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Why is Resident Evil Code Veronica so underrated?

Don't forget that the save comes after the point of no return. You're either able to get past or you reset, because there's no other option. It also comes unannounced after the climactic final moments on the base, where you can use up lots of your resources. I don't think CV is at all a bad game, but that particular fight is awful design.

Again, I don't see how this doesn't apply to other RE games. I mean, fair enough, there's no where else you can go but If I got to the first boss fight in any other RE game and didn't have enough to kill him, I'd have to restart just the same. The game isn't going to magically spawn more ammo in another location for me. At the end of the day it's a survival horror game, your supposed to be conserving ammo and health for the worst case scenario.

I'd agree with you if it didn't give you access to your entire inventory, but it puts an item box in the room before.
 
And Nemesis was shit compared to Mr. X prior and Lisa Trevor later.

Maybe as far as the visual scare factor goes, Nemesis does look pretty cheesy with his one-sleeved black coat and the rocket launcher, but in the end, that little "Holy shit, what is that!" scare moment when they suddenly appear is all that Mr. X and Lisa are good for. Challengewise they're an absolute joke compared to Nemesis, Mr. X basically does nothing other than slowly lumbering towards you and it takes what, like 3 or 4 acid rounds to take him down? Or you run past him and just take a short punch to the face that does minimal damage. There is just nothing to the encounters with him apart from the jumpscare, unless you count his final boss encounter.
 
I don't know what it was about RE:CV but after I finished it I thought it was the weakest of the then 4 games (I played it when it first launched on the DC). Maybe it was the shift to 3d, maybe I liked the prerendered backgrounds of the first 3 more than I realised.
 
Maybe as far as the visual scare factor goes, Nemesis does look pretty cheesy with his one-sleeved black coat and the rocket launcher, but that's all that Mr. X and Lisa are good for, a quick "Holy shit, what is that!" scare moment when they suddenly appear but challengewise they're an absolute joke compared to Nemesis, Mr. X basically does nothing other than slowly lumbering towards you and it takes what, like 3 or 4 acid rounds to take him down? Or you run past him and just take a short punch to the face that does minimal damage. There is just nothing to the encounters with him apart from the jumpscare, unless you count his final boss encounter.

The few scares of the other two are executed much better than anything with Nemesis though. Nemesis is more annoying than intimidating. Even more so with the heavy handed visual novel approach.
 
The few scares of the other two are executed much better than anything with Nemesis though. Nemesis is more annoying than intimidating. Even more so with the heavy handed visual novel approach.

The constant fear of a potential Nemesis attack is far better than anything any other boss offers. I was constantly on edge. He was the best part of the game, and the reason it was so good.

The knife is so OP.

I never even knew about this till after I played it 3 times. Usually in an RE game, if you're using the knife, then you're already dead.
 
Newsbot usually shows up to answer this question.

Long story short, this isn't true, CV was never supposed to be RE3.

Do you know where that rumor originated and what really happened?

I found some old reports but this is kind of confusing.


This one says that CV is the true sequel "Here are the hard facts we know so far: the game is the true sequel to Resident Evil 2, though Capcom has abandoned its traditional numbering scheme (at least for this title)."
 
I hate discussing why something is overrated or underrated, but I think generally people like this game and I do not. I really think they overdid it on the backtracking. There are whole sections of the game without an easily accessible item box. Compared to RE2 and RE3, the pace of the game just slows to a plod.

I think there are also a number of bottlenecks in the game that can force a player to absolutely have to restart. It's not uncommon in Resident Evil for a player to back himself into a corner, but Code Veronica takes it a step further by forcing the player to take damage in a particular...scenario.

The villain is cool. The settings are cool.

The BANDERSNATCH is the worst RE enemy.
 
I hate discussing why something is overrated or underrated, but I think generally people like this game and I do not. I really think they overdid it on the backtracking. There are whole sections of the game without an easily accessible item box. Compared to RE2 and RE3, the pace of the game just slows to a plod.

I think there are also a number of bottlenecks in the game that can force a player to absolutely have to restart. It's not uncommon in Resident Evil for a player to back himself into a corner, but Code Veronica takes it a step further by forcing the player to take damage in a particular...scenario.

The villain is cool. The settings are cool.

The BANDERSNATCH is the worst RE enemy.

