Concept ArtEdit
Ada's Resident Evil 2 concept art
Resident Evil 4 concept art
Resident Evil 4 concept art
Commando Outfit
Darkside Chronicles concept art
Resident Evil 6 concept art.
Resident Evil 6 alternate costume concepts
Resident Evil 6 alternate costume concepts
RE2 Remake concept
Resident Evil 2 (1998)Edit
Ada in Resident Evil 2
Ada's first appearance. Note the way she aims her gun; a tactic used by Chinese Special Forces.
Leon and Ada before kissing.
Ada Wong in Battle Mode
Ada's personal Item: A picture with her boyfriend, John.
Ada's inventory in RE2
Resident Evil 2 (2019)Edit
HQ Render (Dress)
HQ Render (Coat)
Ada in the underground parking garage
Leon and Ada confront Annette
Ada and Annette
Ada & Leon kiss
A mysterious woman revealed as Ada assist Leon.
Resident Evil 4Edit
Ada with shotgun
Ada with a machine gun
Ada with a Bowgun
Ada Wong
Ada in Assignment Ada
Assignment Ada
Ada in a promotional picture set with the Village backdrop
RE4 Ada Wong Wallpaper
Resident Evil 4's Leon & Ada
Ada Mercenaries Render.
Resident Evil 6Edit
Ada's wallpaper
Ada arriving in a submarine at Northern Atlantic Ocen
Leon, Ada and Helena
Ada stab Simmons on the back.
Default costume in the Mecernaries game mode
Ada's unlockable costume in the Mercenaries game mode
Another variant of her costume unlockable via RE.net
Retro Ada unlockable via RE.net
Resident Evil: DamnationEdit
Damnation CGI Model (Scan)
A Concept art of Ada's dress in Damnation.
A look inside the Plaga Tank
'You owe me one'
Ada and 'Her contact' discussing the plaga sample
Ada and the Plaga Sample
'Its been awhile Leon'
'When are we gonna pick up from 'that night' '
'I went to visit a friend'
Ada Catching a gun
Ada in a headlock
'Now thats impressive'
Ada using her upperbody strength
'Thank You'
'Careful her bite is worse than her bark'
Resident Evil: The Umbrella ChroniclesEdit
Ada in Resident Evil: The Umbrella Chronicles
Ada was injured.
Ada, before escaping Raccoon City with the G-Virus.
Resident Evil: The Darkside ChroniclesEdit
Ada in REDC
Ada after being attacked by T-00
Aftermath of T-00's attack
Ada injured in REDC
Ada 'dying' in Leon's arms
Ada and Claire
Ada Shooting a pack of Cerberus in 'Memories of a Lost City'
Ada as she appears in the Darkside Chronicles.
Ada and make-up concept
Ada Artwork
Other AppearancesEdit
Ada after returning from Raccoon City
Ada's Epilogue in RE3
An Ada action figure
Ada Wong in Resident Evil: The Deck Building Game.
Ada in Onimusha Soul.
Ada, as part of SNK Vs. Capcom Card Fighters DS.
Ada in Puzzle Fighter.
Puzzle Fighter
Puzzle Fighter
Ada's costume resembles RE6 EX Costume 1 in Puzzle Fighter.
Kolin with Ada's costume in Street Fighter V.
PUBG Mobile X Resident Evil 2
Minna to BIOHAZARD Clan MasterEdit
Ada in Clan Master.
Ditto.
Ditto.
Ditto.
Ditto.
Resident Evil retrospective parts 3 and 4. From RE0 to Code Veronica from handheld to arcade to online
The Resident Evil Retrospectives continue with parts 3 and parts 4.
