Following the unveiling of Resident Evil Veronica at the recent Summer Game Fest 2026, CAPCOM was also available to conduct media presentations about the game and answer questions from the press in a roundtable format. Wccftech attended one of those, where producer Yoshiaki Hirabayashi clarified several newsworthy details about the highly anticipated remake of 2000's Code Veronica, which the studio regards in the same way as the numbered entries. The game will launch at some point in 2027 for PC, PlayStation 5, Xbox Series S and X, and Nintendo Switch 2.
WCCFTECH: Is Resident Evil: Veronica being developed with a first-person mode in mind?
Yoshiaki Hirabayashi: First off, just to get this straight, Resident Evil: Veronica is a third-person game. The gameplay base is going to be what you experienced playing as Claire Redfield in the remake of Resident Evil 2, which is a more resource management-focused survival horror game. It is going to be a very similar case with Veronica as well, focusing on Claire and resource management.
The quality bar on the Resident Evil remakes, remasters, and new games has been amazing. You guys keep reinventing and reimagining the story. What makes Resident Evil, Resident Evil, though? What pillars do you have to stick to?
Yoshiaki Hirabayashi: Every specific title has its own unique points and reasons that it works so well. However, if we are just looking overall at what is in common between them all, it centers around survival, whether that is selecting or managing your resources, or thinking about how to use what options or techniques are available to you. It all centers around that fight for survival, which is the one thing that ties them together.
If you played the original Resident Evil: Code Veronica, you know that it was a title where you had to think for yourself to explore and manage resources to face the horror in your own way. There is a lot of room for you to strategize on how you want to handle things in order to survive. That is one of the core concepts that we are treating very carefully as we remake the title.
I wanted to know why you dropped "Code" from the title.
Yoshiaki Hirabayashi: We, the development team at CAPCOM, treat Resident Evil: Code Veronica as right up there with any other main numbered title. Because this is a remake, we had discussions about whether we wanted to keep the name the same, including the word "Code". However, if you look at our more recent Resident Evil entries, many of them have a single word coming after the title. Adopting a similar approach when thinking about this title, we asked ourselves what the most important word is to emphasize this game, and that is Veronica.
What is CAPCOM's process for choosing which Resident Evil title to remake next?
Yoshiaki Hirabayashi: First off, there is no set process. Regarding Claire, we have recently seen how Leon's story arc played out in RE4. Our question to ourselves was: what is the next character we want everyone to experience their character arc or next step in the story? That led us to remaking Veronica.
Seeing as you previously remade Resident Evil 4, which takes place a long time after Code Veronica, what was the decision to go in this order, to go back in time in the story?
Yoshiaki Hirabayashi: That is the same reason we were just discussing. We settled on the next story we wanted to go back into, which was Claire's story, because Veronica is the ultimate way to experience Claire's journey.
I'm wondering how much of a remake Resident Evil Veronica is, in terms of whether it is similar to 2, 3, and 4, because I think the word used in the presentation was "reimagining". So, is there a lot of added content? I don't remember ever being in Paris in the original.
Yoshiaki Hirabayashi: First off, unfortunately, I can't get into the super gritty details, so apologies about that. However, we understand that audiences, even today, really enjoyed the original Code Veronica. We respect the enjoyment and appeal that audiences find in the original title, while simultaneously thinking about how we can remake this game in a way that everyone will enjoy it as a fresh experience. Please look forward to it.
For those of us who are familiar with the original Code Veronica, there are a few moments where there are different playable characters. I was wondering if you could possibly shed some light on how other playable characters might play compared to Claire being a survival horror character?
Yoshiaki Hirabayashi: In all of the remake titles, including this one, one of our aims is always to dig deeper into the characters that appear and show those differences and characteristics in the gameplay. Storytelling and character depth are important to us. We are respecting those differences in the characters' individual personalities and playstyles as we develop this remake. That is all I can say for now.
What is something about the original game that you feel like, given modern contrivances and technology, that you can maybe better or more fully realize now than you could when it was originally performed then?
Yoshiaki Hirabayashi: If I had to pick one piece of technology or technique that wasn't in the original that really has an impact this time, it is actually the third-person camera. The original was not a third-person camera, as it came out before RE4 introduced that shift. Transitioning from the traditional camera style to a third-person perspective brings new discoveries and enjoyment to the experience.
How excited are you after so many people have been wanting Veronica remade for so long, and finally announcing it?
Yoshiaki Hirabayashi: I am super excited to be able to announce it, but on the other hand, I am a little bit scared. Because there are a lot of people out there who really love the original game, our job is to earn their approval and properly fulfill those memories.
Can you tell us more about how you guys handle the game's horror elements? For example, in RE2, when we play as Claire, it's much more survival, and when we play as Leon, you're much more of a badass. So, how do you handle the horror when playing as Claire in Veronica?
Yoshiaki Hirabayashi: Resident Evil Veronica takes place three months after the events of Resident Evil 2. You can imagine this is the same Claire from RE2, but three months later. She has not evolved into a super agent in that short time, so she does not have Leon's combat flashiness. Instead, she relies on her own tough mentality and the survival techniques her brother taught her. The feel of the game is essentially a mashed-up, enhanced version of what we did with RE2.
Can you speak at all to how far along the project is and when we might hear more?
Yoshiaki Hirabayashi: First off, we at CAPCOM love our surprises, so I am going to keep the next information drop a secret. As for development, the team is made up of members who worked on the Resident Evil 2 and Resident Evil 4 remakes. They started working on the Veronica project right around the time development on the RE4 remake began to wind down.
Can you say who the director is?
Yoshiaki Hirabayashi: Most of the direction is centralized around a team led by Director Yasuhiro Anpo and Associate Director Kazunori Kadoi, who previously headed the RE2 and RE4 remakes. With that said, it is a massive team effort involving many individuals. There are other team members who share high-level responsibilities alongside the directors, and I hope we can introduce them to you at a later time.
Is there anything you'd like to add?
Yoshiaki Hirabayashi: The development team is really hard at work right now to create a remake of Veronica that everyone will love and enjoy. We are trying our best to present something wonderful to you, so please look forward to it and continue to wait a little longer. Thank you again for coming.
Thank you for your time.
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