Product description
-------------------
Disc(s) only. Ships in generic case. Disc(s) are professoinally
cleaned. Guaranteed functional or replacement.
.com
----
The first Dreamcast installment in the Resident Evil series,
Code: Veronica is "survival horror" at its finest. Unmatched in
its ability to convey a persistent feeling of dread--and e
the pants off of you ever so often--this is one of those
hard-to-put-down games that will keep you up for several nights
on end.
The fourth chapter in the dark Resident Evil epic, Code:
Veronica delves further into the machinations of the sinister
Umbrella Corporation, once again pitting players against zombies
and other horrifying mutations created by Umbrella's
biotechnological viruses. Players begin the game as Claire
Redfield, Resident Evil 2's college-girl-turned-zombie-killer,
and later control Chris Redfield, the beefcake cop from the
original game. There's more strategy required here than in the
previous games, as Claire's actions have a direct impact on
Chris. For example, playing a trigger-happy Claire that uses
every -restoring item in will call for some fancy
footwork on the part of brother Chris.
While the basic game design here is largely unchanged from that
of its PlayStation predecessors, Code: Veronica features many
visual refinements--including exquisitely detailed 3-D character
graphics, roaming camera viewpoints, and spectacular atmospheric
and lighting effects--that greatly enhance the cinematic feel of
the game. Equally high production values are evident in the
game's excellent use of ambient and dynamic sound effects.
Upon completing Code: Veronica, players are rewarded with
"Battle Game," a timed slaughterfest that can be played in third-
or first-person point-of-view and has rewards all its own. --Joe
Hon
Pros:
* Engrossing storyline and well-developed characters
* Cinematic Dreamcast-enhanced graphics and excellent sound
effects
* Challenging, first-rate gameplay
* "Battle Game" greatly increases replay value Cons:
* Despite nonfixed camera angles, viewpoint can still be awkward
at times
* Less than perfect controls
P.when('A').execute(function(A) {
A.on('a:expander:toggle_description:toggle:collapse',
function(data) {
window.scroll(0, data.expander.$expander[0].offsetTop-100);
});
});
Review
------
As was first reported in GameSpot News, Resident Evil: Code
Veronica (called Biohazard: Code Veronica in Japan) is set three
months after the end of Resident Evil 2, with the player once
again controlling Claire Redfield. After flying to Europe to
investigate the disappearance of her brother Chris, Claire is
abducted and taken to an isolated tropical island where some
familiar rotting friends once again start popping up.
Veronica features a significant break with previous titles in the
series - all the backgrounds are now done in full polygons,
allowing the camera to move, following the action and a
first-person view. There are also possible environmental changes,
such as collapsing ceilings or toppling pillars. Veronica also
makes use of the special effects of the Dreamcast hardware, like
dramatic lighting and shadow and characters with skin so you
don't see the jagged polygon edges. Imagine the detail on that.
We got a new look at the game during the Tokyo Game Show, shown
in playable form for the first time anywhere. And here's what we
found out:
First of all, the game will ship on two GD-ROMs. And even though
Mikami didn't confirm it today, we've learned that Code Veronica
will feature a slightly modified version of the zapping system
from Resident Evil 2, so the player will be able to play as a
different character for each disc, with each character's story
intertwining with and affecting other stories. The two characters
in Code: Veronica will be Claire Redfield and her brother, Chris
Redfield. The story takes place three months after Resident Evil
2 and 3, with Claire heading off to Europe to search for her
brother. Apparently, something goes wrong along the way, and
where she ends up may or may not be where she had intended to go.
As mentioned, Code Veronica's world is composed entirely of
polygons - a first for the RE series. Everything is rendered in
full 3D, which makes for more dramatic use of the camera, and
more dynamic lighting effects. For example, Claire's lighter
actually illuminates her surroundings in real time, and the
effects are very nice. When s are fired, the blast
actually affects the lighting too. Speaking of s, apparently
it'll be possible to handle two at once, though we weren't shown
this feature during the game demonstration. It just happened to
be the first thing Mikami muttered when he began playing.
There will be a 180-degree turn, just as there was in Dino Crisis
and Resident Evil 3, though it was not available in the current
version of the game.
At one point early in the game, a cinema scene came up that
involved something cing through a window and Claire rolling
on the ground. Mikami quickly jumped up to block our view of this
while he turned the monitor off. Apparently, he said, this cinema
is key to the storyline, and he didn't want to reveal it just
yet. He said it wouldn't be in the version being shown at TGS.
However, before he turned it off we were able to sneak a peek at
a male character in the background who looked quite a bit like
Leon from RE2. Was it he? We really couldn't say for sure - the
guy was in normal street clothes - but it certainly isn't out of
the question, especially since he looked pretty similar to old
Mr. Kennedy. (Leon, not Sam.) Also, Claire's little roll looked
amazingly realistic. And it turns out that Capcom used motion
capture for all f the game's cinema scenes for added realism.
The game's graphics were a bit unbalanced. Some looked rather
plain and ordinary (hopefully because the game isn't finished),
while other parts looked amazing. (The high altitude outdoor
cliff area in particular looked simply incredible.) The animation
was the same way - some of it rocked (the dogs especially), while
some of it seemed unfinished. Hopefully, that's all it is. Sound
effects are of similar fashion - footsteps sounded loud and
tinny, even while walking outside on the grass, though the growls
of the zombies and the barking of the dogs sounded great.
There are ten major areas this time, according to Mikami, and the
game length will be one-and-a-half to two times longer than that
of Resident Evil 3 for the PS (yes!). --Staff
--Copyright ©1999 GameSpot Inc. All rights reserved. Reproduction
in whole or in part in any form or medium without express written
permission of GameSpot is prohibited. GameSpot and the GameSpot
logo are trademarks of GameSpot Inc. -- GameSpot Preview
See more ( javascript:void(0) )