Claire's John Woo Opening Needs A Fix
47sFans love debating character consistency in remakes, and this critique of Claire's over-the-top action from 2000 is a hot take that sparks discussion.
▶ Play ClipThe 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.
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 is an annoying character; the remake should make him more sympathetic, as done in Darkside Chronicles.
Claire's dual-wielding feels unrealistic for a civilian; the remake should reconsider this mechanic.
The Tyrant plane fight can soft-lock players; it needs balancing to avoid forcing restarts.
Alfred's cross-dressing is a sensitive topic; the remake should handle it with care, as Darkside Chronicles did by removing problematic insults.
The Antarctica base section with Chris is repetitive; the remake team is trusted to improve it.
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.
The final boss fight's first-person mode feels clunky; modern controls could improve it.
"The title accurately reflects the video's content, which is a list of desired changes for the remake."
Resident Evil Code: Veronica
game
Resident Evil 2 Remake
game
Resident Evil 3 Remake
game
Resident Evil 4 Remake
game
Resident Evil 7: Biohazard
game
Resident Evil Village
game
Resident Evil: The Darkside Chronicles
game
Resident Evil: Requiem
game
The Matrix
movie
Hard Boiled
movie
Silence of the Lambs
movie
The Crying Game
movie
Ace Ventura
movie
Pretty Little Liars
tv show
Sleepaway Camp
movie
Hunk
character
Claire Redfield
character
Chris Redfield
character
Steve Burnside
character
Alfred Ashford
character
Alexia Ashford
character
Luke Sipky
person
How long after Resident Evil 2 does Code: Veronica take place?
Three months after Resident Evil 2.
0:29
What is Claire Redfield's background according to the video?
She is a biker girl, not a soldier.
1:53
Which game retold Code: Veronica and handled Steve's character better?
The Darkside Chronicles.
2:44
What is the main problem with the Tyrant plane fight?
It can soft-lock players who haven't managed resources carefully.
4:53
How did Darkside Chronicles change the dynamic between Claire and Alfred?
Claire's insult towards Alfred was removed, and her response was more empathetic.
7:03
Claire is not a soldier
Highlights the need to ground Claire's character in realism rather than action-hero tropes.
1:53Darkside Chronicles as a blueprint
Shows a previous iteration successfully improved Steve's character, providing a model for the remake.
2:44Soft-lock risk in Tyrant fight
Identifies a specific game design flaw that can ruin player experience, emphasizing the need for modern quality-of-life improvements.
4:53Handling Alfred's cross-dressing
Acknowledges the cultural shift in how transgender and cross-dressing characters are portrayed, urging careful adaptation.
5:33Final boss first-person mode
Points out a clunky mechanic that feels out of place, suggesting it needs reworking for modern controls.
10:22[00:00] You know, Resident Evil Code Veronica,
[00:02] it's getting a remake and it's called
[00:03] Resident Evil Veronica. It's also
[00:05] probably one of the more divisive ones.
[00:07] People seem to love it or seem to be,
[00:08] you know, a little iffy on it, like this
[00:10] guy. So, I figured, while we wait, since
[00:12] we had nothing but a teaser trailer, we
[00:14] came up with eight things that maybe
[00:17] should be tinkered a bit [music] in the
[00:18] upcoming remake.
[00:21] Brought to you by Xbox.
[00:25] >> Claire Redfield.
[00:26] >> Number one, that John Woo opening.
[00:29] Considering this game only takes place
[00:31] three months after Resident Evil 2,
[00:33] where Claire is just fine, just getting
[00:36] to grips with everything that's going on
[00:37] life, and the opening of this game, she
[00:39] does this really cool, you know,
[00:41] surrenders to the European Umbrella
[00:43] Corporation soldier dudes, and then
[00:45] drops her gun, and then John Woo's her
[00:47] way down, catches it, and shoots it.
[00:51] Yeah, I mean, it it's the year 2000.
