The inventory management has a range of little wrinkles – like how weapon attachments still take up space even when they're affixed to a gun. There are a few aspects of Resident Evil 4 Remake that I'm not entirely sold on. It's a panic, initially, to see your knife slowly falling apart or to lose it completely, but once you realize you can just keep fixing it, that soon passes. It's an interesting idea but negated somewhat by the ease with which you can repair it every time you visit the merchant. Once it's gone you lose those abilities until you can get it repaired or find a new one. Parrying blows and attacking stunned enemies has the least impact, while using it to get out of being grabbed can see chunks drop off the durability. The biggest probably being a new degrading knife system where your blade takes damage and can eventually break. While most of the characters, bosses, and locations are largely the same there are some changes. The original game literally set the template for modern third-person shooters, and there's less that actually needs changing compared to the static cameras and pre-rendered backgrounds that Resident Evil 2 Remake and Resident Evil 3 Remake had to do away with. Resident Evil 4 is largely a faithful remake overall, rather than an interpretation, with modern sensibilities applied to elements like controls, checkpoints, and so on. When Remake does deviate from the original framework, it does so in a way that makes sense, or at least makes things more interesting. There's plenty of space to explore, to backtrack, and to absorb the atmosphere of it all between all the screaming and running away. But while most of my immediate memories of playing are of panic and things grabbing my face, overall one of the Remake's best strengths is knowing when to leave you alone. Kennedy, the European backwater you're scoping out in search of the President's kidnapped daughter is about five parts angry murder villager to one part rotten wooden shack. The village area which opens Resident Evil 4 Remake is fairly relentless. The result, particularly in the opening hours, is a procession of fingertip grasping, running on instinct and fumes fights to buy just a few feet of space to think. They encroach, they edge around the sides step into the vague corners of your eye, or lurch suddenly and drunkenly right up to your face. Here, it's more about dealing with the constant, ratcheting pressure of an enemy mob that's always shuffling closer. The previous Resident Evil remakes have, let's be honest, really been about ammo management, as you essentially countdown to trouble with each bullet fired - every shot taking you closer to an empty mag and the problems that ultimately brings. It remains, as it always was, maddeningly inconsistent.It's exhilarating, for the most part. The best I can say is that it is an earnest effort at recapturing the magic, and it’s worth checking out. Meanwhile, if you didn’t like its first iteration, it’s not impossible that this will change your mind. It changes just enough that, if you loved the original, I can’t guarantee this will leave you unperturbed. Unlike the Resident Evil 2 remake, which was revolutionary, Resident Evil 4’s glow-up is more of a faithful recreation rather than an overhaul. It also shifted the Resident Evil series into its worst era, as Resident Evil 5 and Resident Evil 6 both followed its example before Capcom eventually corrected its course.īack in 2005, I liked Resident Evil 4, but I didn’t love it. The over-the-shoulder camera angle employed was tremendously influential for years to come. Resident Evil 4 was a groundbreaking title that shifted the direction of big-budget development. I know there was some concern that Capcom would play it too straight with Resident Evil 4, but with a few exceptions, it’s just as atonal as it was originally. The main antagonists have all returned, and they’re all still as shockingly out-of-place as they were before. Dialogue is redone, but Leon “Sicknasty” Kennedy still spouts ridiculous one-liners. This also means that certain things that might not be to people’s tastes are also often changed. I can’t speak for anyone but myself, but I feel like they did pretty well on hitting that target. It tries to land in a sweet spot of addressing past complaints and modernizing while retaining what people loved about Resident Evil 4. It may look prettier, and you can move when you shoot, but thematically and mechanically, it’s more similar than dissimilar. However, I feel like I must stress that this is still entirely Resident Evil 4. There is a tremendous list of omissions and additions made here too exhaustive for the contents of this review.
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