Saturday, 20 October 2012

Rude Review #1


Rude Review

 

Resident Evil: Code Veronica X

Developers: Capcom, Nextech and Sega

Publisher: Capcom

Director: Hiroki Kato

Producer: Shinji Makami

Release Date: February 3rd, 2000

Genre: Survival Horror

 

Hello guys and girls and welcome to my second Rude Review! This one will be focused upon a classic Resident Evil game in my opinion, one game that scared me witless in my younger years and even to this day still provides a proper challenge to play giving that survival horror isn’t exactly my strong point! Let’s delve right into some gameplay of one of my childhood games.

 

The introduction video has some very cool action, the run from the helicopter (copied in the second Resident Evil film) and then the slow drop and catch of the gun to kill almost everyone just makes you feel like you’re taking over a boss-like character.  Ah, and here goes for a brief description of the menu screen. The menu screen is made up of 4 different sections, ‘Exit’, ‘File’, ‘Map’ and ‘Item’. All are pretty self-explanatory.  You begin with 8 equipment slots plus a ‘standard’ slot (usually your lighter).  You check your health condition in the menu alongside your inventory, your condition ranging from “fine” (green) to “caution” (yellow and orange, orange being more severe) to “danger” (red) and also poisoned (purple). The inventory management system, being able to check, combine and discard items is one of value in a survival horror, as is having limited equipment slots to put the player under pressure. The sheer terror you feel when you look at your full inventory and know you need everything in there but have no ammo left is overwhelming.  The way you monitor your health as well is also well implemented, adding to the theme of survival horror. The controls do feel slightly awkward and clumsy when playing, but the option to quick 180 degree turn to evade zombies does give you an edge in combat (if only I had known about that when playing…) and the annoying feature of not being able to move and shoot does make combat much more difficult, perhaps this is a good thing as combat may be too easy if you could evade zombies and shoot at the same time but it does lead to some frustrating moments.

 

After playing the game for the most part of the day I believe I have enough to finish off my review, otherwise it would end up into a running commentary of me playing the game!

 

The in-game cinematic’s for Resident Evil: Code Veronica X were simply put quite stunning in relative comparison to PS2 games back in the day. The characters and background looked smooth, movement was fast and tense, detail was in each and every character and the transition from gameplay to cinematic was fluent. Now in my opinion, one of the key features that added to the ‘scary’ of Resident Evil was the animations when you exited/entered a door and walked down/up stair’s. The slow, steady, first-person walk down the stairs not knowing what was waiting for you down below or through into the next room was enough to scare me through and through when I was younger, actually making me fear-quit (I’m sure I just made that up?) the game at points.  Code Veronica doesn’t disappoint in this aspect, however I will admit that in recent installations this aspect seems to have been lost to favour a more fast-styled gameplay, one of which I don’t approve for a classical Resident Evil game. You shouldn’t be kicking doors in, you should be slowly creeping through them in-case there’s a horde of zombies waiting on the other side, just for the sheer terror and tension you feel as the door opens and you step through into darkness (those who have played the early Resident Evil games can relate to what I’m saying).  Now, the controls… How awkward are they to use? I mean seriously? It’s okay if you have plenty of room… and aren’t near death… and aren’t surrounded by zombies… and aren’t being chased by dogs… and don’t have to manoeuvre through obstacles… yeah if you don’t have all of that, the controls are great! Oh wait, this is a Resident Evil game. Crap. Yeah, the controls will screw you over plenty of times when playing this game, in most cases you don’t even need to kill the zombies you see, you can run right past them (something which will be discussed later on) and totally avoid them.  Trouble is, when you do that the zombies make a wild lunge and cover like twice the distance they normally would walking and usually catch you, taking a little nice bite-sized chunk back with them.  The controls aren’t good for dodging and weaving through zombie and god-forbid dogs and other enemy types in the game, but then again this is Resident Evil, the controls are designed to make you hate yourself, and your life, when playing this game series.  One thing that I noticed when playing through the game earlier on was just how nice the setting was, the prison was dark and gloomy and rotten, adding on the zombies floating about and maniac dogs tearing away at you the setting for the beginning of the game is quite immense.  Then you reach the mansion and boy, does it feel different! Posh, upper-class, and in a way safer. They did a good job with the settings in this game, each setting has its own personal feel to it which makes the player, me, very happy.  You know what frustrates me in Resident Evil? Y’know when you shoot a zombie, it falls and you’re all like “Oh hey I’ve killed that guy now who’s ne-OH MY FREAKING GOD HE’S CHEWING MY ANKLE!” yeah.  So very frustrating to ‘kill’ a zombie only for them to surprise nomnomnom on you! It does add a false sense of security aspect to the game, making you feel safe from one enemy then your sense of security is totally stabbed in the back. Well, maybe not stabbed, but bitten maybe.  It ties into the theme of survival horror in a very fitting, yet frustrating, way.

