As we get closer to 25th anniversary of the demonic resident Game Franchise – My all-time favorite video game series and can be played anywhere, anytime, on the 22ndNorth Dakota March, I feel compelled to mention a game in this franchise that has not received the respect it deserves. This is a title that is epic in scale and contains one of the most interesting storylines in the entire franchise. This game was released exclusively (initially) on the Sega Dreamcast on February 3.approx., 2000, which is a few months later Resident Evil 3: Nemesis released on PlayStation (PS1) in late 1999. I remember buying a Dreamcast for the sole purpose of playing this entry, and I wasn’t really prepared for what was to come. This franchise is known for its ridiculous plots and wacky twists, but nothing comes to the insanity that game director Hiroki Kato brought to the series’ fourth main entry. Resident Evil Code: Veronica.
This is the true “black sheep” of the franchise and one that revels in the expansive characters and brutal difficulty, and I loved every second of it.
Resident Evil Code: Veronica is the 1S t Entry that moved the series from pre-rendered backgrounds to fully realized 3D polygonal backgrounds, while still retaining the “tank” controls and slow pacing of previous games. This post follows the events of Resident Evil 2, Three months later. Claire Redfield, who has just escaped from Raccoon City and the zombie outbreak, has traveled to Europe to track down the whereabouts of her brother Chris and help take down the evil Umbrella pharmaceutical corporation. While infiltrating one of the Umbrella facilities, in a bombastic opening CG sequence with music and destruction reminiscent of Jerry Bruckheimer’s epic action epics from the ’90s, she is captured and taken to an external Umbrella facility called Rockfort Island. .
We are quickly introduced to our supporting character in this adventure, an irritatingly voiced prisoner on the island who is clearly modeled to look like Leonardo DiCaprio, named Steve Burnside. The first syllables out of her mouth are high-pitched moans and bad attempts to impress Claire, all while having the loudest Canadian accent one can imagine. Steve just looks and sounds like a complete lightweight, unworthy of being associated with the badass Claire Redfield. The game probably knows this and is doing its best to turn Steve into an action hero.
We get multiple action scenes in which Steve tries to look like Schwarzenegger, jumping through windows and doors to take down creatures, including one where he is forced to shoot his now-zombified father, in a hail of bullets. It is clear that the developers were heavily influenced by MatrixAs these cut scenes are filled with rotating cameras and freeze frame / slow motion shots to add even more flair. At the end of the day, he endears himself to me in his utter ineffectiveness and is clearly a character who feels like a product of the age, but I love every cheesy line and every regrettable attempt to woo Claire. It’s annoying as heck, but it ends up fitting very well in the demonic resident universe.
They also introduce us to one of our main protagonists from the beginning in Alfred Ashford. He makes a grand entrance to the game, along with his sniper rifle, in the main hall of the mansion located on the island. Alfred is another sharp, somewhat whiny individual who has a penchant for aggravated outbursts when someone questions his authority or power. Oh, and in a surprising twist within hours of this game, we learn that Alfred suffers from Multiple Personality Disorder and believes it is also his sister Alexia, whom he has been dressing and speaking in various scenes throughout. Alfred is one of the most exaggerated villains in the world. demonic resident franchise, that says a lot, and it’s a pleasure to watch every time it’s on screen.
Each line delivery is marked up to 11, each movement is super expressive and visually striking. His motivations are purely vain, preserving his family’s great name, and the unhealthy love he feels for his sister, which is presented visually throughout the game, provides a sense of constant unease. This bizarre hue reaches the apex during a CG sequence later in the game, where Alexia Ashford rises from the grave and is sitting on the floor of a research lab, naked and brushing her dying brother’s hair on her lap. In the end, Alfred is never boring and always has a completely intoxicating presence to watch as he delivers a performance that chews up the landscape every second that passes the screen.
I would be remiss not to mention one of my all-time favorite video game characters returning for Code: Veronica, and that is none other than the pure unadulterated evil that is Albert Wesker. The surprise villain of the original. demonic resident he eventually reappears in the franchise and immediately solidifies himself as the larger-than-life presence that would further solidify in future entries. Each line is delivered with malice and hatred, pure cheesy Bond-like villainy dripping from every move and action; He is simply the most irredeemable character in video game history, and I love every second of it. I’m not alone in this shot. In the original Veronica code on the Dreamcast, Wesker was only in some scenes as an outside presence. A year later, Capcom released an updated version, Resident Evil: Code Veronica X, on PlayStation 2 (PS2) and GameCube, where they added more story scenes, involving Wesker. The sequences that were added included an interaction between Wesker and Claire, a matrix-influenced battle between Wesker and the newly revived Alexia Ashford that was reworked, as well as an incredible final melee fight between Chris and Wesker after you finish the final boss encounter with Alexia.
