Resident Evil -Code: Veronica- | 2000

Resident Evil -Code: Veronica-

 

Resident Evil – Code: Veronica is a survival horror video game developed and published by Capcom, first released on Dreamcast in 2000. It is the fourth main installment in the Resident Evil series, debuting on a platform separate from PlayStation. The story takes place three months after the events of Resident Evil 2 (1998) and coincides with the destruction of Raccoon City in Resident Evil 3: Nemesis (1999). The game follows Claire Redfield and her brother Chris Redfield as they attempt to survive a viral outbreak at a remote prison island in the South Pacific and a research facility in Antarctica.

The game retains the traditional survival horror mechanics and gameplay of previous titles, but instead of pre-rendered backgrounds, it uses real-time 3D environments and dynamic camera movements. The producer Shinji Mikami and his team began developing the game when they found it impossible to port Resident Evil 2 to Sega Saturn, leading to the creation of Code: Veronica. Although classified as a spin-off, it was designed as a true sequel to Resident Evil 2. The title "Resident Evil 3" was initially assigned to another spin-off game.

Claire is designed with a stronger appearance than in Resident Evil 2, reflecting her growth in resilience and confidence after the Raccoon City incident. In contrast to the American horror themes and settings of previous entries, Code: Veronica adopts a European gothic horror design, incorporating elements of gothic architecture and art, as well as a storytelling style reminiscent of operatic narratives.

Capcom announced Code: Veronica in August 1998, releasing it in February 2000. Delays due to poor sales of the Dreamcast led to lower sales expectations. While the game's sales were modest compared to other Resident Evil titles, it performed well against other Dreamcast games. It received critical acclaim and is considered one of the best entries in the Resident Evil series and Dreamcast library. Capcom later released an updated version, Code: Veronica X, for PlayStation 2, adding new cutscenes that provided further detail to the story, and it was ported to other platforms such as GameCube. In September 2011, Capcom released a high-definition remaster of Code: Veronica X for PlayStation 3 and Xbox 360. The game was also adapted into Capcom's Gun Survivor series as Resident Evil Survivor 2 – Code: Veronica (2002) and later into Resident Evil: The Darkside Chronicles (2009).

Resident Evil – Code: Veronica features similar survival horror gameplay to previous titles, including iconic controls, interfaces, puzzles, and enemies such as zombies and monsters. Unlike prior games that used pre-rendered backgrounds, Code: Veronica employs real-time 3D environments that allow for a more dynamic camera system. The camera follows and zooms in on players as they navigate the environment, akin to Capcom's Dino Crisis (1999). The story unfolds through CGI sequences and real-time cutscenes.

In the game, players control Claire Redfield for the first half and her brother Chris for the latter half. Basic character actions include running, attacking, pushing objects, and climbing. Players can check collected items in the status screen, where they can also inspect items for clues to solve puzzles, and some can be equipped. The status screen includes a map and a file menu, with all discovered notes stored in the game files, which may be essential for solving puzzles. Players can carry a limited number of items and must store others in item boxes scattered throughout the game.

Characters can take damage, which can be healed with recovery items. Herbs can be combined for greater effect. Taking too much damage results in a game over, requiring players to restart from the last save point. If a companion dies, it also results in a game over. Some weapons are more effective against specific enemies, and certain foes have weaknesses to elements like fire or acid. Completing the main game unlocks "Battle Mode," a mini-game that provides players with infinite ammo to fight various enemies in different locations from the main game. Besides the Redfield siblings, players can control supporting character Steve Burnside and antagonist Albert Wesker, along with new costume versions of Claire.

The story begins three months after Claire Redfield escaped Raccoon City (as depicted in Resident Evil 2). Claire attacks an Umbrella Corporation facility in Paris to find her brother Chris, but is captured and imprisoned on Rockfort Island in the South Pacific. Shortly after her arrival, she learns about a T-virus outbreak and teams up with fellow prisoner Steve Burnside to escape the chaos.

As they explore the island and search for a way out, they encounter Alfred Ashford, the island’s commander, and discover his unstable mental state, influenced by his twin sister Alexia’s personality. They eventually find an amphibious plane to escape, but Alfred pursues them, redirecting the plane to another Umbrella facility in Antarctica. Once they arrive, they confront more T-virus outbreaks, fighting zombies and monsters as they seek a means of escape. During this time, they battle Alfred, who is mortally wounded before releasing Alexia from her cryogenic state.

Meanwhile, Chris receives a message from Claire and heads to Rockfort Island, searching for her after realizing she has gone missing. He eventually encounters Wesker, who confirms Alexia's survival, and they both travel to Antarctica. Upon arrival, Chris attempts to rescue Claire and locate Steve but discovers Steve has mutated due to the T-Veronica virus and is now a threat. However, he fails to kill Claire and instead fatally wounds Alexia. Before dying, Steve confesses his love for Claire. Chris and Wesker then face Alexia, who escapes, and while Wesker retreats with Steve's body for further experimentation, Chris defeats Alexia and escapes with Claire as the Antarctic facility self-destructs.

Following the success of Resident Evil 2, Capcom initiated several projects for more Resident Evil games across consoles. Code: Veronica was developed as a response to the impossibility of porting Resident Evil 2 to Sega Saturn. Mikami and his team realized that maintaining quality was paramount and shifted to creating an original game for the Saturn. After asking for more development time, the technical quality improved, and Sega's upcoming Dreamcast was positioned more attractively. Meanwhile, a side story for PlayStation featuring Jill Valentine was in development, but this story was rebranded as Resident Evil 3, while the true sequel became classified as a spin-off titled Code: Veronica. Although there were branding complications with the titles, the core content of the game remained unchanged.

The story, setting, and artistic design of Code: Veronica diverged from the series' norms. While previous games were set in the United States and carried an American vibe, Code: Veronica is set in the South Pacific and Antarctica, drawing inspiration from European gothic horror. This is evident in its gothic architecture, art, and a narrative that emphasizes the fates of the insane and noble bloodlines. Parts of the story are conveyed through a lullaby, reflecting a European operatic nuance, contrasting with earlier titles dominated by American horror movie elements of monsters and zombies. Mikami organized the art team to focus on individual interests, with those interested in firearms designing guns, and others researching houses and castles.

In-game cutscenes feature nearly 2,500 polygons, with significant detail added to character faces. Capcom enhanced zombie details beyond previous titles, allowing for jaw movement and blinking. Claire’s stronger appearance reflects her experiences, and this characterization is emphasized in the opening cinematic, which features her dual-wielding submachine guns in an action scene reminiscent of John Woo. Mikami described Code: Veronica as representing 50% to 60% of his perfect vision for Resident Evil, indicating that future projects would fill in the remaining aspects.

By the time Resident Evil 3 was released, the development of Code: Veronica was nearly complete. Most of the 70-member development team was outsourced due to work on Resident Evil 3. Shinji Mikami and Yoshiki Okamoto supervised the game's scenario and direction, while XAX Entertainment assisted with environmental design, and Nextech handled most of the technical development. Capcom's Production Studio 4 remained responsible for art direction and character design. By September 1999, Sega had sent some developers to help polish the game for a smooth frame rate.

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