Resident Evil 4- Perennial lightning in a bottle.

Resident Evil 4- Perennial lightning in a bottle.

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Few games have usurped a franchise’s norms and simultaneously revolutionized a genre. Resident Evil 4 is one of those quintessential masterpieces that have achieved just that. Even if your first impressions of this game were through the much-maligned PS2 port like me you still were in awe of its unmitigated majesty. The presentation of the game exudes excellence through every pixel and polygon gracing your visage. The sound design is superb lending to a serenade of tension and adrenaline when appropriate.

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Let’s first get into the technical aspects of the game that made Gamecube’s around the world purr with supremacy over the PS2. The PS2 port, while no visual slouch is obliterated by the Gamecube original in terms of lighting, particle effects, and ambience. The Gamecube original could easily be mistaken for a PS3/360 title given the eye candy on display. The main drawing point towards the PS2 version and later ports is the inclusion of Separate Ways. I find this campaign rather ancillary and a distraction from the main draw almost as much as Assignment Ada is. The PS2 and subsequent versions of the game neuter the ammo drop rate obfuscating the arcade feel of the original. The extra costumes break the game and make the professional gameplay mode a walk in the park (via Ashley’s impervious suit of armor).

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The jaw dropping visual fidelity and attention to detail present in this game is a testament to its enduring legacy. The slight visual effects put into this game via splashes, particles, etc. really show the prowess of Nintendo’s often mocked “lunchbox” (I was in disbelief that my PS2 was that inferior until many years later playing the GameCube version during the seventh generation). The animations were smooth and believable for the most part and the environments you visit are varied and well realized. It truly is a cornucopia of ocular presents to stimulate your mind.

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The sound design is elegant and appropriate to the situation you are in. From the serenity pouring into your ears from a save room theme to the frantic beats played during the many encounters there is everything from adrenaline pumping ambience to glorious soothing tones. The opening music sets an ominous and upbeat tone before dropping you into the abyss of seemingly no return known as the village.

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The gameplay is probably where this game exemplifies Shinji Mikami’s brilliance. Not only are you freed from the constraints of tank controls (which in fairness led to some breath taking prerendered backgrounds) but you are given an over-the-shoulder aiming perspective. In addition to this you stop in motion as you aim giving the game a pop and shot shooting gallery feel. This was relatively unique for third person shooting games of the time and the inability to move while shooting made for more tense encounters and epitomized the arcade like B movie horror the game was aiming for seemingly. The shift from straight up survival horror to action horror was jarring to many fans but the grace and elegance at which it was done led it to be an influential masterpiece that helped shape the future of gaming as we know it.

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In addition to the main campaign there is the often celebrated “Mercenaries” mode unlocked by completing the main campaign. This amazing mini-game traverses you through four stages that you can pick each with their own mini bosses. You kill enemies and collect time extensions to increase time. There is a combo count of the enemies you kill within a certain amount of time and this attributes to your final score. Depending on your score you can unlock various characters for mercenaries mode like Ada or a special weapon for the main campaign provided you master each stage with five stars.

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Numerous developers from Gears of War creator CliffyB (Cliff Bleszinski) to the creators of Deadspace and on herald this game as the inspiration for their own works of art. The game was so revolutionary and respected it received an amazing remake like the second game. I will say while some things the remake like Separate Ways feeling more unique it feels very tonally clashed as opposed to the GameCube original. In ways it feels like the PS2 revision of the original Resident Evil 4 only magnified. While it amplifies the horror and survival aspects of the game these were never meant to be center stage in Resident Evil 4. It tones down the goofy segments and introduces free movement also amplifying the action. I mean in the remake while parrying chainsaws is cool as hell it reduces one of the most intimidating enemies via there instant death mechanic if they get close enough to being a more standardized enemy. The remake while a fantastic game is not the perennial lightning in the bottle the original game was.
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Pros
  • + Ethereal Graphics
  • + Celestial Sound design
  • + Surreal Gameplay
Cons
  • - The ports lose track of what makes the original so majestic.
  • - Assignment Ada is pointless
10
Gameplay
Revolutionary and refined
10
Graphics
10
Story
10
Sound
10
Replayability
10
out of 10
Overall
This game will endure throughout the ages as a revolutionary title that changed the course of gaming as we know it.
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I don't want to shit on your review but I personally don't think as highly of Resident Evil 4. It was a good game, don't get me wrong, but it started the trend to move away from survival horror to just shoot hordes of zombies. Resource conservation and slow paced gameplay is essential to a true blue horror experience IMO.
 