[00:53] It's
[00:54] >> [laughter]
[00:54] >> It was
[00:55] That was a a suitable time period in
[00:57] which everything was like The Matrix,
[00:59] which if you basically America
[01:00] discovered John Woo films, and was like,
[01:01] "Hey, we're going to do that, and give
[01:03] you two guns." Which is funny because
[01:05] Code Veronica, Claire has
[01:07] is dual wielding in that game. Not doing
[01:09] dives or like Max Payne moves or
[01:11] anything like that, but just
[01:13] two gun moves. Very
[01:15] >> [music]
[01:15] >> strange. I mean, at least for me, coming
[01:17] off of traditional Resident Evil. Like,
[01:18] could you really all of a sudden just
[01:20] like be good enough, like savvy enough
[01:22] to just like use two guns? You know, do
[01:24] you think you could do that after
[01:25] fighting off zombies in Resident Evil 2
[01:27] in the Raccoon City I would have Who am
[01:28] I? I'm not Claire. Now, the last I think
[01:30] they should change that up a bit. Maybe
[01:31] ground it a little bit more. And from
[01:33] what I maybe can put together, uh the
[01:35] teaser that we saw feels a little bit
[01:37] more appropriate.
[01:39] Um I have a feeling that
[01:41] Claire is going to go and try and find
[01:42] Chris, and in the process gets kidnapped
[01:46] by Hunk, and that's how she ends up in
[01:47] the prison, instead of being a one-woman
[01:51] army.
[01:52] Yeah.
[01:53] In short, Claire isn't a soldier. That's
[01:55] all I'm trying to say. She some Matrix
[01:57] soldier woman. [music] She's just, you
[02:00] know, a biker girl.
[02:02] Who am I to judge? In other Resident
[02:04] Evil remakes, they've managed to improve
[02:06] on characters in meaningful ways that
[02:08] were, you know, a little bit more
[02:10] one-sided like Carlos in Resident Evil
[02:12] 3. I think they did a pretty good job
[02:13] with him. They They punched him up a
[02:15] bit. He felt like a character who, you
[02:17] know, had an necessity to be there.
[02:18] Steve, um, look, I just The guy is just
[02:22] an annoying twerp. Don't you follow me,
[02:24] baby? Throw up in my mouth. I would
[02:28] never follow you, dude. Don't worry,
[02:30] Claire.
[02:31] >> Your knight in shining armor is here.
[02:33] >> You also play as Steve at some point.
[02:35] Uh, for just a brief moment, but you do
[02:36] play as Steve. Maybe there's something
[02:38] charming if they were to keep Steve
[02:41] uh, in the same characterization as they
[02:42] did in the first game. Interestingly
[02:44] enough, in Darkside Chronicles, the sort
[02:46] of uh, light shooter game that they made
[02:48] for the Wii and the PlayStation 3, they
[02:49] did a retelling of Code: Veronica in
[02:51] that game. And if you go and watch that
[02:53] or or have played it, Steve's uh, sort
[02:56] of representation that is much more
[02:58] reserved. He's much less
[03:00] uh, oh, hey baby, don't go follow me.
[03:02] Oh, sorry, beautiful. He's like a normal
[03:05] person
[03:06] uh, in that game. So, they have There is
[03:09] a version in which he's been iterated
[03:10] on.
[03:11] Also, speaking of that, they didn't go
[03:14] full-on with his
[03:15] I love you,
[03:17] Claire, scene. Um, they [music] like
[03:20] hinted towards it, but then just like
[03:22] stopped. So, if if I think that is a
[03:24] good, you know, pulse check on on the
[03:27] sort of direction they should take
[03:28] little Steve. [music]
[03:29] And also his uh,
[03:31] his his his
[03:34] Father! I don't even want to DO IT.
[03:36] >> FATHER!
[03:43] >> I'M I'M INTERESTED TO SEE HOW THEY THEY
[03:44] SHOULD THEY should
[03:46] lean that a bit. Make me care about
[03:48] Steve. If you can manage to well up some
[03:51] sort of tears in my eyes, then I will be
[03:55] it'll be my game of the year.
[03:56] >> [laughter]
[03:57] >> Well, we'll see. I don't want to say
[03:58] that just yet. I already kind of talked
[04:00] about this, but number three, double
[04:01] guns. I just don't know if it makes
[04:03] sense for Claire to go from being
[04:06] you know, 3 months after the Raccoon
[04:08] City incident to just being like I'm now
[04:11] Tequila from Hard Boiled and using two
[04:13] guns at once. They did show in the
[04:15] teaser trailer that there are the two
[04:17] gold guns. Those guns are used for a
[04:18] puzzle in the original game.
[04:20] >> [music]
[04:21] >> Um so maybe there'll be some sort of
[04:22] implementation of that, but I don't
[04:25] know. In the original game, if you aimed
[04:27] at those two guns, she would
[04:29] automatically aim either one at like
[04:31] several different targets, and you know,
[04:33] which is kind of interesting for the
[04:35] tank control time period. I don't know
[04:36] how the hell that would work today. Um
[04:39] but, you know, this is more so me being
[04:43] curious to see if they still do it
[04:44] because you haven't had double guns on
[04:46] any of the modern Resident Evil games uh
[04:48] in the main line ones and remakes, so.
