Share on Facebook Share on Twitter Email
Answers.com

Resident Evil Code: Veronica

 
Games: Resident Evil -- CODE: Veronica

Game Description

The Resident Evil series began on the PlayStation and Sega Saturn but the Saturn only received one game while the PlayStation received a few sequels. Making its first appearance on the Dreamcast, Resident Evil -- CODE: Veronica picks up where the PlayStation's Resident Evil 2 left off. Raccoon City is where it all began.

There, the Umbrella Corporation performed scientific experiments that went wrong. The result of their experiments was a virus that led to the creation of a huge number of zombies as well as a variety of other creatures bent on a path of death and destruction. As members of S.T.A.R.S. (Special Tactics and Rescue Squad), players did the best they could to stop the Umbrella Corp.'s madness, but ultimately Raccoon City and all of its inhabitants were wiped out.

Despite their failure in Raccoon City, Umbrella Corp. continues their experiments in their facilities located throughout the world as they attempt to create a powerful bio-weapon. Players first take on the role of Claire Redfield who had a starring role in Resident Evil 2. Before the start of the game she had been searching for her brother Chris Redfield, a hero from the first Resident Evil who is currently investigating Umbrella Corp.'s activities in Europe.

After sneaking into an Umbrella Corp. facility in France, Claire was captured and transported to an Umbrella Corp. prison in South America. The game begins shortly after arriving at the prison when a lab explosion occurs allowing Claire to escape. Now, you must figure out exactly where you are and what is going on. Oh yeah, and there are zombies all over the place!

Resident Evil -- CODE: Veronica features two GD-ROMs worth of action. The main character is Claire Redfield but players will also be able to play as her brother Chris Redfield. In previous Resident Evil games players had the ability to play the game as different characters as well. However, this time players will not be tackling the same puzzles and seeing the same things as they play through the game with each character. This time the characters are being used during the same adventure.

Also new to the series is that some of the weapons are doubled up. With a weapon in each hand players can target multiple enemies or do twice as much damage to one target. Weapons featured in the game include: a combat knife, Beretta M93R, crossbow, M79 Grenade Launcher (along with grenades it can fire napalm, gas, and acid), French SPAS-12 Shotgun, Magnum, dual automatic handguns, dual Uzis and an AK-47 Assault Rifle.

All of the backgrounds are rendered in real time, are completely three-dimensional and all of the action moves at a constant 60 frames per second. In the first three Resident Evil games, much of the action was viewed from fixed camera angles. However, this time around the camera does not jump between fixed angles as often. Most of the time a camera will follow your actions, panning and zooming at the appropriate times. As players progress through the game, real time cinemas will appear at particular moments. During the cinemas players will be able to read a character's emotions through their facial expressions. At times some character faces are made up of almost 2,500 polygons!

Set over two GD-ROMs, the first 128-bit Resident Evil game is the largest of the series to date. You think you have what it takes to battle the undead and get to the bottom of the Umbrella Corporation's deadly experiments? Find out in the Resident Evil -- CODE: Veronica. Don't forget to turn off the lights and plug in a Jump Pack. After all, you do want to be as scared as possible, right?
~ Jonathan Sutyak, All Game Guide

Roots & Influences

Resident Evil, or Biohazard as it is known in Japan, is the work of Shinji Mikami. Although Resident Evil was not the first survival horror game, its popularity on the PlayStation successfully took the genre to new heights and led to many similar games being developed. In the original game, where the majority of enemies are zombies, players will see similarities to horror movies. The movie that this series most likely resembles the most is Dawn of the Dead, a film from 1978 that is loaded with zombies.

Resident Evil -- CODE: Veronica's storyline is primary influenced by Resident Evil 2 as it picks up where that game left off. Gameplay is similar to previous games in the series but makes use of the Dreamcast's power by graphically taking the series to new levels. With its fully three-dimensional backgrounds, the graphics are actually influenced most by Shinji Mikami's Dino Crisis.
~ Jonathan Sutyak, All Game Guide

Review: Overall

When Capcom first released Resident Evil (Biohazard in Japan), I'm sure they didn't realize the impact it would have on the gaming industry. The game sold incredibly well to much fanfare, and the sequel did even better. While it didn't invent the survival horror genre, Resident Evil did break it into the mainstream and spawned many knock-offs -- from the incredibly bad Overblood to the more respectable Galerians. Soon it became apparent that Resident Evil would rank with some of Capcom's most notable franchises such as Street Fighter and Mega Man, where the question would never be if another sequel would be released, but rather, when. Resident Evil CODE: Veronica marks the fourth game in the series (not including re-releases or spinoffs) and its first foray onto the Dreamcast.

