Intro:
The story and universe of Resident Evil is a diverse and vibrant one filled with multilayered characters, monsters, plot twists, and several games that cover each character in depth in an organic way that’s not forced. Code veronica focuses on the story of Alexia and Alfred Ashford, with characters from the previous games including Chris Redfield, his sister Claire and Wesker. This resident evil game was surprising for me in many ways from the disappointing controls to the immersive storyline, and camera angles and transitions that are actually well done for a game that was created back in the year 2000. A lot happened in this installment and for the first time in a Resident Evil game, I was happily surprised.
Character Development is Everything:
when it comes to Claire Redfield, she is a determined, strong competent young woman that puts her brother first above anything. To see that kind of friendship and family relationship in a Resident Evil game makes it come to life more, and makes it more relatable. In the game, you first assume the role of Claire and are looking for her brother Chris. Claire was discovered by Umbrella's security forces and eventually imprisoned. Sometime after her time in jail, Claire wakes in the cell and was released by one of the prison staff, then at that point discovers there was an outbreak of the T-Virus. Continuing on in the game Claire meets up with Steve Burnside. He’s a good character but also needed to be flushed out a little bit more if you ask me. I understood him to be more of the bratty, emo kid that hates everyone but is really a softie. The fact that his character was killed off doesn’t surprise me and is a choice that made a lot of people happy since his part in the story was to pull the heartstrings, and since this game was created in the year 2000, the emotions came across cheesy, and underdeveloped in meaning.
After a while, you assume the role of Chris Redfield, you go through his perspective and are thrown into the story even more so! I think it was such a smart idea to do dual perspectives in this game much like resident evil three and resident evil zero. It works very well and creates this immersive atmosphere that brings the player in, and the game becomes multifaceted and textured instead of just looking at a story that has one perspective from one character. After playing as Chris for a hot minute, you assume (briefly) the role of Claire again where you have to find Steve. After an emotional scene that pulls at your "feels" you again, assume the role of Chris and his character is how you finish up the game. Spoiler, Wesker makes a few guest appearances. In Code Veronica X there are extended cut scenes with Wesker that aren’t in the first version of Code Veronica which left me slightly confused as to why that is... In the end, Big brother is to the rescue and Claire can walk away unscathed physically, emotionally is another story.
Controls can make or Break this Game for you:
Going into this game the controls are something you need to be aware of. I'm going to be completely honest with you guys and say that since this game uses classic tank controls it is completely different from modern controls, wherewith tank controls you are mainly utilizing the D-pad to move, and control your character. In a game with tank controls, players control movement relative to the position of the player character. Pressing up on the game controller moves the character in the direction they face, down reverses them, and left and right rotates them. Now, the term "tank controls" is from the steering mechanisms of a tank machine, which had to stop completely before turning or making its next maneuver. Tank controls were common in 3D games in the late 1990s, such as Grim Fandango, Resident Evil, and early Tomb Raider games. The Camera Angles, however, were actually good! they followed the character and while it was a fixed camera for most of the game, the camera had for the most part fluid movements. I was really surprised by this and happy to see an older game incorporate well-functioning camera movements.
Controlling Claire and Chris is challenging enough as it is, when you get into boss battles predicting the movements along with trying to time each attack is….an issue. to revert back to my mention of the controls, Tank controls make battling enemies very clumsy and unpredictable, every time you play there is no predictable stability with character movements, enemy attacks, or how a gun will even point. Will it lock onto the enemy/target, will it glitch, will my movements align with the gun and enemy making it easy to shoot them. These are all things one needs to think about, and looking at current day games the movements now coincide with the controls and mechanisms.
Conclusion, Final Thoughts:
I am so happy I have finally gotten to play Code Veronica X, I dove into this knowing what I would be getting myself into. With all of the struggles I’ve had with this experience, shall we say? Seeing this game, seeing the classic style, (even though technically this version is a re-master from 2011) seeing the spooky atmosphere, classic voice over’s, and creepy vibe this game will forever have a place in the Resident Evil Hall of fame and one that deserves a remake. As my first Play through of this game in particular it made me unsure for the first time whether or not I would even finish it. But being my stubborn self, I persisted and came through victorious, as usual. Every game is conquerable, it just depends on how badly the person who’s playing it, wants to succeed at it and complete it.
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