Resident Evil Code: Veronica is an outstanding game. I wonder if it's possible not to enjoy a
Resident Evil game. Even the cheapest B-movie scares (zombies crashing through windows) are
successful in this game.
The interactivity alone heightens the scare value; even men will yelp, scream, or gasp a few
times. If the same "scares" were in a movie, only the women would scream.
You see, in a movie, most of the scares are predictable. Plus, we, as a viewer have nothing to
lose when an on-screen character gets assaulted.
In a game, however, we have something to worry about - having to start over at the last save
point! How many times have you deliberately walked around with "Danger" health levels,
playing cautiously, trying to save those herbs and F-aid sprays… when suddenly a zombie grabs
you and takes one bite too many?
You die, and then curse yourself for being such a tightwad with those herbs. Yes, folks, that's
the Resident Evil experience. There's nothing like it.
With the first next-gen Evil game finally here, expectations are perhaps too high, as there are a
With the lights on even slightly, the regular environments do not seem as detailed as the
environments in the last two PlayStation installments.
The Dreamcast environments are most compelling in darkness (the game's start), and I wish this
darkness was used more.
The graphics are almost too good. For some reason they are unconvincing at times. The CG
look is always there, whereas the PlayStation's pre-rendered sets often invite a sense of reality.
The settings in the Dreamcast game look less scary and forboding. There's not enough
"character" in the art direction.
Clearly, the real-time lighting, animation of water waves in the pool, and real-time camera
movement for some shots are amazing. However, camera movement should be used even more
The game should include many more situations where the camera "creeps" slowly, as it does in
that one room in the military complex with the copier machine, ceiling fan, and storage cabinet.
Several opportunities were missed to use scary low angles, high angles, and sound design.
Imagine if the camera started creeping, the music suddenly stopping, the rain noise
augmenting… and then we cut quickly to the next angle… and nothing.
For a next-gen game, it would have been nice if we could have a point-of-view camera at our
disposal. Capcom, please don't overlook this idea next time. I don't expect to use the POV
while moving (that would take away from the director's intent), but there is no reason why we
can't look around while standing still.
Future games could even utilize the POV mode as a way to set up scares. Imagine using a POV
mode… you turn around… and boom, there's a zombie in your face!
Other improvements are needed in the area of control. None of the three control schemes offer
control that is exactly like previous games, with the lower button for Action and the left button
Type C is close enough, but still, Capcom should have offered completely customizable control,
in addition to the three pre-set types.
Veronica's biggest mystery lies not in the storyline but in why the developers force gamers to
press the Action button to climb stairs. There is no reason for this! It's excessive! Resident Evil
3 corrected this problem. Why did Veronica take a step back?
My last complaint is Claire's grunt acting. By this I mean she grunts too much in some of the
Veronica has at least one definite improvement over Resident Evil 3; you can skip cinema scenes
and cut scenes. This feature is greatly appreciated for those of us who die and have to go
through the same sequence a few times.
Resident Evil Code: Veronica offers nothing new in terms of game play. Only the presentation
has been improved, and the effect has mixed results.
The game is still extremely impressive on many levels. For example, when you play through the
game's second half with Chris, puzzles appear in the exact same state as Claire left them in the
With two discs of horror, Capcom does not hold back in terms of quantity. By any standard,
Veronica is a great game, so Dreamcast owners should buy it.
While this game is a lot of fun, I can not honestly tell Dreamcast hold-outs that they must buy a
Dreamcast just to experience this game. Sony will be happy to know that the PlayStation's
experience is just as rewarding.
Bonus Tip: In the room past the door with the two golden guns, the password is 1971. Each
digit is taken from the last number of the left-right commands associated with the dial in the
LR = 31 (1)
L = 9 (9)
R = 7 (7)
RRR = 831 (1)