Connect with us

Editorials

Revisiting the Weird and Wonderful ‘Resident Evil – Code: Veronica’ [Resident Evil at 25]

Published

on

As we approach the 25th anniversary of the Resident Evil game franchise – my favorite video game series of all time and can play anywhere, anytime – on the 22nd of March, I feel obligated to call out one game in this franchise that hasn’t gotten the respect that it deserves. This is a title that is epic in scale and contains one of the most interesting stories of the entire franchise. This game was released exclusively (initially) on the Sega Dreamcast on February 3rd, 2000, which is a few months after Resident Evil 3: Nemesis released on the PlayStation (PS1) back in late 1999. I remember buying a Dreamcast for the sole purpose of playing this entry, and I was truly unprepared for what was to come. This franchise is known for its ridiculous plots and absurd twists, but nothing quite reaches the madness that game director Hiroki Kato brought to the fourth mainline entry in the series, Resident Evil – Code: Veronica.

This is the true “black sheep” of the franchise and one that revels in broad characters and brutal difficulty, and I loved every second of it.

Resident Evil – Code: Veronica is the 1st entry that moved the series from pre-rendered backgrounds to fully realized, 3D polygon backgrounds, whilst still retaining the “tank” controls and slow pace of the earlier games. This entry follows the events of Resident Evil 2, three months later. Claire Redfield, fresh from escaping from Raccoon City and the zombie outbreak, has traveled to Europe to locate the whereabouts of her brother Chris and help take down the evil pharmaceutical corporation Umbrella. While infiltrating one of Umbrella’s facilities – in a bombastic opening CG sequence with music and destruction reminiscent of peak Jerry Bruckheimer action epics of the 90’s – she is captured and taken to an offsite Umbrella facility called Rockfort Island. 

We are quickly introduced to our supporting character in this adventure, an irritatingly-voiced prisoner on the island who is clearly modeled to look like Leonardo DiCaprio, named Steve Burnside. The first syllables that leave his mouth are high-pitched whines and bad attempts at impressing Claire, all while having the strongest Canadian accent one could possibly imagine. Steve just looks and sounds like a complete lightweight, unworthy of being teamed up with the badass Claire Redfield. The game probably knows this and makes every attempt to turn Steve into an action hero.

We get multiple action cutscenes where Steve is trying to look like Schwarzenegger, leaping through windows and doorways to shoot down creatures – including one in which he is forced to gun down his now zombified father – in a hail of bullets. It’s clear that the developers were heavily influenced by The Matrix, as these cutscenes are filled with swinging cameras and freeze frame/slow-motion shots to further add style. At the end of the day, he endears himself to me in his complete ineffectiveness and is clearly a character that feels like a product of the times, but I love every corny line delivery and pitiful attempt at wooing Claire. He’s annoying as heck, but he ends up fitting nicely within the Resident Evil universe. 

We are also introduced to one of our main protagonists early on in Alfred Ashford. He makes a grand entrance into the game, along with his sniper rifle, in the main hall of the mansion that sits on the island. Alfred is another high-pitched, somewhat whiny, individual who has a penchant for aggravated outbursts when someone questions his authority or power. Oh, and in a surprising twist a few hours into this game, we learn that Alfred is suffering from multiple personality disorder and believes that he is also his sister Alexia, whom he has been dressing and talking as in various cutscenes throughout. Alfred is one of the most over-the-top villains in the Resident Evil franchise – which is saying a lot – and a complete delight to watch every time he is on screen.

Every line delivery is dialed up to 11, every motion is super-expressive and visually arresting. His motivations come off as purely vain – preserving the once great name of his family – and the unhealthy love that he has for his sister, which is visually presented throughout the game, provides a constant uneasy vibe. This weird tone hits the apex during a CG sequence later in the game, where Alexia Ashford is risen from the grave and is sitting on the floor of a research lab, naked and brushing the hair of her dying brother on her lap. In the end, Alfred is never a bore and always a completely intoxicating presence to watch as he delivers a scenery-chewing performance every second he sashays across the screen.

I’d be remiss not to talk about one of my favorite video game characters of all time who returns for Code: Veronica, and that is none other than the pure unadulterated evil that is Albert Wesker. The surprise villain of the original Resident Evil finally reappears in the franchise and immediately cements himself as the larger-than-life presence he would solidify even more in future entries. Every line is delivered with malice and hatred, pure corny Bond-like villainy dripping from every motion and action; he is simply the most irredeemable character in video game history, and I love every second of it. I am not alone in this take. In the original Code Veronica on Dreamcast, Wesker was only in a few cutscenes as an outside presence. A year later, Capcom released an updated version, Resident Evil: Code Veronica X, on the PlayStation 2 (PS2) and GameCube, where they added in more story cutscenes, which all involved Wesker. Sequences that were added included an interaction between Wesker and Claire, a heavily Matrix-influenced battle between Wesker and the newly revived Alexia Ashford that was reworked, as well as an amazing final hand-to-hand fight between Chris and Wesker after you finish the final boss encounter with Alexia.

The puzzles that the Resident Evil franchise were known for, primarily being outlandish and obtuse in the best, Myst-like ways, are back and brutal as ever in Code: Veronica. Three military proofs to unlock access to a freight plane and a painting of a pirate skeleton bathed in a red background that provides a room code are a few of the select roadblocks you will come across. Nothing, however, comes close to one such puzzle that happens only a few hours in. The conundrum in question involves seven paintings of a long line of Ashford family members. It involves reading a memo of how a teacup set was passed down from person to person, and with the descriptions within that memo, clicking the buttons below each of these seven paintings to trace the path from the first person to have the teacup set to its current owner. This is still, to this day, a puzzle that I at least mess up the order once and I am forced to write down specifics on my phone’s notepad to keep track. 

Another staple of the franchise is the haunting, top-notch creature designs, and Code: Veronica has some of the most beautiful and intense enemies of the series. The Bandersnatch, a yellow tyrant-lite creature who extends his arm to slash you across the room is a memorably vicious beast that I avoid more than I confront every time I do a playthrough. We also get a vicious worm creature that confines itself to a small courtyard – though later you must face this beast one on one – and it bears such a resemblance to the Graboids from Tremors that I feel a royalty check is due to someone, somewhere. We are also treated to one of the most intimidating and scary iterations of the Tyrant creation. This version comes with a stone-cold expressionless face and two hands that are just spiked balls that he can use to bash in your head at a moment’s notice. Your first encounter with him forces you to face him head-on, unable to pass by him, and it’s a great way to acclimate you with how to deal with this creation of science and madness.

The main reason I appreciate Code Veronica is that it’s, by far, the most difficult Resident Evil game I have played to date. I just replayed this game over the weekend and I STILL had moments where I had to put the controller down to remember what I had to do next. This never happens with other entries in the franchise, for which I have an almost reflex memory of where everything is and where I need to go. It’s a big and sprawling adventure that swaps between two characters – later in the game you eventually take control of Chris Redfield, which was somehow a HUGE surprise for me despite his face being plastered on the game case – and across two massive locations, Rockfort Island and a military base in Antarctica, so it’s very easy to get lost amid the mayhem that is surrounding you.

In addition, to this day, Code Veronica is filled with multiple instances I call “gut-check” moments. These are parts which, if you do not prepare well enough, will result in you having to load a previous save or start the game all over again. Three boss fights across this game fill this meaning. A fight with the new version of the Tyrant aboard a cargo plane, an outside fight against a creature known as Nosferatu on top of a helipad in the Antarctic, and the final boss fight with the bug-inspired Alexia creature can be nigh impossible unless you have the correct weaponry on you at the time of these encounters. I remember the plane fight causing me to start the entire game OVER again because I was lacking enough firepower, either on me or within the item box nearby, to even beat him. Code Veronica is one game that doesn’t particularly care if you were too cavalier with that ammo early on. If you didn’t play the right way, you’d better have a save state that is somewhat recent or you’ll have to run it back from the start.

Resident Evil – Code: Veronica is the entry in the series that gets forgotten most. This was for a couple of reasons. It not being a numbered entry didn’t make it seem like it was a “necessary” entry to play. The game releasing exclusively on a system that was dead within a year due to the release of the PS2 in late 2000 didn’t help matters, as well as this system not being the native console on where the original trilogy appears. It did eventually release in 2001 on the PS2, but the world was starting to get news and word on Resident Evil 4 and the amazing things it was going to do to revolutionize the series. Code: Veronica does have its loyal group of supporters, mostly die-hard RE fans, and it has seen its stock rise in recent years with the recent digital release on the PS4/XB1. I’ve even seen people calling for this to be the next RE game to get a remake after RE2 and 3 got the red-carpet treatment. 

The stock for Code Veronica, for me at least, was never at a low point. I have always considered this entry an ambitious globe-trotting epic that really expanded the RE universe outside the confines of that small midwestern town of Raccoon City. Later entries would truly embrace this worldwide outlook, with Resident Evil 4 taking place in Europe, Resident Evil 5 happening in Africa, etc. I would love to see this weird and wild game get the exposure and success that the Resident Evil series has been experiencing since 2017, to get more eyeballs on this forgotten gem and really reintroduce it to the collective gaming community today. Until then, at least we still have this weird and wonderful entry in the RE lore that wasn’t afraid to just go for it. 

Born and Raised in NY. Currently in Long Island. Fanatic of The Golden Girls, Jason Voorhees and Resident Evil. Physical Movie Discs for Life. Board Game Enthusiast.

