Resident Evil -- Code: Veronica (Sega Dreamcast Review)

Resident Evil: Code Veronica Box Art Sega Dreamcast Claire and Chris Redfield
Developed and released on March 28, 2000 in North America by Capcom, Resident Evil -- Code: Veronica brings third-person, zombie-fighting, survival horror to the Sega Dreamcast

As much Resident Evil as I played on my GameCube, I somehow never played any on my Dreamcast. I eventually picked up a copy of the short-lived Dreamcast exclusive (short-lived meaning it wasn't an exclusive for long), Resident Evil -- Code: Veronica, but for some reason, I never played it...until now. How does Code: Veronica stack up to the other Resident Evil games of its generation?

Resident Evil Code: Veronica Start Screen Claire and Chris Redfield
The Resident Evil game of the millennium...at least as far as release date goes

Code: Veronica's story is one of the better of the earlier Resident Evil games. The tale begins with Claire from Resident Evil 2, on the hunt for her brother Chris, from the original Resident Evil. She is captured and brought to a military island just North of Antarctica. She then awakens in a cell to find the island has been overrun by zombies. Claire is freed, only to have to fight for her life, while searching for Chris. Along the way, she meets the psychotic owner of the island, makes a friend named Steve, and discovers the truth behind what happened on the island...then she ends up on Antarctica herself, and the perspective switches to Chris.

Resident Evil: Code Veronica Claire Cinematic FMV
The character design is top notch Capcom, and the characters, like Claire here, feature far more polygons than before

Code Veronica's story features some pretty shocking twists and turns. It is engaging, whether the player has gone through the first couple of games in the series or not. I particularly like the way the sibling relationship between Claire and Chris is positively portrayed, as well as how it is paralleled by the game's villains. Overall, the story is quite satisfying, without ever intruding upon or holding back the gameplay. In fact, the story drives the gameplay quite well.

Resident Evil: Code Veronica Claire Above the Carousel Mansion
Is it even a Resident Evil game without a dimly lit study?

The graphics at the service of the story and gameplay are also quite good. For the first time in the series, Capcom (and everyone they got to help...including Sega) uses 3D backgrounds instead of prerendered ones. In fact, all objects in the game are 3D, and the Dreamcast pulls this off without a hitch. While the graphics might not be up to the level of Resident Evil 4 on the more powerful GameCube a few years later, they look great for Dreamcast (and there's a general Dreamcast feel to them). The game seems particularly happy with its advanced lighting engine, and shows it off as much as possible, particularly when shadows are involved. Claire and Chris' animations, as well as those for the monsters and villains are smooth, and the game runs without any slowdown, even when there's complex action onscreen. The character design is memorable and top-notch. The game also employs FMV's and they look great--a definite step above those found on the PS1.

Resident Evil: Code Veronica Claire Lighter Luis Light Engine Shadows Engine
Code: Veronica shows that lighting and shadows engine off immediately, by giving Claire a lighter before it gives her a gun

Resident Evil: Code Veronica Claire Lit by the Light from firing her gun
A an old musty room, lit almost entirely by gunfire...yep, must be a Resident Evil game!

The sound is also up to the Resident Evil standard. Gunshots and zombie moans are effective. The voice acting is solid (some of the actors are better than others) and there is quite a bit of it. Most importantly for a Resident Evil game, the music is on point, though unique, as it definitely has a Dreamcast flavor. In particular, the safe room theme, with its piano and chimes, sounds like it is from a sick and demented version of Shenmue. Considering safe room themes are often the most memorable and iconic music in a Resident Evil game, it's cool that there's one that's so iconically Dreamcast.

Resident Evil: Code Veronica Safe Room Mansion typewriter lamp light claire
At this point, I'd buy a coffee table about Resident Evil safe rooms

Resident Evil: Code Veronica Antarctica Safe Room Chris Injured typewriter item box
I don't care if it's an experimental military base beneath the Antarctic ice, it needs a safe room!

As far as Code: Veronica's gameplay goes, I found it a little shocking. It's not the fact that the game uses the early entries' "tank" controls, a sort of reverse axis form of moving, where the player must stop in order to fire weapons, though this is one of the last entries in the series to fully employ this type of control system. I figured it would. That is expected, just as the third-person survival horror, fueled by puzzle solving and bursts of violent action, is expected. The shocking part of Code: Veronica's gameplay is that it is a very long game that is surprisingly difficult. For reference, I have never found a Resident Evil game to be difficult before this one. Code: Veronica doesn't even have difficulty modes. There is only one, and it is HARD.

Resident Evil: Code Veronica Chris Shotgun Shooting Zombies Antarctic Base
Kill them, Chris! Kill them all! Or better yet, run away and conserve your ammo. You're gonna need it.

