IMDb-BEWERTUNG
8,1/10
3598
IHRE BEWERTUNG
Claire infiltriert eine Umbrella-Einrichtung in Paris, wird jedoch gefangen genommen und auf Rockfort Island eingesperrt. Sie tut sich mit dem Insassen Steve Burnside zusammen, um nach einem... Alles lesenClaire infiltriert eine Umbrella-Einrichtung in Paris, wird jedoch gefangen genommen und auf Rockfort Island eingesperrt. Sie tut sich mit dem Insassen Steve Burnside zusammen, um nach einem Ausbruch des T-Virus auf der Insel zu fliehen.Claire infiltriert eine Umbrella-Einrichtung in Paris, wird jedoch gefangen genommen und auf Rockfort Island eingesperrt. Sie tut sich mit dem Insassen Steve Burnside zusammen, um nach einem Ausbruch des T-Virus auf der Insel zu fliehen.
- Auszeichnungen
- 1 Gewinn & 1 Nominierung insgesamt
Alyson Court
- Claire
- (Synchronisation)
Bill Houston
- Steve
- (Synchronisation)
Peter Oldring
- Alfred
- (Synchronisation)
Leila Johnson
- Alexia
- (Synchronisation)
Conrad Coates
- Narrator
- (Synchronisation)
Michael Filipowich
- Chris
- (Synchronisation)
- (as Michael Fipowich)
Richard Waugh
- Wesker
- (Synchronisation)
Martin Roach
- Rodrigo
- (Synchronisation)
Geneviève Steele
- Announcer
- (Synchronisation)
- (as Genevieve Steels)
Empfohlene Bewertungen
Let me just start by saying that Resident Evil: Code Veronica is a great game that may have been released a bit ahead of its time. And in allowing me to explain that, let's go back in history to the early 2000s.
Capcom has just released RE3 for PlayStation, while another group is working on what is then considered a 'sidestory' for Sega called RE: Code Veronica. Despite that, the series producer has ambitious plans for it: he uses the development time and Dreamcast hardware to their fullest to deliver a game a year later that has some great innovations and fresh story ideas. So much so that this 'small project' is considered by many to be superior than the official threequel. It happens. The Lion King was supposed to be a little movie to keep Disney's 'team B' busy, while 'team A' would knock it out of the park with Pocahontas. However, history decided otherwise.
It's no secret that technological innovations can come in quick succession. Barely two years later, the same company and producer release a remake of the first game on the GameCube. It features nearly photorealistic graphics, genuine shocks, much improved voice acting and an amazingly creepy sound design. It was a technological leap that is almost mind-boggling. Within 6 years, the series had matured into a realistically looking interactive horror movie that made the previous four games almost look like an animé comic book by comparison.
RE:CV was released just prior to that revolution, right before I got hooked on the series with said remake which I thoroughly loved. l took it upon myself to play the rest of the series as well, and despite signs of ageing, there was enough to like in the earlier installments. Especially RE:CV made good use of a 3D-engine that allowed more camera movements instead of just static angles, and a bold new direction in story. But still, how would it have been had it debuted on the GameCube?
With a new direction comes a change in surroundings. Producer Shinji Mikami (always good for a major revolution within the series) decided to leave the familiar environment of Raccoon City, and injected the game with influences from European gothic horror. We end up in places that look like concentration camps, airfields and Antarctic research bases, which contrast pleasantly with lush palaces and private mansions in Louis XIV style. As with any good RE game, the surroundings almost become a character in their own right.
Most previous RE games weren't too heavy on narrative, with most of the story told through scattered files and the occassional cutscene. However, CV is a genuine operetta of plot, drama and scripted events, with a corporate power struggle, betrayal and a lot of family drama at the very heart of it. It features some familiar faces, old enemies, but it introduces one of RE's most notorious villains, Alfred Ashford. This maniac and his disgraced family tend to turn up at unexpected moments in the story to hunt you down, which provides the game with welcome moments of adrenalin-pumping tension whenever the traditional shocks or jump scares falter a bit. Diving into the mad history of the Ashfords fuels the entire story, where you get unexpected help from time to time, leading to a shocking third act that plays the emotions like a beautiful but tragic symphony.
The story alternates its focus between siblings Claire and Chris Redfield, which perfectly supports a nice change in gameplay. RE2 already experimented somewhat with a complementary A and B scenario, but in RE:CV, what happens in one storyline directly and indirectly affects the other. Great use is made of this in the location design: Claire may be able to access some areas and not others, but due to story progression and scripted events, the maps can be completely different in Chris' scenario, which makes the mandatory back-tracking a lot less tedious.
