Video Game / Resident Evil – Code: Veronica

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Claire and Chris Redfield, in their first game together.

Resident Evil – Code: Veronica is the fourth game in the Resident Evil franchise. Originally a Dreamcast exclusive, and the final Resident Evil game to be released on a Sega platform, it was ported to the PlayStation 2 a year after its initial release in 2000. This updated edition, titled Resident Evil – Code: Veronica X, was also ported the Nintendo GameCube in 2003. An HD version was later released for the PlayStation 3 and Xbox 360 in 2011.

Three months after the destruction of Raccoon City, Umbrella is still producing bioweapons despite a minor setback or two. Claire Redfield, still on the hunt for her missing brother, Chris, is captured while infiltrating a Umbrella facility in Paris. The company promptly ships Claire to Rockfort Island, a prison complex located somewhere in the South Seas; while Claire rots away in solitary, an unknown party bombs the island and sets off yet another T-Virus outbreak. Aided by fellow prisoner Steve Burnside, Claire searches for a way off Rockfort while being stalked by the island's other survivor: Alfred Ashford, the demented former warden of the prison.

Meanwhile, Chris Redfield, who was alerted to Claire's arrest, comes out of hiding and makes landfall at Rockfort, which now lies in ruins. He narrowly escapes a confrontation with the leader of the attack: Albert Wesker, who was thought to have perished during the Mansion Incident. But Wesker isn't after the Redfield siblings — rather, he wants the cryogenically-preserved body of Alfred's (even crazier) sister, Alexia.

Code: Veronica marked the series' leap into full-3D environments, with nary a pre-rendered background in sight. Resident Evil veterans were fairly nimble at the tank controls by now, but Code: Veronica is probably the hardest game to control due to the awkward camera. The key is to dodge enemies and use the knife, which is crazy-strong for this very reason. The alternate scenarios of the PlayStation era also bid their farewell (they wouldn't return until Resident Evil 6): Rather than picking which player character to control at the start, Code: Veronica starts from Claire's perspective and spends most of its latter half with Chris.

Despite its status as an oddly named sequel, which was due to the game being developed for a brand-new platform, it was once considered to be one of the greatest games for the Dreamcast, and it's still a cult favorite.


Code: Veronica contains the following tropes:

  • Abnormal Ammo: The Anti-B.O.W. Gas Rounds for the grenade launcher make their sole appearance here. You only find three of them in the whole game, which screams "Do not waste these on regular enemies!" pretty loudly, and indeed, they work wonders against the Tyrant you encounter at the end of Act 1 and Alexia Ashford's One-Winged Angel form.
  • Action Girl: Claire is capable of taking care of herself. A good example of this is when she infiltrated a Umbrella facility in Paris.
  • Alas, Poor Villain: Alfred dies in Alexia's arms as she strokes his hair and sings to him. And bear in mind that this is the first (and last) time they've seen each other since they were children.
  • And I Must Scream: Alexander Ashford was subjected to horrifying experiments by Alfred and Alexia, turning him into Nosferatu.
  • And Now for Someone Completely Different: Players start out as Claire, have a brief turn as Steve before going back to Claire, then switch to Chris after a mid-game cliffhanger, go back to Claire a third time ever so briefly, before finishing the game as Chris.
  • And Then John Was a Zombie: Steve is forced to kill his own father after he becomes a zombie, while Steve himself and Alexia both become T-Veronica monsters. Many of Wesker's subordinates also became zombies when they invade Rockfort Island.
  • And Your Reward Is Clothes: Averted in the main game,note  but the Battle Game mode has an alternate version of Claire who wears an Umbrella-branded "Race Queen" getup.
  • Animal Motifs: Ants played a big part in the Ashford twins' lives. As kids, they happily watched a bunch of ants tear apart a dragonfly Alfred de-winged, which someone videotaped, there are several ant statues around their home, the basis for the T-Veronica virus was found in a queen ant, Alexia decided she wanted to rule the world like an anthill with herself as the queen, and all of Alexia's mutations involve a giant anthill in her base.
