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Resident Evil – Code: Veronica cover

2000 · Nextech · Shooter · Puzzle

Resident Evil – Code: Veronica

Resident Evil Code: Veronica is the fourth video game in Capcom's Resident Evil survival horror series. The game continues the survival horror gameplay of its predecessors: the protagonist explores the surroundings, fighting monsters and solving puzzles. However, it is the first game in the series to do away with pre-rendered backgrounds using a fully polygonal 3D engine instead, which allows for features such as real-time lighting and camera movement. Still, such movements are only used sparingly, and the use of perspective is mostly unchanged from earlier installments: the camera automatically switches to different static angles showing protagonists, monsters and rooms from different spooky viewpoints.

Released
3 February 2000
Platforms
DreamcastGameCubePlayStation 3Xbox 360
Genres
ShooterPuzzleAdventure
Developers
Nextech
Publishers
Eidos InteractiveCapcomSega
Modes
MultiplayerSingle-player
Perspective
Third person
Themes
ActionHorrorSurvival

About

Resident Evil – Code: Veronica is a 2000 survival horror video game developed and published by Capcom for the Dreamcast. It was the first Resident Evil game to debut on a platform other than PlayStation. The story takes place three months after the events of Resident Evil 2 (1998) and the concurrent destruction of Raccoon City as seen in Resident Evil 3: Nemesis (1999). It follows Claire Redfield and her brother Chris Redfield in their efforts to survive a viral outbreak at a remote prison island in the Southern Ocean and a research facility in Antarctica. The game retains the series' traditional controls and gameplay; however, unlike the pre-rendered backgrounds of previous installments, Code: Veronica uses real-time 3D environments and dynamic camera movement.

After producer Shinji Mikami and his team learned they would be unable to port Resident Evil 2 to the Sega Saturn, they began development on an original game, which became Code: Veronica. Claire was designed with a tougher appearance than in Resident Evil 2, with the reason being her past experiences in Raccoon City built her toughness and confidence. Unlike the American horror themes and settings of previous games in the series, Code: Veronica employs a European gothic horror design and settings. This is achieved through the use of gothic architecture and gothic art in addition to the writing style and story presentation.

›Story

Three months after the events of Resident Evil 2, Claire Redfield is still looking for her brother Chris. She infiltrates Umbrella Corporation's headquarters in Paris, where she is captured and knocked out. When she comes to, she finds herself in a prison on a remote island. Freed by a friendly guard, Claire faces several problems.

Not only is the island under attack by an unknown assailant, but there has been another outbreak of the T-Virus and the island is crawling with zombies and other mutated creatures. Claire not only has to face the undead, but also the commander of the base, a mad aristocrat with family ties to the origins of Umbrella Corporation and the T-Virus. And escaping from the island is only the beginning of Claire's ordeals.

Keywords

  • zombies

Media

The articlegameplay, story, development, reception

Gameplay

Resident Evil – Code: Veronica features survival horror gameplay, similar to previous Resident Evil games. This includes the series' signature controls, interface, puzzles, as well as zombies and monsters to battle. Unlike previous games in the series which used pre-rendered backgrounds, Code: Veronica uses real-time 3D environments. Because of this, the camera is more dynamic than in previous games.

The camera will follow, pan, and zoom as the player navigates their character through the environment, similar to Capcom's own Dino Crisis (1999). The story is told through cinematic CGI sequences and real-time cutscenes.

Story

In December 1998, three months after escaping from Raccoon City (seen in Resident Evil 2) prior to its eventual destruction (seen in Resident Evil 3: Nemesis), Claire Redfield raids an Umbrella Corporation facility in Paris in search of her brother, Chris Redfield. Discovered by Umbrella's security forces and eventually captured, Claire is imprisoned on Rockfort Island, a prison complex owned by the corporation, situated in the Southern Ocean. She is knocked unconscious after arriving. Sometime after her imprisonment, Claire wakes up and finds herself released by the man who captured her, and discovers that an outbreak of the T-virus has occurred. In the resulting chaos, she finds herself teaming up with Steve Burnside, another inmate seeking to escape.

