Resident Evil – Code: Veronica: Difference between revisions
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{{Short description|2000 video game}} |
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{{Infobox video game |
{{Infobox video game |
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|image=RECV boxart.jpg |
| image = RECV boxart.jpg |
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|caption=North American |
| caption = North American cover art |
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|developer=[[Capcom]] |
| developer = {{nowrap|[[Capcom Production Studio 4]]}} |
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|publisher={{collapsible list|title=Capcom |
| publisher = {{collapsible list|title={{nobold|[[Capcom]]}}|'''Dreamcast'''{{vgrelease|JP/NA|Capcom|EU|[[Eidos Interactive]]<ref>{{cite web | url=https://www.gamespot.com/articles/eidos-to-publish-capcom-games/1100-2446284/ | title=Eidos to Publish Capcom Games }}</ref>}}'''GameCube'''{{vgrelease|JP/NA/EU|Capcom|AUS|[[Nintendo Australia]]}}}} |
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|series=''[[Resident Evil]]'' |
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| producer = [[Shinji Mikami]] |
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|released={{collapsible list|title=February 3, 2000|titlestyle=font-weight:normal;font-size:12px;background:transparent;text-align:left|'''Dreamcast'''<br />{{vgrelease|JP|February 3, 2000|NA|February 29, 2000|EU|May 26, 2000}}''Kanzenban''<br />{{vgrelease|JP|March 22, 2001}}'''PlayStation 2'''<br />{{vgrelease|JP|March 22, 2001|NA|August 21, 2001|EU|September 14, 2001}}'''GameCube'''<br />{{vgrelease|JP|August 7, 2003|NA|December 3, 2003|EU|March 12, 2004}}'''Xbox 360''' & '''PlayStation 3'''<br />{{Video game release|NA|September 27, 2011|EU|September 27, 2011 <small>(X360)</small>|EU|September 28, 2011 <small>(PS3)</small>|AU|November 15, 2011|JP|March 13, 2012}}}} May 9,2017 (PS4). --> |
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| composer = {{ubl|Takeshi Miura|Hijiri Anze|Sanae Kasahara}} |
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| series = ''[[Resident Evil]]'' |
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| engine = [[MT Framework]] (PS3/Xbox 360) |
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| released = {{collapsible list|title={{nobold|February 3, 2000}}|'''Dreamcast'''{{vgrelease|JP|February 3, 2000|NA|March 28, 2000<ref>{{Cite web |date=2001-04-19 |title=Capcom: News |url=http://www.capcom.com/news/news.xpml?prid=150066 |access-date=2023-04-21 |archive-url=https://web.archive.org/web/20010419152735/http://www.capcom.com/news/news.xpml?prid=150066 |archive-date=April 19, 2001 }}</ref>|EU|May 26, 2000}}'''''Code: Veronica X'''''|'''Dreamcast'''{{vgrelease|JP|March 22, 2001}}'''PlayStation 2'''{{vgrelease|JP|March 22, 2001|NA|August 22, 2001<ref>{{Cite web |title=Code Veronica X release slips one week |url=https://www.gamespot.com/articles/code-veronica-x-release-slips-one-week/1100-2802288/ |access-date=2023-04-21 |website=GameSpot |language=en-US}}</ref>|EU|September 14, 2001}}'''GameCube'''{{vgrelease|JP|August 7, 2003|NA|December 3, 2003|EU|March 12, 2004<ref>{{Cite news |date=2004-03-12 |title=What's New? |language=en-gb |work=Eurogamer.net |url=https://www.eurogamer.net/whatsnew-120304 |access-date=2023-04-21}}</ref>}}'''PlayStation 3, Xbox 360'''{{Video game release|NA|September 27, 2011|EU|September 27, 2011 <small>(X360)</small>|EU|September 28, 2011 <small>(PS3)</small>|AU|November 15, 2011|JP|March 13, 2012}}}}<!-- Don't list PS4 version per template: infobox video game, it is just emulated PS2 release. See talk page. --> |
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|composer=Takeshi Miura |
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⚫ | '''''Resident Evil – Code: Veronica'''''{{efn|Known in Japan as {{nihongo|'''''Biohazard – Code: Veronica'''''|バイオハザード コード:ベロニカ|Baiohazādo Kōdo: Beronika|lead=yes}}|name=|group=}} is a [[survival horror]] video game developed and published by [[Capcom]] and originally released for the [[Dreamcast]] in 2000. It is the fourth main installment in the ''[[Resident Evil]]'' series and the first to debut on a separate platform from the [[PlayStation (console)|PlayStation]]. The story takes place three months after the events of ''[[Resident Evil 2]]'' (1998) and the concurrent destruction of Raccoon City as seen in ''[[Resident Evil 3: Nemesis]]'' (1999). It follows [[Claire Redfield]] and her brother [[Chris Redfield]] in their efforts to survive a viral outbreak at a remote prison island in the [[Southern Ocean]] and a research facility in [[Antarctica]]. The game retains the traditional survival horror controls and gameplay of previous installments; however, unlike the [[pre-rendered]] backgrounds of previous games, ''Code: Veronica'' uses [[Real-time computer graphics|real-time]] [[3D computer graphics|3D]] environments and dynamic camera movement. |
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⚫ | After producer [[Shinji Mikami]] and his team learned they would be unable to port ''Resident Evil 2'' to the [[Sega Saturn]], they began development on an original game, which became ''Code: Veronica''. Claire was designed with a tougher appearance than in ''Resident Evil 2'', with the reason being her past experiences in Raccoon City built her toughness and confidence. Unlike the American horror themes and settings of previous games in the series, ''Code: Veronica'' employs a European [[gothic horror]] design and settings. This is achieved through the use of [[gothic architecture]] and [[gothic art]] in addition to the writing style and story presentation. |
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⚫ | '''''Resident Evil – Code: Veronica''''' |
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⚫ | Capcom announced ''Code: Veronica'' in August 1998 and released it in February 2000 after delays and a reduction in sales expectations due to the struggling Dreamcast platform. Sales were weak compared to other ''Resident Evil'' games, but strong compared to other Dreamcast games. ''Code Veronica'' received critical acclaim and has been considered among both the best ''Resident Evil'' games and Dreamcast games. Capcom released an updated version on [[PlayStation 2]], ''Code: Veronica X''.{{efn|Subtitled in Japan as {{Nihongo|完全版|Kanzenban}} instead of ''X'', which literally means "Complete version"}} The revised version included new [[cutscene]]s which revealed more details about the story, and it was ported to the [[GameCube]] in addition to other platforms in later years. In September 2011, Capcom released a high-definition remastered version of ''Code: Veronica X'' for the [[PlayStation 3]] and [[Xbox 360]]. ''Code: Veronica'' was adapted for Capcom's ''Gun Survivor'' series with ''[[Resident Evil Survivor 2 – Code: Veronica]]'' (2002) and also later adapted for ''[[Resident Evil: The Darkside Chronicles]]'' (2009). |
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⚫ | Capcom announced ''Code: Veronica'' in August 1998 and released it in February 2000 after delays and a reduction in sales expectations |
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==Gameplay== |
==Gameplay== |
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''Resident Evil – Code: Veronica'' features |
''Resident Evil – Code: Veronica'' features [[survival horror]] gameplay, similar to previous ''[[Resident Evil]]'' games.<ref name="gameprodc">{{Cite magazine|url=http://www.gamepro.com/sega/dreamcast/games/reviews/5196.shtml|title=Review: Resident Evil: Code Veronica for Dreamcast|date=November 24, 2000|magazine=GamePro|archive-url=https://web.archive.org/web/20080611042756/http://www.gamepro.com/sega/dreamcast/games/reviews/5196.shtml|archive-date=June 11, 2008|url-status=dead|access-date=March 31, 2017}}</ref> This includes the series signature controls, interface, puzzles, as well as zombies and monsters to battle.<ref name="gameprodc"/><ref name="gamespotps2"/><ref name="gamespotdc"/> Unlike previous games in the series which used [[Pre-rendering|pre-rendered]] backgrounds, ''Code: Veronica'' uses [[Real-time computer graphics|real-time]] [[3D computer graphics|3D]] environments. Because of this, the camera is more dynamic than in previous games. The camera will follow, pan, and zoom as the player navigates their character through the environment, similar to Capcom's own [[Dino Crisis (video game)|''Dino Crisis'']] (1999). The story is told through cinematic [[Computer-generated imagery|CGI]] sequences and real-time cutscenes.<ref name="gamespotdc"/> |
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One half of ''Code: Veronica'' places the player in control of [[Claire Redfield]] while the other half is spent with her brother, [[Chris Redfield|Chris]].<ref name="igndc" |
One half of ''Code: Veronica'' places the player in control of [[Claire Redfield]] while the other half is spent with her brother, [[Chris Redfield|Chris]].<ref name="igndc"/> Basic character actions include running, attacking, as well as pushing and climbing objects.<ref name="gameprodc"/><ref name="manual2">{{cite book|title=Resident Evil Code: Veronica|date=2003|publisher=Capcom|edition=North American GameCube|type=instruction manual}}</ref>{{rp|4–5}} Items the player collects can be viewed on the status screen. From here, they can be examined to find clues to solve puzzles, and some can also be equipped. Also available in the status screen is a map and file menu. All notes found in the game are saved in game's files and may be essential to solve puzzles. The player can only hold a limited number of items at a given time; other items must be stored in storage boxes located throughout the game.<ref name="manual2"/>{{rp|8–11}} |
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⚫ | The player character may receive damage, which can be healed with restore items. Herbs, which restore character health, can be combined with other types of herbs to become more effective. Too much damage will result in a [[game over]]. At this point, the game must be continued from the last save point. A partner's death will also result in a game over. Some weapons are better suited for battling certain enemies, some of which have weaknesses to elements like fire or acid.<ref name="manual2"/>{{rp|12–15}} Once the main game is cleared once, a "Battle Mode" is unlocked. This is a [[minigame]] in which the player character is given infinite ammo and places them in various locations from the main game with different enemies. In addition to the Redfield siblings, this mode allows the player to control supporting character [[Steve Burnside]] and antagonist [[Albert Wesker]], as well as a version of Claire in a new wardrobe.<ref name="allgamedc">{{Cite web|url=http://www.allgame.com/game.php?id=18930&tab=review|title=Resident Evil -- CODE: Veronica - Review - allgame|last=Williams|first=Derek|date=December 11, 2014|website=allgame|archive-url=https://web.archive.org/web/20141211210828/http://www.allgame.com/game.php?id=18930&tab=review|archive-date=December 11, 2014|url-status=dead|access-date=March 31, 2017}}</ref> |
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⚫ | The player character may receive damage, which can be healed with restore items. Herbs, which restore character health, can be combined with other types of herbs to become more effective. Too much damage will result in a [[game over]]. At this point, the game must be continued from the last save point. A partner's death will also result in a game over. Some weapons are better suited for battling certain enemies, some of which have weaknesses to elements like fire or acid.<ref name="manual2" |
