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Code Violet Review: Technical Flaws and Poor Design
Entertainment

Code Violet Review: Technical Flaws and Poor Design

IGN5d ago
3 min read
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Key Facts

  • ✓ Code Violet features a protagonist named Violet who lacks the agency of characters like Jill Valentine or Lara Croft.
  • ✓ The game suffers from technical blunders, including muddied textures and gaudy lighting on metallic surfaces.
  • ✓ Level design consists of uninspired corridors and bland outdoor transit zones with no map required.
  • ✓ The narrative is described as derivative science fiction involving space colonization and genetic modification.

In This Article

  1. Quick Summary
  2. Narrative and Character Analysis
  3. Visuals and Technical Performance
  4. Level Design and Gameplay Loop

Quick Summary#

Code Violet is identified as a disappointing entry in the survival horror genre, offering little beyond terrible third-person shooting and significant technical blunders. The game attempts to mix far future space colonization and genetic modification into a final girl survival story, but the narrative remains impenetrable and derivative. The protagonist, Violet, is described as a hollow shell lacking the agency and capability found in established archetypes like Jill Valentine or Lara Croft. Instead of a capable hero, players are presented with a character who is incredulous and weepy, relying on others for direction.

Visually, the title presents a mixed bag. While some distant vistas featuring floating islands look good, textures become muddied up close, and metallic surfaces reflect light in gaudy ways. The level design is largely uninspired, consisting of long hallways and bland grasslands that serve only as transit zones. The game's extensive dress-up options and leering camera work feel misplaced given the protagonist's lack of control. Ultimately, the title fails to deliver a compelling story or an engrossing crucible of tense action horror.

Narrative and Character Analysis#

The story of Code Violet is described as unapologetically tropey science fiction. It attempts to blend elements of far future space colonization and genetic modification to create a final girl survival narrative. However, the plot is largely impenetrable and forgettable. While some interesting bits of lore can be found in side stories and journal entries scattered throughout the wreckage, the main narrative experienced through gameplay and cutscenes is derivative and awkwardly animated.

Even as the story progresses toward its conclusion, revelations that should feel monumental instead appear rushed. The twists and turns are either undercooked or entirely too convoluted to follow effectively.

The Protagonist Problem

Violet, the game's heroine, fails to live up to the archetypes she is meant to emulate. She is intended to be a tough, capable figure similar to Jill Valentine or Lara Croft. However, Violet lacks the agency and inner monologue that define those legends. She is described as a hollow shell with no motivations outside of doing what others tell her to do.

She reacts to difficult events with incredulity and tears rather than competence. This lack of character development is doubly damning because it makes the game's extensive dress-up options and leering camera work feel creepy rather than empowering. In an era where players accept characters who own their sexuality, Code Violet manages to present a female lead who lacks control over her own image.

Visuals and Technical Performance#

Visual quality in Code Violet is inconsistent. When viewed from a mid-to-far distance, certain areas—particularly the more creatively designed outdoor sections—can look impressive. The sight of islands floating in the purplish void of the sky is cited as a highlight. However, this quality does not hold up under scrutiny. When players get up close, textures often appear muddied, and metallic surfaces reflect light in gaudy ways that clash with the game's grunge aesthetic.

The heavy metal halls players navigate are uninspired sci-fi staples. They fail to distinguish themselves from other games set in locked-down science facilities. Some areas feature curious decorative elements, such as statues that look more at home in a medieval castle than a space base. Additionally, various soda machines and oil paintings appear out of place, giving off a vibe that suggests they may be AI generated, though this remains unconfirmed.

Level Design and Gameplay Loop#

The gameplay loop is defined by predictable and slogging pacing. The outdoor areas, which might offer a reprieve from dark interiors, are essentially long hallways filled with bundles of tall grass. These zones serve only as transit routes between buildings, offering no real opportunity to diverge from the critical path. The lack of a map is not a hindrance, as the path forward is always obvious.

Back indoors, the level design follows a repetitive pattern. Rooms that contain items or enemies are separated by long, empty hallways. This structure remains consistent across the handful of maps available, draining any sense of tension. Unlike games such as Dead Space, where every room feels dangerous, most rooms in Code Violet exist simply to be walked through. The combat encounters are further marred by technical issues, such as enemies getting stuck in geometry or ignoring the player entirely.

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