Now, admittedly, my feelings for the series have been somewhat mixed. I'm one of the few people that truly didn't like the first game. I loved the second game though, and still consider it a classic PlayStation title. I felt the third was rather average, having much more action than the first two, but far less story or development and less replay value than the second. So I went into CODE: Veronica with mixed feelings for the franchise as a whole -- afraid I'd get a game that further diminished story for a simple cash-in that had a whole lot of zombies to kill and very little motivation to do so. What I received was a game that has the best story of the series by far, one of the most atmospheric games I've ever played on a console, and another must-own title for the Dreamcast.

The story centers on Claire Redfield, one of the two stars of Resident Evil 2. Her continuing search for her brother, Chris Redfield (from the first game), has taken her to the Umbrella headquarters in Europe. The excellent opening CG sequence shows how she got caught by Umbrella and where they've taken her -- their very own prison on a remote island. Of course something goes awry, and Claire is released from her prison cell, only to find that the complex is infested with zombies... Okay, so the story sounds lame. But this is just how it all gets started. Save for a corny romantic sub-plot, the entire story is pulled off very well and serves as an excellent motivation to keep playing. The few living people in the game include some fresh faces (most of whom are well written) and even a few returning ones -- most notably a lengthy play session as Chris Redfield and meeting with a new and improved Wesker.

The graphics are incredible. It's a true testament to system power when the in-game cinemas (which make up the majority of cut-scenes) are arguably better than the CG sequences. The world is fully polygonal now -- no more pre-rendered backgrounds -- which means a camera that can pan around some scenes. Purists and longtime fans will stay happy however, as the camera remains mostly static and only moves if an object will completely block visibility, or occasionally to follow the protagonist down a hallway, adding to the atmosphere.

Speaking of which, this game is easily one of the most atmospheric I've ever played, ranking up there with Thief, Aliens Versus Predator and Fear Effect. As new monsters are slowly introduced, so are new methods of inducing fear. Like how the "arm stretchy guys" can grab onto railings and objects multiple floors up, thus cutting you off as you try in vain to get to the door at the end of a flight of stairs. Or the Hunters that return from the first Resident Evil -- these monsters are played out so well that I can remember each and every encounter I had with them, most of which were accompanied by a quick, high-pitched shout.

The sound and music in the game are also top-notch. From the familiar moan of a zombie to a dog's bark to the satisfying blast of the shotgun, all the sounds are fitting and done perfectly. The music is even better, as the game has an excellent symphonic soundtrack to it, with some of the songs being almost as memorable as the scenes they were being played behind (most notably, the high-pitched song played upon first encounter of an "arm stretchy").

If I have one complaint with the game, it's the replayability involved. Sadly, it seems as though the "zapping" system used in Resident Evil 2 has yet to make a triumphant comeback. Replay in Resident Evil -- CODE: Veronica takes the form of a battle mode unlocked after completing the game. The battle mode is purely an action affair, giving you characters with infinite ammo and tossing you into mixed-up rooms filled with enemies and a respective boss for each character. Defeating the battle mode with some characters will unlock other characters (an alternate Claire and the most challenging game, Wesker with only a knife). A first-person view can be used in the battle mode if a certain requirement is met, but sadly, you can't switch between first- and third-person modes on the fly (you must choose before starting). While it is cool to play from the first-person perspective, whenever your character is hit, the camera pulls out to third-person view (in case the enemy is behind you) and then switches back to first-person, which gets disorienting. Of course, I also found myself playing through the actual game again, just to witness all the cool parts once more.

