Resident Evil Code: Veronica X (PS2) playthrough Part 3
Some good today, some bad today. The bad, beyond the voice acting and story, was trying to fight the dogs. The game has an autoaim. But it only autoaims on a rotation around the character, the horizontal axis. It has three stages for elevation, the vertical axis. Mid, high, low. High usually just aims way over anything that's close, unless it flies like the bats. Low aims at the ground in front of you - so again, unless it's close it misses. And mid is good for humanoid sized enemies.
But not for dogs. Dogs go under the mid range, and if they come close enough to be hit by low they're probably already lunging to attack you. So the game's autoaim system completely breaks down when it comes to dogs. Which makes them a pain to deal with, especially if there's more than one. Dogs, btw, are faster than you as well and thus harder to dodge. This was extremely frustrating.
But the good - potentially - comes from some backtracking with good memory. Why would the game have a key item that can be used in two different places, but whichever one you use you can't get it back? Divergent paths, perhaps? Unless one path gets you a duplicate (and thus, you can screw yourself by going down the other path first). It looks like I may be rewarded for remembering the emblem in the prison, and running back there instead. At least, if the game IS branching. I don't know yet. I also gave the medicine to the guy at the beginning, and got lock picks. Which, as I predicted, let you get weapon modifications from the cases you find laying around.
I've either done something good by going this way, or I screwed myself by going this way too early. We'll see! -- Watch live at https://www.twitch.tv/the_nametag
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