The riddles that he demonic resident franchises were known to be primarily quirky and obtuse at best, Myst-like forms, they are back and brutal as always in Code: Veronica. Three military trials to unlock access to a cargo plane and a painting of a pirate skeleton bathed in a red background providing a room code are some of the select obstacles you will encounter. However, nothing comes close to one of those puzzles that happens only a few hours later. The riddle in question involves seven paintings from a long list of members of the Ashford family. It’s about reading a memo of how a set of teacups was passed from person to person, and with the descriptions within that memo, clicking the buttons under each of these seven paintings to trace the path from the first one. person to have the cup of tea set up in place. current owner. This remains, to this day, a puzzle where I at least screw up the order once and am forced to write details in my phone’s notepad to keep track.
Another stack in the franchise is haunting top-notch creature designs, and Code: Veronica has some of the most beautiful and intense enemies in the series. The Bandersnatch, a yellow tyrant-type creature that reaches out to slash you across the room is a memorably vicious beast that I avoid more than I face every time I play a game. We also have a vicious worm creature that is confined to a small yard, though you then have to face this beast one on one, and it looks a lot like the Graboids from Tremors I feel like a royalty check is owed to someone, somewhere. They also treat us to one of the most intimidating and terrifying iterations of the creation of Tyrant. This version comes with an expressionless, stone-cold face and two hands that are just spiked balls that he can use to hit your head at any moment. Your first encounter with him forces you to face him head-on, unable to walk past him, and is a great way to acclimate to how to deal with this creation of science and madness.
The main reason I appreciate Veronica code is that it is, by far, the most difficult demonic resident game I have played to date. I just got back to playing this game over the weekend and I STILL had times where I had to put down the controller to remember what to do next. This never happens with other entries in the franchise, so I have an almost reflective memory of where everything is and where I need to go. It is a great and extensive adventure that is exchanged between two characters; later in the game, you finally take control of Chris Redfield, which was somehow a BIG surprise to me even though his face was glued on in the game’s case, and in two massive locations, Rockfort Island and a base. military in Antarctica, making it very easy to get lost in the chaos around you.
Also, to this day, Veronica code it’s filled with multiple instances that I call “gut check” moments. These are parts that, if you don’t prepare well enough, will result in you having to load a previous save or start the game over. Three boss fights in this game fill this meaning. A fight with the new version of the Tyrant aboard a cargo plane, an outdoor fight against a creature known as Nosferatu on top of a helipad in Antarctica, and the final boss fight with the Alexia-inspired creature. Insects can be next to impossible unless you have the correct weaponry with you at the time of these encounters. I remember the plane fight that made me start the whole game AGAIN because I was lacking enough firepower, either on me or within the nearby item box, to even beat it. Veronica code it’s a game that doesn’t particularly care if you were too cocky with that ammo in the beginning. If you didn’t play the game the right way, you’d better have a save state that’s somewhat recent or you’ll have to run it from scratch.
Resident Evil Code: Veronica it is the most forgotten entry in the series. This was for a couple of reasons. As it was not a numbered ticket, it didn’t seem like a “necessary” ticket to play. Releasing the game exclusively on a system that was dead within a year due to the release of the PS2 in late 2000 did not help, plus this system is not the native console where the original trilogy appears. It was finally released in 2001 on the PS2, but the world was starting to get news and news about Resident Evil 4 and the incredible things he was going to do to revolutionize the series. Code: Veronica has his loyal group of followers, mostly staunch RE fans, and their shares have increased in recent years with the recent digital release on the PS4 / XB1. I’ve even seen people asking for this to be the next RE game to get a remake after RE2 other 3 got the red carpet treatment.
Action for Veronica Code, at least for me, it was never at a low point. I have always considered this post as an ambitious globetrotting epic that really expanded the RE universe outside the confines of that small Midwestern town of Raccoon City. Later entries would really embrace this world perspective, with Resident Evil 4 taking place in Europe, Bad resident 5 in Africa, etc. I’d love to see this weird and wild game get the exposure and success that the demonic resident series has been experimenting since 2017, to get more eyes on this forgotten gem and really reintroduce it to the collective gamer community today. Until then, at least we still have this strange and wonderful entry in the RE tradition that I was not afraid to do.