The best Resident Evil title has aged well, but still only good for those who haven't played yet.
December 9, 2003 | 10:00 PM PSTby: Osei Tyson
If you’re a GameCube born Resident Evil fan, Resident Evil: Code Veronica X isn't the game you might expect after playing the near identical style of RE1 and RE0. It's better. Sure, the game started as a Dreamcast game and then became a PS2 title, but as a 3rd time port it has aged well. However, no one could have guessed that Code Veronica X would also be a step above all of its GameCube predecessors in almost every aspect, while still holding true to the established Resident Evil formula that we've all come to know and love. Lights out, it's dinner time!
The story, as in every Resident Evil game to date, is the most important aspect of the game (well besides scaring the **** out of you), and fortunately, Code Veronica X's storyline stands up to and even topples its scary older siblings. The game centers on Claire Redfield in her continuing quest to find her missing brother, Chris. The events take place three months after those depicted in Resident Evil 2 when Claire heads to Europe. In search of Chris in Paris, Claire stumbles too close to the truth and is clubbed, captured, and brought to a remote island that's strangely taken over by an unknown militia. She must make her daring escape. This is all explained in the game's opening movie, which is arguably one of the most exciting CG intros ever. From there, in agonizingly tortuous fashion, Claire makes odd acquaintances with young rebel Steve Burnside, and later finds her brother Chris and takes on the entire village of zombies, worms, freaks, and mutants that come her way, until she learns who is responsible for the Veronica Virus, and then takes care of them. Of yeah, evil Wesker reappears after a spell and appears to be as much a baddy as before.
Unlike previous games in the series, which were viewed from static shots of rendered backgrounds, Resident Evil Code: Veronica X is made up of polygonal environments viewed from still positions that occasionally shift to let you see around corners. It may seem like a minor difference, but it adds a lot to a series that's been in danger of growing stagnant by not keeping up with improvements that other games have been making to the formula. Even the most recent new title in the series, Resident Evil 0, doesn’t use the improvements. The graphical differences between the Dreamcast, PlayStation 2, and GameCube versions of Code: Veronica are similar to those between the Dreamcast and GameCube’s Skies of Arcadia. The models and backgrounds are more clearly defined than the PS2 version, plus the colors are more distinct and objects blend into the environments better. And all my zombie friends look just terrific. With sharp textures and motion-captured shambling, these are the best looking zombies hanging around your local zombie filled island of terror. Simply put, when it comes to visuals Code Veronica X has aged well. It easily beats newer GCN titles like True Crime: Streets of LA in looks.
Almost all of the sounds in Code Veronica are crystal clear and creepy as usual. Take spiders for instance. Before they come into view all you hear is a light thud noise that gets louder and louder as the spider comes closer. Freaks me out a little every time. The zombie moans are also well done and not the least bit cheesy. The voice acting is very serious and convincing throughout the game with the only exception being Steve's (supporting cast) voice a couple of times. As always, cheesy voice acting meets with well-timed audio and an excellent musical score. If you can get past the vile nature of the likes of Steve, you'll be more than pleased.
The story, as in every Resident Evil game to date, is the most important aspect of the game (well besides scaring the **** out of you), and fortunately, Code Veronica X's storyline stands up to and even topples its scary older siblings. The game centers on Claire Redfield in her continuing quest to find her missing brother, Chris. The events take place three months after those depicted in Resident Evil 2 when Claire heads to Europe. In search of Chris in Paris, Claire stumbles too close to the truth and is clubbed, captured, and brought to a remote island that's strangely taken over by an unknown militia. She must make her daring escape. This is all explained in the game's opening movie, which is arguably one of the most exciting CG intros ever. From there, in agonizingly tortuous fashion, Claire makes odd acquaintances with young rebel Steve Burnside, and later finds her brother Chris and takes on the entire village of zombies, worms, freaks, and mutants that come her way, until she learns who is responsible for the Veronica Virus, and then takes care of them. Of yeah, evil Wesker reappears after a spell and appears to be as much a baddy as before.
Unlike previous games in the series, which were viewed from static shots of rendered backgrounds, Resident Evil Code: Veronica X is made up of polygonal environments viewed from still positions that occasionally shift to let you see around corners. It may seem like a minor difference, but it adds a lot to a series that's been in danger of growing stagnant by not keeping up with improvements that other games have been making to the formula. Even the most recent new title in the series, Resident Evil 0, doesn’t use the improvements. The graphical differences between the Dreamcast, PlayStation 2, and GameCube versions of Code: Veronica are similar to those between the Dreamcast and GameCube’s Skies of Arcadia. The models and backgrounds are more clearly defined than the PS2 version, plus the colors are more distinct and objects blend into the environments better. And all my zombie friends look just terrific. With sharp textures and motion-captured shambling, these are the best looking zombies hanging around your local zombie filled island of terror. Simply put, when it comes to visuals Code Veronica X has aged well. It easily beats newer GCN titles like True Crime: Streets of LA in looks.
Almost all of the sounds in Code Veronica are crystal clear and creepy as usual. Take spiders for instance. Before they come into view all you hear is a light thud noise that gets louder and louder as the spider comes closer. Freaks me out a little every time. The zombie moans are also well done and not the least bit cheesy. The voice acting is very serious and convincing throughout the game with the only exception being Steve's (supporting cast) voice a couple of times. As always, cheesy voice acting meets with well-timed audio and an excellent musical score. If you can get past the vile nature of the likes of Steve, you'll be more than pleased.
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