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Score Scale:
10 - Awesome
9 - Excellent
8 - Very Good
7 - Good
6 - Above Average
5 - Average
4 - Below Average
3 - Unsatisfactory
2 - Poor
1 - Very Poor
0 - Disaster




Resident Evil: Code Veronica
Dreamcast
Publisher: Capcom
Review By Chi Kong Lui
Review Date: 4/19/00

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First Impressions:

The rise of chemical photography in the 1800s had a profound effect on the fine arts. While some painters embraced its use as a tool and aid, others also thought that it spelled the impending doom of realistic or representational art. No one would deny the phenomenal ability of contemporary masters like Courbet or Corot in being able to capture an essence of reality on canvas. Still, nothing could match the authenticity or objectivity of a photograph. Though academically debatable, many felt that this crisis of creative identity forced many artists to either embrace photography or redefine art from the representational towards the more conceptual. The latter choice brought froth a new non-objective way of thinking that lead to such styles as cubism, surrealism and abstract expressionism just to name a few.

The same effect that photography had on the fine arts in the 19th century is also comparable to the way that the Sega Dreamcast is currently effecting video games in the 21st century. While console systems in the past, prior to Dreamcast, were technological wonders in their own right, no one would mistaken the blocky 3D graphics and diluted colors found in most games as being anything more then a pale imitation of reality. The same cannot be said of the Dreamcast whose rendering ability far exceed those of past systems and is capable of producing an image and animation quality that is often frighteningly realistic.

With Dreamcast opening up worlds of possibilities, game developers are left in a similar quandary that artists in the 19th century had to face. Do they try to meticulously recreate reality as thoroughly as possible or do they move toward more conceptual and stylistic representations? Could there be a balance between the two creatively extreme directions? While I don't doubt that any game will perfectly represent a polar opposite, I do think that future games will need to lean more toward a distinction in order to be artistically successful. Capcom's newest release Resident Evil Code: Veronica proves why being somewhere in the middle of the road just doesn't work.

Graphics:

Not surprisingly, it's the visuals and the way they are presented that is the most innovative and noteworthy aspect of the game. Being that the actual game is entirely in 3D, camera angles are much more versatile and can swoop in or follow in at key locations as if Hollywood style cranes and dolly tracks were being employed. Backgrounds are very convincingly lively through amazing detail and richly diverse textures. I particularly liked how some areas gave a great sense of depth and distance without having any kind of technical annoyances like draw-in or slow-down. Character models and designs were also equally detailed as well as diverse in every respect from facial expression to clothing patterns. Further more, these characters animated and moved with silky smooth like precision. Its rare that quality of character models in the prerendered full-motion video sequences match the quality of the ones generated in real-time, but in Code: Veronica, it was surprisingly close. The quality of the models even went so far as to also reminded me of imagery in Sega's up and coming preordained masterpiece Shenmue and felt like preview of better things to come.

Sound/Music:

Music and sounds remain mostly visceral and add to the ambience in a good way. Outside of that, there isn't anything to really write home about. Of course, in grand Resident Evil tradition, the voice acting is atrocious.

Gameplay:

Most dedicated fans of the series and survival horror genre already know that Code: Veronica is one of the most hyped and highly anticipated releases on the young Dreamcast system to date. Virtually all the setups are the same as its three predecessors that appeared on the Sony PlayStation. Players take control of an individual character and try to escape a desolate location decimated by a viral outbreak that causes people to change into zombies. In the case of Code: Veronica, Claire Redfield is the character on the run (control later switches to a couple of other characters including her brother Chris) and Umbrella's island prison facility serves as the initial backdrop.

Despite being peppered with some cutting edge prerendered CG (computer generated) full-motion videos (almost worthy of Final Fantasy Movie like recognition) that progress the story along, Code: Veronica is still largely puzzle driven as oppose to plot driven. Character relationships and scripting are still shallow and horribly underwritten. The rotational pivot control scheme (complete with quick 180 degree turn, but no quick dodge move from part three) and exterior views from fixed camera positions remain unchanged from previous entries as well. The only two things that have changed is that the setting of the game shifts dramatically from one location to another about midway through the game and that the visuals (environments and all) are completely in 3D polygons unlike the usual prerendered backgrounds that the series is famous for.

Yet it's the all the graphical wonder in Code: Veronica that becomes its most lethal double-edge sword. While the presentation received a shot in arm and everything looks fairly realistic, the same can't be said of the gameplay mechanics that remain unbelievably ridiculous. The same style of play has been carried over from prior releases and remains largely unchanged. In other words, players spend most of their time finding tools, keys, devices or knick-knacks and use them to either enter new areas or solve little brain teaser type of puzzles that usually lead to more tools, keys, devices or knick-knacks. Repeat the process coupled with consistent battles with zombies and similar type of creatures and you get the general flow of the game through out. Typical of the series, the puzzles and the items used in conjunction with them seemed overly forced or obscure. They usually extend way beyond the story arc and have no plausible functionality. The multitude of puzzles often involving mystical tokens, trinkets and even jewels (used mostly as keys) range from the barely conceivable to the completely preposterous. I don't have a problem with these kinds of quests if they were rationally disguised or motivated properly in the confines of the fantasy-like plot. Though this is not the case with Code: Veronica, which has a gritty and technological modern art direction.

