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| Credits |
Platform: Nintendo Gamecube
Also available on: PlayStation 2, Sega Dreamcast
Developer: Capcom
Players: 1
Year: 2000
OFLC Rating: MA15+ |
Games are a lot like films. Particularly survival
horror games. Most survival horrors follow the
cinematic moulds made famous by the original Alone
in the Dark; the camera angles, the moody
score, the jump-scares and the plotting in general.
Unfortunately, some game franchises, like some
film franchises become stagnant once they get
past the third installment (if they're lucky
enough to make it past the second) and Resident
Evil: Code Veronica is about as stagnant
as they come.
Up until Code Veronica, the
Resident Evil series had done an excellent job
of'one-upping' the last. Resident
Evil 2 is still one of the best video
game sequels to date, Resident Evil 3 had a very cool Dawn of the Dead thing going on,
actually taking the action out to the streets
and introducing the now iconic Nemesis monster,
and Resident Evil 0 was in production
(but we'll talk about that another time…). Code Veronica however took on
far too many ideas and while some were interesting,
the rest dragged this game into mediocrity and
pushed the stretched Resident Evil's already
worn suspension of disbelief to the point of no
return.
Code Veronica finds us taking
control once again of Claire Redfield, the female
protagonist of Resident Evil 2,
continuing her search for her missing brother
Chris, the male protagonist of the first. She
manages to get herself locked up on Rockfort Island,
a military prison and training facility in the
Pacific Ocean. Okay, it's going alright
so far…
Very quickly you discover that the island is
owned and run by the Umbrella Corporation (no
big surprise really) and that the shit has hit
the fan in a major way. I'm sure you all
know what that means. What follows is a tailspin
of craptacular proportions.
Code Veronica attempted to swing
the series into new directions, after the backlash
the previous titles had received about their gameplay
and frustrating camera angles. Code Veronica's
big new innovation was simply that the whole game
was now completely 3D, as opposed to the pre-rendered
backdrops of the previous titles. There are a
few moments here and there where this is good,
but the camera angles still feel exactly the same
as the prior titles. The new 3D engine also means
Code Veronica's backgrounds are nowhere
near as intricately detailed as the others, and
good God, the draw distance… if the fog
in Silent Hill annoyed you, be
warned!
My biggest beef with this game is that two glaring
problems collide head-on. It is really poorly
written and incredibly slow. The dialogue is worse
than all of the poor dialogue in the previous
games combined and the characters are all carbon
copies of the ones we've come up against
before, and if they aren't they're
the most irritating the series has seen. The writers
have tried to deepen the conspiracy surrounding
the Umbrella Corp. but wind up creating a monster
far worse than any that appear in the game. The
documents found throughout the game are barely
relevant to what's going on and the logic
behind their placement and what's written
on them is equally baffling. You know something's
amiss when clearly unintentional spelling mistakes
appear. It's the little things like this
that kept me from connecting and being absorbed
in the world of Code Veronica,
which is a real shame because I was completely
swallowed by the others.
The story meanders for far too long, throwing
only vague hints to extend gameplay needlessly.
What should be Resident Evil's standard
"A-to-B-to-C-and-back-to-A" becomes
something more like "A-to-B-to-X-to-P-to-B-all-the-way-to-Z-then-back-to-A",
and what makes it worse is the between room screens
of either doors, ladders or stairs. I swear to
God they're ludicrously slow. The pacing
of the game is completely off in comparison to
the others, everything in the other games felt
necessary in terms of story. Not here my friends.
Another problem is that though the horror elements
remain, it feels as though they only exist to
have the absolute shit shot out of them, or to
be sidestepped and never worried about again instead
of scaring you. For example, in the latter half
of the game, you come up against a giant spider
in a huge room. Because the room is so damn big,
the spider might as well be regular sized, as
you can walk past it to get the item you need
and leave the room. That was supposed to be a
boss fight. I even managed to knife the second
last boss to death! No shit! Think back and remember
how scary the others were (if you've played
them of course) and then think about the movies.
That slight feeling of discomfort… That's
what Code Veronica's like.
It could have been an awesome addition to the
Resident Evil saga, but there are too many problems
with this game to make it a truly worthy addition.
The score is awful. There are no two ways about
it. The moments between Claire and newcomer Steve
are enough to force a sudden reversal of the digestive
process, and the 'action' theme towards
the end is comparable to a loud, fat kid bashing
a synthesizer. And the voice acting is beyond
poor (laugh out loud at the 'scary'
laughing of the villains!). I guarantee you won't
find a single person who's played this game
that didn't hate Alfred Ashford's
voice. Truly cringe worthy.
I've read a lot of reviews on Resident
Evil websites praising this title, and I can't
for the life of me see why. It had so much potential
and just failed to step up. It rehashes every
step the other games take, and fails to push any
truly innovative ground. It's dated awfully,
probably even more so than the titles before.
It's blindingly obvious that a different
crew took the reigns of this one, and they really
did miss the mark. If you're a diehard fan
of the series (did you even vaguely enjoy the
gun games?), then you may get more out of this
than I did, but I doubt this game stands up even
for the casual fans. In the end, it's just
not an enjoyable game. Thank God for Resident
Evil 4. |