Resident Evil - Virgin Vampire Wine Mom vs Chad Magnetic Lebowski

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You really can't fuck up Code Veronica, because it's the worst mainline Resident Evil game.

A lot of people seem to have fond memories of it for some reason, and if that's their favorite one I'm cool with it, but I speak no hyperbole when I say it is unequivocally the worst game in the series in terms of how badly it fucks everything in the franchise up. It doesn't matter whether you're talking about a story, game mechanics, characters, or simple fucking engine implementation, Code Veronica is a botch in all of them.

Being one of the cursed titles made during the Time of Suck, Code Veronica is heavily censored, which means that one of the things that makes Resident Evil's horror work - the visceral level of violence the games are known for - is straight the fuck out, which does a number on the game's actual atmosphere since there's shit they flat-out can't do. Bullshit engine jank stemming from the fact that it's running on a heavily altered version of Resident Evil 2's engine with a number of major fuck-ups, such as Knife Damage being tied to contact, so it's possible to kill almost any normal enemy in the game with the knife, and unlike the original Resident Evil, or classic versions of RE2 or 3, where knife skill was good to have, but not really required, Code Veronica flat-out expects you to knife around half the enemies to death because it goes out of its way to starve you for ammo and ensure that you're using weaker versions of weapons from previous games. How about a new grenade launcher ammo that you get exactly three shots for in the entire game and is absolutely useless if you don't know what it does? How about a crossbow that does about 1/3 the damage of a pistol bullet with its normal ammo, and extremely high damage with its rare ammo that the game essentially mandates you save for a specific boss?

Doing the best in this game essentially requires that you have extensive knowledge of Code Veronica beforehand and know that X is going to happen so you'd better do Y. Those cool Calico Pistols you get in the barracks? Better not use those fucking things, ever, you need to shove them in an item box so later, when you play the game as Chris, you have something that can gun down an entirely optional boss so you can get a lighter and unlock some goodies. Did you get poisoned as Claire when fighting the Antarctic boss? Fucking reset, otherwise you have a sidequest that will tack on an extra 20 goddamn minutes to the game and you'd better not have anything you actually want to use as Chris on Claire beforehand, or you're not getting it back through most of the game. Because fuck you.

Anyone who tries to defend just how badly you can effectively softlock a run in this game by not including healing items in an item box, or miss out on major weapons because of some minor fuck-up with with leaving an item in the wrong place or not dealing with a certain issue or another deserves nothing but ridicule and scorn.

How about cheap mechanics? Because Code Veronica has tons of those. There's the parasite zombies that if they ever get in range, put something on you that can't be removed until it actually attempts to attack you, at which point it's a near-guaranteed poison proc and a bit of damage that can kill you, even in a safe room, if you were low on health, and you can't tell the difference between them and normal Zombies by visual. How about an enemy that endlessly respawns in a room you need to go through numerous times, and puts a cocoon on your back that does the exact same fucking thing in lieu of an actual attack? How about a puzzle that involves you putting an item in a trap that can kill you instantly if you're caught below it, that requires very specific timing to do right, and then chases that with a "boss" you need to run from, that does an ungodly amount of damage and flat-out cannot be dodged? Code Veronica is full of shit like that.

And all of that shit's stuff that isn't even the story or characterization. A Remake of Code Veronica would have nowhere to go but up.
You just reminded me that I completely gave up on Code Veronica after blowing nearly all of my accumulated ammo (which I was actively trying to be conservative with) on the Tyrant fight in the plane, only to discover that there was fuckall in terms of supplies upon entering the Antarctica base, every room was just chock full of enemies, and there wasn't any place to save between the start of the section and however far I managed to get in before eating shit due to low ammo supplies and no recovery items.
 
