Tuesday, March 26, 2013

Resident Evil Code Veronica X


Oh...oh god, no...

Ants...fucking ANTS...and monster phalli...crossdressing nancies and no ammo to fight them...oh god where did this shotgun come from that can't kill anything without a full magazine?!

Claire?  CLAIRE?!  Where's my Grenade Launcher?  WHERE'S MY FUCKING GRENADE LAUNCHER, CLAIRE?!

TYRAAAAAANT!!!!  ALEXIAAAAAAAA!!!!


Oh fuck I'm tripping...tripping badneedsomecaffeineheregimmegimmesomethinggimmesonethingtotakeawaythepainahhaaaaa
aaaahhhhAAAAAAAAAAAAAAAAHHHHHHHHHH


*wakes up*

Holy shit, that was horrible...it was like I was playing Code Veronica X...and there was no ammo...and there were puzzles so deeply layered within puzzles that you couldn't figure out the beginning or end of them...and shotguns that couldn't kill anything without using up a full magazine...and there was never any ammo...and...and...oh, wait.

That all actually happened.

Resident Evil Code: Veronica occupies a curious position.  It get's damn near unanimously hailed as the apex of the Pre-RE4 Resident Evil games, yet upon playing it one may be occasionally hard pressed to figure out why.

I mean, shit, I'm still having trouble figuring that out.

It's not that it's a bad game, but all of the layered fetch quests and the utter lack of any real stores of ammunition at two Military Facilities become tedious at an alarming rate, and before you know it, the luster has worn off.

It also nearly drove me insane.  I know you'll love that.

 Game: Resident Evil: Code Veronica X
Format: Sony Playstation 2 [PS2]
Developer: Capcom
Release Date: JP March 22, 2001\NA August 21, 2001\PAL September 14, 2001.
Ports: Dreamcast, Gamecube

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