  • Antagonist Title: Sort of. While there isn't an antagonist named "Veronica", the title refers to the project to clone Veronica Ashford that resulted in the creation of Alfred and Alexia Ashford. Furthermore, there's the T-Veronica virus, which is the crux of Alexia's plot.
  • Anti-Frustration Features:
    • In every Resident Evil game prior to this one, picking up an herb or First Aid Spray when your inventory is full causes the game to tell you that you can't carry any more items. This installment is kind enough to ask if you want to use it at that particular moment. Future games in the series would keep this mechanism.
    • Late in the game, when you switch back over to Claire for a bit, there's a checkpoint, but no typewriter. Why is this a good thing? Because if you didn't leave Chris with enough weaponry to fight Alexia with before switching to Claire, if you could save during this point, it'd render the game unwinnable. While you can hinder your file by leaving Chris without any of the really powerful guns, this ensures that you at least have a chance.
  • Aristocrats Are Evil: Alfred and Alexia are of noble birth and completely out of their minds.
  • Artistic License – Biology: Alexander Ashford created Alexia and Alfred by discovering a gene that raises intelligence. In reality, intelligence is governed by thousands of genes, each of which only has slight influence. Considering this is a franchise centered around a virus reanimating corpses and mutating humans into gigantic monsters beyond the realm of mortal understanding, this is a pretty mild subversion of real life biology.
  • Asshole Victim: The sadistic doctor,note  who horribly tortures the island's prisoners for kicks, ends up becoming a zombie.
  • A Taste of Power: Very early on, you'll find yourself playing as Steve for a few zombie-filled rooms right after he gets the twin submachine guns, quite a while before you'll get the chance to use something fully automatic as Claire or Chris. This is also the only time you'll play as Steve, and you have more than enough ammo to mow down anything that moves, so feel free to go nuts. In fact, if you don't kill all the zombies, you'll get an alternate cutscene afterward where Claire is pretty annoyed at Steve for not properly clearing the way for her.
  • Attack of the 50-Foot Whatever: The Gulp Worm and Giant Black Widow.
  • Aww, Look! They Really Do Love Each Other: Although the Virus Research Report file explicitly states that Alexia saw Alfred as nothing more than an "inept but loyal soldier ant", the first thing she does when she reawakens is avenge his death. Alexia then holds Alfred's corpse in her arms while she strokes his hair and sings to him.
  • Ax-Crazy: Alfred. Such is what happens when one forms bonds with someone that remained frozen for over a decade. It doesn't help that he was mentally unstable prior to Alexia's 15 year slumber.
  • Backtracking: While common in some areas of previous Resident Evil games, Code: Veronica takes this up to eleven. You'll find yourself running back and forth through the complexes often, especially when you accidentally forget to bring a required puzzle item with you.
  • Bag of Spilling: Happens all the time throughout the series, but a literal example occurs here where Chris drops a bag of equipment into the ocean at the beginning of his portion of the game.
  • Bare Your Midriff: Claire's main outfit in the game does this. Strangely, it does not show her belly button.
  • Big Bad: Alexia is the main antagonist of the game.
  • Big Brother Instinct: Chris goes all the way to Antarctica to rescue his sister.
  • Big, Screwed-Up Family: Code: Veronica is, if nothing else, a showcase of how screwed up the Ashford family is. Contrast their main opponents, the far more stable Redfield family.
  • Bittersweet Ending: Steve ends up dead, and Wesker escapes with his corpse to collect samples of the T-Veronica virus. But Chris and Claire manage to kill Alexia, destroy her Antarctic base, and set out to take down Umbrella.
  • Body Horror:
    • Nosferatu, the product of a failed experiment on the twins' father. Sports bondage, Eyeless Face, razor-tipped Combat Tentacles, exposed beating heart, poisonous breath, etc.
    • Steve, who's later subjected to the same experiment. However, he goes back to human form before dying.
    • Alexia's transformations.
