Resident Evil Code: Veronica (2000)

Nextech

Dreamcast

3.78 from 950 ratings

2370 members have it in their collection · 75 playing now · 718 backlogged · 447 wish listed

How long? Main story 14h · with extras 12h (from 22 logged playthroughs)

Resident Evil Code: Veronica is the fourth video game in Capcom's Resident Evil survival horror series. The game continues the survival horror gameplay of its predecessors: the protagonist explores the surroundings, fighting monsters and solving puzzles. However, it is the first game in the series to do away with pre-rendered backgrounds using a fully polygonal 3D engine instead, which allows … Read more
Resident Evil Code: Veronica is the fourth video game in Capcom's Resident Evil survival horror series. The game continues the survival horror gameplay of its predecessors: the protagonist explores the surroundings, fighting monsters and solving puzzles. However, it is the first game in the series to do away with pre-rendered backgrounds using a fully polygonal 3D engine instead, which allows for features such as real-time lighting and camera movement. Still, such movements are only used sparingly, and the use of perspective is mostly unchanged from earlier installments: the camera automatically switches to different static angles showing protagonists, monsters and rooms from different spooky viewpoints. Read less
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Details

Developers
Nextech
Publishers
Capcom, Eidos Interactive, Sega
Genres
Adventure, Puzzle, Shooter
Themes
Action, Horror, Survival
Franchises
Resident Evil
Series
Resident Evil

Release dates

  • Feb 03, 2000 (Japan) Dreamcast
  • Feb 29, 2000 (North_America) Dreamcast
  • May 26, 2000 (Europe) Dreamcast

Also available on

Related

Remakes

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Featured in lists

Rating distribution

5 stars
225
4 stars
380
3 stars
262
2 stars
75
1 star
8
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Community All Reviews Statuses

Aleosha

Review Aleosha 3/5 · May 10, 2022

Far from the best classic Resident Evil

Must say that Code Veronica turned out quite a disappointment. And I have finished now most of Resident Evil games, some of them multiple times.
It started well, though. Decided to check how Code Veronica X plays on GameCube, and couldn't stop playing for a few hours. My first attempt at it was back in 2007, on Dreamcast, and I …

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Must say that Code Veronica turned out quite a disappointment. And I have finished now most of Resident Evil games, some of them multiple times.
It started well, though. Decided to check how Code Veronica X plays on GameCube, and couldn't stop playing for a few hours. My first attempt at it was back in 2007, on Dreamcast, and I got stuck somewhere in the middle, before Chris appears. Looking back, I should have played the PS3 version, Code Veronica X HD (wonderful naming!), which has better lighting effects.
The game is brutal compared to Resident Evil 2, though. Or maybe I just know Resident Evil 2 too well. Plenty of ammo, but by the end of Training Camp I was running out of healing items.
Not being limited by the PSX hardware anymore, Resident Evil allowed itself to become bigger. And it is actually a problem. There are more enemies, that respawn more aggressively. And since the world isn't broken into small self contained chapters anymore, there is much more backtracking, much more things to remember.
Bowgun is arguably even worse than the basic pistol. The only useful role are the explosive arrows. And the fact that it doesn't need to be reloaded.

First encounter with the Tyrant is mostly a standoff, in a space so narrow all you are able to do is shoot and hope it will go down before you do.
The second encounter on a plane is much worse, though. If you didn't save enough explosive arrows, you may be out of luck, and will have to load an earlier save. The boss will stunlock you, and its attacks track quite badly.
Nosferatu boss was extremely annoying. At least it has a free checkpoint just before the fight. Maybe I just don't like "sniper" fights.

Interesting how the game tells you a set of lies: - There are twins: Alfred and Alexia - There is no Alexia, Alfred was just crossdressing - There was an Alexia, but she died 15 years ago alongside her father - Their father didn't die, but was turned into a monster - Alexia didn't die, but voluntarily went to sleep for 15 year to "evolve"

Chris is able to pilot a Harrier. Guess this is something they teach you in SWAT?
This is the earliest Resident Evil I can remember that has a shared storage between characters. What that means, though, and that is something the game never explains properly, is that whatever equipment Claire uses while fighting Nosferatu stays with her. While it doesn't matter much for the pistol, it matters more for the grenade launcher, that Chris won't be able to use.
Second episode with Claire is one of the most annoying parts of any Resident Evil game I could remember. First you need to run under a falling block multiple times. Which mean instadeath if you mess it. Then you need to run away from mutated Steve, and if you don't have enough healing items, it's back to the falling block again. Found it to be very frustrating switching between two characters with separate inventory, not knowing when it happens and what items will become inaccessible. That way some healing items were left on Claire before fights with Alexia.
Speaking of that, first fight with Alexia in the manor has instadeath if she catches you, which is slightly annoying. Easy if you know you need a magnum in your inventory. Hard if you don't. Second phase is just a standoff again. And the third is again a sniping match, with infinite ammo and only landing a single shot, but with slow projectiles.
A bit sad that by the time Wesker appears again in Resident Evil 5, everybody forgot both about Wesker face getting burned (although maybe he just regenerated it, the guy survived getting crushed by a few tons of rails) and about Steve.
And the whole Wesker fight is strange. In the fact that it doesn't exist. It's just a set of scenes. I was expecting some QTE, but nope, just sit back and watch events unfold.