Editorials

‘Dogtooth’: The Absurdist Family Drama and Blueprint of Yorgos Lanthimos’ Career

Published

on

“It didn’t really start as a story about family dysfunction and such. In the beginning, I was wondering about family life and parenting in general and if the way we think about it would ever really change.”

In an interview with Pamela Jahn of Electric Sheep Magazine, Yorgos Lanthimos muses on his initial thought process behind the creation of his acclaimed 2009 absurdist family drama Dogtooth. In the above quote, the director who would come to be known to English-speaking audiences through hilariously nightmarish features like The Lobster, The Killing of a Sacred Deer, Poor Things, and the upcoming Kinds of Kindness explains how the idea of Dogtooth slowly began to form after a conversation with some soon-to-be-newlywed friends.

In the wake of their union, Lanthimos would make some slight and friendly jabs at their decision to marry and start a family despite the high chances of divorce. A joke on his part, but the joke only caused his friends to retaliate and become defensive of their decision. When the idea of the perfect family was briefly and jokingly challenged, an instinctual need to preserve the image took over. A defensiveness that would be taken to the extreme in Dogtooth.

At this point in his career, Yorgos Lanthimos has steadily developed a reputation in Hollywood for his idiosyncratic films that often veer into black comedic territory. Having recruited the likes of Colin Farrell, Rachel Weisz, and Emma Stone among many others for his films, Lanthimos’s unorthodox and often-deadpan satires have afforded him a large audience that slowly has become familiar with his style.

Filled with eloquent and biting dialogue and a straight-faced approach to outlandish concepts such as family curses and relationship hotels, Lanthimos fancies a good laugh from the absurdities of modern society. Just when his films present taboo and morbid topics that refuse to spare the audience’s needs for good taste, he chooses to squeeze as much comedy from the situation as he can while maintaining a tone so utterly serious it more closely resembles aliens impersonating humanity’s desperate need for normalcy.

It’s a style that was first exposed to a wider audience with 2009’s Dogtooth. His third feature-length film at that point, Lanthimos’s experience with his newlywed friends eventually blossomed into a nightmarish oddity of a family drama. Dogtooth is a story of an artificial microcosm created within a very real world with a family patriarch raising his three adult children in his luxurious home without any access to the outside world.

The two daughters and son are left without schooling or socialization, confined to a world artificially crafted by the father and mother. The children are taught intentionally fake terminology for anything that may inspire curiosity of the world beyond their fence. Salt is “telephone”, little yellow flowers are “zombies”, genitals are “keyboards”, etc.

Boredom and lack of real supervision outside of their general confinement has repressed the overgrown children mentally and sexually, causing them to explore their sexuality in unusual ways. While the father pays someone from the outside to experiment with his son, the two daughters are often left to experiment in their own regard. Activities involving licking each other as part of a barter system is the norm; a mixture of playful experimentation and uncomfortably casual incest.

Emerging from the Greek Weird Wave of filmmakers, Lanthimos’s career truly took off after an era of Greek cinema hot off the heels of a late 2000s financial crisis. Despite that, Greek cinema was saw its fair share of commercial success with the rise of satirical films in the 1990s. In an industry that was already tackling taboo subjects (such as in the 1990 Greek sex comedy hit Safe Sex), Lanthimos took it up a notch with Dogtooth, a film that included topics of sex inside a larger examination of a toxic family unit.

The Greek director is often closely associated with experimental satires, particularly for his filmography from the 2010s and onward. His awkward and transgressive conversations on the fragility of the family unit, the nasty undercurrent of “polite society”, and the artificial hollowness of modern love have become a staple of his films such as The Lobster, The Killing of a Sacred Deer, The Favourite, and most recently with Poor Things.

But despite his transition into Hollywood and English-language films, Lanthimos’s blueprint for unusual and stilted satire has lived on in every one of his films. His nonchalant attitude towards his depictions of sex, family, and society as brittle foundations of a broken core are characterized through his trademark deadpan humor, dark comedy, and comically on-the-nose observational dialogue. He has entered a point in his career where larger audiences are able to spot his idiosyncrasies with increasing ease.

Dogtooth is the beginning of Lanthimos and writer Efthimis Filippou’s exposure to a wider audience and a key film that establishes their weird trademarks. In fact, Dogtooth is Lanthimos and Filippou in their rawest and most subtly terrifying form to date. While categorized as a psychological drama, the absurd nature of the film’s premise makes way for a plethora of icky and downright horrifying concepts.

There is a certain gloss to Lanthimos’s style that becomes more abundant in his transition to Hollywood, but the borderline surreal world in Dogtooth is refused that chance. We see the children – specifically the eldest daughter – grow curious about the outside world and themselves, but their journey of self-discovery is guided by their extremely limited understanding of even the most basic concepts.

A running bit in the film involves the siblings falsely believing that they have a brother living just outside of the fence. But when a stray cat enters their garden and is killed by one of the kids with shears, the father uses this as an opportunity to teach the kids about the dangers of stray cats. Faking an attack from one of these cats through fake blood, the father scares his children into believing that cats were responsible for the death of their unseen brother, further establishing an unseen hostile world that the kids must avoid at all costs.

We bear witness to a dystopian nightmare as the father continues to instill fear of the outside world to his kids. A dystopian nightmare without a hint of sci-fi to soften the blow. In a 2010 interview posted on The Rumpus, Lanthimos commented on how his initial idea for the film placed the story in a sci-fi/futuristic setting before ultimately shifting gears to the normal modern world.

Lanthimos mused on how the introduction of an entirely new world could have distracted from the fundamentals of the story, deciding that a story like Dogtooth’s can happen at any time. Dystopian future or not, the idea of an extremely sheltered family going to great lengths to not accommodate to a modern social climate is something rooted in more real-life families than we’d care to admit.

In 2015 for instance, the release of the documentary titled The Wolfpack tackles this very issue with the Angulo family. The mother and children were confined to their Lower East Side apartment for years thanks to their father, with their main connection to the outside world being movies they would quote and meticulously recreate for their home videos.

It’s a natural curiosity to ponder what we see in media and if our world knowledge is limited, all we can do is imitate and recreate. It’s what we see the eldest daughter do in Dogtooth once the family security guard sneaks in some VHS movies. She quotes the movies to herself and while performing her home activities and once the father finds out, he takes it out on the guard by mercilessly beating her with her VHS player.

Another real-life case I thought of during Dogtooth was the horrific situation of the Turpin family, in which 13 children and dependent adults were routinely abused by their parents and mostly kept in captivity, They went outside on the rarest of occasions and were otherwise kept at home malnourished, unwashed, among other awful things. It wasn’t until 2018 when the children – all due to the escape of daughter Jordan Turpin – were able to leave the captive abuse of their parents.

Lanthimos recognizes the inherently abusive core of these types of situations, but while he in no way downplays the seriousness of this family dynamic, his ability to take the family in Dogtooth and humorously tackle the baffling absurdity of what makes a family a real family unit is what makes his films so awkwardly hilarious. How his characters are known for speaking their minds in overtly blunt fashion that makes for a good laugh right before the whiplash of seeing those characters suddenly get hurt or maimed in unexpected ways.

The horror of Dogtooth is its mundanity with such a touchy subject. We have films that make it their goal to shock the audience through an overbearing sense of edginess that feels akin to Bart Simpson clanking pans together for attention. Lanthimos lets us sit with this family and dares us to laugh at a father forcing his children and wife to bark in a hairbrained attempt to instill the fear of cats into the kids.

Even when Lanthimos explored other ideas in his later films, the core of what makes Dogtooth is ever-present. The transparent emptiness of the perfect family and perfect surroundings are touched on again in The Killing of a Sacred Deer and The Favourite, building on the fundamentals set in stone by his 2009 breakout feature and catapulting both his name and style into the mainstream sphere.

When being interviewed for Poor Things by The Guardian in late 2023, Lanthimos opened up about his sense of humor and what makes him laugh. He specifically pinpoints awkward human interaction as the key to his funny bone, something all the more apparent when watching the characters in his films try and mostly fail looking and feeling the part of even being human, much less making such connections with others.

The same interview also reveals how Lanthimos himself didn’t initially pick up on the glaring similarities between Poor Things and Dogtooth, eventually coming to realize that the former is a spiritual sequel/spinoff of the latter. Both films touch on created family and how perspective can be warped and manipulated as early as childbirth (or in Poor Things’s Bella Baxter’s case, rebirth). The films both heavily rely on the comedy that can arise from that idea, mainly in the form of social interaction and learning about the complex clumsiness of the real world.

Dogtooth may not be Yorgos Lanthimos at his most refined, but there is a rawness to his artificial world in the film that is far scarier than people will give it credit for. A type of horror that does not seek to scare or even unsettle us. The horror is in the concept of children living in a fake world and how casually they go about believing the lies of their parents. The kind of horror that can bleed chuckles from the audience in response to incestuous games, cat violence, human barking, and physical violence stemming from VHS tapes.

Dogtooth is the kind of quiet disruption that Lanthimos would carry with him to Hollywood, making it the ground zero for what would be a successful and odd career. It may not be his first feature, but it’s the film that made people take notice of the wonderfully weird Greek director. Over a decade later and we are still seeing the DNA of Dogtooth in his films. But no matter how much his filmmaking and budget have improved over the years, it’s important to never forget the fundamentals – which is that humans do not and will never know how to talk to each other.

And sometimes you just can’t help but laugh at the thought.

Continue Reading