---
title: 'Resident Evil Veronica Changes We''d Like To See'
source: 'https://youtube.com/watch?v=I2sSPdSPvCU'
video_id: 'I2sSPdSPvCU'
date: 2026-06-19
duration_sec: 691
---

# Resident Evil Veronica Changes We'd Like To See

> Source: [Resident Evil Veronica Changes We'd Like To See](https://youtube.com/watch?v=I2sSPdSPvCU)

## Summary

The video discusses eight changes the host hopes to see in the upcoming remake of Resident Evil Code: Veronica, titled Resident Evil Veronica. It focuses on character improvements, gameplay tweaks, and cultural sensitivity updates.

### Key Points

- **John Woo Opening** [0:25] — Claire's opening sequence is too action-movie-like (John Woo style) and should be more grounded, perhaps showing her being captured by Hunk instead.
- **Steve Burnside's Characterization** [2:18] — Steve is an annoying character; the remake should make him more sympathetic, as done in Darkside Chronicles.
- **Dual Guns** [4:00] — Claire's dual-wielding feels unrealistic for a civilian; the remake should reconsider this mechanic.
- **Tyrant Plane Fight** [4:50] — The Tyrant plane fight can soft-lock players; it needs balancing to avoid forcing restarts.
- **Alfred Ashford's Portrayal** [5:33] — Alfred's cross-dressing is a sensitive topic; the remake should handle it with care, as Darkside Chronicles did by removing problematic insults.
- **Antarctica Base** [7:49] — The Antarctica base section with Chris is repetitive; the remake team is trusted to improve it.
- **Claire and Chris Dynamic** [8:25] — The dynamic between Claire and Chris should be balanced, with Claire's section more horror-focused and Chris's more action-oriented, similar to Resident Evil: Requiem.
- **Final Boss Fight** [10:21] — The final boss fight's first-person mode feels clunky; modern controls could improve it.