However, for an adventure game, replayability is a minor complaint. Resident Evil -- CODE: Veronica is easily the longest game in the series, and it should take most people roughly 15 - 20 hours to complete. While that could simply translate into a heavily played rental, players almost owe it to themselves to buy this title. The Dreamcast has had a lot of stellar games, but this is the best one on the system next to Soul Calibur.
~ Derek Williams, All Game Guide

Review: Enjoyment

The only reason this isn't a perfect score is because of the replay value. The story, character development, action, etc. are all excellent and make for an exciting game.
~ Derek Williams, All Game Guide

Review: Graphics

The only fog used in the game was truly for atmospheric purposes. The graphics are so well done, the in-game cinemas rival the CG sequences.
~ Derek Williams, All Game Guide

Review: Sound

The soundtrack is superb, and most of the sounds are right on target. I had a few small nit-picks, primarily with weapon sounds, but overall everything sounded spectacular.
~ Derek Williams, All Game Guide

Review: Replay Value

While admittedly there are a lot of things to unlock -- primarily revolving around the extra battle mode -- most of it can be done within a half hour. The action-only battle mode only lasts so long before the novelty wears off.
~ Derek Williams, All Game Guide

Review: Documentation

Nothing spectacular. The manual goes over the necessary moves and backstory, and covers everything well -- there's just no frills or anything (i.e., color).
~ Derek Williams, All Game Guide

Production Credits

Designed by: Shinji Mikami
~ Jonathan Sutyak, All Game Guide
Search unanswered questions...
Enter a question here...
Search: All sources Community Q&A Reference topics
Wikipedia: Resident Evil Code: Veronica
Top
Resident Evil Code: Veronica
North American Dreamcast box art
North American Dreamcast box art
Developer(s) Nextech
Flagship (scenario)
Publisher(s) Capcom
Eidos (EU)
Designer(s) Hiroki Katoh (director)
Shinji Mikami (producer)
Composer(s) Takeshi Miura
Hijiri Anze
Sanae Kasahara
Platform(s) Dreamcast, PlayStation 2, Nintendo GameCube
Release date(s)
Genre(s) Survival horror
Mode(s) Single-player
Rating(s) BBFC: 15
CERO: 18
ESRB: M
PEGI: 16+
Media DC: GD-ROM
PS2: DVD-ROM
GC: GameCube Game Disc

Resident Evil Code: Veronica, released in Japan as Biohazard Code: Veronica (バイオハザード コードベロニカ?), is the fourth game in Capcom's Resident Evil survival horror series, originally released for the Sega Dreamcast in 2000. It is notable for being the first Resident Evil title to debut on a non-Sony platform, in contrast to the first three installments, which were originally PlayStation games and then ported to other platforms.

An updated version of the game titled Code: Veronica X (コードベロニカ ~完全版~ Kōdo: Beronika ~Kanzenban~?, Code: Veronica ~Complete Version~) was released for the Dreamcast (in Japan only) and PlayStation 2 in 2001. This revision was ported to the Nintendo GameCube in 2003. Code: Veronica X includes updated and new cut scenes spliced into the main game along with mild graphical changes.

It was the first game in the series made for a sixth generation console.

Contents

Gameplay

Code: Veronica is the first Resident Evil game in the main series to use 3D backgrounds instead of the traditional pre-rendered ones. Despite this, the camera does not follow the player around, but swings between semi-fixed angles. However, two weapons in the game can be fired from the character's point of view. First person view mode is also available in the game's unlockable Battle Game minigame.

Gameplay remained largely unchanged from Resident Evil 3: Nemesis (which was developed in tandem with Code: Veronica); features such as explosive oil drums and a 180-degree turn having been carried over to this game, though the dodge feature was removed. Items from Resident Evil 2, such as upgradeable handgun parts and "side packs" for larger item capacity are included, as well as new weapons such as crossbow arrows mixed with gun powder and anti-BOW rounds for the grenade launcher. A unique feature of Code: Veronica is the inclusion of various dual wielding pistols, allowing the player to target two enemies at the same time. Some of the more subtle improvements in Code: Veronica include the addition of continues, allowing the player to retry a scene after a game over, and the ability to pick and use a healing herb when the character's inventory is full.

Code: Veronica features two protagonists, Claire Redfield and her brother Chris. Code: Veronica forces players to take control of Claire for the first half of the game and then start the second half with Chris. All of Claire's weapons and items left in the item box are available for Chris to pick up in his half of the game. In addition, a third character, Steve Burnside, is briefly playable during the game's first half and Claire herself is playable during a short portion of Chris' scenario.

Like previous Resident Evil titles, there are hidden features that are unlocked after meeting certain requirements. After completing the main game, a Battle Game is unlocked in which the player can choose from one of five characters (Chris, Claire with her normal and one secret outfit, and two unlockable characters, Albert Wesker and Steve), travel through a series of rooms, clear each area of monsters and eventually defeat a character-specific boss in the quickest time possible. Both the main game and the Battle Game feature their respective unlockable weapons.

