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. Umbrella promptly ships Claire to Rockfort Island, a company-owned prison complex located somewhere in the South Seas. While Claire rots away in solitary, an unknown party bombs the island, setting off yet another T-Virus outbreak, and an injured guard, the same one who captured her in Paris, stumbles into her cell to seek shelter. In an attack of conscience, the guard releases Claire and tells her that she's free to go.With the aid of a fellow prisoner, disgraced scion Steve Burnside, Claire searches for a way off Rockfort while being stalked by the island's other survivor: the demented Alfred Ashford, former warden of the prison. Meanwhile, Chris Redfield (having been alerted to Claire's imprisonment via email) comes out of hiding and makes landfall at Rockfort, now in ruins. He narrowly escapes a confrontation with the leader of the attack, Albert Wesker, thought to have perished during the Mansion Incident. However, it's not the Redfield siblings whom Wesker is after; rather, it's 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 constituted the series' leap into fully-3D environments, completely doing away with the pre-rendered backgrounds as previous games. The alternate scenarios of the PlayStation era also bid their farewell, not to return until Resident Evil 6. Rather than allowing the player to select which character they 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:
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.
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.
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.
Cutscene Incompetence: When Steve's father, 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 how he can't help her. Justified in that he just found out that his dad is dead the hard way.
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.
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.
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 (the novel is based on the original version where Wesker is utterly dominated by Alexia unlike in X).
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.
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.
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.
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, then have Chris fight the Skippable Boss Gulp Worm... you won't get the lighter back, and the submachine guns it unlocks.
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.
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 Export for You: The Dreamcast version of Code: Veronica X was never released outside Japan.
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.
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.
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.
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.
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.
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.
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.
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.
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.