What Capcom has established
Capcom describes Veronica as an RE ENGINE remake of the 2000 game with a reimagined story and updated presentation. Its announcement establishes the project’s direction, not a complete controls or combat specification.
Sources: Capcom press release
First-person or third-person?
PlayStation Blog attributes a third-person confirmation to producer Yoshiaki Hirabayashi. This is a named developer statement reported by the platform’s editorial team, rather than a conclusion drawn from a cinematic camera angle.
Which mechanics remain open?
Do not read “third-person” as confirmation of a parry, dodge, aiming model, inventory capacity or control layout. Those are separate design decisions. The sources cited here do not supply the final answers.
Likewise, team continuity with earlier remakes is useful production context, not proof that their mechanics transfer unchanged. A demonstration of movement, aiming and interaction would be more useful for these questions than a list of previous credits.
How to read the next gameplay showing
Look for sustained player-controlled footage: moving through a room, managing an encounter, using an item and returning to exploration. That makes it easier to distinguish a repeatable system from a single scripted moment.
Note the platform and build shown. A specific frame-rate target needs its own announcement or clearly stated demonstration conditions; footage alone should not become a promise about every version.
Original mechanics are a different guide
The original creature dossiers explain older enemy designs. They are background reading, not a remake walkthrough: old item locations, weaknesses and boss solutions cannot be assumed to solve a reimagined encounter. The Enemies and Bosses pages preserve this distinction.