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==Plot== |
==Plot== |
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In December 1998, three months after escaping from Raccoon City (seen in ''[[Resident Evil 2]])'' prior to its eventual destruction (seen in ''[[Resident Evil 3: Nemesis]]''),<ref>{{cite magazine|title=Preview: Resident Evil: Code: Veronica|magazine=Electronic Gaming Monthly|date=February 2000|issue=127|page=62}}</ref> [[Claire Redfield]] raids an [[Umbrella Corporation]] facility in [[Paris]] in search of her brother, [[Chris Redfield]]. Discovered by Umbrella's security forces and eventually captured, Claire is imprisoned on Rockfort Island, a prison complex owned by the corporation, situated in the [[Southern Ocean]]. She is knocked unconscious after arriving. Sometime after her imprisonment, Claire wakes up and finds herself released by the man who captured her, and discovers that an outbreak of the T-virus has occurred. In the resulting chaos, she finds herself teaming up with [[Steve Burnside]], another inmate seeking to escape. |
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In their repeated efforts to explore the island and find the means to leave, the pair finds themselves confronting the island's commander, Alfred Ashford. Both Claire and Steve find him to be mentally unstable as a result of him switching between [[Dissociative identity disorder|two personalities]]—his own, and that of his twin sister [[List of Resident Evil characters#Alexia Ashford|Alexia]]. Eventually, the pair manages to find a seaplane and use it to escape, only for Alfred to pursue them and switch their plane to autopilot, directing it towards another Umbrella facility in [[Antarctica]]. Upon their arrival, the pair finds that the facility had suffered an outbreak, and fight their way through the zombies and monsters within to seek a means of escape, battling with Alfred and fatally wounding him. Before he dies, Alfred frees his sister, Alexia, who had been in cryogenic sleep within the facility after injecting herself with the T-Veronica virus, an experimental virus that the Ashford family had developed 15 years ago. Awakened, Alexia manages to recapture Claire and Steve as they attempt to escape. |
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Claire and Steve eventually escape the island via plane, but Alfred sets it to autopilot and flies both of them to another Umbrella facility in [[Antarctica]]. There, Alfred hopes to free his sister from her 15-year cryogenic sleep she took after the injection of the T-Veronica virus. After another fight with Claire and Steve, Alfred is severely wounded. The protagonists attempt to escape the facility via a bulldozer. Meanwhile, Alfred limps to Alexia. He witnesses her awakening moments before dying. Alexia, cradling her brother's corpse, summons giant tentacles and crashes Claire's and Steve's bulldozer, recapturing them. |
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Meanwhile, Chris Redfield arrives on Rockfort after |
Meanwhile, Chris Redfield arrives on Rockfort Island in search of Claire, after receiving a message from her via [[Leon S. Kennedy]]. Upon learning that she had left, Chris focuses on determining where and begins searching the island. In the process of doing so, he comes across [[Albert Wesker]], an independent agent since the Spencer mansion incident (the events of ''[[Resident Evil (1996 video game)|Resident Evil]]''), who is seeking to retrieve a sample of the T-Veronica virus. After Chris learns of his sister's whereabouts, and Wesker discovers that Alexia is alive and carries what he needs, the two separately find their way to Antarctica. Once there, Chris frees his sister and helps her to search for Steve, only for them to find that he had been experimented with and injected with the T-Veronica virus. After mutating, Steve attempts to kill Claire, but fails, regaining control of himself to turn on Alexia, who then inflicts a mortal wound on him. Before Steve dies, he confesses his love for Claire. Meanwhile, Chris and Wesker confront Alexia. In the resulting conflict, Wesker escapes and manages to retrieve Steve's corpse for further experimentation, while Chris manages to defeat Alexia and escape with his sister, before the Antarctic facility self-destructs. |
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At the same time, Chris and Wesker confront Alexia. Wesker escapes, leaving Chris who ultimately defeats her. He activates the facility's self-destruct system, which releases the lock on Claire's prison cell. As he tries to escape, Alexia confronts him a second time, now more powerful, but Chris manages to defeat her again. With Alexia dead, Chris runs to the emergency elevator and catches a glimpse of Wesker and his men retrieving Steve's corpse for further experimentation of the T-Veronica virus. Chris and Wesker have one final confrontation which is cut short as the facility begins to fall apart. Chris reunites with Claire and both set off just as the facility explodes. As they fly off, Chris swears they will take down Umbrella. |
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==Development== |
==Development== |
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[[File:Claire_Code_Veronica_Opening.png|thumb|right|upright=0.8|Claire was designed to be tougher than in ''Resident Evil 2'', as is evident from these moments from the [[John Woo]]-inspired opening cinematic.<ref name=johnwoo>{{cite web|url=https://sea.ign.com/resident-evil-5/200176/feature/why-capcom-shouldnt-skip-a-resident-evil-code-veronica-remake|title=Why Capcom Shouldn't Skip a ''Resident Evil: Code Veronica'' Remake|website=[[IGN]]|date=June 8, 2023|last=Shepherd|first=Jack|access-date=December 21, 2024|archive-date=December 12, 2024|archive-url=https://web.archive.org/web/20241212170026/https://sea.ign.com/resident-evil-5/200176/feature/why-capcom-shouldnt-skip-a-resident-evil-code-veronica-remake|url-status=live}}</ref>]] |
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With the success of ''[[Resident Evil 2]]'' in 1998, Capcom began more ''Resident Evil'' projects across multiple consoles. ''Code: Veronica'' originated from an unsuccessful attempt to port ''Resident Evil 2'' to the [[Sega Saturn]]. After producer [[Shinji Mikami]] and his team learned they would be unable to port the game without making a large sacrifice to quality, Mikami was asked by his leadership to create something else for Sega fans, and so development began on an original game. When Mikami asked for more time to develop the game, he was told it would need to have a better technical quality, making Sega's upcoming [[Dreamcast]] more appealing.<ref name=":6">{{Cite |
With the success of ''[[Resident Evil 2]]'' in 1998, Capcom began more ''Resident Evil'' projects across multiple consoles. ''Code: Veronica'' originated from an unsuccessful attempt to port ''Resident Evil 2'' to the [[Sega Saturn]]. After producer [[Shinji Mikami]] and his team learned they would be unable to port the game without making a large sacrifice to quality, Mikami was asked by his leadership to create something else for Sega fans, and so development began on an original Saturn game. When Mikami asked for more time to develop the game, he was told it would need to have a better technical quality, making Sega's upcoming [[Dreamcast]] more appealing.<ref name=":6">{{Cite magazine|title=Director's Hazard |url=https://www.youtube.com/watch?v=ID3tBEDfeeo |magazine=Wesker's Report 5th Anniversary DVD |url-status=live |archive-url=https://web.archive.org/web/20140802021728/https://www.youtube.com/watch?v=ID3tBEDfeeo |archive-date=August 2, 2014 }}</ref> Around the same time, a side-story game for the PlayStation starring [[Jill Valentine]] in the events leading up to ''Resident Evil 2'' was being developed. This was originally intended to be a spin-off with the Dreamcast game as the true sequel. According to ''[[IGN]]'', Sony bartered for limited exclusivity on the "''Resident Evil 3''" title, and thus the side-story was branded as ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'' and the true sequel was labeled a spin-off and titled ''Code: Veronica''.<ref name=":2">{{Cite web|url=http://www.ign.com/articles/2009/03/11/ign-presents-the-history-of-resident-evil?page=3 |title=IGN Presents the History of Resident Evil |date=March 11, 2009 |website=IGN |language=en-US |access-date=April 22, 2017 |url-status=live |archive-url=https://web.archive.org/web/20160401170020/http://www.ign.com/articles/2009/03/11/ign-presents-the-history-of-resident-evil?page=3 |archive-date=April 1, 2016 }}</ref> This notion is conflicted by interviews at the time, as producer Shinji Mikami and [[Flagship (company)|Flagship]] president [[Yoshiki Okamoto]] told journalists they wanted to keep the numbered chronology on the PlayStation systems, and give subtitles to ''Resident Evil'' games on all other systems.<ref name=":1">{{Cite web|url=http://www.ign.com/articles/2000/01/04/resident-evil-code-veronica-2 |title=Resident Evil - CODE: Veronica |last=IGN Staff |date=January 3, 2000 |website=IGN |language=en-US |access-date=April 1, 2017 |url-status=live |archive-url=https://web.archive.org/web/20160321225310/http://www.ign.com/articles/2000/01/04/resident-evil-code-veronica-2 |archive-date=March 21, 2016 }}</ref><ref name=":4">{{Cite magazine|last=Boyer|first=Crispin|date=August 1999|title=Resident Evil Everything|magazine=Electronic Gaming Monthly|volume=121|pages=119–122}}</ref> Regardless, the game content remained essentially unchanged.<ref name=":2"/> |
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⚫ | ''Code: Veronica''{{'}}s story, setting, and artistic design strayed away from the series standard. While previous games are set in the United States and have a corresponding American feel to them, ''Code: Veronica'' is set in the [[Southern Ocean]] and [[Antarctica]] and carries a European [[gothic horror]] inspired design. This is made clear in the environments which feature [[gothic architecture]] and [[Gothic art|art]] in addition to central European carvings and German-style weaponry. In addition, the gothic feel is emphasized through the story. The horror in ''Code: Veronica'' is driven by this story which follows a crazed man and the fate of his [[Nobility|noble bloodline]]. The story is told partly through a lullaby, and this method of storytelling is intended to bring out European operatic undertones. This contrasts to previous games in the series which were driven by the panic elements from American horror films, such as monsters and zombies.<ref>{{Cite web|url=http://www.capcom-fc.com/re_dc/2009/06/veronica_darkne.html |title=Veronica's Darkness |date=June 12, 2009 |access-date=April 23, 2017 |url-status=dead |archive-url=https://web.archive.org/web/20100126061957/http://www.capcom-fc.com/re_dc/2009/06/veronica_darkne.html |archive-date=January 26, 2010 |website=Capcom}}</ref> With regards to managing the art staff, Mikami split them up depending on their interests. Those interested in guns worked solely on gun designs while those interested in environments were sent to photograph houses and castles for research.<ref name=":5">{{Cite magazine|date=February 2001|title=The PlayStation 2 Interview: Mikami|magazine=PlayStation 2 Official Magazine UK|volume=4|pages=39–42}}</ref> |
