Reviewed: September 1, 2001
Reviewed by: Mark Smith

Publisher
Capcom Entertainment

Developer
Capcom Entertainment

Released: August 22, 2001
Genre: Action
Players: 1
ESRB: Mature

8
9
9
8
8.8

Supported Features:

  • Analog Control
  • Vibration
  • Memory Card


  • Resident Evil has become synonymous with survival horror on just about every gaming format since the original PlayStation. It shouldn't come as any surprise that the latest installment of the series has made the port to the latest hardware. Originally released for the Dreamcast back in May, 2000, Code Veronica is back to celebrate the 5th anniversary of the series on the PS2 with a special edition containing 10 minutes of extra footage. And if that isn't enough to pry $50 out of your wallet Capcom has also included a playable demo of their new survival horror game, Devil May Cry which may be worth the price of admission.

    While Veronica may have been state-of-the-art last year on the Dreamcast, there are no real significant improvements on the PS2 conversion. This becomes painfully obvious when you compare Veronica with the demo of Devil May Cry which is truly a next-gen title. It's almost as if Capcom was saying "OK, this is what we used to be able to do, and this is what we can do now".

    Patterned after horror movies like Night of the Living Dead or Dawn of the Dead, this ongoing series centers around a few key characters and their battle with a huge company called Umbrella who has designed a chemical known as the T-Virus. This chemical seems to bring the dead back to life as flesh-eating zombies while at the same time spawning all sorts of other hideous mutant creatures.

    The original Resident Evil game was best known for its terrible (but intentional) voice acting. Laughing at the silly dialogue being delivered by some of the worst voice-actors ever was the only thing that could lighten up the otherwise truly horrific atmosphere this game generated. I'm not ashamed to admit that over the course of the series I have screamed, jumped, dropped my controller, and probably turned on a few extra lights. That's just how good and terrifyingly real this game is.

    The opening movie hits you like a ton of bricks. I've always been impressed with how "close" CG graphics can come to looking real, but in this game they simply "are real". Every nuance of the physical form is perfectly modeled and animated from blinking eyes to falling strands of hair across Claire's face. The action is totally intense and looks like a scene from any John Woo feature film.

    Previous Resident Evil games have always offered great action and challenging (if not insanely difficult) puzzles. Code Veronica X is the fifth game in the series and they have built upon their already impressive history of success and taken this sequel to the next level. Gorgeous 3D modeled backgrounds are now standard, allowing the camera to swing around and capture the action from very cinematic and scary angle. Previous versions had you moving your character across scrolling 2D paintings, which had no chance of scaring you on repeat visits.

    The voice acting has stepped up several notches and can almost be considered "good". Some characters are a bit "over the top" but the main characters, Claire, Steve, and Chris all come across as believable. There is also a much tighter story for this adventure and it really draws you into the game. Told through game engine cinematics and CG rendered cut-scenes which blend seamlessly with the game, you are sucked in immediately and held in total suspense and disbelief even after the closing credits. The extra 10 minutes of footage actually improves upon an already great story and fleshes out many plot points that may have been glossed over in the initial release.


    Resident Evil: Code Veronica X plays just like all of the previous games in the series but with a few enhancements. Now you must thoroughly examine the items you collect during your adventure. Spinning items around or opening up containers will often reveal hidden clues to solve many of the puzzles. As always, you are limited in the number of items you can carry so make good use of the famous Item Boxes located throughout the levels.

    The improved auto-mapping system is also very nice. Maps are created as you explore areas, and you can usually locate a complete map somewhere in the level. These maps are useful in locating "save rooms" (yes the famous typewriter and ribbon combo is back) and the maps even show doors that are unlocked, locked, and locked (but you have a key). This is very helpful in figuring out where to go next when you think you have reached a dead end. A quick glance at the map and you will say "Oh yeah...I forgot to check out that door".

    The puzzles are still of the flavor; "find item A and use it on item B", although there are some simple puzzles like locating and typing in correct passwords or pressing button combinations to disarm traps. The puzzles certainly add to what is already a very long game and generate a lot of backtracking across levels. You will often have to walk across huge distances to get an item that you need to use in the area where you first started the search.

    Zombies and other mutants populate the island where your adventure takes place, but they are surprisingly fewer in number than previous games. This is actually an improvement because now you are not always ready for when one might jump out at you. Sometimes you can go for 10-20 minutes without seeing anything then something will smash through a window and start munching on your shoulder. It is truly terrifying.

    In previous Resident Evil games you could play as various characters. Usually this meant playing the same game but with a different character with different weapons and abilities. The actual game didn't differ that much and you could pretty much know where all the zombies were and how to solve the various puzzles. In Code Veronica you get to play multiple characters but throughout the same single adventure. The first half of the game you will play as Claire, and a brief slaughter-fest with Steve. But when you pop in that second CD you will take over as Chris (Claire's brother) and explore the island in her footsteps. What is particularly innovative (and extremely cool) about this concept is that things you have done as Claire directly affect Chris. If you chose to run away from that pack of dogs then Chris will have to deal with them later. If you left that Combat Knife in the weapons locker then Chris can get it and use it. Knowing this in advance helps a little because you can help prepare for Chris's adventure while you control Claire. Ultimately though, you will never know what Chris is going to need or when until you have completed the game the first time.