 

Okay speaking of things that annoy me about this game… Zombie re-spawning.  I mean, seriously? Where is the logic in that? You clear a room full of zombies, exit, re-enter, and it’s suddenly full of zombies again.  The last time I checked zombies couldn’t open doors or climb through windows or scale buildings, so what is the explanation for this? It doesn’t even fit into the survival horror aspect because it’s just a total waste of your ammunition.  It doesn’t happen for every zombie infested area, but when I played through earlier I came across two areas where zombies simply re-spawned. Very frustrating, very illogical and a disappointing feature.  At least it wasn’t in EVERY area of the game.  The puzzles in this game do make you (well, at least me, but then again I’d be lying if I said I was the brightest of the bunch) think, ponder and frustrate yourself due to the amount of walking from place to place and consideration of item management.  Very good aspect of the game, requiring your inventory to have ‘x’ amount of spaces free for key plot items.  Simply having too much in your inventory, could screw you right over.  Now onto the audio, more specifically the noises enemy’s make when you are in the same area as them.  The creeping of the zombies, their moan for fresh blood and flesh, the running of the dogs and their blood-thirsty growls, if you hear any of these things when walking into an area you’re first though and only thought should be; “Sh*t.” You then have to run through your entire inventory, ammo check, health items check etc etc to determine whether or not you can risk the ammo by taking them on or risk just doing the old run and dodge on them.  The audio for the zombies was done very well, and does a good job of making the player panic at the sound of it. As said before that each setting gives off its own personal feeling to the player, the music for each area also does the same.  The music is very fitting, creepy when needs to be and peaceful/relax full when needs to be while also being able to make you scream in your head “GO GO GO!!” I felt that the music was spot on for this game and a worthy mention.   Another thing which was a success for the game, I believe, was the save system.  The classical use of Ink Ribbons and Typewriters, scattered throughout the game to save was a very clever and smart way to do things.  Understandable how this couldn’t continue on the further instalments such as Resident Evil 5 though, as the classical Resident Evil began to fade.  The threat of running out of Ink Ribbons and being unable to save at a crucial point was enough to make even the boldest of players to think twice about how much they save, making the game even harder. 

 

Hating to begin my next paragraph on a low-point, but the voice acting for this game was utterly terrible.  Okay at the beginning, but then as the game goes on the voice-acting just gets so sh*tty it’s unbelievable.  Cringe worthy voice-acting brings this game down a notch in my eyes, as it’s hardly something you can ignore. Earlier on I mentioned how it was sometimes better just to run through a horde of zombies rather than mow ‘em down.  Knowing when to conserve your ammo is crucial in this game, in-fact crucial in any survival horror and Code Veronica is no different.  If you take the time to shoot every single zombie you see, not even counting the times you may miss a shot or shoot into the floor when finishing them off, you’re going to burn through a lot of ammunition.  Sometimes, discretion is the better part of valour as you run like a wimp through the zombies screeching “Not it, not it!” following this strategy I eventually ended up with 100+ handgun bullets, and trust me this was soon reduced to roughly about 85 after one fight with roughly 3 or 4 zombies.  Conservation of ammo is crucial in this game if you want to survive, and the player knows this making them panic when they have to shoot, worrying whether or not shooting now will kill them later, or shooting now will save them.   One nice little implemented feature was the heartbeat during the door/stairs animations, giving you a right feeling of creepiness, especially when you’re injured and the heartbeat accelerates accordingly, attention to detail makes Ruderz a very happy gamer.  Just to re-iterate – HORRIBLE voice acting.  The addition of side-packs, making your inventory size greater is a very useful feature in this game.  That’s two more herbs, or two more slots to hold key plot items.  I without the side-packs this game would be nigh-on impossible.

 

This game, regardless of its age of 11 years nearly 12 now, still feels great to play.  It still has that classic Resident Evil feel that, without naming games, some recent Resident Evil games seems to lack… You seem to hardly do any damage however, the pistol takes roughly five shots to down a zombie, then perhaps 2 or 3 to finish them off. 5 if they are a crawling zombie.  That’s 8 bullets per zombie which can burn through your ammo pretty quickly.  The guns, I feel, should have been made more powerful.  I actually prefer the aiming system in recent Resident Evil instalments to the ones in the earlier games, in Code Veronica it’s almost impossible to get headshots unless they are right up close in biting range as when you look up while aiming, you look UP, as in, praying to god you survive UP and usually miss their head by miles.  Aiming system could use a lot of improvement in this game.  When playing through this game I was on a bridge, dodged past a zombie (like a boss) but he did a magic lunge and caught me (not like a boss).  Button mashing to throw him off, when my character did throw him off he went flying off the side of the bridge! Something I had no idea you could do in this game, and now that you can do it it’s just that little bit more awesome to see flying zombies being thrown over the side of a bridge for being just that little bit too greedy for the flesh! The item box system, boxes in ‘Safe Rooms’ where you can store excess items is a good feature.  I thought that if you stored items in one box it wouldn’t transfer over to the next and you’d have to go traipsing back to the original box to retrieve your items… Turns out I was wrong, surprise surprise.  I’m glad I was wrong though, because that’s one less complaint about this game and one more compliment.  There really is some awesome cut-scenes in this game, and if you’re a fan of proper storytelling and good plotlines, then this is one game you should try out! In-fact I’mma go out on a limb and say the entire Resident Evil series. Apart from maybe Resident Evil 4. But let’s not talk about ze 4. There is a nice use of switching between characters in this game, keeps the player on their toes while also switching things up a little.  My final thing to say about this game is that the character models for zombies and enemies are class – properly designed to look mean and tough and scary and damn do they do their job. 

 

Well there it is boys and girls, another Rude Review from yours truly, Ruderz.  Obviously I could have potentially said more, but my reviewing style would have led it to being a running commentary as I played through the game (which is basically what the last three/four paragraphs were).  Overall, this game is definitely not the worst Resident Evil game in the series but perhaps not quite the best.  Some features do let it down but overall gameplay is smooth, tense and creepy and the game has an amazing storyline to follow.  This is Ruderz and thank you for reading, the Rude Review of Resident Evil: Code Veronica X.

 

Gameplay: 3/5

Graphics: 4/5

Soundtrack: 5/5

Storyline: 5/5