Part 3 of the retrospective takes a look at two groundbreaking although lesser-known (and thus lesser-played) entries in the Resident Evil saga. The originally Dreamcast-exclusive Resident Evil: Code Veronica (later ported to the PS2 and GameCube) starred sibling heroes Claire and Chris Redfield in an new adventure where Albert Wesker played a much larger role. The retrospective then looks at and the GameCube-exclusive Resident Evil 0 starring rookie STARS Bravo Team member Rebecca Chambers and new Resident Evil hero Billy Cohen in a tag-teaming adventure that was overlooked by a lot of gamers.
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The Resident Evil Retrospective Part 4 branches from the main series and takes a look at some of Capcom’s more obscure Resident Evil titles.
Chief among them are the Resident Evil Outbreak games, a series of two online Resident Evil games that Capcom released for the PlayStation 2. These games were unlike any other games in the series and had teams of players cooperating to help each other make it out alive. Sadly they were crippled due to lack of voice chat.
Then there were Capcom’s foray into rail-shooter territory in the arcades and on the PS2 and even a little known (and probably even lesser-played) Game Boy Color Resident Evil game known as Resident Evil Gaiden. A game I still want to track down some day.
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Capcom has been working quite actively when it comes to releasing past installments to the Resident Evil franchise. Being that Resident Evil has been iconic since its first debut on the original PlayStation, the franchise has spanned out a series of main installments along with several spin-off titles.
Most of these installments have been ported and released onto the latest generations of consoles though there have been a few that has yet to make its way onto the current generation Xbox One and PlayStation 4.
One of those particular titles that are not currently available on the latest generation is Resident Evil: Code Veronica. The video game originally launched back in 2000 for the Sega Dreamcast and has since found a release on several other consoles.
Thanks to a report made by Attack of the Fanboy, we’re finding out that a rating for the video game on PlayStation 4 has been spotted on Germany’s USK Board. It’s not an official statement that the video game will be launching on the PlayStation 4, but it wouldn’t come to much of a surprise when Capcom makes an announcement regarding a port.
While the rating has been discovered for the PlayStation 4 platform, the Xbox One version has yet to be mentioned. Likewise, it will be interesting to see if the video game also launches on the PC platform as it has yet to do so since it first came out into the market.
Overall, Resident Evil Code: Veronica follows Claire Redfield as she searches for her brother, Chris Redfield. Through her search, she becomes captured and held in a remote prison island that becomes infected by a viral outbreak.
resident-evil-code-veronica-claire-gun-intro-wallpaper
resident-evil-code-veronica-claire-gun-intro-wallpaper
resident-evil-revival-selection-playstation-3-ps3-1312186567-030
resident-evil-revival-selection-playstation-3-ps3-1312186567-030
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Invisible Enemy mode
Successfully complete Real Survivor mode to unlock Invisible Enemy mode. In this mode, all enemies are invisible.
Once Again.. mode
Successfully complete the game to unlock Once Again.. mode.
One Dangerous Zombie mode
Successfully complete the game with both Chris and Jill on the Normal or higher difficulty on the same saved game file to unlock One Dangerous Zombie mode. In this mode, zombified STARS member Forest Speyer will appear with grenades strapped to his vest. If you shoot him, the game will instantly be over.
Real Survivor mode
Successfully complete the game on the Normal difficulty to unlock Real Survivor mode. In this mode, all item crates are not linked.
Rocket launcher
Successfully complete the game on the Normal or Hard difficulty in less than three hours to unlock the rocket launcher with unlimited ammunition.
Samurai Edge
Successfully complete the game on the Normal or Hard difficulty in less than five hours to unlock the Samurai Edge with unlimited ammunition.
Alternate costumes
Successfully complete the game while rescuing two STARS members. After the credits end, the phrase 'You've got the special key' will appear on the screen. Save the game, then start the game that was just saved. Enter the room with the large mirror on the second floor of the mansion. Unlock the door in the back. Enter the closet, and go all the way to the end of the rack of clothes. A message asking 'There is an outfit that fits you perfectly, do you want to put it on?' will appear. Select 'Yes' to change your character's outfit. Note: To change change costumes with Rebecca, first have Chris open the closet door with the Special Key. Successfully complete the indicated task to unlock the corresponding costume:
Chris can save ammunition when fighting Plant 42 by using the combat knife. It only require approximately 12 hits with the knife to kill it.