You just reminded me that I completely gave up on Code Veronica after blowing nearly all of my accumulated ammo (which I was actively trying to be conservative with) on the Tyrant fight in the plane, only to discover that there was fuckall in terms of supplies upon entering the Antarctica base, every room was just chock full of enemies, and there wasn't any place to save between the start of the section and however far I managed to get in before eating shit due to low ammo supplies and no recovery items.
Dude, that sucks. That goddamn Tyrant's a damage sponge.

That's not the only part where you could get screwed over. If you don't know beforehand to stash all your extra weapons and ammo before the Nosferatu fight (and have to rely on your handgun, sniper, and knife), you'd be stuck with only Chris' handgun & knife up until you find a shotgun and the magnum (that is, if you still have the empty extinguisher). And if you stock Claire up in her final section, Chris won't have access to any of that shit.

Code Veronica's can be a fucked up experience if you aren't aware of those beginner's traps like I was.
 
I keep debating with myself whether I want to play Code Veronica. Judging from this thread it's incredibly divisive. I've seen people love it, some critics calling it just another Resident Evil, and some flat out hating it. I've never seen such a spectrum of opinions over one game and it's fascinating. What I've seen seems okay; the move from pre-rendered backgrounds to fully 3D environments is interesting, even more so since it's the only classic RE game to do that, and it is important to the overall story of Resident Evil, what with the re-introduction of Wesker and all. The enemies don't look all that creepy though; the zombies are remarkably less grotesque than usual and that Stretch Armstrong-looking thing just looks silly. And then there's the fact that it's way easier to softlock yourself than the previous Resident Evils not because it's challenging but because the game will fuck you over hard if you're not prepared for it.

Also the cutscenes seem really silly, even by Resident Evil standards.


I'm genuinely conflicted because it seems to me this game is just all over the place and I don't know if it's worth my time.
 
I keep debating with myself whether I want to play Code Veronica. Judging from this thread it's incredibly divisive. I've seen people love it, some critics calling it just another Resident Evil, and some flat out hating it. I've never seen such a spectrum of opinions over one game and it's fascinating. What I've seen seems okay; the move from pre-rendered backgrounds to fully 3D environments is interesting, even more so since it's the only classic RE game to do that, and it is important to the overall story of Resident Evil, what with the re-introduction of Wesker and all. The enemies don't look all that creepy though; the zombies are remarkably less grotesque than usual and that Stretch Armstrong-looking thing just looks silly. And then there's the fact that it's way easier to softlock yourself than the previous Resident Evils not because it's challenging but because the game will fuck you over hard if you're not prepared for it.

Also the cutscenes seem really silly, even by Resident Evil standards.

https://youtube.com/watch?v=k6dNIimDDus
I'm genuinely conflicted because it seems to me this game is just all over the place and I don't know if it's worth my time.
It often goes on sale for like $4 (at least on Xbox, anyway), I'd say it's worth it at that price.

Even if you end up hating the game, at least it won't set you back much.
 
I keep debating with myself whether I want to play Code Veronica. Judging from this thread it's incredibly divisive. I've seen people love it, some critics calling it just another Resident Evil, and some flat out hating it. I've never seen such a spectrum of opinions over one game and it's fascinating. What I've seen seems okay; the move from pre-rendered backgrounds to fully 3D environments is interesting, even more so since it's the only classic RE game to do that, and it is important to the overall story of Resident Evil, what with the re-introduction of Wesker and all. The enemies don't look all that creepy though; the zombies are remarkably less grotesque than usual and that Stretch Armstrong-looking thing just looks silly. And then there's the fact that it's way easier to softlock yourself than the previous Resident Evils not because it's challenging but because the game will fuck you over hard if you're not prepared for it.

Also the cutscenes seem really silly, even by Resident Evil standards.

https://youtube.com/watch?v=k6dNIimDDus
I'm genuinely conflicted because it seems to me this game is just all over the place and I don't know if it's worth my time.
You stand to lose nothing but time and a hopefully negligible amount of money (if you catch it on sale) by playing it.

Might as well see how you like it.
 