CLAAAAIIIIRRRREEE

But yeah I have the same issues and I like the game. Its above RE3 and 0 for me.
 
It's the worst classic style RE.

Bandersnatches.

The plane boss fight.

The awful pacing.

50 minutes between type writers.

Steven Burnside is terrible.

Code Veronica is dookie.
 
I know the story is kinda cheesy but I still think it's cool. I actually remember being really surprised about how they handled Steve at the end of the game.
 
Do you know where that rumor originated and what really happened?

I found some old reports but this is kind of confusing.


This one says that CV is the true sequel "Here are the hard facts we know so far: the game is the true sequel to Resident Evil 2, though Capcom has abandoned its traditional numbering scheme (at least for this title)."

To be fair, that article is from the 90s, people weren't as evolved back then as we are now.

Here's the source:

http://projectumbrella.net/articles/Yasuhisa-Kawamura-Interview-Project-Umbrella

Q2) FLAGSHIP was known for handling the scenarios in the series at the time. Was there a particular reason you were chosen to write BIO3?

In 1998, FLAGSHIP's lead scenario writer Noboru Sugimura was busy working on "BIOHAZARD CODE:Veronica" and other FLAGSHIP scenario writers already had their hands full working on "biohazard 0 (ZERO)".

Director Hideki Kamiya's team was already working on the next title in the series, BIOHAZARD 3. The game was loosely set on a luxury cruise liner and had a general plot where HUNK was attempting to bring back a sample of the G-Virus. I was assigned to a newly formed team that was working on a spin off title called "BIOHAZARD Gaiden" ("gaiden" is Japanese for side-story or spin-off). *Editor's Note: In this instance, "Gaiden" was the initial name for LAST ESCAPE, it is not referring to the GameBoy Color game of the same name.

The director of "Gaiden" was Kazuhiro Aoyama, a game designer who was responsible for the designing the levels in BIO1 and BIO2. The rest of the members, with the exception of the programmers and sound crew, were comprised of newly hired staff.

In place of FLAGSHIP, I was chosen to write the scenario and assist Mr. Aoyama in designing the game. "Gaiden" was intended to be a small scale game made in a short time span so even though I was new to the company, it was deemed that I would be capable of handling the scenario.

However, things started to change mid-1998 when we received word about the impending transition to the PlayStation 2.

Mr. Kamiya's team was working hard building a top quality game, but alas it was targeted for the PlayStation 1. By the time the game launched, the market would have shifted towards the PlayStation 2. Furthermore, the PlayStation 2 was a powerful system and without sufficient time for development, the "BIOHAZARD quality" that everyone expected would not be achievable.

Forced to make a change in plans, Yoshiki Okamoto, who was general manager of development at the time, announced that "BIOHAZARD Gaiden was going to become the last numbered release in the BIOHAZARD series for the PlayStation 1". What this meant was that from that moment on, "Gaiden" was no longer just a side story, but a part of the official plot line.


CODE:Veronica was a Dreamcast exclusive game, the scenario for ZERO was just getting started, and Mr. Kamiya's team was forced to go back to the drawing board to design for the PlayStation 2. This meant that fans on the PlayStation would have to wait several years for the next sequel, a scenario that CAPCOM wanted to avoid. On the other hand, it would've been unacceptable for a game designed by Mr. Kamiya to be any less than perfect in quality, and besides, it would be unthinkable to rush the development on a brand new hardware like the PlayStation 2.

So, the decision was made to promote the "Gaiden" team into the new BIOHAZARD 3 team and the staff size was significantly increased to work towards a launch on the PlayStation 1.
This allowed us to release a BIOHAZARD game on a consistent schedule while providing Mr. Kamiya's team enough time to concentrate on the capabilities of the new platform. Mr. Kamiya's team was reorganized into the BIOHAZARD 4 team, and was tasked with creating a top-notch game for the PlayStation 2. When BIOHAZARD 3 was finished, a large portion of that team, including myself, joined in to help. This BIOHAZARD 4 project eventually changed directions and finally saw completion as the game "Devil May Cry 1".

So I guess in a way the source is Newsbot himself.

I pretty much wrote all of this on the last page btw.
 
To be fair this is a staple of the series to a point. Intelligent, sparing use of ammo in order to cut down on wasted resources, in addition to good slot management, is the essence of every classic RE game.

You really are screwed if you don't have enough health for the last boss, though.

