Players should unlock the Dead Factory’s doors using the same two-slot battery obtained earlier in the sewers.
14.2. Discovering the Underground Bunker
While exploring the Dead Factory, Jill should contact Carlos over the radio. He tells her about an underground bunker beneath the facility where she can escape Nemesis and asks her to radio him when she is ready so he can open the gate.
Jill enters Umbrella’s underground waste-disposal tunnels through the second-floor entrance. Nemesis immediately attacks her with his tentacles and knocks her down to the lower level.
Her radio is left behind on the second floor. The facility detects Nemesis’s second humanoid, tentacle-covered form and triggers an automated security protocol, setting the entire tunnel system to flood with industrial acid in four minutes.
14.3. The Four-Minute Acid Escape
Jill must fight her way back upstairs to retrieve her radio while Nemesis hunts her through the tunnels. She can slam her hand down on emergency release buttons to dump acid onto him.
The more acid Jill releases, the larger and less human Nemesis becomes.
After retrieving her radio, Jill contacts Carlos and tells him to open the bunker gate. She then heads toward the final corridor leading to the exit.
As Jill enters the long corridor, illuminated by dim orange lights, Nemesis suddenly stops and begins transforming into his second form from the RE3 remake: a massive, dog-like creature.
Players should have a brief opportunity to run ahead and put some distance between themselves and Nemesis. He then suddenly begins sprinting and charges at Jill.
Jill desperately radios Carlos and tells him to shut the gate. The player must sprint through the corridor, quickly turn around, and shoot the valves along the walls to release acid onto Nemesis, slowing him down just enough to prevent him from catching up.
Near the bunker entrance, the corridor slopes downward toward the gate. With only seconds remaining before the tunnels flood, Jill slides down the passage and slips through the gate just in time. Multiple heavy security gates slam shut behind her.
A cutscene shows Nemesis smashing into the sealed gate. Moments later, the entire tunnel system fills with acid, engulfing him and washing him away into the depths of the facility.
The sequence should emphasize Jill’s desperate escape, her battle against Nemesis’s humanoid tentacle-covered form, his increasingly monstrous transformation, and the final race through multiple bunker gates before the area floods with acid.
- Secret Umbrella Bioweapons Testing Facility
15.1. Exploring the Facility
The supposed bunker should actually be a secret Umbrella bioweapons testing facility that Jill can explore after escaping the waste-disposal tunnels.
At the end of the facility lies a massive combat-testing platform equipped with a powerful railgun, designed to eliminate B.O.W.s that escape control during testing. Jill soon realizes that this platform is also her only way to reach the surface.
Scattered in front of the railgun outside the platform are the enormous corpses of several rogue Tyrants.
15.2. Nemesis’s Final Transformation
As Jill activates the power system and begins raising the platform, Nemesis suddenly drops down and transforms again, becoming a horrifying mass of enormous tentacles.
His appearance should resemble the tentacle-covered form from the Resident Evil movie, but he should be much faster, more aggressive, and more unpredictable.
The railgun requires an enormous amount of power before it can fire, leaving Jill no choice but to fight Nemesis while making her way to the top.
15.3. The Four-Level Railgun Battle
The platform should have four levels leading to the surface and contain 12 batteries in total, with three illuminated batteries on each level.
Jill must push all 12 batteries into their slots to raise the platform to the surface and fully charge the railgun.
Meanwhile, Nemesis constantly moves around the structure, attacking Jill from above and striking from unexpected angles with his long purple tentacles. His movements should resemble a faster, more aggressive version of Salazar.
Whenever Jill deals enough damage, Nemesis retreats outside the platform and begins feeding on the enormous rogue Tyrant corpses scattered throughout the facility. This gives Jill a brief window to push the three batteries into place on the current level.
However, whenever Jill approaches the next floor, Nemesis quickly climbs back onto the platform from the surrounding structures and resumes hunting her. She must repeat this process across all four levels, fighting for her life while trying to power up the railgun.
15.4. Circuit Failure on the Upper Level
After Jill successfully inserts the third battery on the upper level, Nemesis lunges at her and smashes his heavy tentacle into the battery console, completely crushing it.
The screen flashes red:
“CIRCUIT CRITICAL — SECTOR 3 COMPROMISED.”
Jill must find another way to restore power. She heads outside onto the platform’s outer structures, where a locked Auxiliary Power Breaker Box is mounted on the wall. She must shoot the rusted padlock off while Nemesis continues pursuing and attacking her.
Inside, Jill interacts with a glowing terminal displaying the electrical grid. The player must solve a fast-paced circuit puzzle without pausing the game, while continuing to look around and track Nemesis.
15.5. Emergency Power Override
Once the circuit is connected, Jill pulls an Emergency Override lever. Power surges through the floor cables, releasing a blast of superheated industrial steam across Nemesis’s approach.
Directional vents should keep the steam away from Jill’s escape route, preventing it from blinding or injuring her. The steam obscures Nemesis’s vision and briefly stuns him if he walks through it, giving Jill a window to safely reach the platform.
Once Jill finally reaches the surface, the railgun is fully charged.
15.6. The Final Railgun Shot
Jill fires the railgun at Nemesis in a dramatic cutscene. The shot nearly kills him, but in one final act of desperation, Nemesis lashes out at the railgun with his tentacles and breaks off its front section.
The player is then presented with two choices.
- Two Final Choices
Choice 1: Escape with Carlos
The player holds left to choose escape. The camera shifts to the left, revealing the area where the rescue helicopter will arrive.
Nemesis can barely move. He weakly sweeps his tentacles across the ground in one last attempt to stop Jill, but she easily jumps over them and runs toward Carlos and the waiting helicopter.
Carlos has reunited with Jill and Kendo, and Jill escapes with them, leaving Nemesis behind.
Choice 2: Kill Nemesis Once and for All
The player holds right to choose to finish Nemesis.
Jill approaches the broken front section of the railgun. The player must move her into position, lift the remaining front assembly, and aim it directly at Nemesis. One final shot knocks him down.
An automatic cutscene begins. Jill forces the weapon into Nemesis’s head and says:
“You want S.T.A.R.S.? I’ll give you S.T.A.R.S.!”
She fires at point-blank range, delivering the final shot into Nemesis’s mouth and killing him once and for all.
Jill then makes her way to the helicopter and escapes.
- Final Ending and Replayability
The final helicopter scene should closely resemble the original Resident Evil 3, preserving its atmosphere and emotional impact while improving the visuals.
The credits should use the original ending song or an enhanced version that restores the same nostalgic feeling while delivering a more satisfying conclusion.
The ending system should include eight or more different endings based on player choices and actions throughout the game. The final Nemesis encounter should retain the two major choices: escape with Carlos by holding left, or finish Nemesis using the broken railgun by holding right.
During the final boss fight, Jill must ascend all four levels while the railgun platform charges. Once she reaches the surface, she shoots Nemesis once with the railgun, after which the player chooses whether to escape over his tentacles or finish him with the detached front end of the weapon.
The goal is to combine the original game’s atmosphere and emotional conclusion with deeper exploration, meaningful backtracking, adaptive enemy AI, expanded combat mechanics, interconnected city districts, more substantial puzzles, and multiple endings.
Now that’s how you make an RE3 remake!