  • Bond Villain Stupidity: Subverted. While Alfred does subject Claire and Steve to an overly elaborate death trap (and gives up on it fairly quickly), he does try to shoot and kill them both before and after. He fails several times.
  • Boring, but Practical: With practice, the player will discover that the knife in this game is unusually effective. Knowing how and when to use it makes the game a lot easier.
  • Boss in Mook Clothing:
    • The very first Bandersnatch. The best weapon the player can use on it is either their pair of M100Ps or their much more valuable explosive-tipped arrows (which a prudent gamer will probably rather save for the Tyrant later on). Yes, the player can try to run to its left side where it has no arm, but it can still slap them with its one elastic arm.
    • The zombified doctor on Rockfort Island seems like just another zombie at first glance, but he's easily the fastest, toughest, and all-around most dangerous zombie in the whole game.
  • Bottomless Magazines: Played straight during the Battle Game. The AK-47, MAC 10's, and Steve's Luger's in Battle Game also play it straight, all but the Luger's (since they are only available in Battle Game) use a percentage based ammo count, with only the AK-47 getting a spare magazine that holds half of what the starting mag in the rifle holds. Averted with the Calico M100-P pistols, though; they have a percentage-based ammo count but still hold a factually accurate 100 rounds each (of .22LR, if you were wondering why you can't reload them with the 9mm handgun ammo).
  • Call-Back: A lot to Resident Evil. Chris is one of the player characters, Wesker is back, and a portion of the Antarctic base looks like the Arklay Mansion.
  • Cat Scare: In the first save room in Antarctica, you'll hear an awful racket coming from somewhere in the room. Moving a piece of furniture reveals a secret room with a set of lockers, with one of them containing something trying to get out, which was causing the noise. Open the locker, and you're jumped at by... a cute little mouse. He even stops and looks up at you, as if to say "Ha! Got ya!", before scurrying off.
  • Check-Point Starvation: If you want an "A" rank for the main game, one of the requirements is that you are only allowed to save once when prompted to do so.
  • Cloning Blues: Alfred and Alexia are the results of Project CODE:Veronica, a human genetic engineering project with the goal of creating a "true" successor to the Ashford dynasty by using the DNA of its founder, Veronica Ashford. When the twins found out, they showed their gratitude by making their "father" a guinea pig for their horrific experiments.
  • Colon Cancer: Due to the unusual placement of the colon in the title, the game is also referred to as Resident Evil: Code: Veronica.
  • Complexity Addiction: Claire could have simply thrown the metal emblem through the metal detector, then stayed behind to reopen the doors instead of using a nonmetallic sample to make a new emblem.
  • Cool vs. Awesome: Wesker vs. Alexia.
  • Creepy Child: Early on, you find a home movie of the Ashford twins as children that shows they were always deeply disturbed individuals.
  • Creepy Twins: The Ashford twins.
  • Cutscene Incompetence: When Steve's father, who is now a zombie, tries to munch on Claire, she apparently forgets all about the weapons she's been carrying around. Steve does nothing for a while, saying that he can't help her. This is justified as he just found out that his dad is dead the hard way. There are also other situations in cutscenes where Claire is rendered helpless and in need of rescue.
  • Cutscene Power to the Max:
    • Claire's infiltration of a Umbrella facility in Paris features her outrunning an attack helicopter and taking out a bunch of guards.
    • Steve vs. a Bandersnatch.
  • Damn You, Muscle Memory!: This game returns to the classic RE1 scheme where the Start button brings up the status screen. The HD re-release doubles down by switching the action and run buttons, as opposed to every previous version of every Resident Evil game, and no; you can't change the control scheme.
  • Daylight Horror: Due to it being Summer in the southern hemisphere, the Antarctic portion of the story takes place during the day, with Claire's fight against Nosferatu taking place in early morning, and Chris arriving at around noon, with the two leaving mid-day.
  • Defector from Decadence: The guard who captured Claire in Paris, Rodrigo Juan Raval, stumbles into her cell to seek shelter, then releases her after an attack of conscience.