The confused nature between the realistic graphics and mystical puzzles is further exasperated by the physical capabilities of the controllable character. Actions and mobility are severely limited to either run, walk, turn and shoot (the highly touted first-person view is extremely limited to only two instances with specific weapons only used against bosses). Think you can pull off some of the fancy moves Claire employs in the introduction movie? Forget about it. There's simply a huge discrepancy in the way the game looks and what you can actually do in it.

This discrepancy is most apparent in one part of the game where a path is obstructed by fire and can't be passed. Its visibly obvious that there's a crawl space right beside the fire that any normal person could squeeze though to get around the blaze, but it isn't possible due to restrictions the developers have imposed. There's another part, later in the game which involves Claire needing to retrieve an ID card encased in a crystal ball that was found in an old-style cannon (why the ID would be sealed in a crystal ball and found it that sort of location is beyond me). What I found totally unfathomable was why Claire needed to put her life in danger by walking under a Loony Toons-type of dropping trap to place the crystal ball in order to crack it. Why she couldn't have just casually rolled the ball into the danger zone rather then put herself in harms way, is again beyond me. These two examples I've mentioned here are also far from isolated instances. I was constantly befuddled at why simply glass or fragile looking doors couldn't be busted down or why some obviously light obstructions like barrels or boxes blocking off certain areas couldn't be moved while others could.

Enjoyment:

Despite the 'been there, done that' feel to the game, still I managed to play through it in its entirety and have a fairly good time. The captivatingly visuals played a large part in distracting me from all overly familiar aspects of the game. Several of the puzzles had me rather frustrated at times, but it was only on rare occasions. Code: Veronica is true to Capcom's fine reputation and I predict few will feel disappointed overall at the lack of innovation.

Multiplayer:

N/A

Overall Impression:

Like many artists in the 1800s, Capcom needs to decide what kind of art they want to actually make. Do they want to make a fantasy-like game where mysticism and magic can circumvent everyday logic or are they trying to make a game that strives to mimic reality as closely as possible? In order for Code: Veronica to work, the developers need to take more of stand in one direction, then fuse the visuals and the gameplay to match that direction. As for the way it stands now, I think my girlfriend put it best as she sat in on one of my gaming sessions with Code: Veronica. She quickly observed "Why can't you just climb over that fence since the door is locked?" That's a good question that I'll leave developers to ponder.

Marketing Efforts Towards Women:

In the videogame world of testosterone bruisers and buxom femme fatales, Code: Veronica manages to rise above the gender stereotypes through two of its central characters, Claire Redfield and Alexia Ashford. The player controlled protagonist, Claire Redfield comes off as being a capable and no nonsense type of gal who gets things done (most evident in the way she keeps saving her lame fellow escapee, Steve Burnside [how's that for role-reversals]). All the typically over exaggerated sexual features are not evident in Claire and she her all-grown up 'Punky Brewster' look seems down right conservative when compared to the Jennifer Lopez-style clubbing outfit that her predecessor, Jill Valentine, sported in part 3. Even the main villianess, Alexia Ashford is portrayed in a very empowering manner. She is a woman of intelligence, ambition and vision who is trying to reinstate her family's former glory. Again, she is presented as an authoritative figure who rules over her overly loving twin brother and dethroned her incompetent father. In fact, the only male figure who comes off even remotely positive is Claire's brother, Chris. With all the male bashing that takes place in this game, we may have to start referring to Code: Veronica as the Joy Luck Club or Waiting to Exhale of videogames!

About GameCritics:

WomenGamers.Com has partnered with GameCritics.Com, the "Siskel and Ebert" of game reviews. This multicultural team has 3 years of experience in writing reviews for all genres of games and most platforms. Our collaboration will provide our readers with a broader perspective and more value-added content with the objective of giving you, our readers, greater purchasing decision power.





PROS: Rock solid and balanced production values resonate through out the entire game. CG movies are breath taking, character models are life-like and 3D environments are beautiful. Camera angles are more lively and versatile.

CONS: Lack of innovation from prior releases. Poor voice acting and limiting controls still plague the series. Realistic graphics conceptually clash with often fantasy-like and ridiculous puzzles.

Total Rating - 7.0
Gameplay - 7.0
Enjoyment - 6.0
Graphics - 9.0
Sound/Music - 8.0
Multiplayer - N/A

ESRB: Mature (17+) Animated Blood & Gore, Animated Violence










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