Logging onto the computer
To log in to the computer in the lab, and unlock the B1 and B2 areas, use the following passwords:
The following herb mixtures are possible, and give the indicated effect. Note: You cannot mix more than one Blue or Red Herb in a mixture, and you cannot add a Red Herb or Blue Herb to two Green Herbs already mixed together.
While playing as Chris or Jill, stand behind the statue in the room above the dining room. When the zombies come up on the other side, they will try to walk through the statue, allowing you to easily knife them to death.
While playing as Jill at the beginning of the game, do not shoot the first zombie that is standing over Kenneth's body. Instead, run into the dining room. Barry will speak to Jill before the zombie comes though the door. Barry will shoot it three times, blowing off its head.
Secret Tofu message
Play on the Easy difficulty. When you have to enter the passwords into the computer in the Laboratory at the end, enter 'MOLE' to hear a special message from Tofu.
Developer message
Successfully complete Invisible mode in five hours or less to view the following developer message in the credits:
Easy 'Bravo, Rebecca' achievement
Save Richard with the Serum. While facing the snake, allow it bite you in order to get poisoned. After leaving the room, Rebecca will appear and take the Serum for Chris.
Easy 'Every Nook And Cranny' achievement
It is possible to visit all places on all maps while trying to get the good ending. You must pick up everything in all maps. The map has an indicator, and a room becomes green once it is completely cleared. Do not leave any uncleared room. Note: Make sure not to miss an ammo box (grenades with Jill or shotgun shells with Chris) that becomes reachable only after you liberate your partner.
Easy 'The Survival Horror' achievement
This must be done in a single game session. Take note of where you put useful items to save time when backtracking. Play as Jill to have access to eight item slots. Play smartly and plan ahead to avoid as much damage as possible. Save the game before dangerous areas. Final fantasy tactics advance.
Easy 'What A Great Guy' achievement
Pick up the shotgun, leave the room (without using the broken shotgun), and Barry will appear to save Jill.
Steam achievements
Successfully complete the indicated task to unlock the corresponding achievement. To view your achievements and stats in Steam, select 'Community', 'My profile', 'View all my games', then the game and view stats.
(Redirected from Resident Evil Code: Veronica)
Resident Evil – Code: Veronica[a] is a survival horror video game developed and published by Capcom and released for the Dreamcast in 2000. It is the fourth major installment in the Resident Evil series and the first to debut on a separate platform from the PlayStation. The story takes place three months after the events of Resident Evil 2 (1998) and the concurrent destruction of Raccoon City as seen in Resident Evil 3: Nemesis (1999). It follows Claire Redfield and her brother Chris Redfield in their efforts to survive a viral outbreak at both a remote prison island in the Southern Ocean and a research facility in Antarctica. The game retains the traditional survival horror controls and gameplay seen in previous series installments; however, unlike the pre-rendered backgrounds of previous games, Code: Veronica utilizes real-time3D environments and dynamic camera movement.
The roots of Code: Veronica's development can be traced back to an unsuccessful attempt to port Resident Evil 2 to the Sega Saturn. After producer Shinji Mikami and his team learned they would be unable to port the game, they began development on an original game which eventually became Code: Veronica. The game was originally intended to be the true sequel to Resident Evil 2, and is still referred to as such by its creators. The title of 'Resident Evil 3' was given to what was originally a spin-off game being developed in tandem for the PlayStation. Claire was designed with a tougher appearance than in Resident Evil 2, with the reason being her past experiences in Raccoon City built her toughness and confidence. Unlike the American horror themes and settings of previous games in the series, Code: Veronica employs a setting in the Southern Ocean and a European gothic horror design. This is achieved through the use of gothic architecture and art in addition to the writing style and story presentation.