I keep debating with myself whether I want to play Code Veronica. Judging from this thread it's incredibly divisive. I've seen people love it, some critics calling it just another Resident Evil, and some flat out hating it. I've never seen such a spectrum of opinions over one game and it's fascinating. What I've seen seems okay; the move from pre-rendered backgrounds to fully 3D environments is interesting, even more so since it's the only classic RE game to do that, and it is important to the overall story of Resident Evil, what with the re-introduction of Wesker and all. The enemies don't look all that creepy though; the zombies are remarkably less grotesque than usual and that Stretch Armstrong-looking thing just looks silly. And then there's the fact that it's way easier to softlock yourself than the previous Resident Evils not because it's challenging but because the game will fuck you over hard if you're not prepared for it.

Also the cutscenes seem really silly, even by Resident Evil standards.

https://youtube.com/watch?v=k6dNIimDDus
I'm genuinely conflicted because it seems to me this game is just all over the place and I don't know if it's worth my time.
If you like Resident Evil, it's worth playing, people are just being weirdly harsh on it, I never struggled to finish the game, if you know your way around a Resident Evil game, you should be ok, I didn't encounter any "soft locks" and I wasn't even aware that could happen.
 
You stand to lose nothing but time and a hopefully negligible amount of money (if you catch it on sale) by playing it.

Might as well see how you like it.
That’s how I picked it up. It goes on sale in October or when there’s another resident evil game about to come out or whatever. I picked it up for $5 when operation raccoon city came out.
 
Darkside Chronicles should've been the real remake, I enjoyed the strory a lot more (less Wesker and they fixed Steve. Alexia got ruined though).

Claire's original actress is the chad
2021-02-21 19.32.33 twitter.com 164e13ba3aff.png
 
You just reminded me that I completely gave up on Code Veronica after blowing nearly all of my accumulated ammo (which I was actively trying to be conservative with) on the Tyrant fight in the plane, only to discover that there was fuckall in terms of supplies upon entering the Antarctica base, every room was just chock full of enemies, and there wasn't any place to save between the start of the section and however far I managed to get in before eating shit due to low ammo supplies and no recovery items.
Hey, let's make that even worse.

You know those new-fangled grenade rounds you get three of in the entire game and seem useless? Each time they explode, they knock down all lesser enemies in the room and the current HP of all T-Virus infected enemies in the room is cut by half.

The Tyrant on the plane is vulnerable to these. Use all three and he becomes one of the easiest bosses in the game.

I keep debating with myself whether I want to play Code Veronica. Judging from this thread it's incredibly divisive. I've seen people love it, some critics calling it just another Resident Evil, and some flat out hating it. I've never seen such a spectrum of opinions over one game and it's fascinating. What I've seen seems okay; the move from pre-rendered backgrounds to fully 3D environments is interesting, even more so since it's the only classic RE game to do that, and it is important to the overall story of Resident Evil, what with the re-introduction of Wesker and all. The enemies don't look all that creepy though; the zombies are remarkably less grotesque than usual and that Stretch Armstrong-looking thing just looks silly. And then there's the fact that it's way easier to softlock yourself than the previous Resident Evils not because it's challenging but because the game will fuck you over hard if you're not prepared for it.

Also the cutscenes seem really silly, even by Resident Evil standards.

https://youtube.com/watch?v=k6dNIimDDus
I'm genuinely conflicted because it seems to me this game is just all over the place and I don't know if it's worth my time.

It's a hard sell. There is good here under the bad, but the bad is.... Really bad. I would absolutely recommend playing it once, if only that, and before you do, I encourage you to listen to me about the game's development, because it will make everything about Code Veronica make so much more sense.

During the development of what would become Resident Evil 3, Capcom was working on both a port and sequel to Resident Evil 2 for Sega Dreamcast, and for some reason, it just didn't work. Capcom ultimately wound up combining the ideas, but Capcom's RE team, at the time, was working on what would become Resident Evil 3. The result of this was that Capcom took Mikami's design notes, grabbed a massive outsourced team from Sega, and got to work. This is what we call foreshadowing.

