# Resident Evil 3: Nemesis — Project RE: Visited

Canonical: https://playable.wtf/games/brazilianhobbyist-project-re-visited-re3/

Project ID: project:brazilianhobbyist-project-re-visited-re3

A Windows port of the original PlayStation survival-horror game.

## About this version

The project documents local extraction of the supported executable through its setup wizard. Resident Evil 1 and 2 are planned projects, not additional supported games in this entry.

Native setup. Horror.

[Setup on creator site](https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3/releases)

## The 1999 game and its fixed-camera spaces

Resident Evil 3: Nemesis uses fixed viewpoints and pre-rendered backgrounds, an important part of its original survival-horror presentation. Project RE: Visited keeps those backgrounds rather than attempting to turn them into a free-camera world. The original artwork still determines what a room looks like, even when character geometry is rendered more cleanly.

This is the PlayStation-era Nemesis, not the later Resident Evil 3 remake. The wider RE: Visited initiative lists Resident Evil and Resident Evil 2 as future projects; they are not extra games included with this release.

Sources: [Project RE: Visited · project documentation](https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3)

## Two ways to move through the same rooms

The project’s most meaningful control choice is between analog movement and the classic directional-pad tank controls. The analog stick offers camera-relative movement with automatic running at large deflections, while the D-pad retains turning and forward/backward movement. The creator specifically describes continuity across fixed-camera cuts, a detail worth testing early if you know the original controls well.

Other options change the pace or appearance: faster door transitions, skippable cinematics, interpolation for high-refresh displays and geometry correction. The 16:9 option is described as stretched, whereas 4:3 preserves the original proportions with pillarboxing. A higher internal resolution does not replace the original background artwork with newly drawn scenes.

Sources: [Project RE: Visited · project documentation](https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3)

## Set up the supported disc and keep your memory cards

Open the Windows launcher’s Setup Files wizard and supply your own disc image containing the supported SLUS\_009.23 executable. The package uses OpenBIOS, so its documented route does not require a separate proprietary BIOS dump. Configure resolution, timing and controls before starting the game.

The project stores standard PS1 memory-card files under saves/card1.mcd and saves/card2.mcd. Keep copies of those files when changing installations. The launcher’s optional modifiers can unlock content or alter health and ammunition; leave them disabled if you want the original progression and resource constraints.

Sources: [Project RE: Visited · project documentation](https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3)

## Do I need the original game files?

Your own supported Resident Evil 3 disc image; consult the SLUS\_009.23 setup notes.

Creator-reported: [Project guide](https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3)

## How do I get started?

Follow the current original-project release and setup guide; supply the supported game files when requested.

Creator-reported: [Project guide](https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3)

## Credits and project

- [Original project](https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3)