Capcom announced Code: Veronica in August 1998 and released it in February 2000 after delays and a reduction in sales expectations due to the struggling Dreamcast platform. Sales were weak compared to series predecessors, but strong compared to other games on the system. The title received critical acclaim and has been considered both among the best Resident Evil games and Dreamcast games of all-time. Capcom released an updated version on PlayStation 2 and Dreamcast titled Code: Veronica X.[b] The revised version included new cutscenes which revealed more details about the story, and it was later ported to the GameCube in addition to other platforms in later years. Code: Veronica was adapted for Capcom's Gun Survivor series with Resident Evil Survivor 2 – Code: Veronica (2002) and also later adapted for Resident Evil: The Darkside Chronicles (2009).
Gameplay[edit]
Claire Redfield firing at zombies. The environments are rendered in real-time, unlike previous games which used pre-rendered backgrounds.
Resident Evil – Code: Veronica features traditional survival horror gameplay found in most early Resident Evil games.[1] This includes the series signature controls, interface, puzzles, as well as zombies and monsters to battle.[1][2][3] Unlike previous games in the series which used pre-rendered backgrounds, Code: Veronica uses real-time3D environments. Because of this, the camera is more dynamic than in previous games. The camera will follow, pan, and zoom as the player navigates their character through the environment, similar to Capcom's own Dino Crisis (1999). The story is told through cinematic CGI sequences and in-game cutscenes.[3]
One half of Code: Veronica places the player in control of Claire Redfield while the other half is spent with her brother, Chris.[4] Basic character actions include running, attacking, as well as pushing and climbing objects.[1][5]:4–5 Items the player collects can be viewed on the status screen. From here, they can be examined to find clues to solve puzzles, and some can also be equipped. Also available in the status screen is a map and file menu. All notes found in the game are saved in game's files and may be essential to solve puzzles. The player can only hold a limited number of items at a given time; other items must be stored in storage boxes located throughout the game.[5]:8–11
The player character may receive damage, which can be healed with restore items. Herbs, which restore character health, can be combined with other types of herbs to become more effective. Too much damage will result in a game over. At this point, the game must be continued from the last save point. A partner's death will also result in a game over. Some weapons are better suited for battling certain enemies, some of which have weaknesses to elements like fire or acid.[5]:12–15 Once the game is beaten once, 'Battle Mode' is unlocked. This mode gives the player character infinite ammo and places them in random locations with different enemies.[6] Ora-06512: at apps.ad_zd_adop , line 2773.
Plot[edit]
Three months after escaping from Raccoon City, prior to its eventual destruction,[7]Claire Redfield raids an Umbrella Corporation facility in Paris in search of her brother Chris. Discovered by Umbrella's security forces and eventually captured, Claire is imprisoned on Rockfort Island – a prison complex owned by the corporation, situated in the Southern Ocean. Sometime after her imprisonment, Claire finds herself released by one of the prison staff and discovers that an outbreak of the T-Virus has occurred. In the resulting chaos, she finds herself teaming up with Steve Burnside, another inmate seeking to escape.
In their efforts to explore the island and find the means to leave, the pair finds themselves confronting the island's commander, Alfred Ashford. Both Claire and Steve find him to be mentally unstable as a result of him switching between two personalities - his own, and that of his twin sister Alexia. Eventually, the pair manages to find a seaplane and use it to escape, only for Alfred to pursue them and switch their plane to autopilot, directing it towards another Umbrella facility in Antarctica. Upon their arrival, the pair finds the facility had suffered an outbreak, and fight their way through the zombies and monsters within to seek a means of escape, battling with Alfred and fatally wounding him. Before he dies, Alfred frees his sister Alexia, who had been in cryogenic sleep within the facility after injecting herself with the T-Veronica virus - an experimental virus the Ashford family had developed 15 years ago. Awakened, Alexia manages to recapture Claire and Steve as they attempt to escape.
