biohazard code veronica

BIOHAZARD Code Veronica was the first title in the series to be built from the ground up for the Sega Dreamcast. It features the events which transpired during the “Rockfort Island incident”, two months after the destruction of Raccoon City.

PLOT

The story follows Claire Redfield in search of her brother Chris, this lands her on Rockfort island, which quickly becomes ground zero for another viral outbreak.

Claire meets Steve Burnside, a prisoner on the island. They decide to team up in order to escape the island together.

It appears that someone from Chris’ past is back to haunt him.

FEATURES

Code Veronica switched from pre-rendered backgrounds which predominated the earlier titles in favor of real-time 3D environments. Although this made the environments lack detail present in earlier titles, it immersed the players in the experience. It also featured the ability to dual wield and shoot certain weapons in first person mode. The title also featured what appears to be Gothic inspiration compared to the previous titles “American” feel.

Code Veronica allowed players to control Claire and later, her brother Chris. Although Chris technically backtracked to areas previously explored by Claire, these were opened up having Chris explore them from a different angle or location.

DEVELOPMENT NOTES

After the success of BIOHAZARD 2, CAPCOM decided to develop multiple BIOHAZARD projects for different consoles.

After a failed attempt to bring BIOHAZARD 2 to the Sega Saturn, Shinji Mikami and his team were tasked to create something new for Sega fans. With the upcoming release of the Sega Dreamcast, the development team decided to develop Code Veronica for new hardware. BIOHAZARD Code Veronica also featured a much more developed plot compared to the previous PlayStation releases.

The majority of development for Code Veronica was outsourced with CAPCOM overseeing art direction and character design. This was due to the unavailability of CAPCOM staff who were already working on other BIOHAZARD projects. Towards the end of the project, Sega sent some of its own developers to help put the final touches on the game. Most of these resources were used in helping CAPCOM achieve a high-quality frame rate throughout the game, showcasing the capabilities of the Dreamcast.

ATTACHMENTS

TECHNICAL SPECIFICATIONS

DEVELOPER Capcom Production Studio 4 / Nextech

GAME ENGINE Unknown [Presumably in-house Capcom Toolset]

DIRECTOR Hiroki Kato

WRITTEN BY Flagship

ORIGINAL RELEASE PLATFORM Sega Dreamcast