Resident Evil Code: Veronica artwork

Resident Evil Code: Veronica Review

2000CapcomGame

The most operatic entry in the classic series, and the one most willing to break your save.

CriticGood
Users8.0 out of 10

Vote your grade

Category grades
CategoryCriticUsers
Difficulty to makeGood
VisualsGood
StoryAverage
GameplayAverage
OverallGood

This was the technical leap. Real-time environments with a moving camera let the series stage things the pre-rendered games could not, and the Antarctic base and the Rockfort prison are genuinely distinct places rather than another mansion with different wallpaper. Claire and Chris both work, the Ashford twins are the closest the series has come to gothic melodrama played straight, and the tonal swings between prison horror and family opera give it a personality nothing else in the line has.

The design, though, is hostile in ways the earlier games never were. Item boxes are not universal, so parking your weapons in the wrong place before a one way transition can leave a boss fight mathematically unwinnable, and the Nosferatu encounter is the standard example of a fight you can arrive at already having lost. Backtracking is heavy and the ammunition math is stingier than it should be for a game that keeps introducing armored enemies. Brilliant and spiteful in roughly equal measure.

Reviewed Sep 7, 2026 · Last verified Sep 7, 2026 · How we grade

Resident Evil Code: Veronica at a glance

Official site
Platforms
Dreamcast, PS2, GameCube, PS3, Xbox 360
Developer
Capcom
Hours played
14
Year
2000

What’s your grade?

Grade by category
Difficulty to make
Visuals
Story
Gameplay

No account needed. Sign in so your grades follow you and count once. · how vote integrity works

Comments

Plain text, 500 characters. Be sharp, not cruel.

0/500

No comments yet. Have the first take.

More games reviews