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

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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.

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Editorials

Here’s Johnny! 5 Unexpected Homages to ‘The Shining’ in Non-Horror Media

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Some movies are just so beloved that you can experience them through cultural osmosis without ever sitting down to actually watch them. From loving parodies to meticulous recreations of iconic scenes, memorable filmmaking lives on even after the curtains close on the silver screen. And when it comes to horror, few films can compete with the massive impact that Stanley Kubrick’s The Shining had on popular culture as a whole.

Whether or not you think the flick is a good adaptation of Stephen King’s seminal novel, 1980’s The Shining slowly but surely grew into one of the most influential genre movies ever made, inspiring everything from surprisingly heartfelt sequels to classic episodes of The Simpsons. However, not all The Shining references are created equal, and today I’d like to shine a light on six unexpected homages to Kubrick’s iconic film.

In this list, we’ll be focusing on references and Easter eggs that either came out of the blue or came from creators that you wouldn’t expect to be fans of this classic ghost story. That being said, don’t forget to comment below with your own favorite references to the Torrance family and the Overlook Hotel if you think we missed a particularly memorable one.

With that out of the way, onto the list!


5. A Nightmare on FaceTimeSouth Park (2012)

Regardless of the brand’s iffy reputation among former employees, the death of Blockbuster Video was a serious blow to fans of physical media. Of course, some folks were more affected by this than others, and South Park’s Randy Marsh definitely took things a little too far in the twelfth episode of the show’s sixteenth season.

Titled A Nightmare on FaceTime, the main plot of this 2012 story is a surprisingly faithful recreation of The Shining where Randy purchases an empty Blockbuster store and begins to go mad once he realizes that his investment may not have been a very good idea due to the rise of streaming and the now-defunct RedBox storefronts.


4. The Overlook Hotel Level – Ready Player One (2018)

I was never really a fan of Ernest Cline’s Ready Player One, so I viewed Stephen Spielberg’s divisive adaptation of the novel as an improvement over the source material despite having its own narrative issues. In fact, I actually prefer how Spielberg changed the story by removing several references to his own work and replacing a lengthy Blade Runner detour with an over-the-top homage to The Shining.

A CGI-heavy recreation of the film’s most iconic moments that feels like a big-budget ghost train ride set within the Overlook Hotel, this intense sequence is more of a recreation of the freaky aesthetics of The Shining rather than its mind-bending narrative. However, it’s still fun to see Spielberg make a heartfelt tribute to a filmmaker that was once his close personal friend.


3. IKEA Singapore Halloween Ad (2014)

It makes sense that commercials don’t typically borrow from the horror genre, as it might be a bad idea to scare away potential customers, but some references are just too much fun to pass up.

That’s probably why the publicists behind this Ikea ad from Singapore were allowed to turn their commercial into a genuinely unsettling recreation of Danny’s tricycle scene from The Shining. After all, nobody cares if your store is haunted so long as it offers late-night shopping hours and a large selection of merchandise that you can become lost in forever and ever…


2. The End of ‘Bondage and Beta Male Sexuality’Community (2014)

Community is no stranger to recreating iconic movie moments within the show, and the series had previously tackled horror tropes in episodes like the fan-favorite Epidemiology. However, the most laugh-out-loud moment on this particular list comes from a brief gag towards the end of the season five episode ‘Bondage and Beta Male Sexuality’.

The majority of this episode has nothing to do with scary movies, but there’s a brief subplot involving supporting character Chang and a possible encounter with ghosts that leads him to question his own existence. This subplot culminates in the episode’s hilarious ending where the camera zooms in on a black-and-white photograph of Chang in period clothing at some kind of celebration, just like Jack Nicholson at the end of The Shining.

However, the picture’s subtitle eventually reveals that it’s merely a conveniently placed keepsake from the ‘Old Timey Photo Club’.


1. The Overlook Hedge Maze Sequence – Zootopia 2 (2025)

Disney movies are pretty far removed from both the gruesome horror of Stephen King and the heady filmmaking of Stanley Kubrick, so I don’t think anyone was expecting the climax of last year’s Zootopia sequel to take place in an animated version of the snowy hedge maze from The Shining.

In this unexpectedly intense sequence, friend-turned-villain Pawbert Lynxley (an unhinged lynx cat played by Andy Samberg) chases our protagonists through a creepy labyrinth in a loving recreation of Jack Nicholson’s icy demise outside the Overlook Hotel. The actual ending here might be a little more child-friendly than what’s being referenced, but it’s amazing that the filmmakers were able to push the horror elements as far as they did – especially since the scene doesn’t really have anything to do with the rest of the movie.

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