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By: Siou Choy |
| Developer: |
Capcom |
| Publisher: |
Capcom |
| Genre: |
Survival
Horror |
| #
of Players: |
1 |
| Est.
Release: |
Fall
2001 |
| Posted: |
4-16-01 |
If you've
read my feature article on the Resident Evil series for the
Playstation, you already know my feelings (both positive and
negative) in that regard, so there's no point in repeating
myself here. Therefore, in the interest of brevity and
conciseness, I'm going to do things a bit backwards this time,
and get to the point right away. And the point? Simply this:
if you liked Resident Evil Code: Veronica on the
Dreamcast, you will most likely love the PS2 version.

Much like
the Director's Cut version of RE1, Resident Evil Code:
Veronica X adds some new footage to the proceedings (about
10 minutes worth), bringing to light both further insight into
the existing plot and a few new subplots not revealed
in the Dreamcast version. A few teasers? Apparently, the
Wesker character (last seen in RE1) will play a part. Leon,
from RE2, is rumoured to be in the game as well. The cinemas
also are getting a facelift. More polygons will be added,
"to show more emotion in the characters". The
environments are no longer pre-rendered, Capcom having opted
for a currently more fashionable polygon based real-time
environment. More significantly, given one of the more
irritating characteristics of the PS2, RE:CVX has not fallen
victim to the jagged, anti-aliased edges common to most PS2
releases. If the literature (and the few promotional
screenshots provided) offer any indication, RE:CVX on the PS2
will look just as clean (or perhaps more accurately, given the
game's overuse of surprisingly non-atmospheric fogging, muddy)
as it did on the Dreamcast.
The
storyline for Resident Evil Code: Veronica X remains
essentially unchanged from the Dreamcast version. Three months
after leaving Raccoon City, Claire Redfield is still looking
for her brother Chris. In the process, she is captured by the
evil Umbrella Corporation, soon finding herself a prisoner on
the Rockfort Island compound. And this, of course, is where
the game begins.

Longtime
fans of the series will not be disappointed in that the
designers made sure to include the usual assortment of
puzzles. More notably for those who misplaced their membership
card to the legions of the braindead, many of RE:CVX's puzzles
are somewhat more logical than usual. To wit, the puzzles and
their missing pieces or "solutions" are far more
proximate than usual, reducing if not eliminating the RE
series standard of being forced to run half way to the other
side of the compound and back again (often up to three times
over).
Taking a
cue from Hong Kong action cinema, Claire can now do the famous
two gun maneuver made popular by the inimitable Chow Yun-Fat.
This should (hopefully) make dealing with zombies and other
mutations significantly easier, not to mention quicker. Two
welcome additions to the game are the 180 degree quick turn,
made popular by Resident Evil 3 and Dino Crisis,
and the long-delayed system overhaul regarding "B
game" character switching: in RE:CVX the gamer is no
longer forced to repeat the game from scratch, re-solving the
same "puzzles" completed earlier. Instead, the game
is presented in a more linear, unified fashion, with gameplay
continuing directly despite the change in charater.
One of the
more interesting tweaks Capcom added during the RE:CV to
RE:CVX overhaul is the game's use of odd camera angles and
close-ups (to elicit a more cinematic feel). Hopefully, this
is where the gamer will be able to see just how much the extra
polygons add to the look and feel of the game, since they
should aid in showing more expression and emotion than is
usually found in the more static character designs of the RE
series.
All this
being said, for those who already own RE:CV for the Dreamcast,
the operative phrase will be: "don't expect much".
From what I've seen and heard, it's not all that much of an
improvement over the original, amounting to little more than
some extra garnish on the plate. Unless some good evidence
arises to the contrary, it seems that "X" is a
somewhat simplified, modernized rephrasing of RE's standard
"Dual Shock Version" (or at best, "Director's
Cut") designation. And while it may make for clever
repackaging of an existing product, that's just not enough to
justify the requisite expenditures of finances or time.
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