Meanwhile, Chris Redfield arrives on Rockfort Island in search of Claire, after receiving a message from her via Leon S. Kennedy. Upon learning she had left, Chris focuses on determining where and begins searching the island. In the process of doing so, he comes across Albert Wesker, an independent agent since the Spencer mansion incident, who is seeking to retrieve a sample of the T-Veronica virus. After Chris learns of his sister's whereabouts, and Wesker discovers that Alexia is alive and carries what he needs, the two separately find their way to Antarctica. Once there, Chris frees his sister and helps her to search for Steve, only for them to find that he had been experimented with and injected with the T-Veronica virus. After mutating, Steve attempts to kill Claire but fails, regaining control of himself to turn on Alexia, who then inflicts a mortal wound on him. Before Steve dies, he confesses his love for Claire. Meanwhile, Chris and Wesker confront Alexia. In the resulting conflict, Wesker escapes and manages to retrieve Steve's corpse for further experimentation, while Chris manages to defeat Alexia and escape with his sister before the Antarctic facility self-destructs.
Development[edit]
Claire was designed to be tougher than in Resident Evil 2, as is evident by these moments from the John Woo-inspired opening cinematic.
With the success of Resident Evil 2 in 1998, Capcom began more Resident Evil projects across multiple consoles. Code: Veronica originated from an unsuccessful attempt to port Resident Evil 2 to the Sega Saturn. After producer Shinji Mikami and his team learned they would be unable to port the game without making a large sacrifice to quality, Mikami was asked by his leadership to create something else for Sega fans, and so development began on an original game. When Mikami asked for more time to develop the game, he was told it would need to have a better technical quality, making Sega's upcoming Dreamcast more appealing.[8] Around the same time, a side-story game for the PlayStation starring Jill Valentine in the events leading up to Resident Evil 2 was being developed. This title was originally intended to be a spin-off with the Dreamcast title to be the true sequel. According to IGN, Sony bartered for limited exclusivity on the 'Resident Evil 3' title, and thus the side-story was branded as Resident Evil 3 and the true sequel was labeled a spin-off and later titled Code: Veronica.[9] This notion is conflicted by interviews at the time, as producer Shinji Mikami and Flagship president Yoshiki Okamoto told journalists they wanted to keep the numbered chronology on the PlayStation systems, and give subtitles to Resident Evil games on all other systems.[10][11] Regardless, the game content remained essentially unchanged.[9]
Resident Evil Code Veronica Ps4
Code: Veronica's story, setting, and artistic design strayed away from the series standard. While previous games are set in the United States and have a corresponding American feel to them, Code: Veronica is set in the Southern Ocean and Antarctica and carries a European gothic horror inspired design. This is made clear in the environments which feature gothic architecture and art in addition to central European carvings and German-style weaponry. In addition, the gothic feel is emphasized through the story. The horror in Code: Veronica is driven by this story which follows a crazed man and the fate of his noble bloodline. The story is told partly through a lullaby, and this method of storytelling is intended to bring out European operatic undertones. This contrasts to previous games in the series which were driven by the panic elements from American horror films, such as monsters and zombies.[12] With regards to managing the art staff, Mikami split them up depending on their interests. Those interested in guns worked solely on gun designs while those interested in environments were sent to photograph houses and castles for research.[13]
During in-game cutscenes, the polygon count is increased to nearly 2,500 polygons, especially on character faces.[10][14] Capcom added detail to the zombie enemies unprecedented in the series, such as making their jaws move and eyes twitch.[11] Claire was given a tougher appearance in Code: Veronica than in Resident Evil 2, the reason being her experiences in Resident Evil 2 built her toughness and confidence to handle any situation. This characterization is emphasized by her ability to dual wield sub-machine guns, and also by the opening cinematic which features her in a John Woo-inspired action scene.[8][13] Mikami described Code: Veronica as 50-60% of his perfect vision for Resident Evil in February 2001, and he cited that future Resident Evil projects may make up the other half.[13]