  • Demoted to Extra: Claire and Steve during Chris' half of the story.
  • Developers' Foresight:
    • The Navy, Army, and Air Force Proofs are required items to solve a puzzle. If you are missing one of these before the cutscene where the self destruct system would normally activate, it will not occur until you pick up all three items, with a short cutscene triggered on the last pick up.
    • If you make it through the area where you play as Steve without killing anything, Claire has a different line of dialogue when she reaches you.
    • Nosferatu has an alternate death animation if you kill him with a knife. He has an additional animation if you kill him with the sniper rifle.
  • Died in Your Arms Tonight: Alfred dies in Alexia's arms. Later on, Steve dies in Claire's arms.
  • Difficulty Levels: Reported to be in the Asian releases, but definitely not in the Western versions.
  • Disc-One Final Boss: Alfred. The Rockfort Island Tyrant and Nosferatu could count as well.
  • Disney Villain Death: Alfred is shot up by Steve, causing him to fall down an elevator shaft. He does survive the fall, but soon succumbs to his injuries after waking Alexia from her cryogenic sleep.
  • Distress Ball: Claire seems to forget how to fight or use firearms whenever the situation calls for it. This is especially the case whenever Wesker is near.
  • Distressed Dude: Steve claims to be Claire's "knight in shining armor", and to his credit he does save her bacon a few times, but he also needs his own bacon saved in return. Very early on, he falls for the boobytrapped golden Lugers in the Palace, and needs Claire to solve a puzzle to free him. Late in the game, he is captured by Alexia and is experimented on to turn into a monster, which leads to his death soon after. Not to mention that the reason he's on Rockfort Island to begin with is because he's an Umbrella prisoner.
  • Early Game Hell:
    • Claire doesn't actually get a gun until after zombies show up, and then it isn't even fully loaded. Ammo doesn't get plentiful until well into the training facility. In an interesting zigzag, though, the lack of early-game ammo becomes much more tolerable once you learn that the knife is actually a decent weapon this time around.
    • An initial blind run by a new player is the hardest that the game will ever get, due to several difficult bosses, a couple of well-hidden weapons, and Claire's limited arsenal. There's actually an astonishing amount of ammo lying around the game compared to the previous installments, but it's expected that you're using most of it up in a blind panic.
  • Easter Egg: Try heading back to Claire's location when playing as Steve. If you do, you'll be treated to a brief cutscene where she makes fun of Steve. This even nets you an achievement/trophy in the HD version.
  • Emergency Weapon: Subverted. In this game, the knife is actually useful, since, as opposed to the measly stab from the predecessor games, it registers multiple hits as the blade slices through.
  • Empowered Badass Normal: This is the game that reveals that Wesker's had some enhancements since the first game.
  • Enter Solution Here: A code to open a sealed lab. The code won't work until the contaminated laboratory finishes venting. Learning the code, by reading it off of a painting in the lab via a surveillance camera, also causes the venting to finish. The player still has to enter the code manually. Subverted in another case where the player can enter the temperature setting for the refrigerator to identify a needed chemical without having to learn it in-game.
  • Equipment Upgrade: The Beretta 93 you find near the beginning of the game can be upgraded to use its burst-fire capability if you find the stock for it. Chris' Glock can also get a damage boost if you bring it to a workbench at the right point in the game.
  • Evil Brit: The Ashford twins. Alfred is this in Claire's half of the story, while Alexia is this in Chris's.
  • Evil Is Hammy: The Ashford twins.
  • Evil Laugh:
    • Alfred does it, but it's closer to a Noblewoman's Laugh.
    • About half of Alexia's dialogue, some of which she will turn to a camera that she cannot possibly know anyone is looking at, laugh, and turn it off. The novel explains it by giving Alexia psychic powers (to the point that the narration from her point of view really gives the impression of her being omnipotent). The fact that she could project herself in an island half around the globe, or the fact that she knows that an agent of Umbrella is there, scares the shit out of Wesker.note 
    • Wesker gets one at the end of X.
