Survival horror action. Resident Evil 4 is known by many things; the best game of 2005, one of the best games made in the sixth generation, the best game for the Gamecube and maybe even PS2. To Resident Evil purists and myself, it's known as the best way to screw everything up! Now, the purists would go on about how it's not scary and not about survival, but that's not the issue – the issue is that it doesn't know whether it wants to be a survival horror game or an action game. It tries to be an action game because you'll be fighting heaps of zombies, but it tries to be a survival horror because there are limited supplies and the controls aren't really meant for combat. It's really not bad – in fact, it's almost a good game, but the controls, man... the controls...
Zombie outbreak? Blech. Try religious cults. Way cooler. After the incident at Raccoon City in Resident Evil 2, Leon is sent to rescue the president's daughter, Ashley Graham, from a cult in Spain. This cult is planning to infect some pretty big people with some sort of mind control virus that makes them like zombies, except they're still alive. As you progress through the game, you'll find some paper or memos, which explains a bit more of the story, but it's the cutscenes that'll garner your interest as they set up parts of the game perfectly. Really, it keeps you on the edge of your seat as you wonder what'll be right around the corner... I mean, with a concept like that, you'd really be curious to know what this cult is up to!
You know that thing that Resident Evil wasn't strong on? Yeah, let's base Resident Evil 4 on that! A problem I've always had with the Resident Evil games is how they control. You move like a tank - that is to say, up on the D-pad to move forward, down to go backwards and left and right to turn. Not only that, but combat was done by holding the R1 button and shooting, with you standing there like a chair resting a shotgun ready to blow. But in those games, it was because combat took a backseat to atmosphere and puzzle solving. Here? Well, camera angles have changed to a more over the shoulder view, which is nice because you can actually see everything around you (or really, in front of you), rather than this awkward birds eye kind of view. But you still move like a tank, and worst of all, you are STILL not able to move and shoot. That would be alright, except Resident Evil 4 changes the formula... instead of puzzle solving, you'll be shooting zombies left and right.
No. Just no. It doesn't even work. Oh no, not in the Action 52 half the games don't even *bleep*en load up kind of way; I'm talking more about the feel of the controls VS what the game wants to focus on. Sure, you can adjust and I guess it forces you to strategize, but it's *bleep*ing tedious to have to do this when you should have the option to walk around AND shoot! It worked in the earlier games because you weren't forced to kill heaps of zombies and it didn't shove combat down your throat - in fact, they actually DISCOURAGED combat, unless the zombie was in your way, or you were fighting a boss. Here? Well, it still feels like a survival horror game, but you're given more ammo and more gun fodder, so clearly, it's got more action. Time to up your game, Capcom, because these controls are shit.
It pains me to say all of that, because Capcom had put a decent amount of effort into this. There are a fair amount of weapons you can get like pistols, machine guns, shotguns and even a *bleep*ing rocket launcher! Seriously, a rocket launcher! I think it's a little strange that the marchant you get these from never seems to carry any ammo, but it's all a part of survival to find that shit, so... eh, whatever. The enemies are no longer slow and just there because zombies are cool; these guys run a fair bit, jump over stuff and even throw dynamite, all because you're an outsider. The bosses aren't too bad, either. For the most part, it's your usual “learn their patterns and counter” sort, although once you do learn their pattens, they're actually really easy to kill. In other games, even if you learned their patterns, you still had to keep your eyes peeled and fingers ready, but here? Well... at least they're still fun to kill. There are some truly excellent cinematic moments during half of these fights, one boss in particular... that's what helps make this game stand out from the rest.
But if you want a great example of ruining a game, just give Ashley Graham a ring and she'll be there. The idea is that you have to keep her alive, but most of the time, it feels like she gets in your way, and since she doesn't have anything to defend herself with, it's like you got a burden on your hands! I mean, her AI isn't horrible or anything, but she's basically dead weight 9 times out it 10... there are some parts where she can help Leon with something, but other than that, she just runs along with you and doesn't do much else. There is a part, later on, where she can actually do something, and it does come as a surprise, but it's a little too late in the game.
Now, if there's one thing Resident Evil was certainly known for, it's survival. Even though you were in control of soldiers, you still had to reserve your resources (herbs and bullets), only using them when you absolutely had to. Resident Evil 4, thankfully, doesn't get rid of this system, but it does water it down. What I mean is that there are many resources floating around. Sure, you still need to conserve them, but not quite to the degree that you had to in the earlier games. Maybe in the beginning, yeah, reservation is the way to do it! But as you progressed, you found more, and eventually, you feel like you can just kill enemies for the hell of it, rather than because they're bosses or in your way.
It does, however, have a rather... interesting inventory system. Instead of just having the items fill a box, you have items laid out in a suitcase that's set up like a grid. It really forces you to not only know smart item management, but even movement as some items, like herbs and first aid sprays, don't take up too much, but a shotgun and a rifle can take up heaps of space, depending on whether it's laid longways or vertically. It's definetely a great idea and I'm actually quite annoyed that Resident Evil 5 ditches this... wrong thing to ditch, Capcom! But that's for another time...
If there's one thing Resident Evil 4 is known for, it's taking the quick time events from FMV games, particularly Shenmue, and using them to make the cutscenes feel more interactive. I usually tend to hate these segments because they feel like a cheap way to “challenge” the player, but a good amount of the events here actually kick ass. They ensure that your reflexes are sharp and that you're paying attention, plus they never really get in the way of some really cool scenes, particularly... nah, I won't say anything about it, but it really makes quick time events seem like a cool concept... too bad most games *bleep* it up! Sometimes, this does a poor job by having buttons flash for like one second before you die, and they tend to be randomized... that's what I end up hating, but at least the checkpoint system is good – remember where you last saved (of which can be done infinitely instead of requiring a limited amount of ink ribbons)? That's where Leon will rise from his grave.
It's grainy, it's gritty – damn Resident Evil, why so serious? Resident Evil 4 has a pretty dull color scheme. There are many browns and grays afoot. It gives it that grainy look that... actually works pretty well, with all things considered. The village is a desolate place, populated only by brainwashed villagers. The castle is basically the cult's headquarters, full of cult members. Either way, it's dead and lifeless, much like everything you will face in the game (well, they're technically alive, but their brains are dead). The cutscenes are rendered pretty well, although the animations can feel pretty robotic here and there... doesn't help that Leon controls like a tank... but yeah, the animations are less than stellar in a fair few instances, and coupled with some flat textures here and there, the graphics are simply good.
Sounds more cinematic than tense. Normally in a horror game, music is used for tension. Here, it's more like an indicator of impending doom. What I mean is that it's all quiet until you're about to head into a sticky situation. At that point, you end up relying on the music because there's no real suspence or anything to be had from the soundtrack. The soundtrack itself isn't much to talk about because there's... nothing to it! The quiet is good for suspense, but when there actually is music... some of it does emphasize the cinematic flair of some of the boss fights and cutscenes rather well, but the rest doesn't do much! As for the voice acting, it's fairly hit and miss. Some of the voices, like Leon's, are actually fairly good, but then you got Ashley's, which is shrill as hell, and then some of the villains, who just... seriously, I'm meant to be threatened by these guys? Right. Next, you'll be telling me Barney The Dinosaur is going to be featured in the next Resident Evil game...
Should you kill them all or get mutated? Resident Evil 4 really isn't too bad. The action can be pretty intense and the story is quite intruiging. It's just that the controls don't work well with the action. Not being able to move and shoot in an action game is quite stupid. What was a minor annoyance in the older games is almost a game killer here. It's a shame the controls blow, because it really is a game that could've gone the distance, especially in terms of cinematics, but the number one rule of a game is to be able to play it and have fun. Resident Evil 4 performs the cardinal sin of being irritating to play. It's an ambitious title that's wrecked by horrible controls.
Scores: Story: 9/10 It's actually quite a captivating experience. Whether it's through memos or cutscenes, the story keeps you on the edge of your seat. Gameplay: 5/10 It's still got that survival horror feel to it, although it has less puzzles and a lot more action. This game will also make you hate escort missions with a passion. It's a shame that the controls blow, because the action itself really doesn't seem too bad – good, even! Controls: 5/10 The whole "stand still and shoot" thing doesn't work when it clearly wants to be an action game. Once you get used to the controls, it's not so bad, but it just makes you wish you could move and shoot. Graphics: 8/10 It's a bit grainy, but it works pretty well, considering that it's you against brainless villagers and then brainless cult members. Though that doesn't excuse some poor textures here and there. Sound: 6/10 The voice acting is alright, and there is a fairly good amount of ambiance... although it'll sometimes kill the tension by playing when a scary part is coming up, with the music being pretty mediocre anyway.
Overall: 5.5/10
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