Note: This
is a review of the Japanese version of Resident
Evil Code: Veronica, or Biohazard Code: Veronica
as it's called in Japan. Everything is basically
the same, except for the difficulty settings which
are exclusive to the
import. |
I get scared easily. Too easily.
Once a friend approached me in broad daylight and calmly
said ''Boo.'' - I screamed loud enough so that everyone
in the surrounding area heard me. That was the topic of
discussion for the next few days. But I'm older now, and
with age comes bravery, right? Eh...no. Playing this
game was rewarding and challenging at the same time, and
I collected more sweat in a few hours than I would in a
few days worth of exercising. (Not that I ever exercise,
mind you.)
Code: Veronica is the first Resident
Evil game that I've ever played. They never really
attracted me, but after seeing so many good reviews, I
knew I had to try this. After popping it in and just
watching the opening introductory movie, I was hooked.
Throughout the game the player is treated with a mixture
of real-time and CG sequences, all of which are
impressive. The only beef I have about the cinematic
scenes is the horrid voice acting - listening to it is
just as scary as watching! There are moments where
you'll be snickering at the voices when Capcom had
planned for you to be wetting your pants. Oh well, maybe
next time.
Having never played a game in the
series, my knowledge of the overall storyline is hardly
complete, but they do a decent job of introducing
newbies such as myself into the creepy world. Claire
Redfield has been imprisoned, but is later released when
the complex has been overrun by zombies, which were
created from an outbreak of the T-Virus. Escaping from
the island isn't going to be easy, but Claire sets out
with the help of Steve, a fellow stranded prisoner. (He
shares a resemblance with Leonardo DiCaprio, but you
ladies will be turned off by his nasally, Canadian-ish
voice.)
Across the two-disk adventure, you'll
see plenty of enemies to avoid, and become involved in
the twisted story as it's told to you. Claire's brother,
Chris Redfield, comes after them later on and you'll
play as him for the second half of the game. The game
flows unerringly and it never fails to make me jump at
the right moments...well, almost. Like I mentioned
earlier, there are a few instances where the voice
acting is too silly to make you believe what's
happening. The love sub-plot is a little stupid as well.
Controlling Claire and Chris is a bigger task
than you might think. Getting through the game isn't a
huge challenge, but starting off is the tricky part. You
see, the controls are set up so that if you push forward
it will be forward from the character's
perspective, which is often opposite from where you
would normally think to move. Using the joystick isn't
an option either, and all movement is controlled with
the D-pad. While not the most efficient way of doing
things, you get used to it after a while. A very long
while, though.
This game also opposes
convention, and X is used as the main button rather than
A as we're all used to - in fact, the A button cancels
selections instead of B. During gameplay, however, A is
used to run in conjunction with the D-pad, and a quick
180-degree turn can be accomplished by pressing down and
A at the same time. X is used to activate switches, or
to use your weapon while aiming with the R-trigger.
These are the basic controls and you can get used to
them over time. I just wish Capcom had done something a
little more friendly so we wouldn't have such a hard
time navigating the area.
But I must say that
they did a great job in using both of the
Dreamcast controller's slots. First off, is the VMU -
the screen on it displays your current health status.
Because there are no on-screen icons, you would
generally have to see this through the pause menu. You
can save yourself some time assuming that you're not
playing in the dark. The Jump Pack is also used to it's
full potential, and it shakes to fit the current
situation in addition to simply vibrating when you fire
a gun. For example, if you're about to enter a room that
seems scarier than usual, the pack will mimic a
heartbeat as you open the door.
Unfortunately,
going through doors bugs me. A very simple animation is
shown as the door opens and closes. In a way, it helps
raise the tension because you don't know what to expect
in the next room. But it wastes time, and the animations
lack the graphical quality that the rest of the game
has.
Fortunately, though, the rest of the game
has gorgeous graphics. Everything is rendered
beautifully and the lighting effects are excellent. Each
source of light sets the mood of the room, and the dim
lamps blowing in the wind can definitely creep you out.
The character animations are lacking despite how pretty
everything else is. They just don't turn realistically,
and it looks a bit awkward.
I don't have a
problem with the camera, and the stationary angles allow
you to see only what the developers wanted you to see.
You usually don't discover the horde of zombies until
the camera pans around at the last second! There are
times where you'll pass over an item due to camera
issues, but I found it to be helpful the majority of the
time.
As far as sound goes, don't expect a lot
of music. It remains pretty quiet to give it more of a
spooky feel, but the little music that's there sounds
fine to me. The sound effects are great and give you
clues as to what's going on.
So you can enjoy
the sounds and graphics as you play. But how fun is it
to actually play through it? Getting past the control
issue, it can be fun. Gameplay basically consists of
going to a room, finding a key, finding a place to put
the key, then unlocking another door to go through.
While it definitely goes deeper than that, the basic
mechanics can be redundant and occasionally you might be
bored of playing hide-and-seek with inanimate objects.
Some puzzles are tricky and often frustrating, but it's
always a great feeling once you've finally figured it
out.
The baddies you encounter can range from
intimidating to scream-inducing. Due to a limited amount
of ammo, there will be times where you'll be fighting
with a knife, and that really annoys me because I'm
panicking whenever something big comes my way. I also
wish that you could hold more items at a time - you can
store items in special boxes, but visits to these are
required more often than I'd like. You need to find a
special item to save, and I'm against this completely.
It'd be nice if we could save whenever we came to the
save point.
The fun-level drops as you play with
Chris and you'll have to do a lot of backtracking
throughout the game, especially with him. That's the
worst part about playing, but it's not extremely
involving anyway. Really, watching the cut scenes and
becoming engaged in the story is the best part. And it
does a good job of that.
So...is it worth
it? That's the big question, especially now that the
PS2 version is out.
My answer: yes. If
you have a PS2, I guess it would be better to get that
version for the extra footage. Either way, just do
yourself a favor and play Code: Veronica whatever way
you can. It's a solid one-player adventure that's worth
at least twenty hours, so you'll get your money's worth.
Despite some control flaws, it's an overall great
experience and one of the best Dreamcast games out
there. Buy it!
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