  • Evil Versus Evil: Wesker and his invading battalion versus Alexia and her monster filled base.
  • Exposed to the Elements:
    • Umbrella's Antarctic facility is clearly no longer heated, but lightly dressed Claire and Steve barely seem to notice. Claire even has an outdoor boss battle in a snowstorm. Oddly, Capcom didn't even get this right as the game is set in December, during the Southern Hemisphere's summer, and Antarctica could be survivable. But the game goes out of its way to show how cold it is.
    • Claire and Steve crashed at Latitude 82 degrees 17 minutes South and Longitude about 136 degrees East, which puts them in the vicinity of Antarctica's Southeast coast, but they're a good ways inland, so even in the Summer we're still talking temperatures of at most -10 degrees C. Exposure is definitely still fatal.
  • Face–Monster Turn: Steve is infected with the T-Veronica virus and attacks Claire until The Power of Love stops him from killing her. He then returns to (almost) normal after being mortally wounded.
  • Face of an Angel, Mind of a Demon: Both Alfred and Alexia are good-looking, fair-haired, blue-eyed, and absolutely batshit insane.
  • Fixed Camera: Still fixed like the PlayStation games, but this time the camera follows the player around in certain areas as opposed to only switching at fixed points, since Code: Veronica uses real time environments instead of pre-rendered backdrops. This is also the only game with the classic gameplay that doesn't have a delay when a new camera angle loads.
  • Gameplay and Story Integration: When Claire finally finds a pistol, she fires three shots into the bunker Steve is hiding in. When the cutscene ends, Claire's gun, which holds 15 rounds, only has 12. And no, skipping the cutscene will not save those three rounds.
  • Gas Chamber: The Torture Cellar and part of the Training Facility basement.
  • Giant Space Flea from Nowhere: The Gulp Worm.
  • Giant Spider: Like in many other games in the series, you'll have giant spiders to contend with, only here they're based on Black Widows rather than Tarantulas.
  • Giggling Villain: The Ashford twins.
  • Glamour Failure: The reason why Wesker wears his sunglasses everywhere is to not show off his gold/red cat eyes.
  • A God Am I: Alexia. She want to rule the world like an anthill, while she is the queen.
  • Glowing Eyes of Doom: Wesker's eyes sometimes flash red, Terminator style.
  • Guide Dang It!: You know the fire extinguisher, the one the you used way back at the very beginning of the game and then left in the security box? Well you better take it with you to Antarctica or you're not getting the magnum, which makes the final boss much easier to handle.
  • Guns Akimbo: The gold lugers, sub-machine guns, and calico pistols are all paired and are each able to target two different enemies at once.
  • Gun Fu: Claire and Steve went to John Woo's at one point.
  • Halfway Plot Switch: Unlike Resident Evil 1 and 2, the characters must be played in order:
    • First half: Claire and Steve versus Alfred.
    • Second half: Chris must rescue Claire, retrace her steps through the ruins of Rockford Island and the Antarctic Base, as well as confront Wesker and finally Alexia. Steve barely appears here, losing the role of deuteragonist.
  • The Heavy: Alfred isn't the Big Bad, but he's the one who drives the plot. Even though he dies about halfway through, he manages to wake the real Big Bad Alexia from her cryogenic slumber, which causes no end of trouble for Claire, Steve and Chris for the rest of the game.
  • Hijacked by Ganon: Wesker, having returned from his death in the original game. True to his word, he's looking to steal Umbrella's best-kept secrets and enrich himself.
  • Hopeless Boss Fight: Mutant Steve. Cannot be defeated, and will kill the player in two hits, lest there're a couple of full-health items handy (or heavy-duty weaponry to hold him off while running away).
  • I Surrender, Suckers: In the opening cutscene, Claire runs into a room full of Umbrella soldiers. She drops her pistol, grabs it again before it hits the ground, and takes them all out by shooting a fuel tank.
  • Incest Subtext: There's loads of this between the Ashford siblings.