Except generally every Biohazard besides like 1 and CVX (and 0, I guess?) generally has resources that'll let you get through the game even if you get down to your last herb mixture and ammo. There's generally more than enough ammo to get through the game while being grabbed a few times. Unless you're going around letting every zombie and B.O.W. kiss you on the lips, you shouldn't be having these "oh shit, I'm screwed" moments in any of the other Biohazards.
 
nah. It wanted to be an action game despite still having the survival horror controls. Story and setting were also kinda generic by RE standards (others like CVX might be goofy/crazy, but at least not tired).
And Nemesis was handled poorly compared to Mr. X prior and Lisa Trevor later.

I'll just disagree. I liked the city design. It was faster paced, yes. You're trying to escape from a city that's about to be nuked. The ammo mixing and dodge only added to the gameplay. As far as Nemesis goes, it was awesome playing the game the first time and not knowing where he would show up. Having him actually follow you in to the next room when you thought you were safe was awesome. Then there's the choices you can make to see different paths. It felt like the most unique game in the series.
 
Code Veronica is tied with Revelations 2 as the hardest RE on hard difficulty, imo.

For me, I liked it a bit less than I expected, but still enjoyed it. I think the puzzles are kind of not fun a lot of the time in the title, has some real bullshit scenarios you can get stuck at if you don't come with the right load-out, or at least can make things a LOT harder for you. Back-trackijg felt like a drag a bit in this title.

But I did like it. Steve is hilarious, the villains are over-the-top and great, the music is among some of the series best, some of the environments are just entrancing and intriguing, and a few cool twists to gameplay due to it being a fully 3D environment.

Not my favorite RE, but I liked it.
 
I genuinely think that of the original style games, only resident evil one and REmake are worth playing. the rest are just a bloated take on the original, including 2 which wasn't even a scary game. 2 has replay value going for it but not much else in my opinion. It's a tired retread of the original, which is still a modern masterpiece.
 
For me, I don't like Code Veronica as much as the other classic REs because it's the only one where I notice the constant back tracking and feel items are placed on opposite ends of the map to artificially add to the game length.
 
Because Steve Burnside is the most unintentionally hilarious character in a series filled with unintentionally hilarious characters.

...actually, that makes Code Veronica kind of great. Carry on.
 
CLAAAAIIIIRRRREEE

But yeah I have the same issues and I like the game. Its above RE3 and 0 for me.

I don't think he's talking about CLAIIIIIIIRRRREEE, since you can 100% beat that encounter every time very simply, and without needing to restore health.

Unless of course he doesn't know the trick to it.

Equip the incendiary arrows, shoot, turn, run, shoot, turn run until you reach the end. It's literally done in two arrows.

Except generally every Biohazard besides like 1 and CVX (and 0, I guess?) generally has resources that'll let you get through the game even if you get down to your last herb mixture and ammo. There's generally more than enough ammo to get through the game while being grabbed a few times. Unless you're going around letting every zombie and B.O.W. kiss you on the lips, you shouldn't be having these "oh shit, I'm screwed" moments in any of the other Biohazards.

RECV definitely brings the heat, and RE0 more so. I usually finish RECV (as with all classic RE games) with an abundance of ammo, but health is generally thinner on the ground.

I'm pretty sure RE1 and 2 give you enough ammo to kill everything in the game, should you wish. I'm not sure about the others.
 
You mean, why is Code Veronica the worst game in the series? Because it was made by an outside studio.
 
I played the GC version and thought it was a pretty good entry in the RE series. They nailed the transition to full 3D pretty well. Best RE is still RE4 / RE2 though...
 
Awesome game, it just had the misfortune of releasing on the Dreamcast. Besides, it ranks near last because the prior RE games were THAT great (except RE0).

Alexia made a kick ass boss as well.
 
I don't think he's talking about CLAIIIIIIIRRRREEE, since you can 100% beat that encounter every time very simply, and without needing to restore health.

Unless of course he doesn't know the trick to it.

Equip the incendiary arrows, shoot, turn, run, shoot, turn run until you reach the end. It's literally done in two arrows.

I never knew that. I just ran with 3 mixed herbs and dashed. Now I have a reason to play it again.
 
I don't think he's talking about CLAIIIIIIIRRRREEE, since you can 100% beat that encounter every time very simply, and without needing to restore health.

Unless of course he doesn't know the trick to it.