Plot

Setting

The plot moves onto Rockfort Island, a solitary private isle owned by the Umbrella Corporation, although much of the later portions of the game take place in an Umbrella-owned transport terminal in Antarctica. Rockfort Island houses several facilities including a prison, a military training base, the Ashford family's palace, a private residence and an airport. The Antarctic transport terminal at the end of the game includes several facilities and a residence, including a replica of the mansion's lobby from the original Resident Evil.

Story

The game is set three months after the destruction of Racoon city, it begins with heroine Claire Redfield raiding an Umbrella Corporation facility in Paris after having left Leon and Sherry in search of her lost brother Chris Redfield. During the infiltration she is captured and imprisoned on Rockfort Island. Trying to escape from the T-virus contaminated island, Claire teams up with inmate Steve Burnside, at the same time being confronted with the island's commander Alfred Ashford. Meanwhile, Albert Wesker is on a mission of his own to retrieve a sample of the T-Veronica virus developed by Alfred's presumed to be dead twin sister Alexia. His unit is also responsible for the outbreak of the T-virus on Rockfort Island.

Claire and Steve eventually escape via plane, but Alfred sets it to autopilot and flies both of them to another Umbrella facility in the Antarctic, in hope of freeing his sister from her 15-years-long cryogenic sleep she took after the injection of the T-Veronica virus, to counter the flaws of that virus. After another fight with Claire and Steve which ends in the protagonists' escaping the facility via a digger, Alfred limps to Alexia, heavily injured. He witnesses her awakening moments before drawing his last breath. Alexia summons giant tentacles and crashes Claire's and Steve's digger, recapturing both.

Claire's brother Chris arrives on Rockfort after having been contacted by Leon. He learns Claire is long gone and has an encounter with Wesker. Just as his old superior wants to finish him off, Alexia appears on a screen laughing. Stunned by Alexia's being still alive, Wesker changes his mind and returns to the Antarctic. Chris eventually finds his way there, too, and is reunited with Claire who sets out to find Steve. As she locates him, she discovers Alexia conducted an experiment with him, injecting Steve with the T-Veronica virus. Steve mutates into a reptilian monster and tries to kill Claire who escapes to a prison cell, where she is attacked by another of Alexia's tentacles. Still in his mutated form, Steve breaks through the bars using his immense strength and rescues Claire. The tentacle drives into his chest and retreats. Steve mutates back to his human form and dies.

At the same time, Chris and Wesker confront Alexia. Overwhelmed by her strength, Wesker escapes and leaves Chris to fight her. His victory is only temporary, though, as Alexia resurrects after the battle. Meanwhile, Chris activates the facility's self-destruct system to release all locks, thus freeing Claire from the prison cell. Alexia confronts him a second time, this time leading to her ultimate destruction. Chris runs to the emergency elevator and catches a glimpse of Wesker, whose men also retrieved Steve's body to use him for further experiments, as he is the only subject injected with a sample of the T-Veronica virus. Chris convinces Wesker to release Claire who then runs to the plane, waiting for her brother. This brings forth the final showdown in which Chris is overwhelmed by Wesker. Both are separated by an explosion. Wesker vows he will satisfy his desire for revenge the next time they meet. Chris reunites with Claire and both set off just as the whole facility blows up. Chris swears to take down Umbrella once and for all.

Development

Code: Veronica was one of the first third-party games announced for the Sega Dreamcast by the end of 1998. The game was originally scheduled for a late 1999 release following the American Dreamcast launch, but was delayed and eventually released at the beginning of 2000.

Code: Veronica is notable for being the only Resident Evil sequel with the original gameplay not to bear a numbered title, despite being promoted as the true sequel to Resident Evil 2. Instead Nemesis, a PlayStation title that originally began development as a side-story rather than a true sequel was given the title Resident Evil 3.[1]

While Production Studio 4 was in charge of the game's artistic direction, the actual development of the game was handled by Nextech Corporation (a subsidiary of Sega at the time),[2] the same company that ported the original Resident Evil to the Sega Saturn. Although, the game was originally marketed as a Dreamcast exclusive during its initial release, the game was ported to the PlayStation 2 and GameCube later, in the form of the updated version Code: Veronica X.

