Why Capcom Shouldn’t Skip a Resident Evil: Code Veronica Remake

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Matt Kim

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Resident Evil: Code Veronica starts ominously.

An opening crawl tells us a mid-western town, Raccoon City, has been completely decimated due to a T-Virus outbreak. Helicopters fly towards a mysterious island where Claire Redfield’s unloaded and then knocked out – she was captured by the Umbrella Corporation while infiltrating a Parisian lab. She was looking for her brother, the infamous police officer Chris Redfield. In a flashback, Claire sprints down a hallway, a machine gun firing at her, shards of glass going everywhere. She’s soon cornered and captured, but not without setting a few Umbrella employees on fire.

If any of the series’ early installments deserves a comeback, it’s Code Veronica.


It’s an opening cutscene as instantly iconic as they come; a brazen, action-filled beginning inspired by Face/Off director John Woo’s movies. As Claire wakes up in a dingy prison on Rockfort Island, the game’s creepy atmosphere envelops you. Unlike the previous three Resident Evil games, the environments are not pre-rendered but fully 3D. And while the tank controls are present, Code Veronica has quirks that leave a lasting impression; for instance, around the midway mark, there’s a point of no return, and if you carelessly save before the next boss – the Tyrant-078 – without any ammo, there’s almost no way to defeat the monster and no way to go back to get more bullets. If you’re a serial save-over-the-previous-save-er then prepare to start the whole game all over again. It’s part of why Code Veronica is often cited as the most difficult classic Resident Evil game.

For some of the series’ undead disciples, these elements are part of what makes 2000’s Code Veronica so special. For others, however, CV’s simply too dated and the gameplay rankles with our modern expectations of gaming. Those players are missing out not only on a superb survival experience, but one of the most important parts of Resident Evil’s overarching story, and if any of the series’ early installments deserves a comeback, it’s Code Veronica.

After all, Code Veronica was meant to be the true follow-up to Resident Evil 2. Back in the late ‘90s, Capcom started developing two new games side by side. One was a gaiden-style spin-off about Jill Valentine for PlayStation; the other was the next mainline game, developed for Dreamcast, that would pick up with Claire and Chris Redfield. Due to an exclusivity deal with Sony, Capcom had to alter its plans, reworking the spin-off into Resident Evil 3 and the originally envisioned third game into a spin-off. Code Veronica, though, remained heavily tied to the main story, not only revealing what happened to the Redfields after Raccoon City, but also featuring the return of the villainous Albert Wesker.

After all, Code Veronica was meant to be the true follow-up to Resident Evil 2.


With CV playing such a pivotal part in the Resident Evil saga, why has Capcom seemingly decided to skip remaking it? Were the studio redoing the series’ major instalments in order, we would have had a modern version of Code Veronica after Resident Evil 3. And yet, here we are, with a new version of Resident Evil 4. Don’t get me wrong, the results have been delicious, Capcom doing miraculous work making one of the best games in history arguably even better – but at what cost? Can the company go ahead and forget Code Veronica, as seems to be the direction the studio’s heading in?