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Why is Resident Evil Code Veronica so underrated?

Posted this on Reddit but might as well do so here too.

In a CV ad which has a few minor background details from the scenario, Alexia was the head of the Umbrella Germany Laboratory when she was nine before becoming head of the South Pole Base a year later.

The Ashford coat of arms is the German eagle, wielding the German halberd. The military gear collected and fetishized by Alfred is all German, he was originally meant to be inspired by an assistant of his father, an assistant who happened to be a former Nazi lieutenant. They were originally named the Krueger family, but CV was forced to distance itself from the Nazi story in the name of censorship. However, it is entirely possible that the Ashfords are still German through Veronica, but she married into a high-class British family (just like actual "British" royalty).

The presence of a submarine on Rockfort Island is no coincidence either. The Ashfords (Kruegers) escaped Berlin before it fell, aboard that submarine, to a South American island. This story was based on all the myths surrounding escaped Nazis escaping to the likes of Brazil. On top of that, the Antarctic setting was chosen specifically because of these myths saying that Nazis escaped there. These plot points are glossed over in the final game.

The Ashfords took part in Progenitor Virus research because it was the ultimate form of eugenics. Umbrella itself views its employees as superior humans, but are not bound by race or ethnicity. Umbrella believes in genetic superiority and the reason so many nobles invest in the company is due to a self-serving sense of superiority. They all wanted to become superhumans so that they could actually be superior.

At any rate, the Ashfords are either former Nazis, or Nazi sympathizers. The plot point was meant to play a huge role in the series and would've solidified the theme of eugenics. They even had to erase the history of Rockfort Island itself to keep the censorship going, as Rockfort Prison is actually a concentration camp, modeled after Auschwitz. The original inhabitants were enslaved and exterminated, hence the graves where Chris finds Rodrigo.

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CAPCOM have never used the English term "concern" when referring to Umbrella, they specifically identify it as a German business group. This doesn't happen unless the company is based in Germany.

Ok, this info is really, really interesting. Thanks for that, I'm quoting for the new page.
 
Yeah, I agree, it's pretty awesome. It borders juuust the right amount of Hollywoodesque cinematic kitsch to be enjoyable while still remaining survival horror-ish enough to be a solid Resident Evil.

Too bad this was the beginning of the end for classic RE, with matrix powered Wesker and that kinda shit. When I played it the first time that sorta over the top stuff made me laugh instead of making me terrified.
 
I feel the game had the worst inventory management/amount of backtracking in the series.

In the old RE there was almost always a sense of pushing forward and generally the areas were much better designed, while CVX felt kinda of a clusterfuck in those regards.
 
Too bad this was the beginning of the end for classic RE, with matrix powered Wesker and that kinda shit.

There is nothing wrong with Wesker. The backlash against it is due to the plot point surrounding it being kept in the dark due to development troubles. CODE;Veronica was meant to be released on the Dreamcast at the same time as BIOHAZARD 0 on the Nintendo 64 and BIOHAZARD 3 on the PlayStation 2, where Wesker's abilities would've been explained. From a story perspective, it's totally fine. However, you were meant to play as superhuman Dante in that BIO3 mentioned previously so the "classic" gameplay was going to be void for that title. But you had CV and 0 planned around the same time, so it was a non-issue.

Then when BIO3 became BIO4 and eventually Devil May Cry, that plot point was meant to be covered in the new BIO4. Which was scrapped also, then Mikami decided to start anew even from a story perspective, leaving a very pressing plot point shrouded in mystery for another four years until BIO5 covered it, but by then a lot of the potential impact had faded.

I'm pretty sure that was the point, at least with Wesker.

Not in the slightest.
 
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Seriously, I think it's the best classic Resident Evil, yes even better than 2. The full 3D backgrounds allied with the classic gameplay style gives much more immersion than the pre-rendered ones IMO.

So I ask, why no one talks about it? What's the consensus about this game?

it's a very good game and the last resident evil i've played. i don't think it's better than 1 and 2, but i'll put it on par with 3
 
Honestly I think it's one of the worst of the classic RE games. Plot didn't really grab me and the while the 3D backgrounds looked pretty nice, they lost the eerie feel of the old games in the transition. It also felt like the first RE that tried to go with an action feel as well as survival horror and that just didn't work for me.
 
You don't actually have to backtrack that much. The furthest distance you might have to cover would be from the residence to the prison, but it actually only takes a minute or two to cover that ground once the enemies in the area are dealt with.
 
Nemesis is one of the best parts about the Resident Evil series. He was a brilliant evolution, building off the classic RE formula. If you look at RE1, RE2, and RE3, you see devs playing with the idea of making you feel unsafe even when everything is completely silent. RE1 has jump scares where rooms appear safe and then they aren't (birds, infamous dog, Hunter intro). RE2 takes this concept and applies it to a single entity, Mr. X, so that you not only feel unsafe, but you feel that you are being hunted, which is much scarier. Mr. X never fulfills his true potential, though, because his encounters are with one exception a one-and-done deal. Nemesis on the other hand takes the concept of being hunted and applies a reality to it. Getting to a door is no longer safe, and the traditional means of relieving pressure in RE (doors) are called into question. They even knew the limits of the concept by not fucking with save rooms, which would have been a bridge too far into the point of annoyance.

The best horror games establish expectations of safety and then break them. You can see this in Silent Hill 1 as well: as the game progresses the implicit rules for when the world might change into hellworld keep getting broken, and by the end of the game you are fully expecting a change at any moment.

That's nicely put but he didn't add anything to the game for me. He's fun at first and after the police station(and his arguably weaker form in the clock tower) he's just there and breaks the flow of the game. I like how REmake, RE1, RE2 and even CV flow. The limited mobility and the way Nemesis works just doesn't mesh to me. The dodge mechanic was nice but too skill based to be useful and in some cases ended up hurting you in the long run.
 
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