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by Capcom
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Considering how quickly
things can change in the world of technology, especially videogames,
three and a half years is a long time. It’s long enough to see major
leaps and bounds in graphics, sound, and gameplay from the PSX to the
Dreamcast, and from the Dreamcast to the PS2 and Gamecube.
Unfortunately, Resident Evil Code: Veronica hasn’t been too keen on
change. The original Code: Veronica on the Sega Dreamcast was an
excellent game, being released in early 2000. A year and a half later
saw the release of Code: Veronica X for the PS2, which basically gave us
an enriched story and enhanced visuals. Now we see what is no more than
a straight port of Code: Veronica X for the Gamecube, and while the same
creepy atmosphere and gory details remain intact, so do the same
graphics and control scheme, which isn’t necessarily a good thing. For
the most part, Code: Veronica X is still a technically sound videogame
and continues to offer the same great experience as the first two Code:
Veronica games, but it does nothing to advance the Resident Evil series
as a whole, and with all of the great advances we’ve seen in games
lately, it’s difficult to justify playing through again.
For those unfamiliar
with where Code: Veronica X fits within the Resident Evil time line, it
actually takes place three months after the events in the second game,
even though it was released after Resident Evil 3: Nemesis. You start
the game with the familiar Claire Redfield, who went to Racoon City in
search of her missing brother Chris. After escaping the ordeal in Racoon
City, Claire heads to Europe in hopes of finding Chris there, but is
soon captured by the Umbrella Corporation and thrown in the
corporation’s own scanty prison on an isolated island. So begins your
adventures in Code: Veronica X.
Right off the bat you’ll
notice the graphics, and how dated they really are. They’re in dire need
of a facelift by now, and even on as powerful a system as the Gamecube
they’ve remained virtually unchanged since early 2000. Everything looks
just fine, but after playing third generation software, it all looks
pretty bland and stripped down. The whole game is rather dark to begin
with, but bland textures and uninteresting environments don’t do much
for the cause. The zombie models are still decent and do the job though,
as seeing a sickly, lumbering zombie coming toward you is something that
will forever frighten me.
As far as the controls
go, if you’ve played any Resident Evil game you’ll be right at home
here. Everything functions the same as any other of the other games in
the series, just with a different button layout. You move just as
painfully slow as you do in other games, but with the option to do a
quick 180 degree turn by tapping the C-stick, which is definitely a plus
when you’re surrounded by flesh-eating zombies and frothing, festering
hell hounds. Sure, it all functions just fine, but the whole system
could use a 21st century upgrade.
The game plays like
every other Resident Evil game as well. You control either Claire or
Chris Redfield, and you progress through the game by collecting items
that you can use to attack an undead creature, heal yourself or others,
unlock a door or desk, or solve a puzzle. You can only lug so many items
with you at one time however, and once you pick up an item you can’t
discard it unless you combine it with something or use it (like an herb
or ammo). Once you find an Item Box you can place items you don’t need
inside of it, and the items are magically available in any item box you
find throughout the game. The joy I experienced when I found my first
item box in this game was something of exuberance, as they are few and
far between. Also, you still solve the same old predictable puzzles
you’ve been solving for years now, which weren’t that great to begin
with.
One significant gripe I
have to get off my chest is in opening doors and walking up or down
steps. Why am I still punished in seeing every single door opening
painfully slow or watching steps being taken up or down? It worked in
the first couple games, but it’s extremely archaic now and serves little
purpose other than slowing down the pacing of the game.
The sound in Resident Evil Code: Veronica X is fairly poor, but by now
that’s almost an expected thing. The cheesy voice acting is as poor as
it ever was and will have you chuckling in some places. The sound
effects get the job done, but barely. The firing of gunshots seem like
they were made with a cheap synthesizer, and the noise you make while
walking or running sounds like the same effect I heard in the original
Resident Evil game. However, the music is still fairly solid, and does a
decent job of setting the creepy and moody atmosphere, startling you in
one room and soothing you in another.
Although, despite all of the flaws this game has, this is really as good
as Resident Evil has ever been, as outdated as it may be. I’m still
sucked in to the addictive gameplay, and my curiosity still gets the
best of me, having to solve just one more puzzle or open just one more
door before I go to bed. However, I can’t recommend this game to anyone
that has already played either of the first two Code: Veronica games
including die-hard fans, as there just isn’t enough variety to warrant a
forty-dollar purchase nor a five dollar rental. To those who for some
reason haven’t played a Code: Veronica game yet, or are just curious to
see what Resident Evil is all about, this is as good a place as any to
start. Obviously though, the series is becoming rather stale, and needs
some new innovations to keep it alive.
Eric Bodrero (02/15/2004) |
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Snapshot
Ups:
Lots of rooms and environments to
explore; Music creates a creepy, moody atmosphere; Addictive gameplay
Downs:
Graphics and controls are seriously outdated;
Cheesy voice acting and sub par sound effects
Platform:
GameCube
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