You ever just love a game everyone else seems to hate? Well if the five stars above and that opening line aren't enough of a clue, Resident Evil: Code Veronica is one of mine. This is one of my favorite entries in the series, and despite playing it many times—going well beyond getting 100% of the trophies—I enjoy every return trip to it. That said, my love for the game can't ignore its flaws entirely. There are plenty of valid criticisms out there: the backtracking often feels like padding and the shoddy voice-acting undercuts some of the game's most emotional moments. But for all its faults, I think this entry does some things better than a lot of its series siblings and that's kept me coming back many times over the years.

This was (I believe) the first game in the series to use fully 3D rendered backgrounds rather than the iconic pre-rendered backgrounds of its predecessors. While this shift was inevitable, it came at a cost. The 3D rendering allows for the game's welcome dynamic camera, but the need to design every object seems to have forced some lazier art that results in a step back from the rather beautiful backdrops of prior games. It still feels like a step up graphically in some sense, but the overall scenery is less evocative and artistic, which from a holistic perspective is a bigger problem. Further, things often feel just a little too dark. This is likely in part to stress the importance of the new lighter mechanic, but it still feels excessive and doesn't help the drab aesthetics. Ironically, these visuals leave this game—one of the last in the series of this style—feeling like the most aged when compared to its predecessors, which have maintained their visual charm decades later.
That said, the game still manages solid atmosphere. Rockfort Island offers a variety of grim environments that exemplify the series' claustrophobic tension. Further, the settings change things up beyond the thoroughly tread mansion and city settings of prior games. Not only do we briefly go to a gothic castle, we—as random as it is—get to explore a bit of Antarctica. Despite the issues with some of the visuals, the music also works as well as it always does in these early games in the series with a good mixture of unsettling ambient scores and bumping old school video game tunes. Even if some of the story beats are delivered awkwardly, the exploration in Code Veronica at all times feels tense and full of the danger such a game should present.

I really like the combat and gameplay in this one a lot, though I realize this is a common point of friction for most people. This is one of the more difficult games in the series and unlike some of its predecessors, it's much easier to soft lock yourself. Even aside from soft locks, the game is simply quite punishing in its general difficulty. Aside from a couple things that do feel pretty bad to me (ie the moth hallway, the end boss), I kind of appreciate this as someone coming to the game as a series veteran. Even playing it as many times as I have, I still feel like I have to really be on my toes with this one in a way that most of the series no longer makes me. It can be frustrating and punishing, but also quite rewarding to overcome the uneven odds. Separate from the challenge though, I also appreciate the wide variety of weapons and approaches the game offers and the difficulty is a good way to push you toward experimenting and exploring to find what might work better at different parts. For a first time player, I do think easier modes are warranted, but at least from my own perspective, which is the only one I can really speak from, I really like how it all feels.

Exploration-wise, while the backtracking can be excessive, it also helped to reinforce the layout for me, requiring me to form a mental map to complement the game's in-menu map, which isn't always user friendly. The puzzles are on par with the series to this point, though it's a touch harder at times, which is another source of difficulty I don't mind. Item puzzles in the other games often feel fairly trivial and obvious with most key items being for somewhat obvious uses within a confined area. This entry however makes you really think where in this set of several maps might this go? Even after all the times I've played it, I still have to think for a bit about where to go at times.
This may be a controversial take, but I think Code Veronica has a great story, one of the best in the series in some ways. I confess some bias here—Claire is my favorite character in the series and gets much of the spotlight. But even aside from that, Code Veronica is much more character-driven than most of the earlier games attempted to be, and pulls it off better than a lot of the later games that attempt the style.

The game follows Claire as she's captured while trying to find Chris, taking her to a dangerous island prison where she is confronted with yet another survival horror nightmare. Along the way, Claire meets Steve Burnside, an often-hated character I think is actually pretty well-written once you get past his hilarious voice-acting and the forced romance angle that crops up within the few hours they've known each other (to be fair, can we blame a teenage boy rescued by Claire Redfield?). Confronting our duo is a new sociopathic villain on par with the series' previous ones: Alfred Ashford, an eccentric man clearly obsessed with his dead (or maybe not?) sister. Halfway through, we get to play as Chris going after Claire (who yes, was going after him in the first place) and see a different side to the story with Wesker, tying more into the series' overarching story.
What makes Code: Veronica special is its thematic exploration. This game is less bogged down by its well-trodden tropes of corporate conspiracies and espionage—though that's there some too. Instead, the story explores familial bonds through three distinct foils, each taking their relationships in wildly different directions, especially in response to grief. This perspective is refreshingly personal, emphasizing character dynamics over grander sci-fi horror tropes. It’s a rare Resident Evil game that actually takes the time to examine its protagonists as people rather than just action heroes, something that even the more grounded remakes have struggled with. I think its biggest issue is mostly that in execution—especially with the goofy voice-acting—the scenes often feel a little too silly and over-the-top, making it harder to take seriously, despite the much more cinematic cutscenes.

To close out where I started, I don't really blame people for disliking this game—though in truth, I usually hear it called more "meh" than "bad." Despite my love for it, it is a flawed game to the point I'm not sure I'd strongly recommend it to too many people, especially if you aren't a fan of the older-style games in the series. And despite my praise above, I'd still put it on the lower end of the original tank controls games. After all, the series lore starts to really lean toward the ridiculous and supernatural with the introduction of Wesker's superhuman abilities and the primary villain's essentially magic powers supposedly granted by a virus. But for me, even if it doesn't surpass its predecessors on balance, Code Veronica remains a gem for its ability to deliver a challenging and immersive version of this gameplay that manages to have a compelling story once you give it a chance.
My other Resident Evil reviews: