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Resident Evil – Code: Veronica (Video Game)
The Redfield siblings, in their first game together.
Resident Evil – Code: Veronica is the fourth game in the Resident Evil franchise.
Three months after the nuking of Raccoon City, Umbrella is still busy making bioweapons despite a minor setback or two. Claire Redfield, still on the hunt for her missing brother Chris, is nabbed while infiltrating a Umbrella facility in Paris. They promptly ship Claire to Rockfort Island, a prison complex located somewhere in the South Seas. As Claire rots away in solitary, an unknown party bombs the island and sets off yet another T-Virus outbreak. Aided by fellow prisoner Steve Burnside, Claire searches for a way off the island while being stalked by the other survivor: Alfred Ashford, the demented former warden of the prison.
Meanwhile, Chris, who was alerted to Claire's arrest, comes out of hiding and makes landfall at Rockfort, where he bumps into the leader of the assault: Albert Wesker, who was thought to have perished during the Mansion Incident. But Wesker isn't after the Redfield siblings; rather, he wants the cryogenically-preserved body of Alfred's (even crazier) sister, Alexia.
Code: Veronica marks the series' leap into full 3D environments, with nary a pre-rendered background in sight. The alternate scenarios of the PlayStation era bid their farewell, at least until Resident Evil 6: Rather than picking which character to control at the start, Code: Veronica opens from Claire's perspective before switching to Chris' for the second half.
Originally a Dreamcast exclusive (hence the lack of a numbered title), and the final Resident Evil game to be released on a Sega platform, it was ported to PlayStation 2 a year after its initial release in 2000; this updated edition, subtitled Code: Veronica X, was ported the Nintendo GameCube in 2003. An HD version was later released for the PlayStation 3 and Xbox 360 in 2011. A remake is in the works.
Code: Veronica provides examples of:
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- Aborted Arc: Wesker mentions that Steve could still be alive and used against Claire, but nothing comes of this.
- Action Girl: Claire is capable of taking care of herself. A good example of this is when she infiltrated an Umbrella facility in Paris.
- Adaptational Badass:
- In the original Dreamcast version of the game, Alexia smacks Wesker around like a bitch, forcing him to flee for his life. In Code: Veronica X, Wesker is able to dodge her attacks and even land a hit on her, which she shrugs off, and while he still realizes Alexia is too much for him, he affects a stylish Villain: Exit, Stage Left instead while sarcastically leaving her to "one of my best men" (read: Chris).
- The already competent Claire, Steve, and Chris are turn into full-fledged Shōnen heroes in the comic book adaptation. Highlights include multiple feats of acrobatic combat bordering on Gun Fu, Claire and Steve beating a Bandersnatch to death with their bare hands, and Chris killing a Hunter with one punch.
- Alas, Poor Villain: Alfred dies in Alexia's arms as she strokes his hair and sings to him. And bear in mind that this is the first (and last) time they've seen each other since they were children.
- All for Nothing: Heavily implied by Wesker's comment. Alexia spent 15 years in cryostasis to gain control of the T-Veronica Virus, but she was still brought down by gunfire and a last minute surprise from her deceased father. Her virus was certainly a unique strain, but ultimately served not much of a notable difference from a run of the mill T-Virus break. With that, it's as Wesker muses at the end of the game that Alexia's research really amounted to nothing. However, Resident Evil 6 would later reveal that the T-Veronica Virus was a part of the C-Virus' makeup.
- And I Must Scream: Alexander Ashford was subjected to horrifying experiments by Alfred and Alexia, turning him into Nosferatu.
- And Now for Someone Completely Different: The player starts out as Claire, has a brief turn as Steve before going back to Claire, then switches to Chris after a mid-game cliffhanger, goes back to Claire a third time ever so briefly, before finishing the game as Chris.
- And Then John Was a Zombie:
- Many of Wesker's subordinates became zombies during the invasion of Rockfort Island.
- Steve is forced to kill his own father after he becomes a zombie, while Steve himself and Alexia both become T-Veronica monsters.
- And Your Reward Is Clothes: Averted in the main game,note The reason is that unlike the prior games, Code: Veronica uses different, more detailed character models in its cutscenes, and the development team evidently didn't feel like going to the extra trouble of crafting new ones to go with alternate costumes. but the Battle Game mode has an alternate version of Claire who wears an Umbrella-branded "Race Queen" getup.
- Animal Motifs: Ants played a big part in the Ashford twins' lives. As kids, they happily watched a bunch of ants tear apart a dragonfly Alfred de-winged, which someone videotaped, there are several ant statues around their home, the basis for the T-Veronica virus was found in a queen ant, Alexia decided she wanted to rule the world like an anthill with herself as the queen, and all of Alexia's mutations involve a giant anthill in her base. The save screen even abbreviates "Antarctica" as "Ant.".
- Annoying Arrows: Played very much straight with the Bow Gun. It takes around ten shots to knock a single zombie down, and half again that to kill it for good. Unless you're using gunpowder arrows, it's worthless to shoot anything but zombies with it.
- Antagonist Title: Sort of. While there isn't an antagonist named "Veronica", the title refers to the project to clone Veronica Ashford that resulted in the creation of Alfred and Alexia Ashford. Furthermore, there's the T-Veronica virus, which is the crux of Alexia's plot.
- Anti-Frustration Features: In every Resident Evil game prior to this one, picking up an herb or First Aid Spray when your inventory is full will have the game tell you that you can't carry any more items. This installment is kind enough to ask if you want to use it at that particular moment. Future games in the series would keep this mechanic.
- Aristocrats Are Evil: Alfred and Alexia are of noble birth and completely out of their minds.
- Artistic License – Biology: Alexander Ashford created Alexia and Alfred by discovering a gene that raises intelligence. In reality, intelligence is governed by thousands of genes, each of which only has slight influence. Considering this is a franchise centered around a virus reanimating corpses and mutating humans into gigantic monsters beyond the realm of mortal understanding, this is par for the course for the series.
- Asshole Victim: The sadistic doctor,note named as Dr. Stoker in the novelization. who horribly tortures the island's prisoners for kicks, ends up becoming a zombie.
- Attack of the 50-Foot Whatever: The Gulp Worm and Giant Black Widow are enemies that were mutated by the T-Virus and grew to enormous size.
- Aw, Look! They Really Do Love Each Other: Although the Virus Research Report file explicitly states that Alexia saw Alfred as nothing more than an "inept but loyal soldier ant", the first thing she does when she reawakens is avenge his death. Alexia then holds Alfred's corpse in her arms while she strokes his hair and sings to him.
- Ax-Crazy: Alfred. Such is what happens when one forms bonds with someone that remained frozen for over a decade. It doesn't help that he was mentally unstable prior to Alexia's 15 year slumber.
- Backtracking: While common in some areas of previous Resident Evil games, Code: Veronica takes this up to eleven. You'll find yourself running back and forth through the complexes often, especially if you accidentally forget to bring a required puzzle item with you.
- Bad People Abuse Animals: One early indicator of just how messed up the Ashford siblings are, is a creepy home movie where they pull off a dragonfly's wings and feed it to ants for their own sick amusement.
- Bag of Spilling: A literal example occurs here where Chris drops a bag of equipment into the ocean at the beginning of his portion of the game.
- Barbie Doll Anatomy: Even though Claire's shirt shows her belly, there is no visible belly button on her.
- Bare Midriffs Are Feminine: Claire's main outfit in the game does this. The black T-shirt underneath her red vest shows off her stomach. This is also the case concerning her alternate race queen outfit in the Battle Game, which helps show off her femininity.
- Big Brother Instinct: Chris goes all the way to Antarctica to rescue his sister.
- Big, Screwed-Up Family: Code: Veronica is, if nothing else, a big demonstration of how screwed up the deeply twisted Ashford family is. Contrast their main opponents, the far more stable and healthy Redfield family.
- Bittersweet Ending: Steve ends up dead, and Wesker escapes with his corpse with a sample of the T-Veronica virus. But Chris and Claire manage to kill Alexia, destroy her Antarctic base, and set out to take down Umbrella.
- Body Horror:
- Nosferatu, the product of a failed experiment on the twins' father. He has been bound and gagged, with his eye additionally gouged out, and the virus causes his heart to burst out of his chest and to spout Combat Tentacles.
- Late in the game, Steve is injected with the T-Veronica virus and becomes a hulking monstrosity with spikes and muscle tearing through his skin. However, he goes back to human form before dying.
- Alexia's transformations. In her first form, she burns off her clothes and turns her hair into a veiny material resembling either chitin or wood, with an arm and a leg, neither on the same side, being similarly covered. In her second form, her arms wither away as her lower body bloats up into a massive, tentacle-equipped, disturbingly yonic brood-sac that disgorges mutated insect-forms. In her final form, she sprouts four giant dragonfly-like wings and tears away from her brood-sac, now consisting of a monstrous wasp or dragonfly-like creature with Alexia's head.
- Bond Villain Stupidity: Subverted. While Alfred does subject Claire and Steve to an overly elaborate death trap (and gives up on it fairly quickly), he does try to shoot and kill them both before and after. Though his aim leaves something to be desired.
- Boring, but Practical:
- With practice, the player will discover that the knife in this game is unusually effective. Knowing how and when to use it makes the game a lot easier.
- The Bow Gun with standard bolts is nothing to write home about, but ammo is plentiful and it can make for a decent anti-zombie weapon if you're low on handgun bullets, making up for its lack of power with its prodigious fire rate and limited homing ability.
- Boss in Mook Clothing:
- The very first Bandersnatch. It has double the health of all the other Bandersnatches. The best weapon the player can use on it is either their pair of M100Ps or their much more valuable explosive-tipped arrows, which a prudent gamer will probably rather save for the Tyrant later on.
- The zombified doctor on Rockfort Island seems like just another zombie at first glance, but he's easily the fastest, toughest, and all-around most dangerous zombie in the whole game.
- Bottomless Magazines: Played straight during the Battle Game for all weapons, favoring a speedy playstyle. Averted with the Calico M100-P pistols, though; they have a percentage-based ammo count but still hold a factually accurate 100 rounds each and can't be reloaded.note They're chambered in .22LR, not 9mm like the regular handguns.
- Break the Badass: Near the end, after Steve dies, the normally tough and cool under pressure Claire becomes a crying, helpless mess.
- Call-Back: A lot to Resident Evil. Chris is one of the player characters, Wesker is back, and a portion of the Antarctic base looks like the Spencer Mansion in the Arklay Mountains.
- Cat Scare: In the first save room in Antarctica, you'll hear an awful racket coming from somewhere in the room. Moving a piece of furniture reveals a secret room with a set of lockers, with one of them containing something trying to get out, which was causing the noise. Open the locker, and you're jumped at by... a cute little mouse. He even stops and looks up at you, as if to say "Ha! Got ya!", before scurrying off.
- Checkpoint Starvation: If you want an "A" rank for the main game, one of the requirements is that you are only allowed to save once when prompted to do so when making the first switch from Claire to Chris.
- Cherry Tapping: The gas from the Anti-B.O.W Gas Grenades can't actually kill creatures, and has no effect if their hit points drop too low to divide... but a creature with such low health can be killed if it is hit directly by the Gas Grenade, as the explosion does its own separate damage to the gas itself.
- Clone Angst: Alfred and Alexia are the results of Project CODE:Veronica, a human genetic engineering project with the goal of creating a "true" successor to the Ashford dynasty by using the DNA of its founder, Veronica Ashford. When the twins found out, they showed their gratitude by making their "father" a guinea pig for their horrific experiments.
- Colon Cancer: Due to the unusual placement of the colon in the title, the game is also referred to as Resident Evil: Code: Veronica.
- Complexity Addiction: Claire could have simply thrown the metal emblem through the metal detector, then stayed behind to reopen the doors instead of using a nonmetallic sample to make a new emblem.
- Cool Versus Awesome: The franchise's Greater-Scope Villain Wesker confronts this game's Big Bad, Alexia, in a cutscene. While neither of them manage to hurt each other, Alexia's pyrokinetic powers quickly put Wesker on the defensive, and he flees once Chris arrives on the scene.
- Creepy Child: Early on, you find a home movie of the Ashford twins as children that shows they were always deeply disturbed individuals.
- Creepy Crossdresser: Due to suffering from Dissociative Identity Disorder, Alfred dresses himself as a woman and pretends to be his twin sister Alexia in Rockfort Island.
- Creepy Twins: The Ashford twins are cruel and apathetic to other beings. In their youth, they are shown entertaining themselves by removing the wings of a dragonfly and feeding it to a bunch of ants.
- Cutscene Incompetence: When Steve's father, who is now a zombie, tries to munch on Claire, she apparently forgets all about the weapons she's been carrying around. Steve does nothing for a while, saying that he can't help her. Admittedly, Steve's inaction is justified as he just found out that his dad is dead the hard way. There are also other situations in cutscenes where Claire is rendered helpless and in need of rescue.
- Cutscene Power to the Max:
- Claire's infiltration of a Umbrella facility in Paris features her outrunning an attack helicopter and taking out a bunch of guards.
- Steve vs. a Bandersnatcher.
- Cutting Corners: The reason that Bandersnatchers exist is because the Tyrant program cost too much money and finding a suitable host was more difficult than not. Someone came up with the Bandersnatcher project as a means of mass-producing Tyrants with a fraction of the costs; but they didn't succeed very well.
- Damn You, Muscle Memory!: This game returns to the classic RE1 scheme where the Start button brings up the status screen. The HD re-release doubles down by switching the action and run buttons, and no, you can't change the control scheme.
- Defector from Decadence: The guard who captured Claire in Paris, Rodrigo Juan Raval, stumbles into her cell to seek shelter, then releases her after an attack of conscience.
- Demoted to Extra: Claire and Steve during Chris' half of the story since they only reappear near the end of the game.
- Denser and Wackier: It's still a cult favorite, even if some elements are ripe for mockery, namely the cross-dressing villain and being the origin of the Wesker we know today, for better or worse. See Code Veronica X: the Wesker vs. Alexia fight was redone to make him look more badass. Originally, Alexia was so powerful that he got thrown around like a ragdoll and narrowly avoided dying. Critics single out this game for starting the series' trend of over-the-top action and fans are inclined to agree. It's amazing that an untrained college student can pull off such ridiculous feats in the intro.
- Depleted Phlebotinum Shells: The Anti-B.O.W. Gas Rounds for the grenade launcher make their sole appearance here. You only find three of them in the whole game, which screams "Do not waste these on regular enemies!" pretty loudly, and indeed, this is justified: they have the unique property of halving the health of any creature hit with them, and this includes bosses. They work wonders against the Tyrant you encounter at the end of Act 1 and Alexia Ashford's One-Winged Angel form.
- Developer's Foresight:
- If you make it through the area where you play as Steve without killing anything, Steve will have a different line of dialogue when Claire comes out.
- The Navy, Army, and Air Force Proofs are required items to leave the island. If you are missing one of these before the cutscene where the self-destruct system would normally activate, it won't occur until you pick up all three items, with a short cutscene triggered on the last pick up.
- Nosferatu has different death animations depending on if you kill him by normal means, with the sniper rifle or knife.
- If you have the boss fight with Alexia before the Giant Black Widow, then the scene with Alexia taunting Chris doesn't happen, skipping right to the spider crushing the crane.
- If you didn't take the Sniper Rifle as Claire, and instead go straight into the bulldozer, when Alexia appears after Chris frees Claire, she will not have the rifle in her hands that she would have taken from Claire.
- It is possible to beat the Tyrant by repeatedly launching the crate at him.
- Died in Your Arms Tonight:
- Alfred dies in Alexia's arms.
- Steve dies in Claire's arms.
- Difficult, but Awesome:
- Unlike the previous "classic" titles before it, the knife is actually a very viable weapon this time aroundnote Jill's knife in Resident Evil 3: Nemesis is also surprisingly effective, but guns and ammo are so plentiful that the knife is unlikely to ever see any use. Attacking the legs of an approaching zombie can drop it in as little as one swipe. You'll likely get an extra bite or two on the odd occasion where it doesn't down them in time, but using the knife even for brief stretches of gameplay can save loads of ammo, eliminating the possibility of running out when you need it most.
- The Gold Lugers Steve can use in Battle Mode have a hidden ability to deal lethal headshots to zombies. Since you can only continuously aim weapons in the usual three directions, it requires you to quickly tap upward and then time your shot at the exact point where the barrels are aimed directly at a zombie's head, but if you get it right it's a guaranteed One-Hit Kill.
- Difficulty Levels: They are in the JP/Asian releases (with Normal, Easy note Take less damage from enemies, double the ammo pickups, plenty of ink ribbons to get, and three first aid sprays in both the Security Box and Item Boxes, along with some bonus ammo inside the first item box you find. and Very Easy note Same as Easy, but take way less damage, even from bosses, infinite ink ribbons, and most, if not all of the weapons, bonus ammo, and upgrades earned normally can easily be picked up from the first item box you find. Although you can still pick up the same weapons in the same locations for more extra ammo.), but definitely not in the Western versions (fixed to Normal difficulty).
- Disc-One Final Boss: Alfred as he serves as the main antagonist of Claire's half of the game. Once he is dealt with, you have to fight Nosferatu before the game switches to Chris.
- Disney Villain Death: Alfred is shot up by Steve, causing him to fall down an elevator shaft. He does survive the fall, but soon succumbs to his injuries after Alexia wakes from her cryogenic sleep.
- Distracted by the Sexy: Happens to Steve twice, once while Claire is sleeping on the plane, the second time when trying to operate a crane. Unfortunately, the second time has him distracted enough that he slams the crane into a pipe, spilling poisonous gas into the room and requiring Claire to find a gas mask elsewhere to traverse it.
- Distress Ball: There are a couple of moments where Claire seems to forget how to fight or use firearms.
- Distressed Dude: Steve claims to be Claire's "knight in shining armor", and to his credit he does save her bacon a few times, but he also needs to be saved in return. Very early on, he falls for the boobytrapped golden Lugers in the Palace, and needs Claire to solve a puzzle to free him. Late in the game, he is captured by Alexia and is experimented on to turn into a monster, which leads to his death soon after. Not to mention that the reason he's on Rockfort Island to begin with is because he's an Umbrella prisoner.
- Dramatic Chase Opening: Although it takes a minute for the chase to show up, once the opening cutscene flashes back to Claire escaping from Umbrella's security.
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- Railing Kill:
- It's possible in a few places to shove a zombie over a railing, killing it. The best place to try it is the path that separates the palace and military training facility.
- Alfred goes toppling over a railing when Steve shoots him in Antarctica.
- Red Eyes, Take Warning: Wesker, Alexia, and mutant Steve all have red eyes.
- Red Right Hand: Wesker's not a bad looking guy, but his red catlike eyes should tell you that he doesn't want to be your friend.
- Respawning Enemies:
- The zombies in the graveyard and prison area respawn whenever you return to these areas.
- The Moths. Any that are killed get replaced as soon as you leave the room.
- Revenge by Proxy: Wesker attempts this by killing Claire so Chris can find her body later, but decides at the last minute that she still has some use to him alive.
- Sauna of Death: The trap room in the Palace seals itself and heats up to an uncomfortable degree when the Gold Lugers are removed, though it's impossible for Claire or Steve to die this way. There's also a literal sauna outside the training facility with a zombie lurking within.
- Scenery Dissonance: Due to it being Summer in the southern hemisphere, the Antarctic portion of the story takes place during the day, with Claire's fight against Nosferatu taking place in early morning, and Chris arriving at around noon, with the two leaving mid-day.
- Schizophrenic Difficulty: The game heavily features respawning zombies in the backtrack-heavy early game, so getting lost can result in losing a lot of health and ammo fighting them if you aren't very good with the knife. However, after this part of the game, the game cuts back on respawning enemies for the rest of the game, effectively only having mutated moths respawn in one single area of the Arctic base, and only when playing as Claire, so getting lost/backtracking is much less of a drain on resources.
- Screw This, I'm Outta Here!: In the original version of Code: Veronica, Wesker leaves after losing to Alexia. Even in Code: Veronica X, where he puts up a much better show, he decides to not continue fighting her and let Chris have a go at it.
- Sequel Number Snarl: While not a numbered entry in the series, Code: Veronica is seen as a truer sequel to Resident Evil 2 than the actual Resident Evil 3 released a few months prior for several reasons, including the return of a certain villain from the first game.
- Shout-Out: See here.
- Shows Damage: Once you manage to severely wound the Tyrant in the seaplane, he begins to limp and noticeably bleed. This isn't just for show; it's your cue that it's time to activate the catapult and push him out the back of the plane.
- Skippable Boss: With the exception of the first Tyrant fight, Hopeless Boss Steve and Final Boss Alexia, every other Boss Battle is skippable to some degree:
- The Gulp Worm can be skipped not once but twice; the first time by Claire, the second time by Chris. However, doing so the second time results in a couple of items being permanently missable (assuming Claire gave Rodrigo the hemostat earlier; otherwise there's no point in fighting it).
- While the Tyrant must be catapulted from the seaplane in order to be defeated, Claire can either do that five times in a row and defeat him. Or she can choose to fight him, weaken him enough and then catapult him to his death.
- With Nosferatu, Claire can One-Hit Kill him with a precise sniper shot or stab to the heart, bypassing the whole fight, though this requires quite a lot of luck in striking the one polygon.
- Chris can fight the adult Albinoid from a safe distance and afterwards fetch the Eagle Plate unharmed. Or he can just jump in, absorb some damage from the electrified pool and leave with the Plate without even firing a shot.
- Chris can fight the Giant Black Widow guarding Alexander's Pierce. Or he can fetch the item in question without even getting hit once, so there's even less of a reason to stay and fight the spider in the first place.
- So Long, and Thanks for All the Gear: Don't take any big guns when you switch back to Claire, or you won't be able to get them back as Chris.
- Spin-Off: The game is considered this, but the storyline is still canon to the series. Which is pretty odd, considering it did just as much to advance the overall storyline of the series as Resident Evil 3 did, if not more.
- Staking the Loved One: Steve is forced to kill his father after the latter becomes a zombie.
- Starter Villain: During Claire's portion of the game, Alfred is the main antagonist causing problems for her and Steve. At the end of her portion, Alfred is mortally wounded by Steve and soon dies of his wounds... but not before waking Alexia, the real Big Bad, who proves to be much more dangerous than her brother.
- Suspiciously Similar Substitute: Steve, wannabe Lothario with connections to Umbrella, shares a few characteristics with Resident Evil 3's Carlos. He's even wearing fatigues. His haircut in Code: Veronica X makes him look similar to Leon S. Kennedy. In fact, he was originally supposed to be Leon.
- Talking Is a Free Action: In the original version, Chris kills Alexia, triggering the self-destruct which he barely escapes. Code: Veronica X includes a long extra scene while that clock is ticking. Somehow, Chris still barely escapes.
- Swallowed Whole: The Gulp Worm is large enough that it can devour a man in a single swallow, hence its name. It kills Rodrigo this way.
- Tank Controls: Up and down on the D-pad to move forwards and backwards, left and right to turn clockwise and anti-clockwise. It is possible to turn and move at the same time, and if you're not careful you can find yourself lurching off in all sorts of unplanned directions.
- Tap on the Head:
- Claire is knocked unconscious on three separate occasions. In the opening cutscene, a guard hits her on the head with the butt of his rifle. Later, she and Steve are both knocked unconscious when their plane crashes at the Antarctic base, and again when their snowmobile is wrecked by Alexia's tentacle.
- In the comic book adaptation, there are two addional times, after they arrive in Antarctica in issue 2, she is poisoned by a moth and loses consciousness, and would have died had Steve not found herbs to mix and save her. And in the final issue, after Steve frees Claire from her restraints after they are captured by Alexia and she injects Steve with T-Veronica, she goes looking for Steve and is almost killed by a hunter, which is killed by Alexia. Alexia immediately knocks Claire out again and places her in the cocoon.
- A Taste of Power: Very early on, you'll find yourself playing as Steve for a few zombie-filled rooms right after he gets the twin submachine guns, quite a while before you'll get the chance to use something fully automatic as Claire or Chris. This is also the only time you'll play as Steve, and you have more than enough ammo to mow down anything that moves, so feel free to go nuts. In fact, if you don't kill all the zombies, you'll get an alternate cutscene afterward where Steve will say that he didn't need to take down anyone without a scratch and saves the ammo for future use.note Not that it really matters anyways, since he still uses it in the next cutscene after.
- Title Drop: Late in the game, there's a computer you need to access whose password was mentioned in a previously obtained file. It's "Veronica". In a change of pace, it's used to manually activate the facility's self-destruct sequence so the lock on the door Claire is trapped behind from when she encountered mutated Steve will be released. The title isn't dropped by the game — it's up to the player to type it in.
- Too Awesome to Use:
- You'd best get used to the pistol and the bow gun — and get used to running out of ammo for both — because you won't start finding enough ammunition for bigger guns to actually stockpile until about the last third of the game.
- The magnum is a One-Hit Kill against any normal enemy and rips holes right through bosses, but there are only eighteen bullets for it in the entire game. Six of them are inside a duralumin case, which means the player can quite easily miss them. Heck, it's already pretty easy to bypass even getting the magnum by forgetting to put the extinguisher in the Item Box before Claire leaves Rockfort Island.
- The B.O.W. Gas Rounds for the Grenade Launcher are insanely powerful, capable of quickly sending any enemy the game throws at you packing. You'll find three rounds very early on... and you'd better take them with you and not waste them, because those three rounds are the only rounds you'll find in the whole game. A lot of players use them during the fight against the Tyrant on the plane, as they make one of the toughest bosses in the series much easier. Others only use one on the Tyrant, and save the rest for the final fight with Alexia.
- Took a Level in Badass:
- Claire, to a surprising degree considering she was already somewhat of a badass in RE2. She's been upgraded from an Action Survivor to an active protagonist in her own right, as her first appearance has her caught while infiltrating an Umbrella facility searching for her brother.
- In terms of weapons, the Combat Knife — normally a Joke Weapon in earlier RE games — gets a big boost in efficiency here, as it can easily floor zombies, and each swipe that hits a zombie or dog does multiple hits. More so if you swipe a downed zombie. As a result, it now does a better job of helping you save ammo, and it's helpful for clearing out hordes of zombies and dogs deep into the game.
- Tragic Monster: Nosferatu and Mutant Steve due to them being experimented on, which led to their monstrous forms.
- Tranquil Fury: After waking from her cryogenic sleep to find that Alfred has been mortally wounded, Alexia seems calm and composed as she comforts him in his final moments, but judging by the huge tendril she sends after Claire and Steve, she is royally pissed at them for killing her brother.
- Transformation in Motion: Alexia Ashford slowly descends the staircase as she transforms from a human into her first monster form. As she does so, her clothing burns off and her skin turns slate gray while growing sleek, organic, veiny coverings that conveniently give the impression of Barbie Doll Anatomy.
- Twins Are Special: Alexia and Alfred both believe this is played straight, but they wind up being a subversion. Only Alexia was created with the explicit purpose of recreating Veronica. Alfred is merely a byproduct of the cloning process.
- Twin Switch: That Alexia you interact with for the first half of the game? Yeah, that's Alfred who has at some point had a psychotic break and masquerades as his sister from time to time.
- Unique Enemy: Once you take over as Chris, the Bandersnatcher becomes this, as you only fight one the whole time you play as him. There is also parasitic creatures that erupt from a handful of zombies that are the result of the hatchlings the moths lay being allowed to grow.
- Unwinnable: Since Claire's final playable section after being rescued by Chris has all the hallmarks of leading up to a boss fight, it's pretty easy to load up on heavy artillery for what you think is gonna be an epic throwdown. The issue comes in that any weapons and supplies Claire takes in this segment are lost, which can leave Chris without enough heavy weaponry for the final boss.
- Updated Re-release: Code: Veronica X for the Dreamcast (in Japan only), PlayStation 2 and GameCube, which adds in some new cutscenes and changes some existing ones to add more Wesker into the game. Further explored in Code: Veronica X HD for the Xbox 360 and PlayStation 3, which offers increased resolution and improved lighting effects.
- Video Game Caring Potential: Bringing Rodrigo the hemostat and lighter will reward Chris with submachine guns in his half of the game. Not doing so will leave Rodrigo rather flippant to Chris' arrival and unceremoniously bleed out after Chris leaves his room.
- Villainous Lineage: Inverted in relation to why Ashford twins turned out to be sociopathic sadists. The Ashford family were aristocratic nobles and had members who help found and work at the Umbrella company. However, there is no anecdote or suggestion that the family was sadistic or exhibited sociopathic behavior before Alfred and Alexia. These traits were actually accidentally induced by the twins' father/creator, Alexander Ashford. When Alexander cloned his ancestor Veronica Ashford, he further tweaked the gene to raise the intelligence level in the clone, which would result in the genius child prodigy Alexia, and her twin brother Alfred who was an accidental by-product. However, it is explicitly mentioned in the Japanese version of the Code: Veronica game guide that Alexander had accidentally 'warped the nature' of the resulting children with his genetic tampering, resulting in the extreme sociopathic and narcissistic traits of the twins from birth, most notably in Alexia. This means the twins almost had no choice but to be evil.
- Wave-Motion Gun: The Linear Launcher fires an energy projectile that does a lot of damage. It's used to defeat Alexia's final form. It can also be unlocked in the Battle Game only by getting an A Rank with all the characters.
- Weaponized Offspring: Alexia's penultimate boss form turns her into a queen ant-like creature that constantly births small poisonous insectoid enemies that run interference while Chris tries to fight her.
- What Happened to the Mouse?: Finding D.I.J.'s Diary in the minigame Battle Game tells the player exactly what the mouse was up to. Fittingly, the mouse is the only peripheral character to get any closure.
- Would Hit a Girl:
- The guard who knocks Claire unconscious in the beginning of the game.
- Wesker easily overpowers Claire when they first meet.
- Zombie Apocalypse: The game subverts this since the zombies don't get the spotlight this time around. The two major outbreaks of the game take place on an isolated island and the middle of Antarctica, so the virus has little chance of spreading around the world.
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