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I have always had a general distaste for horror games – I have never enjoyed horror games – but I went into Resident Evil: Code Veronica without experiencing it and with the expectation that it would be a survival horror experience that was mechanically clumsy and technically advanced. Instead I found a very well designed game that showed that survival horror games could be built as effectively on the Dreamcast as they could on the PlayStation.

Through construction I have come to know how systems must function within the confines of a set of constraints to effectively perform. Code Veronica functions within the hardware constraints of the Dreamcast by figuring out what makes survival horror enjoyable and then building all aspects of the game around that objective. Code Veronica is not attempting to be photo realistic nor is it attempting to push the limits of technology to create the ultimate cut scene or graphical experience. Code Veronica is attempting to create an environment and a series of challenges based on the ability to function within the technological constraints of the Dreamcast.

What Resident Evil: Code Veronica Really Is

Chris Redfield and/or Claire Redfield are investigating Rockfort Island a top secret military facility that has been overrun by the effects of a bioweapon experiment gone awry. The island is currently in lock down and you are generally trapped and trying to escape the island whilst fighting or avoiding the infected creatures and solving environmental puzzles to help you find your way off the island.

There is merit to the complaint that the “tank controls” are restrictive; however the tank controls are a result of design decisions made by Capcom. By restricting the speed of movement Capcom created an element of horror that forces players to be vulnerable and unable to quickly escape to a safe location. Using tank controls players are required to think about their movements and be aware of their surroundings which creates an element of tension that would be lost if the controls allowed for quicker movement.

Resource management is an integral part of the game design. You can only carry a finite number of items in your inventory so you will be forced to choose which weapons first aid kits and ammunition types are most important to you and constantly manage your inventory. This creates an additional element of tension – you may encounter an enemy and not have the ideal weapon because you chose to bring another item. That is horror design not a limitation for the sake of being a limitation.

The design of the environmental puzzles is logical and not obtuse. You will be solving environmental puzzles determining the correct order of numbers to unlock doors and determining the structure of the military facility. Typically environmental puzzles will have a logical solution after studying the layout of the military facility.

Atmospheric Experience Through Visual Design

Although the fixed camera views could be considered a hindrance to the player the fixed camera views were a design decision to create cinematic scenes. When turning a corner the camera could zoom back to reveal a frightening scene. The transition of view creates an atmospheric effect that is not gimmicky. The camera serves the experience and is not working against the experience.

Pre rendered backgrounds in Code Veronica are detailed and provide rich environments for the player to explore whilst also being an efficient use of the Dreamcast’s processing power. The character models are detailed and animate smoothly and the creature designs are unsettling – they are not attempting to create realistic creatures they are attempting to create disgusting otherworldly creatures. Creating otherworldly creatures is a better method to create fear than attempting to create realistic creatures.

Lighting in Code Veronica provides an element of mood. Dark and unlit areas are perceived as places of danger. Well lit areas are perceived as temporarily safe until something goes wrong. The contrast between light and dark creates an element of tension – not simply to keep players from entering into dark areas because they cannot see. Players are avoiding dark areas because the dark area represents danger.

Design Philosophy Of Survival Horror

One of the things I find most impressive about Code Veronica is that it knows that survival horror is ultimately about resource management and decision making under stress. Players have limited ammunition they must decide whether to fight or flee from an enemy and they must manage their health items. All decisions have consequences.

The difficulty curve in Code Veronica is fair. Players will certainly face difficult moments – but they will not be killed instantly by an enemy that is impossible to defeat. Players will be challenged to use their resources wisely. Players will be forced to make decisions about which enemies to fight and which to avoid.

Safe locations where players can save and rest are placed strategically throughout the game. Safe locations are placed far enough apart to create an element of tension and give players time to manage that tension. However safe locations are placed close enough to players to allow them to actually reach them. Strategically placing safe locations reinforces the pacing of the game and creates a natural rhythm to the gaming experience.

Does Code Veronica Still Have Merit Today?

Tank controls will feel foreign to players who are used to playing modern games but they will serve the pacing of the game perfectly. Fixed camera views are a design choice not a technological limitation. Whilst the graphics in Code Veronica are old the art style of the game creates an atmospheric experience that transcends the quality of the graphics.

Environmental puzzles in Code Veronica are still engaging. Combat is still challenging. Resource management still creates an element of tension. Exploration of the game world is still rewarding. If you play Code Veronica today you will begin to realise why survival horror became a genre. Code Veronica does every aspect of survival horror correctly.

Pacing of Code Veronica is excellent. Story beats happen at the right time. New areas of the game world will open up at the right time. Difficulty will increase at the right time. Players will never be stuck in the game for too long but they will never be rushed.

Dreamcast Technical Achievement

One of the things I find most impressive about Code Veronica as a technical achievement is the efficiency of the game in utilising the Dreamcast hardware. Pre rendered backgrounds in the game are both beautiful and detailed. Character models are smooth and animate well. Special effects in the game are impressive and the game consistently runs at a high frame rate and loads quickly.

The variety of enemies in the game is substantial. Players will not be fighting the same enemy over and over again. Various enemy types will require players to develop different strategies to defeat them. Boss battles in the game are both visually unique and mechanically diverse. Code Veronica demonstrates technical competence in the area of visual polish.

Audio design in Code Veronica is exceptional. The sounds of the enemies in the game are unique and menacing. The sounds of picking up items are gratifying. Sounds of doors opening provide advance warning of incoming danger. Orchestral score in the game is dramatic and never overpowering. Audio feedback in the game is instantaneous and clear.

Why Code Veronica Matters In Horror Game Design

Code Veronica demonstrated that high quality survival horror games could be developed for the Dreamcast – and not merely compromised survival horror games (i.e. survival horror games that compare favourably to their PlayStation counterparts). Code Veronica matters because it shows that the capability of hardware does not necessarily determine the quality of horror games. Design philosophies that focus on creating the basic elements of horror (tension atmosphere and challenge) can produce similar results to more technologically advanced hardware.

The most critical elements of horror are tension atmosphere and challenge. These elements do not rely on advanced hardware to create them. To create these elements designers must focus on creating them via design and must commit to creating those elements through all systems and features of the game. Code Veronica clearly illustrates this design philosophy.

Conclusion

Resident Evil: Code Veronica is a survival horror game that proves that with sufficient technical constraints designers can build superior game design. Tank controls create a pacing experience that fits the experience. The fixed camera views create cinematic scenes that fit the experience. The resource management creates a sense of urgency in the experience. The environmental puzzles are solidly designed. The atmosphere is real.

Each and every system in Code Veronica exists to contribute to the experience of a tense and challenging survival horror experience. The design philosophy of Code Veronica is singularly dedicated to the survival horror experience. It is not attempting to be anything else for anyone – it is attempting to be an exemplary survival horror experience.

When approaching Code Veronica it is essential to recognise that the pacing is deliberate. This is not a game intended to be a frantic action game – it is intended to be a tense survival experience. If players accept that design philosophy they will experience the game in a manner that is considerably more effective.

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