I don’t dislike the PS2 version. At least it’s better than the 2007 PC Version and the Mobile/Zeebo version (I don’t think that even counts since the Mobile/Zeebo version is very different from the other versions). To me, the definitive way to play RE4 is the Wii Version, even if the motion controlled aiming makes the game easier.
 
Fantastic review 👍, fixed a few images and added back a cover image. Hope that’s fine. 👍
 
it started the trend to move away from survival horror to just shoot hordes of zombies. Resource conservation and slow paced gameplay is essential to a true blue horror experience IMO.
I remember being turned off by this for a while. It doesn’t bother me anymore in 4, but I have to question the game-design choices in 5 particularly. The game almost plays itself at times and that’s really awful. Not sure how my RE acquaintances love it so much (is it because of Wesker?), I think resource management is a much more rewarding mechanic than “shoot good”, and this comes from someone who still plays more shooters than survival games. It’s just the occasional survival horror I play tends to be really damn fun, although admittedly I’ve deviated a bit by playing games that don’t necessarily abide by genre conventions (such as dead rising)
 
this game is well balance and it was fun to play
but this game is more personal shooter game than the original horror game

the RE4 was not great but its better than the later games since RE4 still has the feeling of a horror game
the sequels do not have the feeling of horror they are more action shooter

RE4 is the only resident evil game you really can use the knife to kill enemies and in this game killing using the knife is a blessing to save ammo
 
I don't want to shit on your review but I personally don't think as highly of Resident Evil 4. It was a good game, don't get me wrong, but it started the trend to move away from survival horror to just shoot hordes of zombies. Resource conservation and slow paced gameplay is essential to a true blue horror experience IMO.
More a action game or a "shoot 'em up" rather than a classical survival zombie game.

In any case, it doesn't take away from the fact that it is one of the best games in the series and that they even continue to release mods for it and that they have even ported it to a low-cost console like the Zeebo (a console designed for markets like Brazil and Mexico).
 
they even continue to release mods for it and that they have even ported it to a low-cost console like the Zeebo (a console designed for markets like Brazil and Mexico).
That’s not really an accurate description of what happened though. Zeebo was a compilation of games from iOS/Android, and RE4 just so happened to have an iOS version at the time (that played like crap). It wasn’t intentionally developed for Zeebo, it was for iOS phones, but that enabled it to be on the console since it was a system for mobile games. All the games on Zeebo are ancient App Store/Google play store games that have been delisted a decade ago.
 
I don't want to shit on your review but I personally don't think as highly of Resident Evil 4. It was a good game, don't get me wrong, but it started the trend to move away from survival horror to just shoot hordes of zombies. Resource conservation and slow paced gameplay is essential to a true blue horror experience IMO.
While I agree with you, I am a survival horror purist, and the truth is RE was never a true survival horror series. Look at classic RE games: yes, there is a horror theme, but there's also military trained characters, truckloads of ammo, weapon enhancement, ammo crafting, explosions, automatic weapons, etc. Don't get me wrong, I love RE games, but I wouldn't say they are in the same genre as Siren, Silent Hill, or Haunting Ground. RE is its own subgenre in itself.​
 
Pretty good review, and I agree Assignment Ada although a "neat" addition. It doesn't add much to the content compared to Separate Ways. I at least replayed it once or twice, compared to just a one time play-through.
 
That’s not really an accurate description of what happened though. Zeebo was a compilation of games from iOS/Android, and RE4 just so happened to have an iOS version at the time (that played like crap). It wasn’t intentionally developed for Zeebo, it was for iOS phones, but that enabled it to be on the console since it was a system for mobile games. All the games on Zeebo are ancient App Store/Google play store games that have been delisted a decade ago.
Indeed. Also Java games and a sort of "Wii Interface" bootleg version for Zeebo.
 
It's a pretty perfect game. Like every single area, scene, line of dialogue & the whole tempo of it.
RE4 still gives off major horror vibes for me. Lots of intimidating enemies, scenarios & audio stuff. Also lots of unknown factors the first time you play it. Everything's important!
Nice to see Dead Space mentioned, because that's an equally perfect game.
::leonbinoculars
 

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Game Info

  • Game: Resident Evil 4
  • Publisher: Capcom
  • Developer: Capcom Production Studio 4
  • Genres: Action, Survival Horror, Adventure
  • Release: 2005

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