Resident Evil 3 Boss Fight #10 Nemesis T-Type {Clocktower: 1F Chappel}

Resident Evil 3 Boss Fight #10 Nemesis T-Type {Clocktower: 1F Chappel}

This is a series of videos where I fight Nemesis on almost every occasion, setting up as conditions manual reloading during battle, always staying on ECG fine and using a different arsenal of weapons (or ammunition). For this confrontation, I used the Hk-P Grenade Launcher (Acid & Burst Rounds). I'll be documenting my experience recording the video. Think of it as a making-of bonus description. Here comes the last optional battle. This time I wanted to make sure that Nemesis didn't touch me. Although that's not particularly difficult to accomplish because mutated Nemesis is predictable, using the grenade launcher makes things a bit harder due to two things: the slowness of the grenade launcher reloading each round and that Nemesis can dodge those rounds. I didn't have many left so I knew I couldn't afford to let him dodge more than one. I could only fire at Nemesis after he attempted to grab me with his long range tentacle sweep. That's the guaranteed hit that he couldn't escape from. The problem is that sometimes I miscalculated the distance and because I was right behind him - all he had to was a 180º to be in my face leaving me little time to change positions. That meant that I was forced to dodge whatever he did next - a bad idea because his tentacles are fast and cover a large area. I was surprised how Jill successfully dodged all of his attacks. I was pleased by how fluid this battle was. Not only were no mistakes made but there were some memorable moments during the battle - the best one, in my opinion, being when Nemesis is defeated, almost something that seems scripted. Despite not being challenging, difficult or even as fun as other battles, it was a joy to watch this one come to life. Much better than whatever I could have planned in advance.