  • Justified Save Point: The "security boxes" in the prison are actually metal detectors. Each security station has a save point and a box for confiscating metallic objects. You can use them like a regular item box. However, they aren't tied into the regular item boxes elsewhere in the game, so don't leave anything in them that you either want or have to use later on.
  • Karma Houdini: Suffice to say, Wesker went on to star in more Resident Evil games.
  • Kick the Dog: Early on, you find a home movie of the Alfred and Alexia as children, in which Alexia watches Alfred slowly pull the wings off a dragonfly before they drop it into a jar to be eaten alive by ants. This becomes your major clue to solving a small puzzle later on, where you find a Silver Dragonfly key in a room with a giant mural of an ant on the wall. You must check the Dragonfly in the menu to remove its wings before sticking it into the keyhole in the ant mural's mandibles.
  • Late-Arrival Spoiler: Some versions of the game have Wesker's face on the title screen, and all the X re-releases display him prominently on the back of the box, despite the fact that his resurrection is supposed to be the game's big plot twist.
  • Late to the Tragedy: Chris only makes it to Rockfort Island after Claire and Steve have already left and the self-destruct has already occurred.
  • Leitmotif: The Ashford twins' favorite lullaby is heard multiple times in instrumental form (via an automated piano, a music box, a carousel, etc.), and Alexia later sings it to Alfred's corpse.
  • Let's Split Up, Gang: Claire attempts to avoid this situation several times, but Steve is so moody and confused that he keeps running off on his own anyway. She does play this straight in Antarctica, however, saying that she and Steve should split up because they'd have a better chance of stopping the gas leak this way.
  • Lonely Piano Piece: When the Ashford Lullaby is played on the piano.
  • Luck-Based Mission: There's about a 20% chance of finding D.I.J.'s Diary in the Battle Game instead of the usual special weapon or ammo. Chris, Steve and both Claires can make do without the extra goodies, but because the knife-only Wesker's boss fight happens to be against Alexia's first form, who uses a One-Hit Kill attack if you get too close, getting the diary instead of the magnum means you are completely and utterly screwed.
  • Minigame: The Battle Game available upon completing the main story mode.
  • Naked on Arrival: Alexia, upon awakening as an adult from her cryogenic tube.
  • Nintendo Hard: This game is widely considered to be one of the toughest in the series. Inventory management at its trickiest, with complex map design and a lot of key items to keep track of and loads of backtracking. Claire also doesn't get any powerful weapons until hours into the game, after she has already had a boss battle and the Bandersnatchers having started showing up. And that's not even getting into the security boxes on Rockfort Island that you can lose valuable items in if you don't get them out before leaving the island, and knowing to leave certain items for Chris before switching to him from Claire later in the game.
  • No Celebrities Were Harmed: Steve's haircut in Code: Veronica X was altered to lessen his likeness to Leonardo DiCaprio. Ironically, Steve's hair was likened to Leon S. Kennedy's, to the point that some fans initially thought that Steve was Leon.
  • No-Holds-Barred Beatdown: Wesker brutally manhandles Claire in their first encounter. He later gives Chris an impressive beating in the ending of Code: Veronica X. Both times, he's interrupted before he can finish them off.
  • Nostalgia Level: A replica of the Spencer Mansion? Sure, why not. Fittingly, Wesker, Chris and Claire finally reunite in a facsimile of RE1's great hall. This is also where they do battle with Alexia.note 
  • Oh, Crap!: Wesker gets one of these moments in the original version when Alexia mutates in front of him. She follows it up by slapping him down the stairs.
  • One-Hit Kill: In her first form, Alexia will do this, regardless of health, if you get too close to her.
  • One-Woman Wail: Heard during Alexia's boss themes, and during Alfred's death.
  • Opposite-Sex Clone: Alfred, who is an accidental result of the project to clone Veronica Ashford. This might be the source of his various issues..
  • Outrun the Fireball:
    • Wesker's battle against Alexia. While wall running, no less. Only in Code: Veronica X though.
    • Chris's escape in both versions.
  • Overshadowed by Awesome: Claire is the main playable character for the majority of the game. But she's largely regulated to a secondary role after Chris shows up.
