The original Resident Evil 3 contains a tracking system for Nemesis — the Umbrella-deployed hunter pursuing Jill Valentine — that was unprecedented for survival horror AI. Nemesis was not tied to specific rooms. He could follow Jill between zones, interrupt cutscenes, and appeared at unpredictable intervals based on a combination of scripted triggers and randomised elements.
The randomised components were threaded through weapon drops and event choices presented during specific scenes — dialogue options where Jill must respond in real time, with the game continuing whether the player inputs anything or not. These choices affect minor story branches and determine which items Nemesis drops when defeated in optional encounters.
Nemesis can be downed multiple times before the final fight — each downing rewards an item, but the encounter requires significant resources to pull off against a creature that can survive shotgun blasts and keep walking. Players who fought Nemesis every time he appeared and who made specific dialogue choices accumulated resources that made later sections significantly easier.
The Nemesis AI was designed to create helplessness — to make the game feel like its primary antagonist was truly hunting you rather than appearing at scripted points. The randomised elements are thin enough that players who knew the game could anticipate Nemesis reliably, but thick enough that a first playthrough felt genuinely unsafe in ways that scripted encounters cannot replicate.

This is exactly why I love this game. So many layers underneath the surface if you just take the time to look.
Stumbled across this on a late-night session and couldn’t believe it. Your explanation finally made it click.