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DirtyMidnighter

Review DirtyMidnighter 4/5 · Apr 29, 2020

Redfields: Revengeance

The first Resident Evil game of the 6th Generation is a divisive one, apparently. As opposed to RE3, this game actually took the story forward out of Raccoon City and reintroduced Albert Wesker, the closest thing the series has to a central villain. Code Veronica is criticized for the amount of backtracking, the bonkers (even by RE standards) plot, and …

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The first Resident Evil game of the 6th Generation is a divisive one, apparently. As opposed to RE3, this game actually took the story forward out of Raccoon City and reintroduced Albert Wesker, the closest thing the series has to a central villain. Code Veronica is criticized for the amount of backtracking, the bonkers (even by RE standards) plot, and it containing a certain character that surely ranks in the all-time worst RE protags list. Still great though, and every bit as deserving of a slot in the extended main line series as Zero and the Revelations games. After that, you can start outright ignoring installments. Sorry, Outbreak and Dead Aim…

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vodsel

Status vodsel Oct 22, 2019

Haven't seen it mentioned anywhere after a google search, but RE Code Veronica seems to have picked up some inspiration, maybe, from the 1961 film The Innocents, what with the castle, fraternal twins, animals hurting and a music box motif. Just thought this was an interesting possibility after watching that film tonight.

dazed

Status dazed Apr 15, 2016

This afternoon I had the satisfaction of finishing what was originally intended to be the third installment in the Resident Evil franchise: Code: Veronica. While there are a couple of problems I have with it, I for sure think it is worthier of being considered a main title than the transient Nemesis, which felt to me like a cheap, quickly …

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This afternoon I had the satisfaction of finishing what was originally intended to be the third installment in the Resident Evil franchise: Code: Veronica. While there are a couple of problems I have with it, I for sure think it is worthier of being considered a main title than the transient Nemesis, which felt to me like a cheap, quickly made divertissement that wanted to milk whatever was left of the second game. For one, the meaty story is much more thought out and feels more significant in the canon than Jill's "last escape." In terms of gameplay, CV finds itself in a transitional state, between its predecessors and the mechanically transformed Resident Evil 4, but is very much the last cry gasp of the old-school style RE games.

I might find it easier to talk about the story by splitting it into Part 1 and Part 2. I thought part 1 was fantastic. While not initially all that scary, the slow immersion into the villain's sadistic psyche and dark subject matter was a gradual burn that worked really well for me. The recurring music box theme shed light on a tenderer side to Alfred and Alexia (and giving it lyrics in part 2 definitely ruined the mystique that it set up). Steve was definitely a likable presence, if only for laughing at his persona and "sorey!"s. Part 2 was rough at first, as it feels like you just finished a whole Resident Evil game with Part 1 and now you're starting another one. Once it got back on its feet, however, it felt quite all right, if a bit bloated.

The puzzles are some of the best that the pre-RE4 games have to offer, and clearly a lot of effort was put into them. Elaborately set up and often thematically perturbing (i.e. the dragonfly keys), I found them a joy to complete.

The bosses. Ugh. For me, the boss fights have always been the least fun parts of Resident Evil, as they are neither scary nor are they entertaining, as the RE game engine is not suited for boss fight combat. And in this game you get some ridiculously annoying fights; the tyrant on the plane being a potently irritating example. On the upside, I did enjoy the Nosferatu fight, which was set up very well and actually had some suspense and atmosphere to it.

The music! I loved the music in this one. For me, a soundtrack can really make or break a horror game, and Code: Veronica has some of the strongest up till this point in the franchise. The music box/piano roll theme I mentioned, the save room theme, "putrid smell", and the suspended doll theme are some of the ones I found to be the most effective.

Pros:

-Story

-Characters, including villain

-Puzzles

-Atmosphere/dark subject matter (one of the more atmospheric Resident Evils)


Cons:

-Too long

-Some annoying boss fights


Overall: A must if you like old-school Resident Evil titles!

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thehaqq

Status thehaqq Jan 25, 2015

So far so good - creepy storyline, puzzles, zombies and monsters so far (in Claire's piece) maintain good old Resident Evil horror. I already know this is a very underrated game...

thehaqq

Status thehaqq Aug 28, 2014

About to start this up - just finished RE3:Nemesis. Not sure if I should play the original Code Veronica that I have for Dreamcast, or just play X which I have on my PS2. May just do the latter for the additions/cutscenes.

FredLobster

Review FredLobster 4/5 · Feb 11, 2013

To me, Resident Evil: Code Veronica will mark the point where Resident Evil's writing staff really started drinking from the crazy pool. Realizing that it'd be difficult to continue milking Raccoon City for survival horror goodness (what with it being a smoking nuclear crater at this point), Capcom decided to send the story in radical new directions, flinging our …

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To me, Resident Evil: Code Veronica will mark the point where Resident Evil's writing staff really started drinking from the crazy pool. Realizing that it'd be difficult to continue milking Raccoon City for survival horror goodness (what with it being a smoking nuclear crater at this point), Capcom decided to send the story in radical new directions, flinging our heroine onto a tropical Umbrella prison island filled with legions of the formerly dead, creepy German people, and a spattering of puzzles far and away better than the usual Key / Door arrangements the RE series was notorious for in earlier games. The controls are cleaner, the environments much more dynamic (thanks to the Dreamcast being a serious powerhouse compared to the PSX), and the storytelling much richer now that they had a cast of established characters to work with.

The gameplay was still classic Resident Evil survival horror, but here's where you can first see some of the silly B-Horror writing that would make Resident Evil 4 the trash masterpiece it was. Although a bit dated at this point (and a lot longer than it had any right to be), anyone attempting to experience the full RE saga can look forward to this one.

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