  • Papa Wolf: Nosferatu, oddly enough. Hearing the sound of his son's dying scream prompts him to break free and attempt to murder the protagonists.
  • The Password is Always "Swordfish": The final puzzle of the game is to enter a password which is "Veronica". Acts as a Title Drop too.
  • Permanently Missable Content:
    • You know that extinguisher you used early in the game, and then might have left in the security box? Well you better go get it before the island's self destruct sequence starts, otherwise, you're not going to get the magnum.
    • If you don't give Rodrigo the hemostat, then trade your lighter for a lock pick, and finally have Chris fight the Skippable Boss Gulp Worm, you won't get the lighter back. It's needed to unlock the sub-machine guns.
  • Plot Armor: Claire, Steve and Chris all enter Antarctica without the necessary clothing or equipment to protect them from the extreme cold. Furthermore, there's the serieswide example of none of the protagonists being infected by the T-virus, even if a zombie chomps on them.
  • Post-Climax Confrontation: Chris and Wesker's fight during the Antarctic Base's self-destruct sequence following Alexia's death.
  • Red Eyes, Take Warning: Wesker, Alexia and Steve.
  • Red Right Hand: Wesker's not a bad looking guy, but his red catlike eyes should tell you that he doesn't want to be your friend.
  • Respawning Enemies: The Moths. Any that are killed get replaced as soon as you leave the room.
  • Sauna of Death: The trap room in the Palace seals itself and heats up to an uncomfortable degree when the Gold Lugers are removed, though it's impossible for Claire or Steve to die this way. There's also a literal sauna outside the training facility with a zombie lurking within.
  • Sequel Number Snarl: While not a numbered entry in the series, Code: Veronica is seen as a truer sequel to Resident Evil 2 than the actual Resident Evil 3 released a few months prior for several reasons, including the return of a certain villain from the first game.
  • Shout-Out: See here.
  • Shows Damage: Once you manage to severely wound the Tyrant in the seaplane, he begins to limp and noticeably bleed. This isn't just for show; it's your cue that it's time to activate the catapult and push him out the back of the plane.
  • Skippable Boss: With the exception of the first Tyrant fight, Hopeless Boss Steve and Final Boss Alexia, every other Boss Battle is skippable to some degree:
    • The Gulp Worm can be skipped not once but twice; the first time by Claire, the second time by Chris. However, doing so the second time results in a couple of items being permanently missable (assuming Claire gave Rodrigo the hemostat earlier; otherwise there's no point in fighting it).
    • While the Tyrant must be catapulted from the seaplane in order to be defeated, Claire can either do that five times in a row and defeat him. Or she can choose to fight him, weaken him enough and then catapult him to his death.
    • With Nosferatu, Claire can One-Hit Kill him with a precise sniper shot or stab to the heart, bypassing the whole fight (though this requires quite a lot of luck in striking the one polygon).
    • Chris can fight the adult Albinoid from a safe distance and afterwards fetch the Eagle Plate unharmed. Or he can just jump in, absorb some damage from the electrified pool and leave with the Plate without even firing a shot.
    • Chris can fight the Giant Black Widow guarding Alexander's Pierce. Or he can fetch the item in question without even getting hit once, so there's even less of a reason to stay and fight the spider in the first place.
  • So Long, and Thanks for All the Gear: Don't take any big guns when you switch back to Claire, or you won't be able to get them back as Chris.
  • Staking the Loved One: Steve is forced to kill his father after the latter becomes a zombie.
  • Starter Villain: During Claire's portion of the game, Alfred is the main antagonist causing problems for her and Steve. At the end of her portion, Alfred is mortally wounded by Steve and soon dies of his wounds... but not before waking Alexia, the real Big Bad, who proves to be much more dangerous than her brother.
  • Suspiciously Similar Substitute: Steve, wannabe Lothario with connections to Umbrella, shares a few characteristics with Resident Evil 3's Carlos. He's even wearing fatigues. His haircut in Code: Veronica X makes him look similar to Leon.