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By the time Resident Evil 3 was released, development on Code: Veronica was nearing completion. Much of Code: Veronica's 70-person development staff was outsourced because Capcom resources had been tied up working on Resident Evil 3.[9][15][13] Shinji Mikami and Yoshiki Okamoto's team at Flagship oversaw the game's scenario and direction, while XAX Entertainment assisted with environments and Nextech handled much of the technical development. Capcom Production Studio 4 still handled art direction and character design.[9][15] By September 1999, Sega was sending some of its own developers to help add final touches to the game.[16] Sega assisted Capcom with the game's programming to help keep a good framerate.[10]
Release[edit]
Code: Veronica was confirmed to be in development as early as August 1998.[17] Despite not being a numbered title, they still promoted it as the true sequel to Resident Evil 2.[9] It was officially revealed on October 6, 1998 by Capcom R&D chief Yoshiki Okamoto. Capcom of Japan stated that they were hoping to sell the game to roughly one third of all Dreamcast users, which they estimated would total to around one million copies.[18][19] In July 1999, Capcom of Japan announced their shipment expectations for the Japanese Dreamcast version were at 400,000 copies. Journalists were skeptical if this was only the initial shipment, or evidence that Capcom overestimated sales of the Dreamcast, given their initial sales estimate was one million.[19] Capcom initially planned to have Code: Veronica released around the same time as Resident Evil 3 and, more importantly, the Dreamcast launch in North America in late 1999. However, delays pushed the project back to early 2000.[9] To make up for the game's absence, Capcom announced they would release a port of Resident Evil 2 for the Dreamcast that December.[20] This release, called Biohazard 2: Value Plus, included a demo for Code: Veronica.[21]
Low sales of the Dreamcast negatively impacted sales of Code: Veronica.
Code: Veronica was released in February 2000.[9] Pre-ordered copies came with a unique numbered tag, special red packaging, and a unique title screen.[22] Limited Dreamcast system bundles were also released to commemorate the game's release. The 'Claire Version,' limited to 1,800 copies, consisted of the Code: Veronica game, a pink system, pink controller, and a VMU. The other bundle, known as the 'S.T.A.R.S. Version,' has the items except the system is a dark transparent blue and features a 'S.T.A.R.S.' logo. This bundle was limited to 200 copies. Expecting high demand, Capcom set up a contest for fans to enter to win an opportunity to purchase the systems.[23] A soundtrack was released in February 2000 as well.[24]
Code: Veronica X[edit]
Because the Dreamcast had a much smaller user base than PlayStation platforms, Capcom knew the series could not survive on the platform. This led to bringing an extended cut, titled Code: Veronica X in the West and Code: Veronica Kanzenban in Japan, to the Dreamcast and PlayStation 2 in 2001.[9][25][26] The extended cut was announced in November 2000. It has approximately 10 minutes of new cinematic sequences that reveal more about Wesker's involvement with Umbrella. The rest of the game remains mostly unchanged, although Capcom claimed they made some graphical enhancements.[27][28][29] Capcom printed special DVDs of Wesker's Report for the North American PlayStation 2 release. They were sold on Capcom's website and given to customers who purchased the game at specialty retailers such as Electronics Boutique and GameStop.[30]
Code: Veronica X was later released on the GameCube along with several other Resident Evil games.[31] It was included with the Biohazard Collector Box for the GameCube in Japan, a bundle of Resident Evil titles which also included a copy of Wesker's Report.[32] A high-definition remastered version of Code: Veronica X was released in September 2011 for the PlayStation 3 and Xbox 360. An emulated version for the PlayStation 3 was released as a PS2 Classic in July 2012 in Japan and in May 2014 in Europe. Another emulated PS2 version was released for the PlayStation 4 in May 2017.[33] The Xbox 360 version was added to the Xbox One backwards compatible library in February 2019.[34]