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[[File:Claire_Code_Veronica_Opening.png|thumb|right|upright=0.8|Claire was designed to be more tough than in ''Resident Evil 2'', as is evident by these moments from the [[John Woo]]-inspired opening cinematic.]] |
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⚫ | ''Code: Veronica'' |
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During in-game cutscenes, the polygon count is increased to nearly 2,500 polygons, especially on character faces.<ref name=":1"/><ref>{{Cite web|url=http://www.ign.com/articles/2000/02/04/biohazard-code-veronica-import|title=Biohazard - CODE: Veronica (Import)|last=IGN Staff |date=February 4, 2000|website=IGN|language=en-US|access-date=April 1, 2017}}</ref> Capcom added detail to the zombie enemies unprecedented in the series, such as making their jaws move and eyes twitch.<ref name=":4"/> Claire was given a tougher appearance in ''Code: Veronica'' than in ''Resident Evil 2'', the reason being her experiences in ''Resident Evil 2'' built her toughness and confidence to handle any situation. This characterization is emphasized by her ability to dual wield sub-machine guns, and also by the opening cinematic which features her in a [[John Woo]]-inspired action scene.<ref name=johnwoo/><ref name=":5"/> Mikami described ''Code: Veronica'' as 50 to 60% of his perfect vision for ''Resident Evil'' in February 2001, and he cited that future ''Resident Evil'' projects may make up the other half.<ref name=":5"/> |
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By the time ''Resident Evil 3'' was released, development |
By the time ''Resident Evil 3'' was released, development on ''Code: Veronica'' was nearing completion. Much of ''Code: Veronica''{{'}}s 70-person development staff was outsourced because Capcom resources had been tied up working on ''Resident Evil 3''.<ref name=":2"/><ref name=":5"/><ref name=pstudio4/> Shinji Mikami and Yoshiki Okamoto's team at [[Flagship (company)|Flagship]] oversaw the game's scenario and direction, while XAX Entertainment assisted with environments and [[Nex Entertainment|Nextech]] handled much of the technical development. Capcom Production Studio 4 still handled art direction and character design.<ref name=":2"/><ref name=pstudio4>{{Cite web|url=http://www.capcom.co.jp/studio4/index.html |title=Production Studion 4 |date=February 6, 2000 |access-date=April 23, 2017 |url-status=bot: unknown |archive-url=https://web.archive.org/web/20050206023353/http://www.capcom.co.jp/studio4/index.html |archive-date=February 6, 2005 }}</ref> By September 1999, Sega was sending some of its own developers to help add final touches to the game.<ref>{{Cite web|url=http://www.ign.com/articles/1999/09/23/resident-evil-code-veronica-update|title=Resident Evil: Code Veronica Update|last=IGN Staff |date=September 23, 1999|website=IGN|language=en-US|access-date=April 1, 2017}}</ref> Sega assisted Capcom with the game's programming to help keep a good framerate.<ref name=":1"/> |
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==Release== |
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''Code: Veronica'' was confirmed to be in development as early as August 1998 |
''Code: Veronica'' was confirmed to be in development as early as August 1998<ref>{{Cite web|url=http://www.ign.com/articles/1998/08/19/confirmed-dreamcast-software|title=Confirmed Dreamcast Software|last=IGN Staff |date=August 18, 1998|website=IGN|language=en-US|access-date=April 1, 2017}}</ref> and was promoted as the true sequel to ''Resident Evil 2''.<ref name=":2"/> It was officially revealed on October 6, 1998, by Capcom R&D chief Yoshiki Okamoto. Capcom of Japan stated that they were hoping to sell the game to roughly one third of all Dreamcast users, which they estimated would total to around one million copies.<ref>{{Cite web|url=http://www.ign.com/articles/1998/10/06/three-words-resident-evil-official |title=Three words: Resident Evil -- Official |last=IGN Staff |date=October 6, 1998 |website=IGN |language=en-US |access-date=April 1, 2017 |url-status=live |archive-url=https://web.archive.org/web/20170228203827/http://www.ign.com/articles/1998/10/06/three-words-resident-evil-official |archive-date=February 28, 2017 }}</ref><ref name=":02">{{Cite web|url=http://www.ign.com/articles/1999/07/01/capcom-expects-major-evil-2|title=Capcom Expects MAJOR EViL|last=IGN Staff |date=July 1, 1999|website=IGN|language=en-US|access-date=April 1, 2017}}</ref> In July 1999, Capcom of Japan announced their shipment expectations for the Japanese Dreamcast version were at 400,000 copies. Journalists were skeptical if this was only the initial shipment, or evidence that Capcom overestimated sales of the Dreamcast, given their initial sales estimate was one million.<ref name=":02"/> Capcom initially planned to have ''Code: Veronica'' released around the same time as ''Resident Evil 3'' and, more importantly, the Dreamcast launch in North America on September 9, 1999. However, delays pushed the project back to early 2000.<ref name=":2"/> To make up for the game's absence, Capcom announced they would release a port of ''Resident Evil 2'' for the Dreamcast that December.<ref>{{Cite web|url=http://www.ign.com/articles/1999/10/04/biohazard-code-veronica-delayed-biohazard-2se-to-arrive-in-its-place|title=Biohazard: Code Veronica Delayed, Biohazard 2:SE to Arrive in Its Place?|last=IGN Staff |date=October 4, 1999|website=IGN|language=en-US|access-date=April 1, 2017}}</ref> This release, called ''Biohazard 2: Value Plus'', included a demo for ''Code: Veronica''.<ref>{{Cite web|url=http://www.ign.com/articles/1999/10/20/resident-evil-coming-soon-to-the-japanese-dreamcast |title=Resident Evil coming soon to the Japanese Dreamcast |last=IGN Staff |date=October 20, 1999 |website=IGN |language=en-US |access-date=April 1, 2017 |url-status=live |archive-url=https://web.archive.org/web/20170228213806/http://www.ign.com/articles/1999/10/20/resident-evil-coming-soon-to-the-japanese-dreamcast |archive-date=February 28, 2017 }}</ref> |
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[[File:Dreamcast-Console-Set.png|thumb|right|Low sales of the Dreamcast negatively impacted sales of ''Code: Veronica''.]] |
[[File:Dreamcast-Console-Set.png|thumb|right|Low sales of the Dreamcast negatively impacted sales of ''Code: Veronica''.]] |
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''Code: Veronica'' was released in February 2000.<ref name=":2" |
''Code: Veronica'' was released in February 2000.<ref name=":2"/> Pre-ordered copies came with a unique numbered tag, special red packaging, and a unique title screen.<ref>{{Cite web|url=http://www.ign.com/articles/1999/12/06/first-details-on-biohazard-code-veronica-promotional-campaign|title=First Details on Biohazard Code Veronica Promotional Campaign|last=IGN Staff |date=December 6, 1999|website=IGN|language=en-US|access-date=April 1, 2017}}</ref> Limited Dreamcast system bundles were also released to commemorate the game's release. The "Claire Version", limited to 1,800 copies, consisted of the ''Code: Veronica'' game, a pink system, pink controller, and a VMU. The other bundle, known as the "[[List of Resident Evil characters#STARS|S.T.A.R.S.]] Version", has the items except the system is a dark transparent blue and features a "S.T.A.R.S." logo. This bundle was limited to 200 copies. Expecting high demand, Capcom set up a contest for fans to enter to win an opportunity to purchase the systems.<ref>{{Cite web|url=http://www.ign.com/articles/1999/12/06/sega-of-japan-announces-limited-edition-resident-evil-dreamcast|title=Sega of Japan Announces Limited Edition Resident Evil Dreamcast|last=IGN Staff |date=December 6, 1999|website=IGN|language=en-US|access-date=April 1, 2017}}</ref> A soundtrack was released in February 2000 as well.<ref>{{Cite web|url=http://www.ign.com/articles/2000/02/07/capcom-gets-in-the-soundtrack-groove |title=Capcom Gets in the Soundtrack Groove |last=Langan |first=Matthew |date=February 7, 2000 |website=IGN |language=en-US |access-date=April 1, 2017 |url-status=live |archive-url=https://web.archive.org/web/20130914034314/http://www.ign.com/articles/2000/02/07/capcom-gets-in-the-soundtrack-groove |archive-date=September 14, 2013 }}</ref> |
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===''Code: Veronica X''=== |
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Because the Dreamcast had a much smaller user base than PlayStation platforms, Capcom knew the series could not survive on the platform. This led to |
Because the Dreamcast had a much smaller user base than PlayStation platforms, Capcom knew the series could not survive on the platform. This led to an expanded version, titled ''Code: Veronica X'' in the West and ''Code: Veronica Kanzenban'' in Japan, on the PlayStation 2 in 2001.<ref name=":2"/> It was also released on the Dreamcast in Japan.<ref>{{cite web|title=Resident Evil: Code: Veronica (2001) Dreamcast release dates |url=http://www.mobygames.com/game/resident-evil-code-veronica-x/release-info |website=[[MobyGames]] |publisher=Blue Flame Labs |access-date=May 31, 2017 |url-status=live |archive-url=https://web.archive.org/web/20150313014821/http://www.mobygames.com/game/resident-evil-code-veronica-x/release-info |archive-date=March 13, 2015 }}</ref><ref>{{cite web|last=Barton |first=James |title=Dreamcast Version of Resident Evil: Code Veronica X Now in English! |url=http://segascream.com/dreamcast-version-resident-evil-code-veronica-x-now-english/ |website=Sega Scream |access-date=May 31, 2017 |date=August 9, 2016 |url-status=dead |archive-url=https://web.archive.org/web/20160810210919/http://segascream.com/dreamcast-version-resident-evil-code-veronica-x-now-english/ |archive-date=August 10, 2016 }}</ref> The expanded version was announced in November 2000. It has approximately 10 minutes of new cinematic sequences that reveal more about Wesker's involvement with Umbrella. While the core game remained unchanged, several graphical alterations were also made, most notably in the character model for Steve Burnside (who was given a different hairstyle).<ref>{{Cite web|url=http://www.ign.com/articles/2000/11/16/new-version-of-resident-evil-code-veronica-confirmed|title=New Version of Resident Evil: Code Veronica Confirmed!|last=IGN Staff |date=November 16, 2000|website=IGN|language=en-US|access-date=April 1, 2017}}</ref><ref>{{Cite news|url=https://www.gamespot.com/articles/code-veronica-rerelease-planned/1100-2655077/|title=Code Veronica Rerelease Planned|work=GameSpot|access-date=April 1, 2017|language=en}}</ref><ref>{{Cite news|url=https://www.gamespot.com/articles/resident-evil-code-veronica-x-hands-on/1100-2706093/|title=Resident Evil Code: Veronica X Hands-On|work=GameSpot|access-date=April 1, 2017|language=en}}</ref> Capcom printed a video DVD of an in-universe documentary, ''Wesker's Report'', as a pre-order incentive. In North America, the ''Wesker's Report'' DVD was also sold on Capcom's website and given to customers who purchased the game at specialty retailers such as [[Electronics Boutique]] and [[GameStop]].<ref>{{Cite news|url=https://www.gamespot.com/articles/capcom-to-sell-stand-alone-weskers-report-discs/1100-2808168/ |title=Capcom to sell stand-alone Wesker's Report discs |work=GameSpot |access-date=April 1, 2017 |language=en |url-status=live |archive-url=https://web.archive.org/web/20131103040955/http://www.gamespot.com/articles/capcom-to-sell-stand-alone-weskers-report-discs/1100-2808168/ |archive-date=November 3, 2013 }}</ref> ''Code: Veronica X'' was later released on the GameCube along with several other ''Resident Evil'' games.<ref>{{Cite news|url=https://www.gamespot.com/articles/resident-evil-series-exclusive-for-gamecube/1100-2812088/ |title=Resident Evil series exclusive for GameCube |work=GameSpot |access-date=April 1, 2017 |language=en |url-status=live |archive-url=https://web.archive.org/web/20150921072218/http://www.gamespot.com/articles/resident-evil-series-exclusive-for-gamecube/1100-2812088/ |archive-date=September 21, 2015 }}</ref> It was included with the Biohazard Collector Box for the GameCube in Japan, a bundle of ''Resident Evil'' games which also included a copy of Wesker's Report.<ref>{{Cite web|url=http://www.ign.com/articles/2003/06/02/resident-evil-collector-box |title=Resident Evil Collector Box |last=IGN Staff |date=June 2, 2003 |website=IGN |language=en-US |access-date=April 1, 2017 |url-status=live |archive-url=https://web.archive.org/web/20131229165020/http://www.ign.com/articles/2003/06/02/resident-evil-collector-box |archive-date=December 29, 2013 }}</ref> |
