Resident Evil Code Veronica X
Review of Resident Evil Code Veronica X
After narrowly surviving the horrific onslaught on Raccoon City Claire Redfield continues the search for her missing brother Chris, one of the few surviving members of special police unit STARS. To her horror she discovers that Umbrella’s insidious activities are no longer isolated to the remote, mid-western city. Claire is captured while creeping around one of the corporation’s remote island bases and thrown into a prison complex. Following a rival companies assault on the Umbrella facility the game begins with Claire locked inside her cell.
Resident Evil Code: Veronica X sets the scene superbly with a mind-blowing computer-generated opening sequence. These pre-rendered FMV’s are also dispersed throughout the game intermingled with several cut-scenes using the in-game graphics engine to regularly update the story. However I’m sure that it’s the visuals within the game that interest you more than the pretty packaging.
It’s amazing how our memory can play tricks on us. Ever recall an awesome movie/concert/sporting event, which plants the seed that it was larger than life, baring no comparison to anything previously witnessed? It could be when you watched the original Star Wars for the first time, a gripping Cup Final, 2001 Space Odyssey, the Stones live… For years you will argue that nothing could possibly measure up to that specific experience, that moment in time, that extra special thrill. Then a few years down the line the opportunity arises to relive that particular memory and maybe compare it to something more recent, more up to date…. Disappointed? What I’m getting at is I have a picture firmly planted in my mind of the original Resident Evil. It was my first experience of the survival horror genre and the taste was totally addictive. The acting may have been ham but the visuals and gameplay hit right on the button. By the time Nemesis (Res 3) was released tweaks and improvements, in my opinion, had taken this franchise about as far as it would go.
Therefore it won’t seem surprising that my first impression of Resident Evil on Playstation 2 was total and utter disappointment. It looked the same, it played the same, it even featured similar puzzles and tasks to perform (push this, mix that, block the gas grate, click the button under the paintings...). Hour after hour I felt like I was just going through the same old motions (oooh another zombie, wow-wee a rabid dog, gee-wiz a huge boss with an external pumping heart...). I really didn’t appreciate what was going on here until I dusted off the PSOne and popped the original Resident disc in. The difference was colossal. So I switched it for the second Resident disc and the difference was huge. I then changed it with the Nemesis disc and the difference was still blatantly obvious. All those jagged edges were gone. Each jerky movement was now smooth. Every pause while the camera switched position had been dissolved. Those static shots of rendered backgrounds were now 3D polygon environments with depth. The long loading times were reduced, although still uncalled for on a room-to-room basis (check Exterminator for the future). Even the acting was now believable… well, almost. In summary Code Veronica X could now be officially declared as the finished Resident Evil product, and not Nemesis as I had previously thought.
The sound effects again reach the highest standard playing a specific part in creating a scary atmosphere. Zombies rightly moan and groan as their open wounds and decomposed flesh warrant. Thunder booms through the speakers as flashes of lightning illuminate the dingy scenery. All range of beasts rip through the walls when you least expect them to, while the soundtrack incites as many frights as the startling appearance of creatures.
I’ll not bore you with the gameplay details, as a simple check back over any past Resident Evil review will provide you with all the required info. To be honest if Capcom can be so lazy as to throw the very same puzzles at us again then I cannot be blamed for using the same excuse to avoid writing about them again (okay… explore creature infested environments, look for ammo and health, solve puzzles to reveal keys, stumble upon clues and ultimately escape from the present environment before becoming a zombie’s main course). Enemies are again wide ranging. The slow moving zombies are fairly easy to evade, but tend to gain an extra spring in their steps once close enough to smell your characters blood. Watch out for the Tyrant clones with their extendable limbs who can be pretty tough to take out and lethal from long range, while the quicker moving bosses and creatures only go to highlight the now dated control system which has been bettered several times already on PS2.
This doesn’t make Code Veronica X a bad game. On the contrary, it’s a good port of a year and a half old Dreamcast game with an extra PS2 exclusive 10-minute cut-scene. If this is your first venture into survival horror or you are just ‘Resident daft’ then this is a ‘must have’ game. However I issue a warning to those who own all four previous adventures not to expect too many changes to a formula that has just about ran its full course.
OUR PLEDGE: We promise that we have fully played 'Resident Evil Code Veronica X' before writing this review. The scores given above are our honest opinion and were not influenced in any way by the manufacturer or distributor of the game.
This review was written by Martin © Absolute PlayStation
Click here to view our 7 Resident Evil Code Veronica X in-game screenshot slideshow
Have You Played Resident Evil Code Veronica X ?
If you have owned 'Resident Evil Code Veronica X' long enough to have formed a solid opinion on it, then click here to write your own mini review of Resident Evil Code Veronica X.
Alternatively, if you would like to read what other gamers who already own Resident Evil Code Veronica X think of it, click here to view all of our reader comments and mini reviews of Resident Evil Code Veronica X.
Want To Know More About Resident Evil Code Veronica X ?