In their repeated efforts to explore the island and find the means to leave, the pair finds themselves confronting the island's commander, Alfred Ashford. Both Claire and Steve find him to be mentally unstable as a result of him switching between two personalities—his own, and that of his twin sister Alexia. Eventually, the pair manages to find a seaplane and use it to escape, only for Alfred to pursue them and switch their plane to autopilot, directing it towards another Umbrella facility in Antarctica. Upon their arrival, the pair finds that this facility had also suffered an outbreak, and fight their way through the zombies and monsters within to seek a means of escape, battling with Alfred and fatally wounding him.

Development

With the success of Resident Evil 2 in 1998, Capcom began more Resident Evil projects across multiple consoles. Code: Veronica originated from an unsuccessful attempt to port Resident Evil 2 to the Sega Saturn. After producer Shinji Mikami and his team learned they would be unable to port Resident Evil 2 without making a large sacrifice to quality, Mikami was asked by his leadership to create something else for Sega fans, and so development began on an original Saturn game. When Mikami asked for more development time, he was told it would need to have a better technical quality, making Sega's upcoming Dreamcast more appealing.

Around the same time development on the Dreamcast game was starting, a side-story game for the PlayStation starring Jill Valentine in the events leading up to Resident Evil 2 was being developed. It was intended to be a spin-off with the more ambitious Dreamcast game as the true sequel, however, the PlayStation game was made a numbered release (Resident Evil 3), and the Dreamcast game was titled Code: Veronica. To what degree Capcom had considered making Code: Veronica a numbered release is not clear. In interviews at the time, producer Shinji Mikami and Flagship president Yoshiki Okamoto told journalists they wanted to keep the numbered chronology on the PlayStation systems, and give subtitles to Resident Evil games on all other systems.

Reception

Code: Veronica received universal acclaim; many critics felt it was the best Resident Evil game at the time, and a "must-own" for the Dreamcast. Derek Williams of AllGame called it the best game for the system along with Soulcalibur (1999). A critic from GameRevolution found it to be the best of all the horror games on the Dreamcast, towering the likes of The House of the Dead 2 (1999), Zombie Revenge (1999), and Carrier (2000). Next Generation dubbed it "the best game yet for Dreamcast—in fact, one of the best games we've seen in the past couple of years."

The atmosphere and presentation received praise. Edge called it "the closest the series has got to emulating a Hollywood action feature". Most reviewers found the graphics as being some of the very best on the Dreamcast and being a testament to the power of its hardware. Along with this, critics pointed out Code: Veronica's use of real-time backgrounds and a dynamic camera as an improvement from the pre-rendered backgrounds of previous series entries.

Legacy

Aaron Boehm of Bloody Disgusting described Code: Veronica as one of the era's most memorable survival horror games. Game Informer ranked Code: Veronica the 69th-best game in 2001, while GamesRadar+ named it the 14th-best Dreamcast game. Code: Veronica is notorious for allowing players to become softlocked.

The Code: Veronica story has been adapted into other works. Resident Evil Survivor 2 – Code: Veronica (2001) for Naomi-based arcades and PlayStation 2 follows the story of Code: Veronica from a first-person view with light gun shooter-style gameplay. Similarly, another light gun game, Resident Evil: The Darkside Chronicles (2009) was released for the Wii and features sequences set in Code: Veronica along with Resident Evil 2. As with previous Resident Evil games, the story was adapted into a novel written by S.

Releases by platformdates and regions as published

PlatformReleasedRegions
Dreamcast3 February 2000Japan · North America 29 February 2000 · Europe 26 May 2000

Editions and related releases

Expanded editions
Resident Evil Code: Veronica X
Remade as
Resident Evil Veronica

Games like this

Collections9 collections

Series and characters

Description adapted from its source, CC BY-SA 4.0.