Whenever
I play Resident Evil: Code Veronica X, Im always reminded of something
a character once said in a cartoon show I used to watch a few years back. "New
packaging, same product. Losers." While Code Veronica X does not deserve
the latter part of this statement, the first sentence found in it pretty much
sums up my opinion of this game.
Normally, a sequel
that brings nothing new to a series will not necessarily harm the franchise.
Unfortunately, Code Veronica X also represents a transitional change for
it brought the Resident Evil name from the Playstation and Nintendo 64 over to
the 128 bit consoles. The main problem I see with this title is that it seems
to suffer from an identity crisis. On one side, the game strives to push for
realism while on the other; it is serious about preserving core elements of the
series which simply do not have their place in this game. The shift over to the
PlayStation 2 and the introduction of real-time graphics only serves to widen the gap
between these two sides.
While
I welcome the use of real-time graphics in Code Veronica X, the camera
system this game harbors is deplorable. The attempt to shift view angles as the
character moves forward as it was done in previous games does not work very
well here. Claire is often shown from odd angles and doors are often difficult
to see, even sometimes fairly easy to miss. Im probably the only who thinks
this but a permanent third person view camera angle, as seen in Silent Hill
2, would probably have worked better. Than again it might only take away a
part of the gaming experience that a Resident Evil game offers.
Aside
from now sporting real-time graphics, Code Veronica X does not offer
much in terms of originality. Once again the main character, in this case
Claire Redfield, is stranded in an area stuffed with more secrets and hidden
passageways than an Aztec temple. After all, it is common knowledge that
hanging a painting in a specific location in a military training facility will
reveal a concealed section of a room. This isnt to say that this kind of
concept should be disposed of. After all, many would argue that it represents a
vital part of the game. Yet, as the series becomes more realistic, puzzles such
as medallions opening doors and symbolic plates revealing hidden sections of a
prison facility, when inserted in the right location, seem even more
implausible.
Once again the
trademark Resident Evil control scheme is back. As Matt pointed out, I dont
believe any other type of control would truly fit the survival horror genre.
Unfortunately, the current controls are not what I would consider as being
friendly. Granted, actions such as aiming and shooting are executed much faster
than in Silent Hill 2, another survival game to utilize the same basic
controls. However having only the up button to guide Claire forward in a
situation where speed of movement determines whether she defeats a fast enemy
or becomes a snack for some genetically altered animal can prove to be
frustrating at times.
Code Veronica X isnt necessarily a bad game.
Granted, it should have dropped some features and introduced other to
have a more balanced game, instead of retaining most elements found in the
earlier games and joining them with new technology, which in turn created an
unstable mix. However, this game stayed true to its nature, offering countless
zombies to shoot at and cheap attempts at frightening the player along the way,
two concepts which seem to have had players coming back for more with every
sequel.
- Published October 19, 2001
Reader Second Opinions
|