For the rest, not too much has changed. Zombies, Cerberus dogs and Hunters and are still the main enemy, with an occassional new creature (like those pesky yellow Bandersnatches) just begging to be put out of its misery by a blast from your shotgun. The horror game clichés are still pretty much adhered to: vital objects just "happen" to be in a corner of a room full of corpses that just "happen" to wake up when you grab it, and rooms that you've cleared are suddenly sprawling with undead life when you need to revisit them. Every now and then, there is a boss fight that forms a good challenge, but I only found the one in the back of the plane and the one in the finale to be genuinely memorable. Fortunately, the game's creepy score is top-notch, and one of the reasons why you're sometimes afraid to proceed.
As I said, this game is easily the best-looking of the first four RE games, but knowing that there was a graphical revolution just two years away, that makes CV paradoxically having aged a bit worse than the games that came before it. It is just too bad that this game couldn't also benefit from that amazing graphical overhaul that the remake got. If it had, it would have played and looked really amazing.
Although not my favorite installment in the series, I have to admit that this is one that stuck with me. I have played it at least three times to relive that descent into the Ashford family's madness, and I recently even downloaded and played it on the PS4, so I guess that makes it a memorable one, despite its limitations. And who knows? Now that RE2 and RE3 have gotten a full HD reimagination, we may expect something like that for RE: CV as well. I await it patiently...
Capcom has just released RE3 for PlayStation, while another group is working on what is then considered a 'sidestory' for Sega called RE: Code Veronica. Despite that, the series producer has ambitious plans for it: he uses the development time and Dreamcast hardware to their fullest to deliver a game a year later that has some great innovations and fresh story ideas. So much so that this 'small project' is considered by many to be superior than the official threequel. It happens. The Lion King was supposed to be a little movie to keep Disney's 'team B' busy, while 'team A' would knock it out of the park with Pocahontas. However, history decided otherwise.
It's no secret that technological innovations can come in quick succession. Barely two years later, the same company and producer release a remake of the first game on the GameCube. It features nearly photorealistic graphics, genuine shocks, much improved voice acting and an amazingly creepy sound design. It was a technological leap that is almost mind-boggling. Within 6 years, the series had matured into a realistically looking interactive horror movie that made the previous four games almost look like an animé comic book by comparison.
RE:CV was released just prior to that revolution, right before I got hooked on the series with said remake which I thoroughly loved. l took it upon myself to play the rest of the series as well, and despite signs of ageing, there was enough to like in the earlier installments. Especially RE:CV made good use of a 3D-engine that allowed more camera movements instead of just static angles, and a bold new direction in story. But still, how would it have been had it debuted on the GameCube?
With a new direction comes a change in surroundings. Producer Shinji Mikami (always good for a major revolution within the series) decided to leave the familiar environment of Raccoon City, and injected the game with influences from European gothic horror. We end up in places that look like concentration camps, airfields and Antarctic research bases, which contrast pleasantly with lush palaces and private mansions in Louis XIV style. As with any good RE game, the surroundings almost become a character in their own right.
Most previous RE games weren't too heavy on narrative, with most of the story told through scattered files and the occassional cutscene. However, CV is a genuine operetta of plot, drama and scripted events, with a corporate power struggle, betrayal and a lot of family drama at the very heart of it. It features some familiar faces, old enemies, but it introduces one of RE's most notorious villains, Alfred Ashford. This maniac and his disgraced family tend to turn up at unexpected moments in the story to hunt you down, which provides the game with welcome moments of adrenalin-pumping tension whenever the traditional shocks or jump scares falter a bit. Diving into the mad history of the Ashfords fuels the entire story, where you get unexpected help from time to time, leading to a shocking third act that plays the emotions like a beautiful but tragic symphony.
The story alternates its focus between siblings Claire and Chris Redfield, which perfectly supports a nice change in gameplay. RE2 already experimented somewhat with a complementary A and B scenario, but in RE:CV, what happens in one storyline directly and indirectly affects the other. Great use is made of this in the location design: Claire may be able to access some areas and not others, but due to story progression and scripted events, the maps can be completely different in Chris' scenario, which makes the mandatory back-tracking a lot less tedious.
For the rest, not too much has changed. Zombies, Cerberus dogs and Hunters and are still the main enemy, with an occassional new creature (like those pesky yellow Bandersnatches) just begging to be put out of its misery by a blast from your shotgun. The horror game clichés are still pretty much adhered to: vital objects just "happen" to be in a corner of a room full of corpses that just "happen" to wake up when you grab it, and rooms that you've cleared are suddenly sprawling with undead life when you need to revisit them. Every now and then, there is a boss fight that forms a good challenge, but I only found the one in the back of the plane and the one in the finale to be genuinely memorable. Fortunately, the game's creepy score is top-notch, and one of the reasons why you're sometimes afraid to proceed.