There are a number of reasons Code: Veronica is more difficult than most games in the series, and many of them are frustrating. The puzzles, generally somehow both oblique and rudimentary in other Resident Evil games,   are far more esoteric here. This isn't what makes the game frustratingly difficult, though--it's all of the game's frustrating elements working together in concert. For instance, there are many weapons in the game that are quite easy to miss and never find. Ammo for the weapons the player does find often runs short--this is expected, as after all, this is a survival horror and a Resident Evil game. However, there are numerous areas where the zombies and monsters regenerate, and when the player is wandering back and forth, trying to figure things out, it's very easy to run out of ammo, despite the careful planning that serves well in other games in the series. Most frustratingly, the game switches perspectives about halfway through without warning. Generally, the length of a normal Resident Evil game would match Claire's adventure in Code: Veronica. Then, the player would be given the choice to start a new game as Chris, and play through his campaign. Not here. Code: Veronica combines both characters' stories together, into one longer game. However, the game gives no warning that Claire's adventure is suddenly going to end and Chris' adventure is beginning. Therefore, just about every bit of weapon, ammo, and health items that Claire is carrying when her game ends is unobtainable by Chris during his campaign. That means weapons like the grenade launcher, machine guns, and assault rifle are off limits for Chris. They are only usable by him if the player just happened to dump them off in an item box before finishing off Claire's story. Thankfully, the few item box locations across the game are all connected to each other, meaning they all hold every item the player has dumped into any respective item box. But if they weren't dumped into the item box, and Claire was holding them, Chris is out of luck.

Resident Evil: Code Vernoica Chris Shoots Zombie with a shotgun in Moth Tunnel Antarctic Base
At least he gets the shotgun, no matter what

Thankfully, Code: Veronica does feature a workaround to its frustrations: frequent saving opportunities. It feels as if the game offers the player far more typewriter ribbons than in the surrounding games in the franchise. Ribbons are used with typewriters, strewn throughout the game, often, but not exclusively found in safe rooms (the franchise's enemy free rooms where a player can save and enjoy the relaxing music). There are so many ribbons here to save frequently, if the player does indeed save frequently, it's easy to go back to a previous save once a puzzle is finally solved, or after the perspective changes (which happens more than once!), so the player can offload weapons and other useful objects into an item box. Of course, the issue here is that I didn't realize there were more than enough save ribbons lying around until I was late in the game, and I still had 22 in my inventory. I'm telling you, the reader, this now, so you know, but I wish I had known. I would have saved far more often and saved myself a lot of grief.

Resident Evil: Code Veronica Monster jumps onto Claire
Hmm...I wonder if something is watching me?

There is also some sadistic design in this game. For instance, one of Claire's safe rooms is right next to a nest of poisonous zombie moths who constantly regenerate. They are there literally every time Claire goes to save or has to pass through the area, no matter how many times she kills them, and they are remarkably good at poisoning her. This almost feels like the Resident Evil take on the Japanese version of Super Mario Bros. 2 at some points. There's nothing like having to fight a boss that requires tons of ammo and health right after you've stored most of your item and health items in an item box--hope you saved! Watch out for those moths! 

Resident Evil: Code Veronica Boss Battle Claire versus The Tyrant plane cargo hold
Also, watch out for that Tyrant!

Thankfully, this is a Resident Evil title, and Code:Veronica is very fun for much of its considerable playtime. The game boasts some great action scenarios and a perfectly bleak Resident Evil atmosphere that makes most of its runtime a joy. The boss battles are epic, terrifying, and fun. I got angrier playing this than I have any other Resident Evil title, but that anger was generally punctuated by longer moments of enjoyment. The difficulty level even adds to the sense of accomplishment throughout the game, like when the disc is finally switched (this game is so huge, it plays across two discs), and most importantly, at the end. Watching Chris get pingponged around as he tries to survive a massive explosion in the post-final boss FMV actually got me a bit emotional--I put so much energy and time into keeping Chris alive, and the action movie on steroids final video of his attempt to escape made me genuinely worried it would all be for naught.

Resident Evil: Code Veronica Staff Credits CRT screen
The most accomplished...and relieved I've ever felt watching a Resident Evil game's end credits

Despite the longer gamelength, there is some post-game content here unlocked after beating Code: Veronica, namely the Battle Game, where different characters with different loadouts (including unlockable characters) can be selected to go through a gauntlet of rooms. The coolest option here is to play through the Battle Game in first person, as a first person perspective in a Resident Evil game at this time was pretty novel. The first-person view is a bit simple (the controls and aiming don't offer any more freedom than the third-person mode), but it's still a nice touch.
 
Resident Evil: Code Veronica Battle Mode Claire First Person
Look ma, only hands!

I did enjoy Code: Veronica. I also found it more frustrating than almost any Resident Evil game I've ever played, and a far cry from the all-time greatness that is Resident Evil 4. I greatly enjoy this franchise, and I enjoyed this game...but I can't pretend like I didn't want to rip out my VMU and throw it across the room at points. I yelled...a lot. If you're a fan of the series, though, and a fan of the Sega Dreamcast, Resident Evil -- Code: Veronica must be played. It may have later been ported to other systems...but it feels like a Dreamcast game, through-and-through.

9.1
Graphics

The series' jump to 3D is done without a hitch, utilizing a great lighting engine and character and environmental design to keep the Resident Evil atmosphere alive
8.0
Music and Sound

Solid soundtrack, punctuated by great sound effects and hit-and-miss voice acting
7.0
Gameplay

Typical early franchise Resident Evil survival horror, just a bit more frustrating and a lot more difficult 
7.5
Lasting Value

A longer single-player campaign than most early Resident Evil games, featuring some fun post-game content afterward
7.6  FINAL SCORE

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