  • Talking Is a Free Action: In the original version, Chris kills Alexia, triggering the self-destruct which he barely escapes. X includes a long extra scene while that clock is ticking. Somehow, Chris still barely escapes.
  • Tank Controls: Up and down on the D-pad to move forwards and backwards, left and right to turn clockwise and anti-clockwise. It is possible to turn and move at the same time, and if you're not careful you can find yourself lurching off in all sorts of unplanned directions.
  • Tap on the Head: Claire is knocked unconscious on more than one occasion. In the opening cutscene, a guard hits her on the head with the butt of his rifle. Later, she and Steve are both knocked unconscious when their plane crashes at the Antarctic base, and again when their snowmobile is wrecked by Alexia's tentacle.
  • Title Drop: Late in the game, there's a computer you need to access, but there's no hint to the password within the game. The title isn't dropped by the game — it's up to the player to type it in.
  • Too Awesome to Use:
    • You'd best get used to the pistol and the bow gun — and get used to running out of ammo for both — because you won't start finding enough ammunition for bigger guns to actually stockpile until about the last third of the game.
    • The magnum is a One-Hit Kill against any normal enemy and rips holes right through bosses, but there are only eighteen bullets for it in the entire game. Six of them are inside a duralumin case, which means the player can quite easily miss them. Heck, it's already pretty easy to bypass even getting the magnum by forgetting to put the extinguisher in the Item Box before Claire leaves Rockfort Island.
    • The B.O.W. Gas Rounds for the Grenade Launcher are insanely powerful, capable of quickly sending any enemy the game throws at you packing. You'll find three rounds very early on... and you'd better take them with you and not waste them, because those three rounds are the only rounds you'll find in the whole game. A lot of players use them during the fight against the Tyrant on the plane, as they make one of the toughest bosses in the series much easier. Others only use one on the Tyrant, and save the rest for the final fight with Alexia.
  • Took a Level in Badass:
    • Claire, to a surprising degree.
    • In terms of weapons, the Combat Knife — normally a Joke Weapon in earlier RE games — gets a big boost in efficiency here, as it can easily floor zombies, and each swipe that hits a zombie or dog does multiple hits. More so if you swipe a downed zombie. As a result, it now does a better job of helping you save ammo (A sign of things to come?), and it's helpful for clearing out hordes of zombies and dogs deep into the game.
  • Tragic Monster: Nosferatu and Mutant Steve.
  • Tranquil Fury: After waking from her cryogenic sleep to find that Alfred has been mortally wounded, Alexia seems calm and composed as she comforts him in his final moments, but judging by the huge tendril she sends after Claire and Steve, she is royally pissed at them for killing her brother.
  • Twincest: Implied between Alfred and Alexia.
  • Updated Re-release: Code: Veronica X for the Dreamcast (in Japan only), PlayStation 2 and GameCube, which adds in some new cutscenes and changes some existing ones to add more Wesker into the game. Further explored in Code: Veronica X HD for the Xbox 360 and PlayStation 3, which offers increased resolution and improved lighting effects.
  • Villainous Crossdresser: Alfred. Justified in the fact that he has a split personality disorder.
  • Wave Motion Gun: The Linear Launcher.
  • Weaponized Offspring: Alexia's penultimate boss form turns her into a Queen Ant like creature that constantly births small poisonous insectoid enemies that run interference while Chris tries to fight her.
  • What Happened to the Mouse?: Finding D.I.J.'s Diary in the minigame Battle Game tells the player exactly what the mouse was up to. Fittingly, the mouse is the only peripheral character to get any closure.
  • Would Hit a Girl:
    • The guard who knocks Claire unconscious in the beginning of the game.
    • Wesker easily overpowers Claire when they first meet.
  • Zombie Apocalypse: The game subverts this since the zombies don't get the spotlight this time around. The two major outbreaks of the game take place on an isolated island and the middle of Antarctica, so the virus has little chance of spreading around the world.


http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/ResidentEvilCodeVeronica