    The control in Code Veronica is as quirky as always. Resident Evil has never excelled in this area since its beginnings on the Playstation and the control on the PS2 is no better. In fact, you may find you get better control using the d-pad. On several occasions I took unnecessary damage and even died while trying to run away or dodge zombies only to have my character go off on some awkward angle and run right into the very creatures I was trying to avoid.


    Veronica's visuals were impressive last year and they still hold their own with many of the current PS2 titles. But when you see demos for upcoming games like Metal Gear Solid and Devil May Cry you begin to realize how dated the graphics are. The PS2 version shows no real improvement over the Dreamcast - the two are virtually identical. The cinematics are breathtaking and you will swear that you are watching real movies when the movies are playing. The cut-scenes that are generated with the game engine are so perfect that you would never know when to play if it weren't for the letterbox effect (narrowing of the screen) during the movies.

    The terrible camera angles of previous Resident Evil titles are gone. You will always have the perfect angle for the action at hand. If you move behind an object the camera will swing up or around to allow you to see what's going on. The camera is also used in very dramatic ways with swooping pan and zooms and even some scary POV (point of view) shots. There is nothing scarier than walking down some stairs and the music tenses up and the camera shifts to under the stairs at something staring at your ankles as you continue down the steps. The camera work looks like the entire game was edited and directed by a Hollywood professional. Some of the shots are simply ingenious. One of my favorites is walking through the tunnels of the underwater facility while the camera is capturing the action from the outside of the glass, complete with bubbles and watery sound effects.

    The modeling of each of the characters is as close to the actual human form as a computer can get. Claire might not have the physical attributes of Lara Croft but she is rendered to such an incredible extent that she seems much more real. Even facial features depict real emotions and you cannot help but feel what she is feeling. After Claire dives down a staircase and rolls under a closing metal door and you see her grimace, you will feel her pain.

    The island has several huge locations to explore and while they are an odd mix including stark prisons, high tech labs, underwater facilities, and even a huge mansion, they are all very accurate in their design and modeled to look like their real-life counterparts. The designers have included the infamous door and stair animations between areas, partly to conceal the load times and partly to add to the suspense of entering each new area. Some of the more tense areas elaborate on the opening doors by zooming in on the doorknob as scary music plays.


    The sounds and music in Resident Evil: Code Veronica X are almost as good as the visuals. The soundtrack always fits with what's happening on screen ranging from the action theme of the opening movie to the creepy music while you are exploring the depths of some secret laboratory. It really adds to the mood and flavor of the adventure and helps draw you in to scare the crap out of you at just the right moment.

    The sound effects are dead on. The sound of rain, creaking doors, hollow reverbs inside the submarine, squeaking floorboards, moaning zombies, barking dogs...need I go on. All the sounds in this game are of the highest quality and timed perfectly with the action. Even the weapon sounds and resulting explosions will rock the house when played through a decent sound system.

    The DualShock is used to perfection and rumbles with explosions or thumps with the tense heartbeat of your character as they go through a door or down steps into the unknown. This is one of the few games where the vibration effect is more than just a gimmick - it really adds something to the gaming experience.

    The story, script, and resulting dialogue is hit and miss. The main characters all have excellent dialogue delivered by semi-professional actors. Some of the other characters' voices could have been recorded by the "guy in accounting" for all we know. Whether you like the acting or not, Code Veronica is loads better than any of the previous adventures, and if it gets any better the series could lose its B-movie rating and start getting taken seriously - if it hasn't already.


    This is a game of epic proportions, not only in storytelling but also in length. Don't even think about renting this title or you will spend more in rental fees than the purchase price of the game. Your first pass through will easily take you 30-60 hours. Yes, I said "first pass" because once you complete the game the first time you will unlock the incredible "First Person Mode" allowing you to replay the game from the POV of your character. Playing from this perspective must been seen to be believed. Terror takes on a whole new meaning when you lose the advantage of an external camera system and you must rely on what YOU see. Of course if you don't like the controls in the standard view then playing in the Quake-perspective may be scarier than the game itself.

    There is also a hidden Battle Mode, which you can unlock by accomplishing certain goals in the main game as well as tons of secret characters to discover and plenty of other extra goals you can strive for. I haven't tried it myself but I hear you can get a rocket launcher with unlimited ammo if you; complete the main game without ever saving, use no first aid sprays, no retries, complete two mini-quests, and do it all in 4 hours and 30 minutes...yeah right. I don't want a rocket launcher that bad.

    There is so much extra stuff to do in this game that you will definitely want to get a strategy guide or locate a website with info on all the bonus materials. Unless you get totally sick of this game I would say there is enough stuff in Code Veronica to keep you busy for 4-6 months.


    Resident Evil: Code Veronica X is startig to show its age but it is still one of the most terrifying titles you can get for your PS2, and it should keep your busy and scared until Devil May Cry releases later this year. Everyone loves to be scared and this is the game to deliver countless nights of horrifying fun. The violence and gore is probably a bit much for the younger crowds (under 12) unless you want them sleeping with you after playing. Even so, don't be surprised if you find yourself sleeping with the lights on after a few terrifying nights tagging along with Claire, Steve, and Chris.

    Special note to Dreamcast owners. If you are asking yourself "is this version worth getting" I would say YES only if:

    1. You can sell/trade your DC version of the game.
    2. Full version of Devil May Cry isn't already out and you want to play the demo.

    Otherwise, I wouldn't bother. The extra 10 minutes of story isn't worth the price of buying what is essentially a duplicate of the Dreamcast version. Save your money and buy Devil May Cry.