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A [[High-definition video|high-definition]] remastered version of ''Code: Veronica X'' was released in September 2011 for the [[PlayStation 3]] and [[Xbox 360]]. An [[emulated]] version for the PlayStation 3 was released as a [[List of downloadable PlayStation 2 games|PS2 Classic]] in July 2012 in Japan and in May 2014 in Europe. Another [[List of PlayStation 2 games for PlayStation 4|emulated PS2]] version was released for the [[PlayStation 4]] in May 2017.<ref>{{Cite web|url=http://www.siliconera.com/2017/05/08/resident-evil-code-veronica-x-releases-ps2-classics-title-ps4-tomorrow/ |title=Resident Evil: Code Veronica X Releases As A PS2 Classics Title On PS4 Tomorrow |date=May 8, 2017 |website=Siliconera |archive-url=https://web.archive.org/web/20170508222043/http://www.siliconera.com/2017/05/08/resident-evil-code-veronica-x-releases-ps2-classics-title-ps4-tomorrow/ |archive-date=May 8, 2017 |url-status=live |access-date=May 8, 2017 }}</ref> The Xbox 360 version was added to the [[Xbox One]] backwards-compatible library in February 2019.<ref>{{Cite web|url=https://www.gamespot.com/articles/xbox-one-adds-four-new-backwards-compatible-games/1100-6465130/|title=Xbox One Adds Four New Backwards Compatible Games|last=Ramée|first=Jordan|date=February 21, 2019|website=GameSpot|language=en-US|access-date=February 21, 2019}}</ref> |
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''Code: Veronica X'' was later released on the GameCube along with several other ''Resident Evil'' games.<ref>{{Cite news|url=https://www.gamespot.com/articles/resident-evil-series-exclusive-for-gamecube/1100-2812088/|title=Resident Evil series exclusive for GameCube|work=GameSpot|access-date=2017-04-01|language=en}}</ref> It was included with the Biohazard Collector Box for the GameCube in Japan, a bundle of ''Resident Evil'' titles which also included a copy of Wesker's Report.<ref>{{Cite web|url=http://www.ign.com/articles/2003/06/02/resident-evil-collector-box|title=Resident Evil Collector Box|last=Staff|first=I. G. N.|date=2003-06-02|website=IGN|language=en-US|access-date=2017-04-01}}</ref> The PlayStation 2 port, with a higher user install base, garnered sales of 710,000 units in the United States.<ref name=":3" /> The Dreamcast, PC, and GameCube ports of all versions of ''Code: Veronica'' sold over 3.5 million copies combined.<ref name=":2" /> ''Code: Veronica X'' was re-released for the [[PlayStation 4]] on May 9 2017.<ref>{{Cite web|url=http://www.siliconera.com/2017/05/08/resident-evil-code-veronica-x-releases-ps2-classics-title-ps4-tomorrow/|title=Resident Evil: Code Veronica X Releases As A PS2 Classics Title On PS4 Tomorrow|last=|first=|date=May 8, 2017|website=Siliconera|archive-url=|archive-date=|dead-url=|access-date=May 8, 2017}}</ref> |
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==Reception== |
==Reception== |
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{{Video game reviews |
{{Video game reviews|title=Reception (Dreamcast version) |
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|title=Reception (Dreamcast version) |
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|Edge=8/10<ref name="Edge review"/> |
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|EuroG = 9/10<ref>{{cite web |url=https://www.eurogamer.net/articles/codeveronica_dc |title=Resident Evil: Code Veronica |website=Eurogamer.net |date=2000-06-20 |access-date=2019-11-17 |archive-date=November 17, 2019 |archive-url=https://web.archive.org/web/20191117130723/https://www.eurogamer.net/articles/codeveronica_dc |url-status=dead }}</ref> |
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⚫ | |||
|GameFan = 372/400{{efn|Average of four critic scores of 94, 92, 90, and 96}}<ref>''GameFan'', volume 8, issue 4 (April 2000), pages 13 & 48-51</ref> |
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⚫ | |||
|GSpot=9.5/10<ref name="gamespotdc"/> |
|GSpot=9.5/10<ref name="gamespotdc"/> |
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|GameRev=A-<ref name="grevdc">{{cite web|title=Resident Evil: Code Veronica Review|url=http://www.gamerevolution.com/review/resident-evil-code-veronica|website=www.gamerevolution.com|accessdate=April 1, 2017|date=April 1, 2017}}</ref> |
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|IGN=9.2/10<ref name="igndc"/> |
|IGN=9.2/10<ref name="igndc"/> |
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|GameRev=A-<ref name="grevdc"/> |
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⚫ | |||
| |
|GamePro={{Rating|4.5|5}}<ref name="gameprodc"/> |
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⚫ | |||
⚫ | |||
| CVG = {{Rating|5|5}}<ref name=cvgreview/> |
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| NGen = {{rating|5|5}}<ref name="NGv3n5">{{cite magazine|last=Fischer|first=Blake|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=3|issue=5|publisher=[[Future US|Imagine Media]]|date=May 2000|pages=94–95}}</ref> |
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| rev1 = ''Arcade'' |
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| rev1Score = {{Rating|5|5}}<ref name=arcadeuk/> |
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| rev2 = ''Dreamcast Magazine'' <small>(JP)</small> |
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| rev2Score = 9.3/10{{efn|Average of three critic scores of 9, 9, and 10}}<ref>{{cite magazine|title=バイオハザード コード:ベロニカ|magazine=Dreamcast Magazine (JP)|date=February 11, 2004|page=17}}</ref> |
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}} |
}} |
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''Code: Veronica'' received universal acclaim; many critics felt it was the best ''Resident Evil'' game at the time, and a "must-own" for the Dreamcast.<ref name="gamespotdc">{{cite web|url=https://www.gamespot.com/reviews/resident-evil-code-veronica-review/1900-2540169/|title=Resident Evil Code: Veronica for Dreamcast|last=Mac Donald|first=Ryan|date=February 10, 2000|website=GameSpot|access-date=March 31, 2017|url-status=live|archive-url=https://web.archive.org/web/20160502210012/http://www.gamespot.com/reviews/resident-evil-code-veronica-review/1900-2540169/|archive-date=May 2, 2016|df=mdy-all}}</ref><ref name="igndc">{{cite web|url=http://dreamcast.ign.com/articles/160/160948p1.html|title=IGN: Resident Evil – CODE: Veronica Review|date=March 30, 2000|website=IGN|archive-url=https://web.archive.org/web/20120817021337/http://dreamcast.ign.com/articles/160/160948p1.html|archive-date=August 17, 2012|url-status=live|access-date=March 31, 2017}}</ref><ref name="allgamedc"/><ref name="grevdc">{{cite web|url=http://www.gamerevolution.com/review/resident-evil-code-veronica|title=Resident Evil: Code Veronica Review|date=April 1, 2017|website=www.gamerevolution.com|access-date=April 1, 2017|url-status=live|archive-url=https://web.archive.org/web/20160602205923/http://www.gamerevolution.com/review/resident-evil-code-veronica|archive-date=June 2, 2016}}</ref><ref name="cvgreview">{{cite magazine|date=July 2000|title=Reviews: Resident Evil Code: Veronica|magazine=Computer and Video Games|issue=224|pages=84–85|last=Sutton|first=Maura}}</ref> Derek Williams of ''[[AllGame]]'' called it the best game for the system along with ''[[Soulcalibur (video game)|Soulcalibur]]'' (1999).<ref name="allgamedc"/> A critic from [[Game Revolution]] found it to be the best of all the horror games on the Dreamcast, towering the likes of ''[[The House of the Dead 2]]'' (1999)'','' ''[[Zombie Revenge]]'' (1999), and [[Carrier (video game)|''Carrier'']] (2000).<ref name="grevdc"/> ''[[Next Generation (magazine)|Next Generation]]'' dubbed it "the best game yet for Dreamcast—in fact, one of the best games we've seen in the past couple of years."<ref name="NGv3n5">{{cite magazine|last=Fischer|first=Blake|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=3|issue=5|publisher=[[Future US|Imagine Media]]|date=May 2000|pages=94–95}}</ref> |
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The Dreamcast version of the game garnered critical acclaim: [[IGN]] giving it a 9.2/10,<ref name="igndc"/> [[GameSpot]] giving it a 9.5/10,<ref name="gamespotdc"/> and ''[[GamePro]]'' giving it a 4.5/5.<ref name="gameprodc"/> ''[[Edge (magazine)|Edge]]'' praised the game's "frenetic" pace and dynamic camera movement, noting that it creates "distinct gameplay consequences."<ref name="Edge review">{{cite magazine |title=Biohazard Code: Veronica |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future Publishing]] |issue=83 |pages=68–69 |date=April 2000}}</ref> The updated release, ''Code: Veronica X'' fared well, garnering a 9.0/10 from GameSpot,<ref>{{cite web|url=http://www.gamespot.com/ps2/adventure/residentevilcodeveronica10/review.html|title=Resident Evil Code: Veronica X for PlayStation 2 Review}}</ref> and a 4.5/5 from ''GamePro''.<ref name="gameprops2">{{cite web|url=http://www.gamepro.com/sony/ps2/games/reviews/16306.shtml|title=Review: Resident Evil Code: Veronica X for PS2 on GamePro.com|archiveurl=https://web.archive.org/web/20080611044643/http://www.gamepro.com/sony/ps2/games/reviews/16306.shtml |archivedate=June 11, 2008 }}</ref> The GameCube version garnered average reviews, due to its unaltered, ported status, 5.0/10<ref>{{cite web|url=http://www.ign.com/games/resident-evil-code-veronica/gcn-17119.|title=IGN Review|publisher=IGN}}</ref> and 6.9/10<ref>{{cite web|url=http://www.gamespot.com/resident-evil-code-veronica/reviews/|title=GameSpot Review|publisher=GameSpot}}</ref> on IGN and GameSpot, respectively. In ''[[Game Informer]]''{{'}}s "Top 100 Games of All Time", it was ranked as the sixty-ninth best video game.<ref>{{cite web|url=http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx?PostPageIndex=4|title=Top 100 Games of All Time|publisher=Game Informer|date=November 16, 2009|accessdate=April 6, 2011}}</ref> [[GamesRadar]] named ''Code: Veronica'' the 11th best Dreamcast game of all time, out of a list of 25.<ref>{{cite web | url=http://www.gamesradar.com/best-dreamcast-games-all-time/ | title=Best Dreamcast games of all time | accessdate=January 31, 2013 | publisher=[[GamesRadar]] | author=GamesRadar staff | date=April 19, 2012}}</ref> [[ScrewAttack]] placed ''Code: Veronica'' 4th on their list of the [[ScrewAttack's Top 10|Top 10 Dreamcast Games]].<ref>{{cite web | accessdate=February 2, 2013 | url=http://www.screwattack.com/shows/originals/screwattack-top-10s/top-10-dreamcast-games | title=Top 10 Dreamcast Games | series=''[[ScrewAttack's Top 10]]'' | publisher=[[ScrewAttack]] | author=Craig Skistimas | date=August 15, 2011}}</ref> Video game review show, [[Classic Game Room]], have stated on several occasions, including the original review, that this is their favourite ''Resident Evil'' game, and therefore the best.<ref>{{cite web|url=https://www.youtube.com/watch?v=z_xduivHGpY|title=Classic Game Room reviews RESIDENT EVIL: CODE VERONICA |publisher=InecomCompany|date=May 19, 2008|accessdate=April 12, 2012}}</ref> |
