Revisiting Resident Evil Code: Veronica X Before the 2027 Remake
With the *Resident Evil Code: Veronica* remake now officially on the horizon — oddly titled simply *Resident Evil: Veronica* for some reason — I decided it was time to go back and replay the original. I do wonder if that new title might confuse newer players into thinking Veronica is the name of the protagonist rather than the virus strain, but we’ll see how Capcom handles that.
I first played *ode: Veronica on the Dreamcast, back before YouTube walkthroughs were a thing. IGN guides may have existed, but my only real online experience at the time was the Dreamcast’s 33.6kb modem. If I used a guide, it was probably from a magazine. My memories of the game are pretty fragmented: the Nosferatu boss fight, desperately running past Bandersnatches, and eventually getting stuck because I hadn’t left enough items for Chris. That was a rookie survival-horror mistake — and definitely not one I’d make again.
This time I’m playing *Resident Evil Code: Veronica X* on Xbox, which is the expanded version. That might explain why some sections feel unfamiliar to me, especially the playable Steve segment, which I honestly don’t remember from the Dreamcast version. Was that always there, or is it part of the X release?
The first thing that hits you is the tank controls. Surprisingly, I got back into them pretty quickly. Having played the original *Resident Evil* games on PlayStation in the ’90s, there’s still some muscle memory buried in there. That said, *Code: Veronica X* throws you into danger fast. Before long, you’re sprinting past zombies and dealing with fast-moving dogs, while the awkward camera angles make aiming far more stressful than it probably needs to be.
The enemy AI is rough by modern standards, and the fixed camera angles can be brutal. There are moments where you’re clearly trying to line up a shot, but the game’s perspective is fighting you harder than the actual enemy. Even so, *Code: Veronica X* is still fairly forgiving — probably more forgiving than I remember the Dreamcast version being. You can still easily miss some useful weapons early on if you’re not using a guide, though, which is classic old-school survival horror design.
There’s also a lot of backtracking, but honestly, it’s nowhere near as painful as *Metroid Prime Remastered*, which I also played recently. Compared to that, *Veronica X* feels pretty manageable.
Watching the new remake trailer, my first reaction was that it didn’t look much like *Code: Veronica* at all. But after a closer look, I started recognising locations, just rebuilt with far more detail. My main hope is that Capcom doesn’t force in a constant stalker enemy like Mr. X or Jack Baker. That kind of pressure worked in other games, but if they overdo it here, it could push the remake too far away from what made the original feel distinct.
The remake is due in 2027, so I’ve got plenty of time to finish this replay — and hopefully get through Resident Evil Requiem first, which I still haven’t started. Despite its age and rough edges, Resident Evil Code: Veronica is still a survival-horror masterpiece, and it absolutely deserves to be rediscovered by a new audience.