Resident Evil Code: Veronica has immense potential with a remaster.

First of all, Resident Evil Code: Veronica X is a pretty good game. I wouldn't go as far as to say that it is one of the best in the franchise, but it also isn't one of the worst. It is good but nothing special. If it were to be remastered, it could soar to one of the top spots in the franchise.

As the game has a lot of things that it does right, the main pros of the game are 

  • interesting story The concept of a virus able to control insects and seemingly gift the infected almost magic-like abilities, like igniting their own blood, is cool af and absolutely terrifying if you just think of the sheer number of insects alive.

-the return of Wesker (although I do dislike it somewhat, and I know I'm in the minority, but more on that later)

Was handled very well; I knew he would return and wondered how the return would be handled and feared it would be some overly ambitious cheesy Kind of a reintroduction, but for him to show up so casually in a cutscene was extremely refreshing and well done and fits perfectly as one would expect Wesker to stroke his ego once he returns, but surprisingly he appears, kicks Claire around, asks about Chris, and dips. 

The game, in terms of difficulty, is actually pretty spot-on not too difficult but not easy, except for the tyrant plane fight, which was, in my opinion, the hardest fight of the game, as the confined space makes the combo potential of the tyrant's dash attack devastating. The normal zombies are rather easy to deal with, and the weapons, like the twin pistols and AK-47, which you get, make the areas rather easy. The other boss fights were even a bit too easy, the Alexander Ashford fight was absurdly easy; the only difficulty was aiming the rifle, as the controls are a bit wonky. The final boss was easy to deal with using the bolt thrower's explosive ammo, and I got rather lucky aiming the plasma gun to finish off Alexia and one tried her. I heard people getting soft locked because they didn't know Claire and Chris share an item box, though I thought that was rather clear when you arrive with Chris and open the item box; you see all the items you put there with Claire. I don't get the confusion.

-The set pieces were rather good: a giant prison yard and the Antarctic, which was extremely cool (pun intended), but the two mansions, one in the prison and the other castle, were much like the previous ones in earlier games in terms of interior design, and at this point the seemingly mandatory lab section was pretty mediocre.

But it also has a lot of flaws.

  • The story has a great concept. Sadly, execution is off. The dialogue of Steve is downright awful; the part where he just shoots his gun out of frustration at what I can't remember it is just that bad and hard to sit through, his affection toward Claire comes off as forced. Alfred is second on the list. I know what they tried to portray, but it sadly just comes off as funny and unserious. He had great potential as a character, but his demeanor and way of speaking made him come off as goofy, though he is someone with a deep-rooted inferiority complex and almost godlike admiration toward his sister. You could just brush him off and disregard his lines of dialogue as comedic relief. If he had more of a disheveled look when he dressed up as Alexia and a noticeably deep but forced to a higher pitch voice with more self-degrading dialog, he would have been way more impactful because he would seem more like a psycho who has lost it and is rambling to himself in 2 different voices and manners of speech rather than a goofball.

Wesker's writing was good, very in character for him to push his work on others like Claire and Chris while observing and analyzing the virus.

Chris and Claire were in character.

We did not see enough of Alexia, but it is fitting for her to have this god complex. I have seen some people complain about the almost sexual-like tension between Alexia and Alfred. I think it is a good tool to just show how fucked this family is.

-The map is too large, since for some puzzles you have to walk from point A to B and back to A, the size gets rather annoying. The most egregious example would be the puzzle with the family crest in this blue alloy, for which you have to find the fitting cutout in this stone slab in the underground part of the prison lab, which I never would have guessed where it is, and I know it zooms in when walking by. I just thought we were finished with that section of the map that then gives you a blue keycard, which you use a couple of times.

  • Although I like Wesker's writing in this game, I believe he had the perfect ending in the first game, his arrogance in believing himself to be this untouchable genius gets offed by his own creation that then dies to the guy he trained with. It's the perfect send off to an egomaniac that his "perfect" creation was killed by this police officer with minimal prep time.

-They should have done more with insects. Let us fight this swarm of zombie insects and make us escape from this insect amalgamation. The special power of the virus was sadly underutilized.

 The game has immense potential if it were to get a remake like RE4, as in a lot of ways the games are very similar to each other (makes sense since they came out on the same console), the viruses have similar powers, the arrogant enemies etc. I don't believe the remake would be as good as the RE4 one, but the unique and interesting themes and set pieces could make for a breath of fresh air in the at times stale designs of Resident Evil, though I have to say that a lot of things would need to be changed, it should not lose its identity like the Resident Evil 3 remake.

