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When I first played through the demo of Resident Evil: Code Veronica, I was impressed with the opening movie and the level of detail on the in-game rendered characters. What did not impress me was the gameplay I sampled; I felt I had done it all before. Sure, I got a couple of semi-automatic weapons that could auto-target two enemies at once, but it hardly made up for the lack of innovation. Of course, that was the demo. Now that I've taken the time to play through the complete version, my opinion of this title has skyrocketed. As usual, with most Capcom games, the first thing you notice are the graphics. Remember the FMVs from the old PlayStation games? Well, the in game graphics give those old movies a run for their money. The character models are not as smooth as those found in such greats as Tekken Tag Tournament or Soul Calibur, but they are leaps and bounds over the pixelated, jagged edged models from the three previous PlayStation incarnations. As one of my friends noticed, the amount of life they put into Claire's eyes is amazing. Along with the characters, the twisted, zombie-filled world they interact with has also joined the land of 3D. The new 3D world makes the game look much more realistic. Which means you will have to search harder for items since it is not as obvious to see that an object, such as a dresser, could be pushed aside for extra ammo or a hidden key. Capcom has proven again that they really know how to take advantage of the little white box's hardware when it comes to intense visuals.
Graphics alone can push a game to new heights, but sound is the key to push it further. Capcom has almost mastered the effects of sound on the human psyche. They know what's going to scare the color out of your face and they use it to it's fullest potential. Whether it's the low moan of a zombie smelling it's way to your flesh, a sharp clash to announce a new enemy, or the eerie sounds of a somber organ, Resident Evil: Code Veronica creeps it's way into your ears with chilling results. Never before has the sound of a squeaky ceiling fan had such a spooky effect. Semi-cheesy? Maybe. Scary? Definitely. Even the silence, with only the sounds of your feet on the floor interrupting the nothingness, makes you stop every so often and think, "Did I just hear something?" These effects may have been present in the last games but you can consider those just a test run in spookiness compared to the overall presentation in Code Veronica. Anyone can push graphics, Capcom can push sound. The classic Resident Evil formula has not changed, but they threw in a few new innovations to spice things up just enough. To start, you control Claire Redfield in her attempt to escape an island prison controlled by the evil Umbrella corporation. But soon enough, you get to control fellow inmate Steve Burnside, and eventually Claire's brother, Chris Redfield. The way they work all of the character interaction into the story is brilliant. You not only get caught up in the powerful presentation of the story but you get to interact with almost every part of it: Steve saves you, you save Steve, Chris saves you. you save Chris, you fight Steve... oops, don't want to spoil anything for you. And similar in style to Resident Evil 2 when you switch characters, you are only able to access those items which the other character has left for you to get. Better save some herbs for Chris cause he's going to need them. You still have the old cast of grotesque baddies that include zombies and hunters, but you also have a few new additions to the mutation family such as the Bandersnatch. The Bandersnatch is a nasty beasty with only one stretchy arm, allowing him to reach out and crush your cranium from across the room. These guys are mean and take enough bullets to prove it. The best thing you can do when you find one of these is run for the hills or prepare to waste some ammo. We also get some electric fish called Albinoids and a worm the size of a 18 wheeler. In a similar fashion to that in Resident Evil 3, you can choose to pick your fights or run away. Code Veronica does not have a menu system like RE3, but wouldn't you just choose to simply run if you had a worm the size of a Peterbilt staring you in the face? If you have played any of the previous Resident Evil games or Dino Crisis, you will be very familiar with the controls and cameras. Nothing has changed from the previous game's controls except that they added in a quick 180 degree spin a la Dino Crisis. The camera in Code Veronica is more friendly than in any of the other titles. It zooms in and out when you go into certain alcoves or openings depending on where you are standing. One gripe I have is that Claire does not always turn her head when an enemy is in a room and not on screen. I had more than a few surprises when the camera changed angles and revealed a Bandersnatch ready to crush my head. I still wish the cameras in the RE world would show more of a room at once but that would probably ruin half of it's appeal: not knowing what's going bite into you next. Just like major films, a lot rides on the camera, and Resident Evil is no different. I admit that I doubted Capcom's ability to continue their fear effect *snicker* with the Resident Evil franchise. But it seems that they are not only becoming bigger and more graphically intense, but more engrossing as well. With the crisp new 3D world, the wonderfully modeled characters, music and sound effects to die for (couldn't help it), and a story line that takes you on a 2 disc ride of suspense, what else do you need? Well, maybe better voice actors. Steve's voice was grating on me throughout the first half of the game. But other than that, this game is a must own Dreamcast title along with Crazy Taxi, Soul Calibur, and Dead or Alive 2.
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