Reception[edit]
Code: Veronica released to critical acclaim; many critics believed it to be the best entry in the Resident Evil series at the time, and a 'must-own' for the Dreamcast.[6][4][3][40][37] Derek Williams of AllGame called it the best game for the system along with Soul Calibur (1999).[6] A critic from Game Revolution found it to be the best of all the horror games on the Dreamcast, towering the likes of The House of the Dead 2 (1999),Zombie Revenge (1999), and Carrier (2000).[37]
The game's atmosphere and presentation received high praise.[6][1][40][41] Critics at Edge called it 'the closest the series has got to emulating a Hollywood action feature'.[36] Most reviewers found the graphics as being some of the very best on the Dreamcast and being a testament to the power of its hardware.[6][4] Along with this, critics pointed out Code: Veronica's use of real-time backgrounds and a dynamic camera as an improvement from the pre-rendered backgrounds of previous series entries.[6][36][3] The CGI sequences were also praised, especially the opening cinematic.[6][3] The use of music and sound was called 'top-notch' and 'perfect'.[6][1] The story received positive reviews. Maura Sutton of Computer and Video Games praised the adult twist on the narrative.[6][3][40] Some critics pointed out that despite improvements, the game is still a Resident Evil title at heart, and therefore inherited the good and bad qualities of previous games.[37][1] The controls were a negative point of criticism between some reviews.[4][1]
Ultra street fighter 4 pc game free download. Reviews for the PlayStation 2 release of Code: Veronica X were mostly positive. Critics shared similar opinions to the Dreamcast reviews, but some complaints were drawn from it being a mostly unmodified port of an 18-month-old Dreamcast game.[43][2][44][45]GameSpot's Joe Fielder pointed out that Sony's Extermination (2001) and Capcom's own Onimusha: Warlords (2001) had been released during this gap with better controls.[2] The GameCube version garnered average reviews, due to its unaltered, ported status.[46][47] The high definition remaster was released over a decade after the original and was welcomed with mediocre reviews. Critics commonly cited the game's archaic design and controls as making it less appealing compared with contemporary offerings.[48][49][50] The remaster did find some positive reception from Game Informer's Tim Turi who found in enjoyment from playing what he called a 'challenging classic survival horror game' and 'a harrowing but memorable trek through the series' heyday.'[51]
Sales[edit]
Code: Veronica outsold Shenmue (1999) within its first week on shelves in February 2000.[36] In total, the Dreamcast version sold almost 450,000 units in the United States and 1.14 million copies worldwide.[52][53] The sales were weak compared to series predecessors, but strong compared to other Dreamcast games.[54] The PlayStation 2 version of Code: Veronica X had sold 900,000 copies and earned $27 million in the United States by July 2006, outselling Resident Evil 4.[55] It went on to sell 1.4 million copies worldwide.[53]Next Generation ranked it as the 63rd highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in the United States. Combined console sales of Resident Evil franchise released in the 2000s reached 3 million units in the United States by July 2006.[55]
Legacy[edit]
Game Informer ranked Code: Veronica as 69th in their 'Top 100 Games of All Time' in 2009.[56]GamesRadar named it the 11th best Dreamcast game of all time.[57]
The story in Code: Veronica has been adapted into other works. Resident Evil Survivor 2 – Code: Veronica (2002) for PlayStation 2 follows the story of Code: Veronica from a first-person view with light gun shooter style gameplay.[58] Similarly, another light gun game, Resident Evil: The Darkside Chronicles (2009) was released for the Wii and features sequences set within Code: Veronica along with Resident Evil 2.[59] As with previous Resident Evil titles, the story was adapted into a novel written by S. D. Perry.[citation needed] Also, a mini-series comic was published by DC Comics.[60]
Notes[edit]Resident Evil Code Zero
Resident Evil Code Veronica PcReferences[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Resident_Evil_–_Code:_Veronica&oldid=903633884'
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