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The game's atmosphere and presentation received high praise.<ref name="gameprodc"/><ref name="allgamedc"/><ref name="cvgreview"/><ref name="arcadeuk">{{cite magazine|date=April 2000|title=Import Review: Biohazard Code Veronica|location=UK|issue=18|pages=92–93|last=Jones|first=Nick|magazine=Arcade}}</ref> Critics at ''[[Edge (magazine)|Edge]]'' called it "the closest the series has got to emulating a Hollywood action feature".<ref name="Edge review">{{cite magazine|date=April 2000|title=Biohazard Code: Veronica|magazine=[[Edge (magazine)|Edge]]|publisher=[[Future Publishing]]|issue=83|pages=68–69}}</ref> Most reviewers found the graphics as being some of the very best on the Dreamcast and being a testament to the power of its hardware.<ref name="igndc"/><ref name="allgamedc"/> Along with this, critics pointed out ''Code: Veronica''{{'}}s use of real-time backgrounds and a dynamic camera as an improvement from the pre-rendered backgrounds of previous series entries.<ref name="gamespotdc"/><ref name="allgamedc"/><ref name="Edge review"/> The CGI sequences were also praised, especially the opening cinematic.<ref name="gamespotdc"/><ref name="allgamedc"/> The use of music and sound was called "top-notch" and "perfect".<ref name="gameprodc"/><ref name="allgamedc"/> The story received positive reviews. Maura Sutton of ''[[Computer and Video Games]]'' praised the adult twist on the narrative.<ref name="gamespotdc"/><ref name="allgamedc"/><ref name="cvgreview"/> Some critics pointed out that despite improvements, the game is still a ''Resident Evil'' game, and therefore inherited the good and bad qualities of previous games.<ref name="gameprodc"/><ref name="grevdc"/> The controls were a negative point of criticism between some reviews.<ref name="gameprodc"/><ref name="igndc"/> |
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Game Informer's Tim Turi gave the HD re-release an 8.5/10 and a Silver Award, writing "I love the sense of accomplishment that comes from completing a challenging classic survival horror game. ''Resident Evil Code: Veronica X HD'' rewards players armed with patience, resourcefulness, and plenty of ink ribbons with a harrowing but memorable trek through the series' heyday." He also praised the HD's "vividly gory" detail.<ref>Turi, Tim. "Resident Evil Code: Veronica X HD Review". Game Informer. Issue 223. November 2011.</ref> In contrast, IGN's Richard George—while acknowledging that the game was "a step up for the RE franchise"—gave it a 5/10, criticizing "stilted, tank-like controls," "laughable" graphics, and "clearly archaic design".<ref>George, Richard, [http://www.ign.com/articles/2011/09/28/resident-evil-code-veronica-x-hd-review Resident Evil: Code Veronica X HD Review], IGN, September 28, 2011.</ref> |
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Reviews for the PlayStation 2 release of ''Code: Veronica X'' were mostly positive. Critics shared similar opinions to the Dreamcast reviews, but some complaints were drawn from it being a mostly unmodified port of an 18-month-old Dreamcast game.<ref name="gamespotps2">{{cite web|url=https://www.gamespot.com/reviews/resident-evil-code-veronica-x-review/1900-2806289/|title=Resident Evil Code: Veronica X for PlayStation 2 Review|website=GameSpot|url-status=live|archive-url=https://web.archive.org/web/20070716161024/http://www.gamespot.com/ps2/adventure/residentevilcodeveronica10/review.html|archive-date=July 16, 2007}}</ref><ref>{{Cite web|url=https://www.metacritic.com/game/resident-evil-code-veronica-x/critic-reviews/?platform=playstation-2|title=Resident Evil Code: Veronica X|website=Metacritic|archive-url=https://web.archive.org/web/20160722141500/http://www.metacritic.com/game/playstation-2/resident-evil-code-veronica-x/critic-reviews|archive-date=July 22, 2016|url-status=live|access-date=July 23, 2017|df=mdy-all}}</ref><ref name="gameprops2">{{cite web|url=http://www.gamepro.com/sony/ps2/games/reviews/16306.shtml|title=Review: Resident Evil Code: Veronica X for PS2 on GamePro.com|archive-url=https://web.archive.org/web/20080611044643/http://www.gamepro.com/sony/ps2/games/reviews/16306.shtml|archive-date=June 11, 2008}}</ref><ref>{{Cite web|url=http://www.ign.com/articles/2001/08/27/resident-evil-code-veronica-x|title=Resident Evil Code: Veronica X|last=Perry|first=Doug|date=August 27, 2001|website=IGN|language=en-US|archive-url=https://web.archive.org/web/20160811155923/http://www.ign.com/articles/2001/08/27/resident-evil-code-veronica-x|archive-date=August 11, 2016|url-status=live|access-date=July 23, 2017|df=mdy-all}}</ref> ''[[GameSpot]]''{{'}}s Joe Fielder pointed out that Sony's [[Extermination (video game)|''Extermination'']] (2001) and Capcom's own ''[[Onimusha: Warlords]]'' (2001) had been released during this gap with better controls.<ref name="gamespotps2"/> The GameCube version garnered average reviews, due to its unaltered, ported status.<ref>{{cite web|url=http://www.ign.com/games/resident-evil-code-veronica/gcn-17119|title=IGN Review|website=IGN|url-status=live|archive-url=https://web.archive.org/web/20151024115925/http://www.ign.com/games/resident-evil-code-veronica/gcn-17119|archive-date=October 24, 2015|df=mdy-all}}</ref><ref>{{cite web|url=http://www.gamespot.com/resident-evil-code-veronica/reviews/|title=GameSpot Review|website=GameSpot|date=August 22, 2001 |url-status=live|archive-url=https://web.archive.org/web/20151214121102/http://www.gamespot.com/resident-evil-code-veronica/reviews/|archive-date=December 14, 2015}}</ref> The high definition remaster was released over a decade after the original and was welcomed with mediocre reviews. Critics commonly cited the game's archaic design and controls as making it less appealing compared with contemporary offerings.<ref>{{Cite web|url=https://www.metacritic.com/game/resident-evil-code-veronica-x/critic-reviews/?platform=playstation-3|title=Resident Evil Code: Veronica X HD|website=Metacritic|archive-url=https://web.archive.org/web/20160703044200/http://www.metacritic.com/game/playstation-3/resident-evil-code-veronica-x-hd/critic-reviews|archive-date=July 3, 2016|url-status=live|access-date=July 23, 2017|df=mdy-all}}</ref><ref>{{Cite web|url=https://www.destructoid.com/review-resident-evil-code-veronica-x-hd-212246.phtml|title=Review: Resident Evil Code: Veronica X HD|website=Destructoid|language=en|archive-url=https://web.archive.org/web/20160429081037/http://www.destructoid.com/review-resident-evil-code-veronica-x-hd-212246.phtml|archive-date=April 29, 2016|url-status=live|access-date=July 23, 2017|df=mdy-all}}</ref><ref>{{Cite web|url=http://www.ign.com/articles/2011/09/28/resident-evil-code-veronica-x-hd-review|title=Resident Evil: Code Veronica X HD Review|last=George|first=Richard|date=September 28, 2011|website=IGN|language=en-US|archive-url=https://web.archive.org/web/20130110055555/http://www.ign.com/articles/2011/09/28/resident-evil-code-veronica-x-hd-review|archive-date=January 10, 2013|url-status=live|access-date=July 23, 2017|df=mdy-all}}</ref> The remaster did find some positive reception from ''[[Game Informer]]''{{'}}s Tim Turi who found enjoyment from playing what he called a "challenging classic survival horror game" and "a harrowing but memorable trek through the series' heyday."<ref>Turi, Tim. "Resident Evil Code: Veronica X HD Review". ''Game Informer''. Issue 223. November 2011.</ref> |
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''Resident Evil – Code: Veronica'' has sold 3.7 million copies worldwide with the Dreamcast, PlayStation 2 and the HD collection combined since 2013. |
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''Code: Veronica'' won ''GameSpot''{{'}}s annual "Best Adventure Game" award among [[console game]]s, and was a runner-up for the publication's "Best Dreamcast Game", "Best Sound", "Best Graphics, Technical" and overall "Game of the Year" prizes. The editors argued that "''Code Veronica'' is the culmination of everything the developers of the ''Resident Evil'' series seemed to be trying to accomplish."<ref name=bestworst2000>{{cite web | archive-url=https://web.archive.org/web/20020213041653/http://gamespot.com/gamespot/features/video/bestof_2000/ | url=http://gamespot.com/gamespot/features/video/bestof_2000/ | title=Best and Worst of 2000 | author=''GameSpot'' Staff | date=January 5, 2001 | work=[[GameSpot]] | archive-date=February 13, 2002 | url-status=dead }}</ref> The following year, ''Veronica X'' was nominated for ''GameSpot''{{'}}s annual "Best Action/Adventure Game" prize among console games, which went to ''[[Grand Theft Auto III]]''.<ref name=bestworst2001>{{cite web | archive-url=https://web.archive.org/web/20020803185618/http://gamespot.com/gamespot/features/video/bestof_2001/ | url=http://gamespot.com/gamespot/features/video/bestof_2001/ | title=''GameSpot''{{'}}s Best and Worst Video Games of 2001 | author=''GameSpot VG'' Staff | date=February 23, 2002 | work=[[GameSpot]] | archive-date=August 3, 2002 | url-status=dead }}</ref> |
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==Other media== |
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===Sales=== |
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''Code: Veronica'' outsold ''[[Shenmue]]'' (1999) within its first week on shelves in February 2000.<ref name="Edge review"/> In total, the Dreamcast version sold almost 450,000 units in the United States and 1.14 million copies worldwide.<ref name=":3">{{Cite web|url=http://www.ign.com/articles/2004/01/17/graphs-resident-evil-gcn-sales|title=Graphs: Resident Evil GCN Sales|last=IGN Staff|date=January 16, 2004|website=IGN|language=en-US|archive-url=https://web.archive.org/web/20160322032853/http://www.ign.com/articles/2004/01/17/graphs-resident-evil-gcn-sales|archive-date=March 22, 2016|url-status=live|access-date=April 1, 2017}}</ref><ref name="capcommil">{{cite web|url=http://www.capcom.co.jp/ir/english/finance/million.html|title=CAPCOM {{!}} Platinum Titles|date=March 31, 2017|website=CAPCOM IR|language=en|archive-url=https://web.archive.org/web/20161201214236/http://www.capcom.co.jp/ir/english/finance/million.html|archive-date=December 1, 2016|url-status=dead|access-date=July 23, 2017|df=mdy-all}}</ref> The sales were weak compared to series predecessors, but strong compared to other Dreamcast games.<ref>{{Cite web|url=http://www.ign.com/articles/2009/10/30/ign-presents-the-history-of-survival-horror?page=6|title=IGN Presents the History of Survival Horror|date=October 30, 2009|website=IGN|language=en-US|archive-url=https://web.archive.org/web/20151021121319/http://www.ign.com/articles/2009/10/30/ign-presents-the-history-of-survival-horror?page=6|archive-date=October 21, 2015|url-status=live|access-date=April 1, 2017}}</ref> The PlayStation 2 version of ''Code: Veronica X'' had sold 900,000 copies and earned $27 million in the United States by July 2006, outselling ''[[Resident Evil 4]]''.<ref name="nextgensales2"/> The PS2 version went on to sell 1.4 million copies worldwide, for a total of 2.54 million units sold worldwide for both the Dreamcast and PS2 versions.<ref name="capcommil"/> |