First of all, Resident Evil Code: Veronica X is a pretty good game. I wouldn't go as far as to say that it is one of the best in the franchise, but it also isn't one of the worst. It is good but nothing special. If it were to be remastered, it could soar to one of the top spots in the franchise.

As the game has a lot of things that it does right, the main pros of the game are 

  • interesting story The concept of a virus able to control insects and seemingly gift the infected almost magic-like abilities, like igniting their own blood, is cool af and absolutely terrifying if you just think of the sheer number of insects alive.

-the return of Wesker (although I do dislike it somewhat, and I know I'm in the minority, but more on that later)

Was handled very well; I knew he would return and wondered how the return would be handled and feared it would be some overly ambitious cheesy Kind of a reintroduction, but for him to show up so casually in a cutscene was extremely refreshing and well done and fits perfectly as one would expect Wesker to stroke his ego once he returns, but surprisingly he appears, kicks Claire around, asks about Chris, and dips. 

The game, in terms of difficulty, is actually pretty spot-on not too difficult but not easy, except for the tyrant plane fight, which was, in my opinion, the hardest fight of the game, as the confined space makes the combo potential of the tyrant's dash attack devastating. The normal zombies are rather easy to deal with, and the weapons, like the twin pistols and AK-47, which you get, make the areas rather easy. The other boss fights were even a bit too easy, the Alexander Ashford fight was absurdly easy; the only difficulty was aiming the rifle, as the controls are a bit wonky. The final boss was easy to deal with using the bolt thrower's explosive ammo, and I got rather lucky aiming the plasma gun to finish off Alexia and one tried her. I heard people getting soft locked because they didn't know Claire and Chris share an item box, though I thought that was rather clear when you arrive with Chris and open the item box; you see all the items you put there with Claire. I don't get the confusion.

-The set pieces were rather good: a giant prison yard and the Antarctic, which was extremely cool (pun intended), but the two mansions, one in the prison and the other castle, were much like the previous ones in earlier games in terms of interior design, and at this point the seemingly mandatory lab section was pretty mediocre.

But it also has a lot of flaws.

  • The story has a great concept. Sadly, execution is off. The dialogue of Steve is downright awful; the part where he just shoots his gun out of frustration at what I can't remember it is just that bad and hard to sit through, his affection toward Claire comes off as forced. Alfred is second on the list. I know what they tried to portray, but it sadly just comes off as funny and unserious. He had great potential as a character, but his demeanor and way of speaking made him come off as goofy, though he is someone with a deep-rooted inferiority complex and almost godlike admiration toward his sister. You could just brush him off and disregard his lines of dialogue as comedic relief. If he had more of a disheveled look when he dressed up as Alexia and a noticeably deep but forced to a higher pitch voice with more self-degrading dialog, he would have been way more impactful because he would seem more like a psycho who has lost it and is rambling to himself in 2 different voices and manners of speech rather than a goofball.

Wesker's writing was good, very in character for him to push his work on others like Claire and Chris while observing and analyzing the virus.

Chris and Claire were in character.

We did not see enough of Alexia, but it is fitting for her to have this god complex. I have seen some people complain about the almost sexual-like tension between Alexia and Alfred. I think it is a good tool to just show how fucked this family is.

-The map is too large, since for some puzzles you have to walk from point A to B and back to A, the size gets rather annoying. The most egregious example would be the puzzle with the family crest in this blue alloy, for which you have to find the fitting cutout in this stone slab in the underground part of the prison lab, which I never would have guessed where it is, and I know it zooms in when walking by. I just thought we were finished with that section of the map that then gives you a blue keycard, which you use a couple of times.

  • Although I like Wesker's writing in this game, I believe he had the perfect ending in the first game, his arrogance in believing himself to be this untouchable genius gets offed by his own creation that then dies to the guy he trained with. It's the perfect send off to an egomaniac that his "perfect" creation was killed by this police officer with minimal prep time.

-They should have done more with insects. Let us fight this swarm of zombie insects and make us escape from this insect amalgamation. The special power of the virus was sadly underutilized.

 The game has immense potential if it were to get a remake like RE4, as in a lot of ways the games are very similar to each other (makes sense since they came out on the same console), the viruses have similar powers, the arrogant enemies etc. I don't believe the remake would be as good as the RE4 one, but the unique and interesting themes and set pieces could make for a breath of fresh air in the at times stale designs of Resident Evil, though I have to say that a lot of things would need to be changed, it should not lose its identity like the Resident Evil 3 remake.