As I said, this game is easily the best-looking of the first four RE games, but knowing that there was a graphical revolution just two years away, that makes CV paradoxically having aged a bit worse than the games that came before it. It is just too bad that this game couldn't also benefit from that amazing graphical overhaul that the remake got. If it had, it would have played and looked really amazing.
Although not my favorite installment in the series, I have to admit that this is one that stuck with me. I have played it at least three times to relive that descent into the Ashford family's madness, and I recently even downloaded and played it on the PS4, so I guess that makes it a memorable one, despite its limitations. And who knows? Now that RE2 and RE3 have gotten a full HD reimagination, we may expect something like that for RE: CV as well. I await it patiently...
10eke826s
I just can't believe that these games can get so much better, but they do. Unfortunately I had to rent a Dreamcast to play it, but even though I did beat it I can't wait to buy it for PS2. This is the only series of games that I must own all of them even if I have beaten them many times over. I hope they never stop making this type of game even if the series must come to an end.
This game ranks above all so far. I had the honor of playing mine on PS2 so the graphics were really good. The voice acting was above standard. The difficulty level is just right. Wesker has to be the best characters in the RE series in my opinion. The story amazed me and took many different twist that I wasn't expecting. The only rating this game deserves is great.
The Resident Evil series just keeps getting better and better! As a long-time Resident Evil fan, I bought a Dreamcast only to play Code Veronica, because I couldn't bear not playing my beloved RE. And let me tell you, it was well worth the money. It has more gore, more scares and the acting has gotten A LOT better than the previous games, with the exception of Steve Burnside. The gameplay and graphics are awesome! If your an Resident Evil fan, then this game is a must for you!
Resident Evil:code veronica is a great well made video game,it has great graphics,very comfortable controls,a great storyline and high fun factor.The storyline to this is Claire Redfield gets taken to an island for trespassing on Umbrella grounds,and reaking havoc at they're main lab while looking for her brother.Code veronica's graphics are very good,the fire and rain effects are great looking.The controls are comfy,but the button pattern doesnt fit the Dreamcast control,makeing it hard to get used to.Its still fun going around some wierd disturbing place,shooting the guts out of zombies.Code:veronica also has a little bit of "Romance" between the two main characters.You also get to play as Chris Redfield,from Resident Evil 1.The sound in this game is better than ever,for example,even though I hate the new feature,When the giant spiders crawl,they're feet make a disturbing scampering sound,and the guns sound alot more realistic.Great graphics,outstanding story,comfy controls,and realistic sound makes Resident Evil Code:Veronica a definite loved. I give it a 10 out of 10.
Wusstest du schon
- WissenswertesThis was last of the canonical Resident Evil titles to use the names of actual gun manufacturers (excluding Magnum) and firearms within the game. All the subsequent Resident Evil titles (Resident Evil remake, Resident Evil 0 and Resident Evil 4) used generic or made-up names for their weapons (i.e: Silver Serpent, Broken Butterfly, Blacktail).
- PatzerWhen Steve saves Claire from the Bandersnatch, he fires over 30 bullets with his two Luger pistols without reloading. Lugers can only hold up to 8 bullets per clip. Steve shouldn't have been able to fire more than 16 rounds at most.
- Zitate
Alexia Ashford: You want it? You aren't worthy of its power.
- Alternative VersionenAlthough the US and Japanese versions of the game are exactly the same, there are two known differences. First, the US version's main menu does not have a difficulty setting like the Japanese version which lets you choose Very Easy, Easy, or Normal gameplay. Second, in the US version, Wesker's Battle Game can be obtained by simply completing Chris' Battle Game, unlike the Japanese version, which in order to get Wesker's Battle Game you must find his sunglasses somewhere inside the normal game.
- VerbindungenFeatured in Troldspejlet: Folge #23.9 (2000)
Top-Auswahl
Melde dich zum Bewerten an und greife auf die Watchlist für personalisierte Empfehlungen zu.
Details
- Erscheinungsdatum
- Herkunftsland
- Offizieller Standort
- Sprache
- Auch bekannt als
- Resident Evil - Code: Veronica
- Produktionsfirmen
- Weitere beteiligte Unternehmen bei IMDbPro anzeigen
Zu dieser Seite beitragen
Bearbeitung vorschlagen oder fehlenden Inhalt hinzufügen