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As with previous ''Resident Evil'' games, novelization of ''Code: Veronica'' was written by author [[S. D. Perry]]. Although the novel was first published on December 1, 2001, it is based on the original game and does not take into account the added events introduced in the later version of the game. As with the previous novelizations by Perry, the original character Mr. Trent appears as a mysterious stringpuller behind the plot. |
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''[[Next Generation (magazine)|Next Generation]]'' ranked it as the 63rd-highest-selling game launched for the [[PlayStation 2]], [[Xbox (console)|Xbox]] or [[GameCube]] between January 2000 and July 2006 in the United States. Combined console sales of ''Resident Evil'' franchise released in the 2000s reached 3 million units in the United States by July 2006.<ref name="nextgensales2">{{cite web|archive-url=https://web.archive.org/web/20071028115051/http://www.next-gen.biz/index2.php?option=com_content&task=view&id=3537&Itemid=2&pop=1&page=1 |url=http://www.next-gen.biz/index2.php?option=com_content&task=view&id=3537&Itemid=2&pop=1&page=1 |title=The Top 100 Games of the 21st Century|author1=Campbell, Colin |author2=Keiser, Joe | date=July 29, 2006 |work=[[Next Generation (magazine)|Next Generation]] |archive-date=October 28, 2007 |url-status=dead }}</ref> |
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''Code: Veronica'' was also adapted into a [[manhua]] by Lee Chung Hing (who also did a similar adaptation of ''Resident Evil 3: Nemesis''), published in Hong Kong during the original game's release. An English version of the comic was published as four collected graphic novels by [[DC Comics]] in North America.<ref>{{Cite web|url=http://www.ign.com/articles/2006/12/05/from-polygon-to-paper-resident-evil?page=2|title=From Polygon to Paper: Resident Evil|date=2006-12-04|website=IGN|language=en-US|access-date=2017-04-01}}</ref> |
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==Legacy== |
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===''Survivor 2''=== |
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''Game Informer'' ranked ''Code: Veronica'' as 69th in their "Top 100 Games of All Time" in 2001.<ref>{{cite magazine|url=http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx?PostPageIndex=4|title=Top 100 Games of All Time|date=November 16, 2009|magazine=Game Informer|access-date=April 6, 2011|url-status=dead|archive-url=https://web.archive.org/web/20121021020134/http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx?PostPageIndex=4|archive-date=October 21, 2012}}</ref> [[GamesRadar]] named it the 14th-best Dreamcast game of all time.<ref>{{cite web|url=http://www.gamesradar.com/best-dreamcast-games-all-time/|title=Best Dreamcast games of all time|date=April 19, 2012|publisher=[[GamesRadar]]|access-date=January 31, 2013|author=GamesRadar staff|url-status=live|archive-url=https://web.archive.org/web/20130306184353/http://www.gamesradar.com/best-dreamcast-games-all-time/|archive-date=March 6, 2013}}</ref> |
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{{Main|Resident Evil Survivor 2 Code: Veronica}} |
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The story in ''Code: Veronica'' has been adapted into other works. ''[[Resident Evil Survivor 2 – Code: Veronica]]'' (2001) for Naomi-based arcades and PlayStation 2 follows the story of ''Code: Veronica'' from a first-person view with [[light gun shooter]]-style gameplay.<ref name="veronicasurvivor">{{cite web |last=Stohm |first=Axel |date=November 16, 2001 |title=Resident Evil Survivor 2 Code: Veronica update |url=http://www.gamespot.com/articles/resident-evil-survivor-2-code-veronica-update/1100-2825373/ |url-status=live |archive-url=https://web.archive.org/web/20141113122048/http://www.gamespot.com/articles/resident-evil-survivor-2-code-veronica-update/1100-2825373/ |archive-date=November 13, 2014 |access-date=June 15, 2014 |work=[[GameSpot]] |publisher=[[CBS Corporation]] |df=mdy-all}}</ref> Similarly, another light gun game, ''[[Resident Evil: The Darkside Chronicles]]'' (2009) was released for the Wii and features sequences set in ''Code: Veronica'' along with ''Resident Evil 2''.<ref>{{Cite web|url=http://www.ign.com/articles/2009/11/13/resident-evil-the-darkside-chronicles-review|title=Resident Evil: The Darkside Chronicles Review|last=Harris|first=Craig|date=November 13, 2009|website=IGN|language=en-US|archive-url=https://web.archive.org/web/20161219052551/http://www.ign.com/articles/2009/11/13/resident-evil-the-darkside-chronicles-review|archive-date=December 19, 2016|url-status=live|access-date=July 23, 2017|df=mdy-all}}</ref> As with previous ''Resident Evil'' games, the story was adapted into a novel written by [[S. D. Perry]]. Also, a miniseries comic was published by [[DC Comics]].<ref>{{Cite web|url=http://www.ign.com/articles/2006/12/05/from-polygon-to-paper-resident-evil?page=2|title=From Polygon to Paper: Resident Evil|date=December 4, 2006|website=IGN|language=en-US|access-date=April 1, 2017|url-status=live|archive-url=https://web.archive.org/web/20160105113051/http://www.ign.com/articles/2006/12/05/from-polygon-to-paper-resident-evil?page=2|archive-date=January 5, 2016}}</ref> A demo version of a fan remake of the game was released in 2021.<ref>{{cite web |last=Wen |first=Alan |title='Resident Evil: Code Veronica' fan remake demo is now available |url=https://www.nme.com/news/gaming-news/resident-evil-code-veronica-fan-remake-demo-is-now-available-2976011 |website=[[NME]] |publisher=NME Networks |access-date=28 April 2023 |date=23 June 2021}}</ref><ref>{{cite web |last=Hashimoto |first=Kazuma |title=Fan Made Resident Evil: Code Veronica Remake Demo Available |url=https://www.siliconera.com/resident-evil-code-veronica-remake-fan-made-demo/ |website=[[Siliconera]] |publisher=[[Gamurs]] |access-date=28 April 2023 |date=21 June 2021}}</ref> The project was shut down by Capcom in 2022.<ref>{{cite web |last=Jiang |first=Sisi |title=Capcom Shuts Down Fan Remakes Of Original Resident Evil And Code: Veronica |url=https://kotaku.com/resident-evil-code-veronica-fan-remake-capcom-1849931638 |website=[[Kotaku]] |publisher=[[G/O Media]] |access-date=28 April 2023 |date=27 December 2022}}</ref> |
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''Code: Veronica'' was adapted into ''Resident Evil Survivor 2 Code: Veronica'' (''Bio Hazard Gun Survivor 2 Code: Veronica'' in Japan), a [[first-person shooter]] released in 2001 as a co-production between [[Namco]] and Capcom. It is the sequel to the previous game, ''[[Resident Evil Survivor]]''. The [[Arcade game|arcade]] version runs on the Dreamcast-based [[Sega NAOMI|NAOMI]] [[Video game arcade cabinet|arcade hardware]]. ''Gun Survivor 2'' has no bearing on the plot of ''Code: Veronica'' and the events of the game are actually depicted as a dream in Claire's mind at the end of the game. A PlayStation 2 version of ''Gun Survivor 2'' was released in Japan and the PAL region, where it utilised the [[Guncon|G-Con 2]] peripheral. Although often mistaken for a [[light gun]] game, the arcade version of the game uses a fixed machine gun that serves as a joystick that can be pushed in four directions and rotated left and right to move the player and rotate the view, as well as to fire the player's weapons. The game runs on a timer that counts down when an area is entered, and if time runs out, the [[Nemesis (Resident Evil)|Nemesis]] from ''[[Resident Evil 3: Nemesis]]'' will start pursuing the players and attacking them. Only certain arcade machines had 2 player support. The PlayStation 2 version of the game contained a "Dungeon Mode", which is a series of long levels that have to be completed within a 30-minute time limit. Claire Redfield, Steve Burnside, Chris Redfield and Rodrigo Juan Raval are playable in Dungeon Mode. |
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===''The Darkside Chronicles''=== |
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{{main|Resident Evil: The Darkside Chronicles}} |
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''[[Resident Evil: The Darkside Chronicles]]'' is a [[rail shooter]] [[Light gun shooter|gun game]] for the [[Wii]] based largely on the events of ''[[Resident Evil 2]]'' and ''Code: Veronica'', but with many plot details changed. |
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==Notes== |
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==References== |
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{{reflist |
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==External links== |
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* {{official website|http://www.capcom.co.jp/newproducts/consumer/veronica/index.html}} {{ |
* {{official website|https://web.archive.org/web/20000229032110/http://www.capcom.co.jp/newproducts/consumer/veronica/index.html}} via [[Internet Archive]] {{in lang|ja}} |
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* {{official website|http://www.capcom.co.jp/veronica/index.html}}<small> |
* {{official website|https://web.archive.org/web/20010801152521/http://www.capcom.co.jp:80/veronica/index.html}} <small>(''Kanzenban'')</small> via [[Internet Archive]] {{in lang|ja}} |
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* {{official website|http://www.capcom.co.jp/bio_cv/}}<small> |
* {{official website|https://web.archive.org/web/20030422165343/http://www.capcom.co.jp/bio_cv/}} <small>(GameCube)</small> via [[Internet Archive]] {{in lang|ja}} |
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* [https://web.archive.org/web/20110818001451/http://home.n00.itscom.net/dnb/BIO/BIO.html Creature designs at Satoshi Nakai's personal homepage with commentary] {{ |
* [https://web.archive.org/web/20110818001451/http://home.n00.itscom.net/dnb/BIO/BIO.html Creature designs at Satoshi Nakai's personal homepage with commentary] via [[Internet Archive]] {{in lang|ja}} |
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{{Resident Evil series}} |
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{{Shimako Satō}} |
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Latest revision as of 21:45, 2 January 2025
Resident Evil – Code: Veronica | |
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Developer(s) | Capcom Production Studio 4 |
Publisher(s) | |
Director(s) | Hiroki Kato |
Producer(s) | Shinji Mikami |
Programmer(s) | Yukihiko Tani |
Artist(s) | Junichi Ota |
Composer(s) |
|
Series | Resident Evil |
Engine | MT Framework (PS3/Xbox 360) |
Platform(s) | |
Release | February 3, 2000
|
Genre(s) | Survival horror |
Mode(s) | Single-player |
Resident Evil – Code: Veronica[a] is a survival horror video game developed and published by Capcom and originally released for the Dreamcast in 2000. It is the fourth main installment in the Resident Evil series and the first to debut on a separate platform from the PlayStation. The story takes place three months after the events of Resident Evil 2 (1998) and the concurrent destruction of Raccoon City as seen in Resident Evil 3: Nemesis (1999). It follows Claire Redfield and her brother Chris Redfield in their efforts to survive a viral outbreak at a remote prison island in the Southern Ocean and a research facility in Antarctica. The game retains the traditional survival horror controls and gameplay of previous installments; however, unlike the pre-rendered backgrounds of previous games, Code: Veronica uses real-time 3D environments and dynamic camera movement.