## Transcript

You know, Resident Evil Code Veronica,
it's getting a remake and it's called
Resident Evil Veronica. It's also
probably one of the more divisive ones.
People seem to love it or seem to be,
you know, a little iffy on it, like this
guy. So, I figured, while we wait, since
we had nothing but a teaser trailer, we
came up with eight things that maybe
should be tinkered a bit [music] in the
upcoming remake.
Brought to you by Xbox.
>> Claire Redfield.
>> Number one, that John Woo opening.
Considering this game only takes place
three months after Resident Evil 2,
where Claire is just fine, just getting
to grips with everything that's going on
life, and the opening of this game, she
does this really cool, you know,
surrenders to the European Umbrella
Corporation soldier dudes, and then
drops her gun, and then John Woo's her
way down, catches it, and shoots it.
Yeah, I mean, it it's the year 2000.
It's
>> [laughter]
>> It was
That was a a suitable time period in
which everything was like The Matrix,
which if you basically America
discovered John Woo films, and was like,
"Hey, we're going to do that, and give
you two guns." Which is funny because
Code Veronica, Claire has
is dual wielding in that game. Not doing
dives or like Max Payne moves or
anything like that, but just
two gun moves. Very
>> [music]
>> strange. I mean, at least for me, coming
off of traditional Resident Evil. Like,
could you really all of a sudden just
like be good enough, like savvy enough
to just like use two guns? You know, do
you think you could do that after
fighting off zombies in Resident Evil 2
in the Raccoon City I would have Who am
I? I'm not Claire. Now, the last I think
they should change that up a bit. Maybe
ground it a little bit more. And from
what I maybe can put together, uh the
teaser that we saw feels a little bit
more appropriate.
Um I have a feeling that
Claire is going to go and try and find
Chris, and in the process gets kidnapped
by Hunk, and that's how she ends up in
the prison, instead of being a one-woman
army.
Yeah.
In short, Claire isn't a soldier. That's
all I'm trying to say. She some Matrix
soldier woman. [music] She's just, you
know, a biker girl.
Who am I to judge? In other Resident
Evil remakes, they've managed to improve
on characters in meaningful ways that
were, you know, a little bit more
one-sided like Carlos in Resident Evil
3. I think they did a pretty good job
with him. They They punched him up a
bit. He felt like a character who, you
know, had an necessity to be there.
Steve, um, look, I just The guy is just
an annoying twerp. Don't you follow me,
baby? Throw up in my mouth. I would
never follow you, dude. Don't worry,
Claire.
>> Your knight in shining armor is here.
>> You also play as Steve at some point.
Uh, for just a brief moment, but you do
play as Steve. Maybe there's something
charming if they were to keep Steve
uh, in the same characterization as they
did in the first game. Interestingly
enough, in Darkside Chronicles, the sort
of uh, light shooter game that they made
for the Wii and the PlayStation 3, they
did a retelling of Code: Veronica in
that game. And if you go and watch that
or or have played it, Steve's uh, sort
of representation that is much more
reserved. He's much less
uh, oh, hey baby, don't go follow me.
Oh, sorry, beautiful. He's like a normal
person
uh, in that game. So, they have There is
a version in which he's been iterated
on.
Also, speaking of that, they didn't go
full-on with his
I love you,
Claire, scene. Um, they [music] like
hinted towards it, but then just like
stopped. So, if if I think that is a
good, you know, pulse check on on the
sort of direction they should take
little Steve. [music]
And also his uh,
his his his
Father! I don't even want to DO IT.
>> FATHER!
>> I'M I'M INTERESTED TO SEE HOW THEY THEY
SHOULD THEY should
lean that a bit. Make me care about
Steve. If you can manage to well up some
sort of tears in my eyes, then I will be
it'll be my game of the year.
>> [laughter]
>> Well, we'll see. I don't want to say
that just yet. I already kind of talked
about this, but number three, double
guns. I just don't know if it makes
sense for Claire to go from being
you know, 3 months after the Raccoon
City incident to just being like I'm now
Tequila from Hard Boiled and using two
guns at once. They did show in the
teaser trailer that there are the two
gold guns. Those guns are used for a
puzzle in the original game.
>> [music]
>> Um so maybe there'll be some sort of
implementation of that, but I don't
know. In the original game, if you aimed
at those two guns, she would
automatically aim either one at like
several different targets, and you know,
which is kind of interesting for the
tank control time period. I don't know
how the hell that would work today. Um
but, you know, this is more so me being
curious to see if they still do it
because you haven't had double guns on
any of the modern Resident Evil games uh
in the main line ones and remakes, so.
Number four, the tyrant plane fight.
This fight is fine, except for the fact
that you can absolutely soft lock
yourself and have to replay the entire
game if you didn't carefully consider
your resources or may have saved poorly.
I for one did have to restart the game
once getting to that fight, and then I
remember sometime in the future where I
played it again as an adult, I still
managed to somehow soft lock myself into
it. Also, that fight in general just
lasts forever. If there is one thing I
could ask that you did not change about
that fight, it's Claire's incredible
one-liner after it.
>> What was wrong?
>> Oh, nothing. Just a giant cockroach that
had to be stepped on.
>> Alfred Ashford.
>> [music]
>> Now, I just want to preface this with
this game came out in 2000, and the
conversation around uh transgender folks
and cross-dressing folks has changed
dramatically.
>> Speak now.
Alfred!
Stop
freak.
>> I'm not here to dictate
how they should change it, but I am very
curious to see how they adapt to it
considering how the conversation has
changed over the past
>> [music]
>> 27 years, which it has changed a lot
culturally, how we look, how we accept,
and how those people have been welcomed
and into the ripples of pop culture has
changed a lot [music] because in many
cases people who are transgendered or
partake in cross-dressing have often
been villainized in a lot of pop
culture.
>> [music]
>> Most notably things like Silence of the
Lambs, but there's also The Crying Game
is a movie that's kind of infamous for
that. There's movies like Ace Ventura,
even though that was a parody of The
Crying Game, still didn't really do much
to help the conversation in any way.
And there's conversations around like
other pop culture things like Pretty
Little Liars or Sleepaway Camp, which is
a horror film that I actually really
like, but um I don't feel necessarily
equipped to say how it should be changed
or the sort of attitude [music] they
should take towards it. It's just more
so I am anxious to see how they approach
it. To mention Darkside Chronicles
again, I think I a game that retold
Code: Veronica, they do change that
relationship or at least the
>> [music]
>> the dynamic between Claire and Alfred
and Alexia a little bit. While it's
still a prominent characteristic of
Alfred,
the difference is that they removed
Claire's rather problematic [music]
insult towards Alfred. The one thing I
will say that I think Darkside
Chronicles did at least a little better
is when it is revealed the big twist
that Alfred dresses as his sister
Alexia,
>> [music]
>> Claire's response comes off a little bit
more empathetic rather than, you know,
just kind of calling him something mean.
Um so [music]
clearly they saw that and tried to
address it [music] and tried to do
something about it in that iteration.
So, I'm just curious to see how they
handle it this time.
>> Number six, the Antarctica base, more
specifically Chris Redfield's section.
This I I have full faith considering the
teams, the Resident Evil 2 remake and
the Resident Evil 4 remake team that's
working on this, that they're going to
do a great job making this section paste
well and entertaining. They managed to
make some of the lower points of
Resident Evil 4 incredible in Resident
Evil 4 remake. And so, I'm not really
worried about that. It's more so just
the awareness that that section becomes
very
I don't know, it's a repetitive in the
way you're just going through the exact
same environment all over again. But,
it's Chris Redfield. Now, this is going
to fold into number seven, Claire and
Chris, the dynamic between the two since
you get to play as both. I've often, you
know, observed that main line Resident
Evil games from Biohazard onwards kind
of set the groundwork for what the
remake is that follows it. Resident Evil
7 was kind of the reintroduction of like
real core survival horror mechanics and
resource management and puzzle solving.
And that was shown full force. Like,
they doubled down on it for the Resident
Evil 2 remake. And for Village, Village
kind of set the groundwork for what
would be the Resident Evil 4 remake. It
was almost like a testing the waters to
see if, you know, like how these things
could still work in the in this new era
of Resident Evil.
Resident Evil Requiem, like Veronica, is
the the main the new main line campaign
in which 50% of the game is Grace and 50
the other 50% of the game is Leon, which
is very similar to how Code: Veronica
plays. So, I can't help but speculate
that what they did with Requiem is
going to be sort of a approach in which
they take for Veronica, with Claire's
section being a little bit more tense, a
little bit more scary, and Chris
Redfield's section being a little bit
more Leon oriented, or a little bit more
actiony. Since the only real time we've
got to play as Chris Redfield in these
modern games aside from the DLC for
Biohazard is the end of village which is
just like straight up becomes like a
Call of Duty game. I don't think they're
going to do that. I think they're going
to take more notes to how Leon plays in
Resident Evil Requiem, but I am curious
to see that balance. I also hope there's
one section of Requiem where you get to
go through the same environment as Grace
as Leon and where you know the enemies
you don't kill as Grace you eventually
have to deal with as Leon. That only
happens one time and I feel like there
was a lot left on the table to allow
that to be expanded and you know toyed
with in cool and interesting ways and I
hope they do that with the Veronica
remake where whatever it is Claire does
kind of affect Chris Redfield's play
through and all that jazz. Could be
cool. And last thing, that final boss
fight.
The final boss fight of that last game
is feels weird and uncharacteristic to
the rest of that game cuz you obviously
get a rocket launcher which is not new.
That's a staple for this entire series.
But what is new is this weird first
person mode you go into when you start
hunting this thing down around the room.
Maybe it could work better
with modern mechanics and and controls
and all that jazz, but something about
it just feels
felt clunky and didn't really fit with
the rest of the vibe of the game.
So this is a minor thing and something
I'm sure they will address and I'm just
excited to see how they address it.
Okay, that's it. That's what I think is
worth changing. Myself and producers on
Luke Sipky made this list, but you know
if there's a thing you want to see
changed or not changed at all. Just make
it beat for beat the exact same which
considering what they did for Resident
Evil 2 remake, they can't do that. Like
the way they implemented Mr. X into that
remake, [music] amazing. That's the sort
of stuff I'm excited to see in Veronica.
The liberties they're going to take
>> [music]
>> and I sure as hell bet they're not going
to cut anything after how people reacted
with Resident Evil 3 remake. Anyways,
thanks for watching.
Stick around. I'm Kurt.
See you.