Localization

The Japanese version of the game contained two difficulty settings ("Easy" and "Very Easy") in addition to the default "Normal" setting found in the American and PAL versions of the game. "Very Easy" starts the player off with the Rocket Launcher and an unlimited supply of ink ribbons.

There were two versions of the original Dreamcast release in Japan: a standard edition and a limited edition. The limited edition came packaged with a red slipcase and features a different title screen, with Wesker's face visible on the background. The same version of this title screen would be used for Code: Veronica X.

Code: Veronica X

Resident Evil Code: Veronica X (Biohazard Code: Veronica ~Complete Edition~in Japan) is an updated version of the original Resident Evil Code: Veronica released for the PlayStation 2 and Sega Dreamcast in 2001. A third version of the game was released for the Nintendo GameCube in 2003.

Code: Veronica X is identical to the original in terms of gameplay, but features nine minutes of additional cut scenes spliced into the main game, as well as mild graphical changes.

Wesker's Report

To promote the release of Code: Veronica X, as well as to commemorate the series' fifth anniversary, Capcom produced a fictional documentary titled Wesker's Report. The documentary was available as a DVD-Video that came bundled with the PlayStation 2 and Dreamcast versions of the game in Japan, given as a pre-order bonus in North America and bundled with the game in PAL regions. The DVD was also sold in North America via Capcom's online store at one time.

As the title indicates, the documentary serves as a retelling of the events of the first three games, as narrated by Albert Wesker. The documentary serves to explain Wesker's return in Code: Veronica and how he came to be hired by the new organization. In addition, it also reveals that the character was a former lab partner of William Birkin and that he was in league with Ada Wong (an agent of the same organization) during the events of Resident Evil 2.

A written sequel to this documentary, titled Wesker's Report II, was released via Capcom's official site (in Japanese and English) to promote the GameCube remake of the original Resident Evil.

Gun Survivor 2

Code: Veronica was adapted into Gun Survivor 2 Biohazard Code: Veronica, a light gun game released in 2001 as a co-production between Namco and Capcom. The arcade version runs on the Dreamcast-based NAOMI 2 arcade hardware. Gun Survivor 2 has no bearing on the plot of Code: Veronica and the events of the game are actually depicted as a dream in Claire's mind at the end of the game. A PlayStation 2 version of Gun Survivor 2 was released in Japan and the PAL region (the latter renamed Resident Evil Survivor 2 Code: Veronica).

Resident Evil: The Darkside Chronicles

Resident Evil: The Darkside Chronicles is based on Resident Evil 2 and Code: Veronica.

Reception

The Dreamcast version of the game garnered many extremely positive reviews, IGN giving it a 9.2/10,[3] GameSpot giving it a 9.5/10,[4] and GamePro giving it a 4.5/5.[5] The updated release, Code: Veronica X fared well, garnering a 9.0/10 from GameSpot,[6] and a 4.5/5 from GamePro.[7] The GameCube version garnered largely mediocre reviews, due to its unaltered, ported status. X-Play gave the GameCube version a 1/5.[8][9][10]

Resident Evil Code: Veronica has sold nearly 3 million copies worldwide.[11]

Other media

Code: Veronica  
First edition cover
First edition cover
Author S. D. Perry
Country United States
Language English
Series Resident Evil
Genre(s) Horror
Publisher Pocket Books
Publication date December 1, 2001
Media type Print (Paperback)
Pages 230
ISBN 8-448-03961-0
OCLC Number 433622107
Preceded by Nemesis
Followed by Umbrella Chronicles SIDE A & SIDE B

As with previous Resident Evil games, a Code: Veronica novelization was written by author S. D. Perry. Although the novel was first published on December 1, 2001, it is based on the original game and does not take into account the added events introduced in the later version of the game. As with the previous novelizations by Perry, the original character Mr. Trent appears as a mysterious stringpuller behind the plot.

Code: Veronica was also adapted into a manhua by Lee Chung Hing (who also did a similar adaptation of Resident Evil 3: Nemesis), published in Hong Kong during the original game's release. An English version of the comic was published as four collected graphic novels by Wildstorm in North America.

References

External links



 
 

 

Copyrights:

Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia. This article is licensed under the Creative Commons Attribution/Share-Alike License. It uses material from the Wikipedia article "Resident Evil Code: Veronica" Read more