After producer Shinji Mikami and his team learned they would be unable to port Resident Evil 2 to the Sega Saturn, they began development on an original game, which became Code: Veronica. Claire was designed with a tougher appearance than in Resident Evil 2, with the reason being her past experiences in Raccoon City built her toughness and confidence. Unlike the American horror themes and settings of previous games in the series, Code: Veronica employs a European gothic horror design and settings. This is achieved through the use of gothic architecture and gothic art in addition to the writing style and story presentation.
Capcom announced Code: Veronica in August 1998 and released it in February 2000 after delays and a reduction in sales expectations due to the struggling Dreamcast platform. Sales were weak compared to other Resident Evil games, but strong compared to other Dreamcast games. Code Veronica received critical acclaim and has been considered among both the best Resident Evil games and Dreamcast games. Capcom released an updated version on PlayStation 2, Code: Veronica X.[b] The revised version included new cutscenes which revealed more details about the story, and it was ported to the GameCube in addition to other platforms in later years. In September 2011, Capcom released a high-definition remastered version of Code: Veronica X for the PlayStation 3 and Xbox 360. Code: Veronica was adapted for Capcom's Gun Survivor series with Resident Evil Survivor 2 – Code: Veronica (2002) and also later adapted for Resident Evil: The Darkside Chronicles (2009).
Gameplay
[edit]Resident Evil – Code: Veronica features survival horror gameplay, similar to previous Resident Evil games.[5] This includes the series signature controls, interface, puzzles, as well as zombies and monsters to battle.[5][6][7] Unlike previous games in the series which used pre-rendered backgrounds, Code: Veronica uses real-time 3D environments. Because of this, the camera is more dynamic than in previous games. The camera will follow, pan, and zoom as the player navigates their character through the environment, similar to Capcom's own Dino Crisis (1999). The story is told through cinematic CGI sequences and real-time cutscenes.[7]
One half of Code: Veronica places the player in control of Claire Redfield while the other half is spent with her brother, Chris.[8] Basic character actions include running, attacking, as well as pushing and climbing objects.[5][9]: 4–5 Items the player collects can be viewed on the status screen. From here, they can be examined to find clues to solve puzzles, and some can also be equipped. Also available in the status screen is a map and file menu. All notes found in the game are saved in game's files and may be essential to solve puzzles. The player can only hold a limited number of items at a given time; other items must be stored in storage boxes located throughout the game.[9]: 8–11
The player character may receive damage, which can be healed with restore items. Herbs, which restore character health, can be combined with other types of herbs to become more effective. Too much damage will result in a game over. At this point, the game must be continued from the last save point. A partner's death will also result in a game over. Some weapons are better suited for battling certain enemies, some of which have weaknesses to elements like fire or acid.[9]: 12–15 Once the main game is cleared once, a "Battle Mode" is unlocked. This is a minigame in which the player character is given infinite ammo and places them in various locations from the main game with different enemies. In addition to the Redfield siblings, this mode allows the player to control supporting character Steve Burnside and antagonist Albert Wesker, as well as a version of Claire in a new wardrobe.[10]
Plot
[edit]In December 1998, three months after escaping from Raccoon City (seen in Resident Evil 2) prior to its eventual destruction (seen in Resident Evil 3: Nemesis),[11] Claire Redfield raids an Umbrella Corporation facility in Paris in search of her brother, Chris Redfield. Discovered by Umbrella's security forces and eventually captured, Claire is imprisoned on Rockfort Island, a prison complex owned by the corporation, situated in the Southern Ocean. She is knocked unconscious after arriving. Sometime after her imprisonment, Claire wakes up and finds herself released by the man who captured her, and discovers that an outbreak of the T-virus has occurred. In the resulting chaos, she finds herself teaming up with Steve Burnside, another inmate seeking to escape.
In their repeated efforts to explore the island and find the means to leave, the pair finds themselves confronting the island's commander, Alfred Ashford. Both Claire and Steve find him to be mentally unstable as a result of him switching between two personalities—his own, and that of his twin sister Alexia. Eventually, the pair manages to find a seaplane and use it to escape, only for Alfred to pursue them and switch their plane to autopilot, directing it towards another Umbrella facility in Antarctica. Upon their arrival, the pair finds that the facility had suffered an outbreak, and fight their way through the zombies and monsters within to seek a means of escape, battling with Alfred and fatally wounding him. Before he dies, Alfred frees his sister, Alexia, who had been in cryogenic sleep within the facility after injecting herself with the T-Veronica virus, an experimental virus that the Ashford family had developed 15 years ago. Awakened, Alexia manages to recapture Claire and Steve as they attempt to escape.
Meanwhile, Chris Redfield arrives on Rockfort Island in search of Claire, after receiving a message from her via Leon S. Kennedy. Upon learning that she had left, Chris focuses on determining where and begins searching the island. In the process of doing so, he comes across Albert Wesker, an independent agent since the Spencer mansion incident (the events of Resident Evil), who is seeking to retrieve a sample of the T-Veronica virus. After Chris learns of his sister's whereabouts, and Wesker discovers that Alexia is alive and carries what he needs, the two separately find their way to Antarctica. Once there, Chris frees his sister and helps her to search for Steve, only for them to find that he had been experimented with and injected with the T-Veronica virus. After mutating, Steve attempts to kill Claire, but fails, regaining control of himself to turn on Alexia, who then inflicts a mortal wound on him. Before Steve dies, he confesses his love for Claire. Meanwhile, Chris and Wesker confront Alexia. In the resulting conflict, Wesker escapes and manages to retrieve Steve's corpse for further experimentation, while Chris manages to defeat Alexia and escape with his sister, before the Antarctic facility self-destructs.
