Video Game / Resident Evil Code: Veronica

http://static.tvtropes.org/pmwiki/pub/images/recv.JPG
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 (a result of 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. It had the misfortune of sitting between the old-school trilogy and the twin juggernauts the REmake and Resident Evil 4, which caused most fans to forget about Code: Veronica.


Code: Veronica contains the following tropes:

  • 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.
  • 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.
  • 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 a tank top, hot pants, and go-go boots.
  • 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.
  • Aristocrats Are Evil: Alfred and Alexia are of noble birth and completely out of their minds.
  • Artistic License Biology: Alexander Ashford created Alexia, as well as accidentally creating 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 (named as Dr. Stoker in the novelization) on Rockfort Island, who horribly tortures the island's prisoners for kicks, ends up becoming a zombie.
  • 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 (although, 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.
  • 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.
  • Bottomless Magazines: Played straight during the Battle Game. The AK-47, MAC 10's, and Steve's Luger's in battle mode also play it straight, all but the Luger's (since they are only available during Battle Mode) 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).
  • Brother-Sister Incest/Twincest: Implied between Alfred and Alexia.
  • 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.
  • 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.
  • 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: A mild example. 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.
  • 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.
  • 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.
  • Developers' Foresight:
    • Navy Proof, Army Proof, and Air Force Proof 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.
    • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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, submachine 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 school at one point.
  • The Heavy: Alfred's the one who drives the plot.
  • 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).
  • 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 you don't want Lost Forever.
  • Karma Houdini: Suffice to say, Wesker went on to star in more Resident Evil games.
  • Late-Arrival Spoiler: Some versions of the game have Wesker's face on the title screen, 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 as he dies in her arms.
  • Let's Split Up, Gang: Claire is genre savvy enough now to try and avoid this, but Steve is so moody and confused that he keeps running off on his own anyway.
  • Lonely Piano Piece: When the Ashford Lullaby is played on the piano.
  • Lost Forever:
    • 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 lockpick, and finally have Chris fight the Skippable Boss Gulp Worm, you won't get the lighter back. It's needed to unlock the submachine guns.
  • 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.
  • 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.
  • 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.
  • Plot Armor: Claire, Steve and Chris all enter Antarctica without the necessary clothing or equipment to protect them from the extreme cold.
  • 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.
  • 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 lost forever (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.
  • 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 were both knocked unconscious when their plane crashed at the Antarctic base, and again when their snowmobile was wrecked by Alexia's tentacle.
  • 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.
  • 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.
  • Updated Re-release: Code: Veronica X for the Dreamcast (in Japan only), PlayStation 2 and GameCube. Further explored in Code: Veronica X HD for the Xbox 360 and PlayStation 3.
  • 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