Equip the incendiary arrows, shoot, turn, run, shoot, turn run until you reach the end. It's literally done in two arrows.

Really? Didn't know that. I usually take 2 first aid with me lol
 
Third best game in the series, after REmake and RE3. Incredible atmosphere, a quality villain (shades of Psycho), second best OST in the series, and some great ideas that oddly didn't get continued in later games.

I think that Code Veronica and RE3 in particular aren't quite as popular because they aren't as piss easy as the more popular RE2 and RE4. They always felt like Expert Mode Resident Evil games.

Doesn't matter. It's an incredible game, and I love it more each time I play it.
 
Wow, can't believe this... so much people hating CV. For me is the second best RE, the pacing was slow because it was much more haunting and yes, i loved the difficulty. It has one of my favorite puzzles in the franchise too.
 
Or you can even do this:

SPOILERS

Well worth knowing, because those are two full heals you really need.

I knew about the incendiary arrows, but again I think it's a little too contingent on having supplies vs. some exercise in manual skill or dexterity, but the running behind him trick is something I've only learned int he last few years. Some of the really skilled RE2/RE3 players have exciting runs because of what they're able to do more with their fingers. I always thought Code Veronica was a lot less interesting in this regard.

It seems like 95%+ of players believe you need healing items to even survive the scenario though so I kind of wonder about the obtuseness of the design here.

RE0 is probably "harder," though everyone hates that game so whatever.
 
It's aged horribly compared to 2/3 and plays worse than them too. So many design sins, and it's the moment the RE story truly jumped the shark. It's CV's fault that RE needed to be rebooted (so I guess we should thank it for RE4?)

Also how am I the first person in this thread to bitch about the terribad Nosferatu fight? The Tyrant battle isn't anywhere near as bad - you don't need tons of ammo or healing for that one, the problem with that one is that people would *use up* all of their ammo on it before figuring out how to knock it out of the plane and then get a save where they've barely got any resources left for Antarctica. The Nosferatu fight is one where you have the worst targeting reticle in any game ever, most of his attacks cover about 3/4 of the area you're in (and take you out of the first-person state), and you can and will be 1HKOed by getting knocked off the platform. Worst designed RE boss in history.

REMake and RE2/3/4 blow Code: Veronica out of the water in all respects, from art design to game design to story.
 
Mind blown. Never knew you could do that. I just assumed you had to get hit a couple times to advance.
 
I thought the first few hours were great. I never finished the game though.

IMO: RE0 is the worst classic RE (no boxes! why‽), followed by RE3 (parry, ugh).
 
Cause it sucks!

But seriously, its not very good. Bland levels, terrible villain and poor encounters. Lots of fun ideas, like all the RE's, but no execution.
 
(no boxes! why‽)

Because people at the time complained about the item boxes A LOT. "This is stupid, I should be able to drop my items whereever and whenever I want.", without really thinking through what that would mean.

So in the end Capcom listened, without really thinking through what that would mean.
 
I knew about the incendiary arrows, but again I think it's a little too contingent on having supplies vs. some exercise in manual skill or dexterity, but the running behind him trick is something I've only learned int he last few years. Some of the really skilled RE2/RE3 players have exciting runs because of what they're able to do more with their fingers. I always thought Code Veronica was a lot less interesting in this regard.

Again, I've always thought that having the right shit with you at the right time, even without the advantage of hindsight (classic RE is very replay-centric, after all), has always contributed more to success than raw execution, although that certainly plays its part too.

You're right though, RECV is the grand master challenge of RE backtracking. Even now, remembering the two optimum routes for the same elevator in the Training Facility, depending on whether you're playing as Claire or Chris, is something I still occasionally muddle. The geographical morphing in the game is a thing of true game design beauty imo, but I can see how some might find it abrasive to the point of being unpleasant, especially the first time.
 
Because people at the time complained about the item boxes A LOT. "This is stupid, I should be able to drop my items whereever and whenever I want.", without really thinking through what that would mean.

So in the end Capcom listened, without really thinking through what that would mean.

That was easily the most frustrating thing about RE0, they finally let us drop items, but take away our storage boxes. The amount of time I spent backtracking to grab all my items was unreal, I'm really not looking forward to going through that again.
 
I hate the run through the residence. Well it's fine if you're speed running but goddamn just playing casually every few years and forgetting how many slots you need.
 
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