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Video Game: Resident Evil: Code: Veronica
Claire and Chris Redfield, in their first game together.

Resident Evil Code: Veronica, the fourth game in the Resident Evil franchise, was originally released for the Dreamcast in 2000. Like most Dreamcast exclusives, it was later ported to the PlayStation 2 and Nintendo GameCube in the form of an updated version titled Code: Veronica X (which was also released for the Dreamcast, albeit in Japan only). 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 its minor setback. Claire Redfield (still on the hunt for her missing brother Chris) is captured while infiltrating an 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. The guard who captured Claire in Paris stumbles into her cell to seek shelter, and after an attack of conscience, he releases her. With the aid of 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 imprisonment via email) comes out of hiding and makes landfall at Rockfort, which 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.

Despite its status as an oddly named sequel (a result of the game being developed for Sega instead of Sony), Code: Veronica marked the franchise's leap into fully 3D environments by doing away with the pre-rendered backgrounds. The alternate scenarios of the PlayStation era also bid their farewell (they wouldn't return until Resident Evil 6). Rather than allowing the player to select which character they want to control at the start, Code: Veronica starts from Claire's perspective and spends most of its latter half with Chris.

Code: Veronica contains examples of the following tropes:

  • Action Girl: Claire.
  • 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 tears 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 invaded Rockfort Island.
  • And Your Reward Is Clothes: Averted in the main game, but the Battle Game mode has an alternate version of Claire who wears a tank top, hot pants and go-go boots.
  • Aristocrats Are Evil: Alfred and Alexia are of noble birth and completely out of their minds.
  • 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.
  • 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.
  • Badass:
  • 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.
  • 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.
  • Blond Guys Are Evil / Blondes Are Evil: The Ashford twins and Wesker.
  • 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.
    • Also, Steve, who's later subjected to the same experiment, but 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 soon discovers that the knife in Code: Veronica is unusually effective and knows how and when to use certain weapons, which makes the game seem 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:
    • Averted with the Calico M100-P pistols. They have a percentage-based ammo count but still have a factually accurate 100 rounds each.
    • Played straight during the Battle Game, though.
  • 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 part of the Antarctic base looks like the Spencer Mansion.
  • 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.
  • Cutscene Power to the Max: Steve vs. a Bandersnatch.
  • Died in Your Arms Tonight: Alfred and Steve.
  • Disc One Final Boss:
    • Alfred.
    • The Rockfort Island Tyrant and the Nosferatu could also count.
  • Early Game Hell:
    • This is, hands down, the hardest classic-style Resident Evil game, period. You get just enough ammo to get by, but not enough to kill everything in the beginning and the game sends plenty of enemies to soak it all up. One thing that certainly doesn't help is the unusually high number of areas that refill with baddies after you've cleared them out.
    • It has an interesting difficulty curve overall. 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.
  • 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.
  • Enter Solution Here
  • 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.
  • Evil Is Hammy: Oh boy.
  • Evil 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 
    • Alfred does it too, but it's closer to a Noblewoman's Laugh.
    • 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 as opposed to only switching at fixed points, since Code: Veronica uses real time environments instead of pre-rendered backdrops.
  • 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.
  • 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 went to John Woo's school in between games. Steve must have gone to the same school.
  • 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).
  • Karma Houdini: Suffice to say, Wesker went on to star in more Resident Evil games.
  • Late-Arrival Spoiler: Some versions of the game had 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.
  • Lethal Joke Item: The knife, for the first time in the series, proves to be a viable weapon against individual zombies or even small groups.
  • 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 if Wesker finds it instead of the magnum he needs to kill the boss, he is 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 mahandles 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: Fittingly, Chris and Claire finally reunite in a facsimile of RE1's great hall. This is also where Wesker does battle with Alexia.
  • 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-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.
    • Chris's escape in both versions.
  • Papa Wolf: Nosferatu, oddly enough. Remember,it's hearing the sound of his son's dying scream that prompts him to break free and attempt to murder the protagonists, after all.
  • 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.
  • Red Eyes, Take Warning: Wesker, Alexia and Steve.
  • Sauna of Death: The trap room in the Palace.
  • Sequel Number Snarl: Code: Veronica was originally going to be Resident Evil 3. However, since it was developed as a Dreamcast-exclusive at a time the franchise was still tied to the PlayStation, it was officially designated as a sidegame rather than being treated as a numbered sequel, despite being a more proper sequel to Resident Evil 2 (storywise and design-wise) than Nemesis is.
  • Shout-Out: See here.
  • Skippable Boss: With the exception of 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 choose to fight him, weaken him enough and then catapult him to his death.
    • Similarly 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 fighting the Albinoid.
    • Same goes with the Giant Black Widow custodying Alexander's Pierce, except you 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.
  • Still Wearing The Old Colors: Chris is in a S.T.A.R.S. uniform, despite them being disbanded for months.
  • 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.
  • 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
  • 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 bowgun, 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 tears 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 overlook 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: In terms of weapons, the Combat Knife, normally a flat out Joke Weapon in earlier RE games, sees a big boost in efficiency here, capable of flooring zombies easily, and each swipe it goes on a zombie or dog does multiple hits. Moreso 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 is good for zombies and dogs even fairly late 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/BFG: 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.
  • 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.

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alternative title(s): Resident Evil Code Veronica
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