Development
[edit]With the success of Resident Evil 2 in 1998, Capcom began more Resident Evil projects across multiple consoles. Code: Veronica originated from an unsuccessful attempt to port Resident Evil 2 to the Sega Saturn. After producer Shinji Mikami and his team learned they would be unable to port the game without making a large sacrifice to quality, Mikami was asked by his leadership to create something else for Sega fans, and so development began on an original Saturn game. When Mikami asked for more time to develop the game, he was told it would need to have a better technical quality, making Sega's upcoming Dreamcast more appealing.[13] Around the same time, a side-story game for the PlayStation starring Jill Valentine in the events leading up to Resident Evil 2 was being developed. This was originally intended to be a spin-off with the Dreamcast game as the true sequel. According to IGN, Sony bartered for limited exclusivity on the "Resident Evil 3" title, and thus the side-story was branded as Resident Evil 3 and the true sequel was labeled a spin-off and titled Code: Veronica.[14] This notion is conflicted by interviews at the time, as producer Shinji Mikami and Flagship president Yoshiki Okamoto told journalists they wanted to keep the numbered chronology on the PlayStation systems, and give subtitles to Resident Evil games on all other systems.[15][16] Regardless, the game content remained essentially unchanged.[14]
Code: Veronica's story, setting, and artistic design strayed away from the series standard. While previous games are set in the United States and have a corresponding American feel to them, Code: Veronica is set in the Southern Ocean and Antarctica and carries a European gothic horror inspired design. This is made clear in the environments which feature gothic architecture and art in addition to central European carvings and German-style weaponry. In addition, the gothic feel is emphasized through the story. The horror in Code: Veronica is driven by this story which follows a crazed man and the fate of his noble bloodline. The story is told partly through a lullaby, and this method of storytelling is intended to bring out European operatic undertones. This contrasts to previous games in the series which were driven by the panic elements from American horror films, such as monsters and zombies.[17] With regards to managing the art staff, Mikami split them up depending on their interests. Those interested in guns worked solely on gun designs while those interested in environments were sent to photograph houses and castles for research.[18]
During in-game cutscenes, the polygon count is increased to nearly 2,500 polygons, especially on character faces.[15][19] Capcom added detail to the zombie enemies unprecedented in the series, such as making their jaws move and eyes twitch.[16] Claire was given a tougher appearance in Code: Veronica than in Resident Evil 2, the reason being her experiences in Resident Evil 2 built her toughness and confidence to handle any situation. This characterization is emphasized by her ability to dual wield sub-machine guns, and also by the opening cinematic which features her in a John Woo-inspired action scene.[12][18] Mikami described Code: Veronica as 50 to 60% of his perfect vision for Resident Evil in February 2001, and he cited that future Resident Evil projects may make up the other half.[18]
By the time Resident Evil 3 was released, development on Code: Veronica was nearing completion. Much of Code: Veronica's 70-person development staff was outsourced because Capcom resources had been tied up working on Resident Evil 3.[14][18][20] Shinji Mikami and Yoshiki Okamoto's team at Flagship oversaw the game's scenario and direction, while XAX Entertainment assisted with environments and Nextech handled much of the technical development. Capcom Production Studio 4 still handled art direction and character design.[14][20] By September 1999, Sega was sending some of its own developers to help add final touches to the game.[21] Sega assisted Capcom with the game's programming to help keep a good framerate.[15]
Release
[edit]Code: Veronica was confirmed to be in development as early as August 1998[22] and was promoted as the true sequel to Resident Evil 2.[14] It was officially revealed on October 6, 1998, by Capcom R&D chief Yoshiki Okamoto. Capcom of Japan stated that they were hoping to sell the game to roughly one third of all Dreamcast users, which they estimated would total to around one million copies.[23][24] In July 1999, Capcom of Japan announced their shipment expectations for the Japanese Dreamcast version were at 400,000 copies. Journalists were skeptical if this was only the initial shipment, or evidence that Capcom overestimated sales of the Dreamcast, given their initial sales estimate was one million.[24] Capcom initially planned to have Code: Veronica released around the same time as Resident Evil 3 and, more importantly, the Dreamcast launch in North America on September 9, 1999. However, delays pushed the project back to early 2000.[14] To make up for the game's absence, Capcom announced they would release a port of Resident Evil 2 for the Dreamcast that December.[25] This release, called Biohazard 2: Value Plus, included a demo for Code: Veronica.[26]
Code: Veronica was released in February 2000.[14] Pre-ordered copies came with a unique numbered tag, special red packaging, and a unique title screen.[27] Limited Dreamcast system bundles were also released to commemorate the game's release. The "Claire Version", limited to 1,800 copies, consisted of the Code: Veronica game, a pink system, pink controller, and a VMU. The other bundle, known as the "S.T.A.R.S. Version", has the items except the system is a dark transparent blue and features a "S.T.A.R.S." logo. This bundle was limited to 200 copies. Expecting high demand, Capcom set up a contest for fans to enter to win an opportunity to purchase the systems.[28] A soundtrack was released in February 2000 as well.[29]
Code: Veronica X
[edit]Because the Dreamcast had a much smaller user base than PlayStation platforms, Capcom knew the series could not survive on the platform. This led to an expanded version, titled Code: Veronica X in the West and Code: Veronica Kanzenban in Japan, on the PlayStation 2 in 2001.[14] It was also released on the Dreamcast in Japan.[30][31] The expanded version was announced in November 2000. It has approximately 10 minutes of new cinematic sequences that reveal more about Wesker's involvement with Umbrella. While the core game remained unchanged, several graphical alterations were also made, most notably in the character model for Steve Burnside (who was given a different hairstyle).[32][33][34] Capcom printed a video DVD of an in-universe documentary, Wesker's Report, as a pre-order incentive. In North America, the Wesker's Report DVD was also sold on Capcom's website and given to customers who purchased the game at specialty retailers such as Electronics Boutique and GameStop.[35] Code: Veronica X was later released on the GameCube along with several other Resident Evil games.[36] It was included with the Biohazard Collector Box for the GameCube in Japan, a bundle of Resident Evil games which also included a copy of Wesker's Report.[37]
A high-definition remastered version of Code: Veronica X was released in September 2011 for the PlayStation 3 and Xbox 360. An emulated version for the PlayStation 3 was released as a PS2 Classic in July 2012 in Japan and in May 2014 in Europe. Another emulated PS2 version was released for the PlayStation 4 in May 2017.[38] The Xbox 360 version was added to the Xbox One backwards-compatible library in February 2019.[39]
Reception
[edit]Aggregator | Score |
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Metacritic | 94/100[40] |
Publication | Score |
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AllGame | [10] |
Computer and Video Games | [47] |
Edge | 8/10[41] |
Electronic Gaming Monthly | 9.7/10[d][45] |
Eurogamer | 9/10[42] |
Famitsu | 35/40[46] |
GameFan | 372/400[c][43] |
GamePro | [5] |
GameRevolution | A-[44] |
GameSpot | 9.5/10[7] |
IGN | 9.2/10[8] |
Next Generation | [48] |
Arcade | [49] |
Dreamcast Magazine (JP) | 9.3/10[e][50] |
Code: Veronica received universal acclaim; many critics felt it was the best Resident Evil game at the time, and a "must-own" for the Dreamcast.[7][8][10][44][47] Derek Williams of AllGame called it the best game for the system along with Soulcalibur (1999).[10] A critic from Game Revolution found it to be the best of all the horror games on the Dreamcast, towering the likes of The House of the Dead 2 (1999), Zombie Revenge (1999), and Carrier (2000).[44] Next Generation dubbed it "the best game yet for Dreamcast—in fact, one of the best games we've seen in the past couple of years."[48]
The game's atmosphere and presentation received high praise.[5][10][47][49] Critics at Edge called it "the closest the series has got to emulating a Hollywood action feature".[41] Most reviewers found the graphics as being some of the very best on the Dreamcast and being a testament to the power of its hardware.[8][10] Along with this, critics pointed out Code: Veronica's use of real-time backgrounds and a dynamic camera as an improvement from the pre-rendered backgrounds of previous series entries.[7][10][41] The CGI sequences were also praised, especially the opening cinematic.[7][10] The use of music and sound was called "top-notch" and "perfect".[5][10] The story received positive reviews. Maura Sutton of Computer and Video Games praised the adult twist on the narrative.[7][10][47] Some critics pointed out that despite improvements, the game is still a Resident Evil game, and therefore inherited the good and bad qualities of previous games.[5][44] The controls were a negative point of criticism between some reviews.[5][8]
Reviews for the PlayStation 2 release of Code: Veronica X were mostly positive. Critics shared similar opinions to the Dreamcast reviews, but some complaints were drawn from it being a mostly unmodified port of an 18-month-old Dreamcast game.[6][51][52][53] GameSpot's Joe Fielder pointed out that Sony's Extermination (2001) and Capcom's own Onimusha: Warlords (2001) had been released during this gap with better controls.[6] The GameCube version garnered average reviews, due to its unaltered, ported status.[54][55] The high definition remaster was released over a decade after the original and was welcomed with mediocre reviews. Critics commonly cited the game's archaic design and controls as making it less appealing compared with contemporary offerings.[56][57][58] The remaster did find some positive reception from Game Informer's Tim Turi who found enjoyment from playing what he called a "challenging classic survival horror game" and "a harrowing but memorable trek through the series' heyday."[59]
Code: Veronica won GameSpot's annual "Best Adventure Game" award among console games, and was a runner-up for the publication's "Best Dreamcast Game", "Best Sound", "Best Graphics, Technical" and overall "Game of the Year" prizes. The editors argued that "Code Veronica is the culmination of everything the developers of the Resident Evil series seemed to be trying to accomplish."[60] The following year, Veronica X was nominated for GameSpot's annual "Best Action/Adventure Game" prize among console games, which went to Grand Theft Auto III.[61]
Sales
[edit]Code: Veronica outsold Shenmue (1999) within its first week on shelves in February 2000.[41] In total, the Dreamcast version sold almost 450,000 units in the United States and 1.14 million copies worldwide.[62][63] The sales were weak compared to series predecessors, but strong compared to other Dreamcast games.[64] The PlayStation 2 version of Code: Veronica X had sold 900,000 copies and earned $27 million in the United States by July 2006, outselling Resident Evil 4.[65] The PS2 version went on to sell 1.4 million copies worldwide, for a total of 2.54 million units sold worldwide for both the Dreamcast and PS2 versions.[63]
Next Generation ranked it as the 63rd-highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in the United States. Combined console sales of Resident Evil franchise released in the 2000s reached 3 million units in the United States by July 2006.[65]
Legacy
[edit]Game Informer ranked Code: Veronica as 69th in their "Top 100 Games of All Time" in 2001.[66] GamesRadar named it the 14th-best Dreamcast game of all time.[67]
The story in Code: Veronica has been adapted into other works. Resident Evil Survivor 2 – Code: Veronica (2001) for Naomi-based arcades and PlayStation 2 follows the story of Code: Veronica from a first-person view with light gun shooter-style gameplay.[68] Similarly, another light gun game, Resident Evil: The Darkside Chronicles (2009) was released for the Wii and features sequences set in Code: Veronica along with Resident Evil 2.[69] As with previous Resident Evil games, the story was adapted into a novel written by S. D. Perry. Also, a miniseries comic was published by DC Comics.[70] A demo version of a fan remake of the game was released in 2021.[71][72] The project was shut down by Capcom in 2022.[73]
Notes
[edit]- ^ Known in Japan as Biohazard – Code: Veronica (Japanese: バイオハザード コード:ベロニカ, Hepburn: Baiohazādo Kōdo: Beronika)
- ^ Subtitled in Japan as 完全版 (Kanzenban) instead of X, which literally means "Complete version"
- ^ Average of four critic scores of 94, 92, 90, and 96
- ^ Average of three critic scores of 9.5, 9.5, and 10
- ^ Average of three critic scores of 9, 9, and 10
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External links
[edit]- Official website via Internet Archive (in Japanese)
- Official website (Kanzenban) via Internet Archive (in Japanese)
- Official website (GameCube) via Internet Archive (in Japanese)
- Creature designs at Satoshi Nakai's personal homepage with commentary via Internet Archive (in Japanese)
- 2000 video games
- Action-adventure games
- Cross-dressing in video games
- Fiction about suspended animation
- Video games about dissociative identity disorder
- Dreamcast games
- Eidos Interactive games
- Flagship (company) games
- GameCube games
- Nex Entertainment games
- PlayStation 2 games
- PlayStation 3 games
- PlayStation Network games
- Resident Evil games
- Single-player video games
- Video games about siblings
- Video games developed in Japan
- Video games featuring female protagonists
- Video games set in 1998
- Video games set in Antarctica
- Video games set in prison
- Video games set on fictional islands
- Xbox 360 games