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I am not fond of horror gameshorror games have never really been my cup of tea. However, I entered into Resident Evil: Code Veronica having never experienced it before, and anticipating that it would be a survival horror experience that would offer a technically advanced yet mechanically awkward experience. Instead, I found a very well designed game that demonstrated that survival horror experiences can be created on Dreamcast hardware just as effectively as they can be created on PlayStation.

From construction, I have learned about some of the ways that systems must function to operate effectively within constraints. Code Veronica functions within Dreamcast hardware limitations by identifying and building upon what makes survival horror enjoyable, and then builds all aspects of the game around that goal. Code Veronica is not attempting to be photorealistic nor is it pushing the boundaries of technology to create the ultimate cutscene or graphical experience. Code Veronica is focusing on the creation of an environment and challenges based on its ability to function within the technological constraints of Dreamcast.

What Resident Evil: Code Veronica Really Is

Chris Redfield and/or Claire Redfield are investigating Rockfort Island, a top-secret military installation that has been invaded by bioweapon experimentation gone haywire. The island is currently locked down, and you are generally trapped and trying to find a way off the island, while fighting or avoiding the infected creatures and solving environmental puzzles to find your way off.

The complaints regardingtank controlsare valid; however, these were intentional design decisions made by Capcom. Slowing down movement creates an element of horror, making players vulnerable and unable to quickly get to a safe location. Players will need to plan their movements and become aware of their surroundings when using these controls, which creates an element of tension that would be lost if the controls allowed for faster movement.

Item management is a key component of the design. You only have a certain amount of space available in your case, therefore, you cannot bring every possible weapon, every first-aid kit, or every ammunition type. As such, you will be required to select which items are most important and manage your inventory constantly. This creates an element of tensionyou may run into an enemy and not have the optimal weapon due to the fact you chose to bring another item. This is horror design, not a limitation for the sake of limiting.

The puzzle design is solid and not obtuse. You will be solving environmental puzzles, determining the sequence of numbers to unlock doors, and determining the structure of the military installation. Environmental puzzles will typically have a logical solution after you have observed and studied the military installation’s layout.

Creating the Atmosphere through Visual Design

While the fixed camera views could have been a hindrance to the player, they were a design choice intended to create cinematic scenes. When turning a corner, the camera could pull back to reveal a frightening scene. The transition of view creates an atmospheric effect that is not gimmicky. The camera is serving the experience, and not against it.

The pre-rendered backgrounds provide detailed environments for the player to explore, while also providing an efficient use of the Dreamcast’s processing power. The character models are detailed and animate well, and the creature designs are unsettling — they are not attempting to create realism, they are attempting to create an element of disgust and otherworldliness. Creating an element of otherworldliness is a much better method of creating horror than attempting to create photorealism.

The lighting in Code Veronica provides an element of mood. Areas that are dark and unlit are perceived as a place of danger. Areas that are well lit are perceived as temporarily safe until something goes wrong. The contrast between light and dark is utilized to create an element of tension, not simply to prevent players from entering into the dark because they cannot see. Players are avoiding the dark because the dark represents danger.

Survival Horror Design Philosophy

One of the things that I find most impressive about Code Veronica is that it understands that survival horror is about resource management and decision-making under pressure. Players have limited ammo, they must decide whether to fight or flee from an enemy, and they must manage their health items. Every decision has consequences.

The difficulty curve in Code Veronica is balanced. There will be difficult moments, there is no doubt about that. However, players will not be able to be killed instantly by an enemy that is impossible to defeat. Players will be challenged to manage their resources wisely. Players will be forced to make decisions regarding which enemies to fight and which to avoid.

The safe locations where players can save and rest are strategically located. They are far enough away from each other to create tension and allow players to manage that tension. However, they are close enough to players so that they can actually reach them. The strategic placement of safe locations reinforces the pacing of the game and creates a natural rhythm to the gameplay experience.

Does Code Veronica Still Hold Up?

The tank controls will feel strange to players who are accustomed to playing modern games, but they will work perfectly for the pacing of the game. The fixed camera views are a design choice, not a technical limitation. While the graphics in Code Veronica are dated, the art direction of the game creates an atmospheric experience that transcends the technical quality of the graphics.

The puzzles in Code Veronica are still engaging. The combat is still challenging. The resource management still creates an element of tension. The exploration of the game world is still rewarding. If you play Code Veronica today, you will begin to understand why survival horror became a genre. Code Veronica does every aspect of survival horror well.

The pacing of Code Veronica is excellent. The story beats occur at the right times. New areas of the game world will open up at the right time. The difficulty level will escalate appropriately. Players will never be stuck in the game for too long, but they will never be rushed either.

Technical Achievement On Dreamcast

One of the things that I find most impressive about Code Veronica from a technical standpoint is the efficiency of the game in utilizing the Dreamcast hardware. The pre-rendered backgrounds in the game are both beautiful and detailed. The character models are smooth and animate well. The special effects in the game are impressive, and the game maintains a consistent frame rate and loads quickly.

The variety of enemies in the game is significant. Players will not be fighting the same enemy repeatedly. The various enemy types will require players to utilize different strategies to defeat them. The boss battles in the game are both visually unique and mechanically diverse. Code Veronica demonstrates technical competency in terms of visual polish.

The audio design in Code Veronica is excellent. The sounds of the enemies in the game are distinct and threatening. The sounds of picking up items are satisfying. The sounds of doors opening provide warning of impending danger. The orchestral score in the game is dramatic and never overwhelming. The audio feedback in the game is instant and clear.

Why Code Veronica Matters In Horror Game Design

Code Veronica proved that high-quality survival horror games could be created for the Dreamcast, and not just compromised survival horror gamesthat is to say, survival horror games that compared favorably to their PlayStation counterparts. Code Veronica matters because it demonstrates that hardware capabilities do not necessarily determine the effectiveness of horror games. A design philosophy that focuses on creating the essential elements of horrornamely, tension, atmosphere, and challengecan achieve the same results as more advanced hardware.

The most critical components of horror are tension, atmosphere, and challenge. None of these components require advanced hardware to achieve. To create these components, designers must focus on creating them through design, and must dedicate themselves to achieving that goal through every system and feature of the game. Code Veronica demonstrates this philosophy clearly.

Conclusion

Resident Evil: Code Veronica is a survival horror game that demonstrates that even with technical limitations, designers can create excellent game design. The tank controls create a pacing experience that complements the experience. The fixed camera views create cinematic scenes that complement the experience. Resource management creates genuine tension in the experience. Puzzles are solidly designed. Atmosphere is genuine.

Every single system in Code Veronica exists to contribute to the experience of a tense and challenging survival horror experience. The design is focused and committed to that single experience. It is not attempting to be everything to everybodyit is attempting to be an excellent survival horror experience.

When approaching Code Veronica, it is necessary to understand that the pacing is deliberate. This is not a game meant to be frantic action — it is meant to be a tense survival experience. If players respect that design philosophy, they will experience the game in a manner that is significantly more effective.

 

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