[04:50] Number four, the tyrant plane fight.
[04:53] This fight is fine, except for the fact
[04:55] that you can absolutely soft lock
[04:56] yourself and have to replay the entire
[04:59] game if you didn't carefully consider
[05:02] your resources or may have saved poorly.
[05:05] I for one did have to restart the game
[05:07] once getting to that fight, and then I
[05:09] remember sometime in the future where I
[05:11] played it again as an adult, I still
[05:13] managed to somehow soft lock myself into
[05:14] it. Also, that fight in general just
[05:17] lasts forever. If there is one thing I
[05:19] could ask that you did not change about
[05:22] that fight, it's Claire's incredible
[05:24] one-liner after it.
[05:26] >> What was wrong?
[05:27] >> Oh, nothing. Just a giant cockroach that
[05:29] had to be stepped on.
[05:31] >> Alfred Ashford.
[05:33] >> [music]
[05:33] >> Now, I just want to preface this with
[05:36] this game came out in 2000, and the
[05:38] conversation around uh transgender folks
[05:41] and cross-dressing folks has changed
[05:43] dramatically.
[05:45] >> Speak now.
[05:48] Alfred!
[05:49] Stop
[05:50] freak.
[05:51] >> I'm not here to dictate
[05:54] how they should change it, but I am very
[05:58] curious to see how they adapt to it
[06:01] considering how the conversation has
[06:03] changed over the past
[06:04] >> [music]
[06:05] >> 27 years, which it has changed a lot
[06:08] culturally, how we look, how we accept,
[06:11] and how those people have been welcomed
[06:12] and into the ripples of pop culture has
[06:15] changed a lot [music] because in many
[06:17] cases people who are transgendered or
[06:18] partake in cross-dressing have often
[06:21] been villainized in a lot of pop
[06:22] culture.
[06:23] >> [music]
[06:24] >> Most notably things like Silence of the
[06:26] Lambs, but there's also The Crying Game
[06:29] is a movie that's kind of infamous for
[06:30] that. There's movies like Ace Ventura,
[06:32] even though that was a parody of The
[06:33] Crying Game, still didn't really do much
[06:35] to help the conversation in any way.
[06:37] And there's conversations around like
[06:38] other pop culture things like Pretty
[06:40] Little Liars or Sleepaway Camp, which is
[06:42] a horror film that I actually really
[06:43] like, but um I don't feel necessarily
[06:46] equipped to say how it should be changed
[06:48] or the sort of attitude [music] they
[06:49] should take towards it. It's just more
[06:51] so I am anxious to see how they approach
[06:54] it. To mention Darkside Chronicles
[06:55] again, I think I a game that retold
[06:59] Code: Veronica, they do change that
[07:03] relationship or at least the
[07:05] >> [music]
[07:05] >> the dynamic between Claire and Alfred
[07:08] and Alexia a little bit. While it's
[07:10] still a prominent characteristic of
[07:11] Alfred,
[07:13] the difference is that they removed
[07:15] Claire's rather problematic [music]
[07:17] insult towards Alfred. The one thing I
[07:20] will say that I think Darkside
[07:21] Chronicles did at least a little better
[07:24] is when it is revealed the big twist
[07:26] that Alfred dresses as his sister
[07:28] Alexia,
[07:29] >> [music]
[07:29] >> Claire's response comes off a little bit
[07:31] more empathetic rather than, you know,
[07:34] just kind of calling him something mean.
[07:36] Um so [music]
[07:38] clearly they saw that and tried to
[07:42] address it [music] and tried to do
[07:44] something about it in that iteration.
[07:46] So, I'm just curious to see how they
[07:47] handle it this time.
[07:49] >> Number six, the Antarctica base, more
[07:52] specifically Chris Redfield's section.