Unfortunately, as I've mentioned a few times, Code Veronica came out during the Time of Suck, when Japan's government was having a brief outburst of political correctness and basically forbade graphic depictions of cruelty for like 3 years. This didn't just censor the violence in Code Veronica; it ultimately fucked over a gigantic amount of the game's atmosphere and setting. Why, you ask?

Because the game's big reveal, initially, was that Umbrella and the Ashford Family both originated with the Nazis, with the family patriarch ultimately being a virologist that escaped capture in WWII. The Ashfords were originally going to be known as the Kreugers. This was originally going to be the whole point behind Umbrella's genetics experiments, and you can actually see a large number of examples of this in-game; for example, the eagle-atop-halberd crest of the Ashford family looks very familiar to anyone who's familiar with Nazi iconography. The tank you encounter in the yard is a Tiger. There's gold lugers you can get as Steve. The Ashford Flag is the same color as the Nazi Flag. The prison camp on Rockfort Island is self-evidently designed like an internment camp, and features an area with crematorium ovens, as well as a torture chamber where unethical experiments were carried out under the supervision of the camp doctor. The camp has guard towers with mounted machine guns and clearly was keeping prisoners in absolutely terrible conditions even before everything went to zombie-ridden hell. Even the official material for the game indirectly references this:

The island was taken over by the Umbrella Corporation in the 1990s to accommodate its growing paramilitary and included a concentration camp for enemies and traitors to the company.

Like the violence being toned down, these elements were ratcheted back considerably, and story-wise, it really wasn't to Code Veronica's benefit. Go look at the concept art for CV, it's full of stuff that gives hints at what could have been.

Mechanically, Code Veronica, like Resident Evil 3, is running off a heavily-modified Resident Evil 2 engine. Unfortunately, while better graphically, Code Veronica's engine is not as advanced as RE3's. There's no environmental attack objects, there's no dodge moves, and other quality-of-life improvements to the targetting system and weapon mechanics that were in both the special edition of RE2 and RE3 are absent in Code Veronica. This is a big reason the auto-aim in Code Veronica seems to have ADHD and targets enemies across the room rather than right in front of you. One big issue is that like RE2, bigger weapons (and dual weapons) take up two slots.

Most of the weapons in Code Veronica are either straight clones of RE2 weapons with reskins, or are reworks of earlier weapons. The M93R pistol is basically a statistical clone of Claire's Browning Hi-Power from RE2 but with 2 more bullets and the ability to be upgraded into a burst pistol. The shotgun is statistically a clone of Leon's pre-upgrade shotgun, and the Grenade Launcher is a direct port of RE2's rather than RE3's (which makes it a somewhat of a downgrade because RE3's was more damaging and had both improved splash and frost rounds, but it does mean that the standard ammo is Bearing Rounds, which are kind of stupidly effective against groups). The game has a really good magnum but it's easy to miss if you don't put a single obscure item back in the item box when you're done with it. An assault rifle is in the game, but it's nowhere near as good as the M4A1 from RE3. The game does encourage you to actually use it though by giving you a spare mag for it. The bowgun returns and you get tons of ammo for it but it does like no damage and you're looking at 10-20 hits to put down one zombie in a hallway. It can also make explosive bolts that have the best DPS in the game, but the materials are rare enough that you're better off saving it for bosses, which does bring me to one of my biggest beefs with the game's weapons: namely, that all of the new weapons are extremely limited in utility - for example, all of the dual weapons, which include a pair of lugers (that you really only get to use in the game's mercenaries-mode-equivalent), a pair of submachine guns (that Steve mostly gets to use unless you salvaged the lighter for Chris), and a pair of Calico Pistols (that have no replacement ammo).

