Translation errors
Further notes

Resident Evil CODE:Veronica was in development from 1998 to 2000, with work continuing on for another year to release a 'Complete' version. A playable demo was featured in Fall 1999's TGS.[1] The game was released in early 2000 as an apparent Dreamcast exclusive, though Mikami would later express his confusion as to Capcom's decision, as he was not informed of their intent.

Early production

Resident Evil CODE:Veronica came into fruition following the release of Resident Evil 2. Due to concerns between Capcom and Nex Entertainment about a port being of inferior quality to the PlayStation release, the port was cancelled.[2] The two instead began plans on a new game for Sega's new Dreamcast console, either to be an exclusive or otherwise released there first, and was reported on by the press by August 1998,[3] before its official announcement by Yoshiki Okamoto the following October at the New Challenge Conference.[4]


The newly established creative writing company, Flagship, was tasked with the writing and art. Formed by Yoshiki Okamoto and Noboru Sugimura, it drew in talent from the TV industry to improve quality of video games. For CODE:Veronica, the writing team consisted of writers Hirohisa Soda, Jun'ichi Miyashita, Akira Asaka, Hideyuki Ishizeki and Yasuyuki Suzuki, all working under Sugimura himself.

During the early script-writing stage, it was envisioned CODE:Veronica would be about Jill Valentine following S.T.A.R.S.' mission to Europe mentioned in Resident Evil 2. Continuing a theme also being talked about for Resident Evil 0 and the un-released Resident Evil 3, the game was planned to explore the backstory of Umbrella Pharmaceuticals, its founders, and their Progenitor Virus which was precursor to the t-Virus. In this case, the villains were to be Hilbert and Hilda Krueger, the children of a Wehrmacht officer who fled Nazi Germany to this island via a U-Boat.[5] Another character, a butler of Hilbert's, was to be introduced as an elderly man who fought alongside their father in the Second World War.[5]

By October 1998,[6][7] ideas were changing fast, and Jill Valentine was replaced by Claire Redfield as the protagonist. This was done because of Sugimura discovering the Resident Evil 2 "B" ending had been altered by Hideki Kamiya to imply either character would return soon. The Kruegers were also changed to be British nobles, due to concerns that Nazi associations would harm the game's European sales, and the butler was kept as a file-only character.


Concept art was led by Flagship artist Satoshi Nakai, who would also be attached to the Resident Evil 0 project. Nakai was himself also the originator of the Nazi idea, and came up with uniform designs for the Umbrella cast.[5] Among the rejected ideas for creatures was that of an alternate Tyrant boss which was to have a mechanical second heart, which was replaced with the T-078.[5]



In November 2000, Capcom confirmed their intent to port CODE:Veronica to the PlayStation 2 console as BIOHAZARD CODE:Veronica Complete, launching the official webpage the same day. The game's producer, Shinji Mikami, commented that Complete would include content that failed to be completed in time to make it into the original game.[8] In February 2001, Capcom announced that a playable demo of their upcoming Devil May Cry game (which originated as one of the attempts at Resident Evil 4) would come bundled with CODE:Veronica X.[9]

The additional content comprised of improved graphics along with an extra nine minutes of cutscenes sequences. An example of some of the new cutscenes included the scene where Claire encountered Wesker just outside the manor. Wesker's lines in the cutscene where he discovers Chris' presence on the island were altered slightly through the stage-action remain the same.

Steve's hairstyle was altered to have a noticeable fringe, and no longer proudly shows his forehead. This change was made to all cutscenes that feature him, as well as to the family photograph he carries with him.

The introduction to Alexia's first battle was also changed considerably; whereas Wesker uses his superhuman abilities in an attempt to halt Alexia's advance in the X-version, in the original version, he is entirely powerless to stop her and does not use any of his powers. Further, he only notices Chris in the X-version; in the original, he simply runs out of the door.

The ending was also considerably changed. During and right after the Alexia fight, the presence of an elevator overlooking the battle area was cut out to allow room for the famous Wesker fight scene. This extended scene also introduced events such as Wesker taking Claire hostage and the fact that his men had captured Steve's body and were planning to experiment on it. The credits background and music were also remodeled.

The CODE:Veronica X version ported over to the GameCube had several differences from the PlayStation 2 release. The Gamecube port maintained the same pre-game teaser sequence as the Japanese-only Dreamcast version. Like the GameCube ports of Resident Evil 2 and Resident Evil 3: Nemesis, the title call narrator was replaced with Ward E. Sexton.


Capcom released a remastered high-definition version of CODE:Veronica X along with Resident Evil 4 for PlayStation 3 and Xbox 360. A disc version was released only in Japan on September 8, 2011, called Biohazard Revival Selection. In Europe and North America, the game was released on PlayStation Network and Xbox Live on September 27, 2011.

In May 2017, CODE:Veronica X was released on the PS4[10] as part of its "PS2 games on PS4" lineup, it is an emulation of the PlayStation 2 version and not a port of the HD remaster that was released on the PS3 and Xbox 360 in 2011. Because the game is based on its PS2 version, the PAL version (sold in EU regions) runs considerably slower than the other versions of the game[11] due to most PS2 games sold in Europe running in 50Hz at the time of their original release. A patch has never been released by Capcom to fix this issue.

Two years later, on February 21, 2019, it was announced that the game would be available on the Xbox One via its Backward Compatibility. This version is a mirror of the HD re-release of the game released on the PS3 and Xbox 360 in 2011, unlike the PlayStation 4 version released in 2017.[12]

Version info

  • Included with certain versions of CODE:Veronica X is an unlockable documentary titled Wesker's Report.
  • In the HD re-release of Resident Evil CODE:Veronica X, Claire Redfield has a shadow when she holds her lighter.


  1. Kennedy, Sam (December 21, 1999). Biohazard Code: Veronica arrives. Gamespot.
  2. Director's Hazard.
  3. Confirmed Dreamcast Software. IGN (August 18, 1998). Retrieved on 2013-07-02.
  4. Evil is Good for Dreamcast. IGN (September 18, 1998). Retrieved on 2013-07-02.
  5. 5.0 5.1 5.2 5.3 Project Umbrella interview with Satoshi Nakai.
  6. Three words: Resident Evil -- Official. IGN (October 6, 1998). Retrieved on 2013-07-02.
  7. Dreamcast Resident Evil - First Screens. IGN (October 15, 1998). Retrieved on 2013-07-02.
  8. "Code Veronica Confirmed for PS2!", IGN, 16 November 2000. Retrieved on 2012-07-17. 
  9. "Devil May Cry and Resident Evil CV: X Official in US", IGN, 27 February 2001. Retrieved on 2012-07-17. 
  10. @RE_Games on Twitter - "Resident Evil Code Veronica X is coming to PS2 Classics next week on PS4! Grab it starting May 9 in North America and May 10 in Europe!"
  11. Resident Evil Code Veronica X PS4/PS4 Pro - EU and US Versions Tested
  12. Xbox UK on Twitter: "RESIDENT EVIL CODE: Veronica X is now playable on Xbox One via Backward Compatibility 🎮… "
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