[07:54] This I I have full faith considering the
[07:57] teams, the Resident Evil 2 remake and
[07:59] the Resident Evil 4 remake team that's
[08:00] working on this, that they're going to
[08:01] do a great job making this section paste
[08:04] well and entertaining. They managed to
[08:06] make some of the lower points of
[08:08] Resident Evil 4 incredible in Resident
[08:10] Evil 4 remake. And so, I'm not really
[08:13] worried about that. It's more so just
[08:15] the awareness that that section becomes
[08:17] very
[08:19] I don't know, it's a repetitive in the
[08:19] way you're just going through the exact
[08:20] same environment all over again. But,
[08:23] it's Chris Redfield. Now, this is going
[08:25] to fold into number seven, Claire and
[08:27] Chris, the dynamic between the two since
[08:29] you get to play as both. I've often, you
[08:32] know, observed that main line Resident
[08:34] Evil games from Biohazard onwards kind
[08:37] of set the groundwork for what the
[08:38] remake is that follows it. Resident Evil
[08:40] 7 was kind of the reintroduction of like
[08:42] real core survival horror mechanics and
[08:45] resource management and puzzle solving.
[08:47] And that was shown full force. Like,
[08:49] they doubled down on it for the Resident
[08:50] Evil 2 remake. And for Village, Village
[08:54] kind of set the groundwork for what
[08:55] would be the Resident Evil 4 remake. It
[08:57] was almost like a testing the waters to
[08:58] see if, you know, like how these things
[08:59] could still work in the in this new era
[09:02] of Resident Evil.
[09:03] Resident Evil Requiem, like Veronica, is
[09:08] the the main the new main line campaign
[09:10] in which 50% of the game is Grace and 50
[09:13] the other 50% of the game is Leon, which
[09:15] is very similar to how Code: Veronica
[09:17] plays. So, I can't help but speculate
[09:19] that what they did with Requiem is
[09:22] going to be sort of a approach in which
[09:24] they take for Veronica, with Claire's
[09:27] section being a little bit more tense, a
[09:29] little bit more scary, and Chris
[09:30] Redfield's section being a little bit
[09:31] more Leon oriented, or a little bit more
[09:33] actiony. Since the only real time we've
[09:35] got to play as Chris Redfield in these
[09:38] modern games aside from the DLC for
[09:39] Biohazard is the end of village which is
[09:42] just like straight up becomes like a
[09:43] Call of Duty game. I don't think they're
[09:44] going to do that. I think they're going
[09:46] to take more notes to how Leon plays in
[09:49] Resident Evil Requiem, but I am curious
[09:51] to see that balance. I also hope there's
[09:55] one section of Requiem where you get to
[09:57] go through the same environment as Grace
[10:00] as Leon and where you know the enemies
[10:02] you don't kill as Grace you eventually
[10:04] have to deal with as Leon. That only
[10:05] happens one time and I feel like there
[10:06] was a lot left on the table to allow
[10:08] that to be expanded and you know toyed
[10:10] with in cool and interesting ways and I
[10:12] hope they do that with the Veronica
[10:14] remake where whatever it is Claire does
[10:16] kind of affect Chris Redfield's play
[10:18] through and all that jazz. Could be
[10:19] cool. And last thing, that final boss
[10:21] fight.
[10:22] The final boss fight of that last game
[10:24] is feels weird and uncharacteristic to
[10:27] the rest of that game cuz you obviously
[10:29] get a rocket launcher which is not new.
[10:30] That's a staple for this entire series.
[10:33] But what is new is this weird first
[10:34] person mode you go into when you start
[10:36] hunting this thing down around the room.
[10:39] Maybe it could work better
[10:41] with modern mechanics and and controls
[10:43] and all that jazz, but something about
[10:45] it just feels
[10:46] felt clunky and didn't really fit with
[10:48] the rest of the vibe of the game.
[10:50] So this is a minor thing and something
[10:52] I'm sure they will address and I'm just
[10:55] excited to see how they address it.
[10:56] Okay, that's it. That's what I think is
[10:59] worth changing. Myself and producers on
[11:01] Luke Sipky made this list, but you know
[11:04] if there's a thing you want to see
[11:05] changed or not changed at all. Just make
[11:06] it beat for beat the exact same which
[11:08] considering what they did for Resident
[11:09] Evil 2 remake, they can't do that. Like
[11:12] the way they implemented Mr. X into that
[11:14] remake, [music] amazing. That's the sort
[11:16] of stuff I'm excited to see in Veronica.
[11:18] The liberties they're going to take
[11:19] >> [music]
[11:19] >> and I sure as hell bet they're not going
[11:21] to cut anything after how people reacted
[11:24] with Resident Evil 3 remake. Anyways,
[11:26] thanks for watching.
[11:27] Stick around. I'm Kurt.
[11:30] See you.
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