There are two really good stand-out weapons in Code Veronica though: The Glock 17 Chris starts with is a completely mediocre weapon until you can find a workbench for weapons in the game. If you have Chris bring his Glock there, he'll ugprade it, and while it doesn't look, feel, or sound any different, it just became the best gun in the game, doing more damage than the original handgun, no longer suffering damage falloff like other weapons, and most amazingly of all, fucking piercing, allowing it to hit multiple enemies in a row with one bullet, which means if you were a dumbass and shoved all your 9mm ammo into Claire's shiny burst pistol, you just missed out on the most ammo-efficient weapon in the game, that can basically carry you through the bulk of encounters without running out. The knife in Code Veronica is the other standout; it has the ability to do way more damage than it appears to the point where it's easily the best way to save ammo in the game, though it's also the riskiest weapon because it's still an RE2 engine range and the zombie grab range can be deceptive, especially when the camera won't cooperate.

The biggest reason that so much of the game is designed the way it is is because it was effectively made by a team of people who understood Resident Evil, but didn't quite understand the underlying purposes behind why things are the way they are in the series. This means puzzles that have unconventional keys because that is what a Resident Evil game would do. This is very much the kind of design ethos you would see in say, Dark Souls 2, where the game has the trappings of a souls game but not the understanding of why encounters flow the way they do. This is why so much of the game design is player-hostile compared to even the most brutal Resident Evil titles. They thought they were doing it right, and without the guiding hand of the series vets behind them, there's only so much they could do. Throw in janky mechanics, ammo starvation, and censorship, and you have why this game has such a divisive viewpoint behind it. For a lot of players, this was their first RE, and a lot of people did like how big it was in compared to previous games, but for others, it was a fundamental misunderstanding of everything RE had done right.

Like I said, you need to play it for yourself to understand.
 
Because the game's big reveal, initially, was that Umbrella and the Ashford Family both originated with the Nazis, with the family patriarch ultimately being a virologist that escaped capture in WWII. The Ashfords were originally going to be known as the Kreugers. This was originally going to be the whole point behind Umbrella's genetics experiments, and you can actually see a large number of examples of this in-game; for example, the eagle-atop-halberd crest of the Ashford family looks very familiar to anyone who's familiar with Nazi iconography. The tank you encounter in the yard is a Tiger. There's gold lugers you can get as Steve. The Ashford Flag is the same color as the Nazi Flag. The prison camp on Rockfort Island is self-evidently designed like an internment camp, and features an area with crematorium ovens, as well as a torture chamber where unethical experiments were carried out under the supervision of the camp doctor. The camp has guard towers with mounted machine guns and clearly was keeping prisoners in absolutely terrible conditions even before everything went to zombie-ridden hell. Even the official material for the game indirectly references this:
I'm glad they didn't. The nazi schtick was already getting old by the time CV came out.
 
Sadly, no onscreen transformation. She just transforms off screen. You stab her with a knife, and I guess she loses control of her form since she reveals wings to fly offscreen to transform, and comes back 1 sec later to reveal her vagina is turned into a dragon from Bloodborne
Vid here of the leaked build since uploading the video to the site keeps giving me 'wrong format and mime type' despite it being mp4
Not gonna lie, that looks pretty badass.
 
i may be late on this but im just here to pay my respects to the actrsss, mocap model for village who died of cancer. Rip Jeanette Maus only 39. No matter how good or bad the new game is i hope it at least sells well so her work on it won't be in vain.
 
My biggest complain with CV was its lack of meaningful innovation in terms of gameplay (never cared all that much about Umbrella tbh), dated controls and little replay value, so I always prefered RE3.
CV ended up stuck between the eras, but because of that it feels somewhat unique in the series... The above mentioned criticism on its design is definitely spot-on but I still think it's a good classic RE and a mustplay (but then again, I'm that kinda retard who enjoys backtracking and hoarding everything into the item box so I always finished it with a shitload of ammo... Not saying I don't agree that the design is stupid but I personally never had a poblem with it. I also liked Zero a lot)
 
I'm glad they didn't. The nazi schtick was already getting old by the time CV came out.
I’m glad they didn’t go that route, despite all of the obvious implications that they had to at least have some kind of association. Even a parody in-universe nazi party would’ve been tiring.
After playing the games between RE4 and 7 I missed, I can safely say Revelations 1 and 2 should’ve been 5 and 6. They’re more fun and actually spooky at times. 6 is so god damn exhausting.
5 would actually be decent if they had labeled it as something else and changed the names accordingly much like a lot of the other RE spin-off concepts that went on to become different series like DMC and onimusha. 6 was so bad that after finishing it I immediately deleted it. I can’t blame anyone for not liking either of those games because they are tiring. I have a few complaints about the revelations games, but 10 times out of 10 I’d rather play them over 5 and especially 6.

Out of the last 3 games to come out, I liked 7 the most, but I feel like that may be because I was able to clear the RE2 and RE3 remakes in less than 2 hours on hard. It didn’t take too long to finish 7, but I found the idea of weaponized fungal colonies pretty amusing and wasn’t too bothered by it being first-person, since that’s capcom trying to change things up as the formula got stale. I even enjoyed not a hero, despite being able to clear it fairly quickly and easily.
 
I’m glad they didn’t go that route, despite all of the obvious implications that they had to at least have some kind of association. Even a parody in-universe nazi party would’ve been tiring.

5 would actually be decent if they had labeled it as something else and changed the names accordingly much like a lot of the other RE spin-off concepts that went on to become different series like DMC and onimusha. 6 was so bad that after finishing it I immediately deleted it. I can’t blame anyone for not liking either of those games because they are tiring. I have a few complaints about the revelations games, but 10 times out of 10 I’d rather play them over 5 and especially 6.

Out of the last 3 games to come out, I liked 7 the most, but I feel like that may be because I was able to clear the RE2 and RE3 remakes in less than 2 hours on hard. It didn’t take too long to finish 7, but I found the idea of weaponized fungal colonies pretty amusing and wasn’t too bothered by it being first-person, since that’s capcom trying to change things up as the formula got stale. I even enjoyed not a hero, despite being able to clear it fairly quickly and easily.
The problem with both is that they tried to copy 4's more actiony formula, and it just didn't work. Had they slowed the pace and changed the setting a bit 5 could of been good. 6 had potential, but Capcom by that point just didn't have a clue.

I think one of my bigger problems with 7 is with how many people claimed it was more "realistic" and "didn't have crazy action bullshit" the series had become known for. All the while overlooking how equally bullshit and unrealistic 7's "virus" is and going on about how cool the chainsaw duel was.
 
The problem with both is that they tried to copy 4's more actiony formula, and it just didn't work. Had they slowed the pace and changed the setting a bit 5 could of been good. 6 had potential, but Capcom by that point just didn't have a clue.

I think one of my bigger problems with 7 is with how many people claimed it was more "realistic" and "didn't have crazy action bullshit" the series had become known for. All the while overlooking how equally bullshit and unrealistic 7's "virus" is and going on about how cool the chainsaw duel was.
With 7, let's not forget: heavily mutated hillbilly Joe could break through a wall with his size yet raising your hands into a scared position could block all that force.
 
I'm glad they didn't. The nazi schtick was already getting old by the time CV came out.
You're not wrong that it wasn't a great idea, but you're absolutely wrong with it being old by the time CV came out. CV came out in 2000, well before the Nazisploitation renaissance. My goal of bringing that up was establishing that CV's censorship was not limited to mere violence. There was a lot they probably intended to do with environmental storytelling and set dressing that they couldn't get away with at the time even if they didn't go with drawing from Id Software's wellspring to bring us Nazi Zombies.

Ultimately the biggest take-away is that a lot of CV's problems come from the same source that Dark Souls 2's did: It was put in the hands of a B-Team by necessity and the B-Team didn't have the same understanding of the material. There's a few times in Vidya history where this paradigm has been circumvented (Castlevania III coming most readily to mind), but it usually goes along this way.
 
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