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Resident Evil 4

Developer: Capcom
Publisher: Capcom
Genre: Survival Horror / Action
Players: 1
Similar To: Eternal Darkness: Sanity's Requiem
Rating: Mature
Published: 02 :02 : 05
Reviewed By: Rob Crippin

Overall: 8 = Excellent

 

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After fending off Umbrella Corporation's zombies in Racoon City, former police officer Leon S. Kennedy is assigned to protect the President's daughter, young Ms. Ashley Graham. Just as Leon readies himself for the new responsibility, Ashley is kidnapped and then sighted near a rural, religious village somewhere in Europe. As her life is technically his responsibility, Leon is delegated the rather unenviable task of locating her and bringing her back unharmed. Naturally, the quiet little mountain town isn't all that it seems.

When Resident Evil 4 first debuted, people were excited about the prospect of a Resident Evil game that didn't rely on static camera angles and stiff, unresponsive controls for cheap scares. While the new Resident Evil doesn't necessarily break away from the formula entirely, it does greatly refine the series for the better.

Both control and camera have been altered drastically, though some issues remain. First, for all of his cutscene acrobatics, Leon is largely inflexible in game: he can't strafe freely; he moves slowly; he can't crouch outside of special situations; he can't reload while moving; and he can't switch weapons on the fly. For that last one, players are expected to access the inventory screen and fool around in there. The action is paused while negotiating menus, of course, but being able to switch guns without breaking the game's flow would've been nice as certain scenes call for lots of gun-swapping. The inventory screen itself provides some minor frustration as well, as Leon's initial briefcase is rather small, but things can be rearranged and case upgrades can be bought, so it's never too much of a problem. Arranging items works a bit like Diablo or something similar, but players can rotate their junk around in impromptu games of "item Tetris" to make things fit. Fortunately, treasures and event items (like keys) go to a separate inventory where space is never a problem.












 


As for the camera, it now moves with the player at a slight angle just behind Leon's back. For action gamers, it may take a good while to get oriented to the perspective - it's not quite first-person, but then it's also still too close to give players the same clear view that third-person games normally allow. The camera can be tilted around Leon, vertically and horizontally, and this is used to some great effect as players are forced to look around in a fairly immersive manner, scanning here and there in order to detect bear traps or objects hanging from the ceiling. As the camera remains tightly zoomed, the game creates a great deal of tension when multiple enemies approach from different angles. Again, it takes a while to get used to - and Leon ultimately feels just a wee bit slow for me - but it does all work to a specific end.

There is a scene in the second chapter, for example, where these mechanics help to create a genuine, George Romero movie-like tension: Leon is escorting Ashley across a bridge when they see two large groups of zombie villagers approaching from opposite ends. The two characters dash across the bridge into a nearby cabin where they meet an armed and willing ally. Ashley hides and the player resumes control over Leon as an unending torrent of zombies begins to surround the two-story cabin, torches in hand. There are three windows on the first floor and they and the door are nailed shut with wooden boards. Undeterred, the villagers begin pounding their way through as Leon and his amigo commence blasting heads through the planks. Eventually, no matter how good the player is, the limited capacities of the weapons and Leon's inventory will begin to manifest themselves in the most inconvenient of ways as the zombies amass great enough numbers to break through the initial barricades. After that, it's time to start moving furniture, then to switch guns, then to run upstairs and toss grenades, then to kick ladders down from windows and, eventually, to just start kicking people until something happens. It can be frustrating, but it rarely feels unfair. Naturally, if Leon moved like Ryu Hayabusa instead of some kind of awkward robot, scenarios like that would be entirely unimpressive. Granted, there are times in the game when I wish I could move more freely while shooting or that I had better peripheral vision, but that would render some of the most pivotal and interesting scenarios largely ineffective.

The zombies - Capcom maintains that they're not really zombies in the traditional sense, but I'll still refer to them as such - are balanced in such a way as to create a specific kind of tension during encounters. Most enemies run fast to approach Leon but the majority of them, once they get to him, will slow down their movements and start acting the stereotype. I'm not sure if their behavior is intentionally erratic, like it's a story element, or if they just act the way they do because of the kind of combat it creates. Usually, as players are surrounded by increasing numbers of slow moving attackers, Leon's limited mobility presents them with difficult choices: Do they aim and fire their last shot? Reload and risk a fatal run-in with a chainsaw? Turn and flee? Switch weapons? The choice between firing and reloading as an axe-wielding zombie approaches is reminiscent of House of the Dead. Players are constantly tasked with making snap decisions, especially when firepower is lacking or when they have Ashley in tow.

Ammo isn't normally a problem as one of every four or so bad guys will drop some when killed. As the game progresses however, players become more reliant on more powerful, specialized weapons and, unsympathetic to Leon's cause, most enemies, if they drop anything at all, are most likely to drop handgun ammunition. This can lead to some tight spots if players haven't been conserving their explosives and special ammo, or at least leveling-up their more commonly-used weapons. Guns can be upgraded to improve their power, firing speed, capacity and that sort of thing, so players can lend a more personalized touch to their arsenal. The upgrades aren't necessary to complete the game, but they prove incredibly helpful throughout. Each weapon comes in handy in different scenarios, though I found the magnums and shotguns to come in handiest of all. Because the guns are so powerful and ammunition is less scarce than before, the game doesn't create panic in the same way its predecessors did. Indeed, the new Leon is far more empowering to use than other Resident Evil protagonists have been. Some might be disappointed by this, but I think most players will find that it simply cuts down on frustration.

For her part, Ashley can be a handful. Leon escorts her for about half the game, give or take, but she manages to get herself re-kidnapped or otherwise misplaced fairly often and with some degree of predictability. That isn't to say she's frustrating to work with, though. Enemies don't generally make a point of killing her - instead they usually attempt to slowly cart her away, making her an effective decoy when the situation allows for players with a more sinister sense of humor. Her safety is usually a serious priority though, as unscripted kidnappings result in an automatic Game Over if the offending party makes it out of the current area with her in their clutches. To keep her safe, players can order her around by pressing X to toggle between "wait" and "follow" modes, but she's usually quick enough on her feet so that it isn't necessary to make her wait in a dark corner somewhere. Recklessly running headlong into packs of enemies will get her killed, though, as most zombies make broad swings at Leon with flails and sharp objects without exhibiting too much concern over whom else they might injure. She can't take a great deal of damage, but her (and Leon's) health bar can be refilled and extended with first aid sprays and mixed medical herbs, as in previous Resident Evils. Ashley even has her own dedicated section in the game, where players control her for a brief bit of running around and puzzle-solving. She can't really fight, but she does manage to dispatch a few zombies here and there.

Most of the dispatching duties, of course, fall to Leon, and fortunately the aiming in the game is easy and efficient. Pressing R repositions the camera more directly over Leon's shoulder, making things in his immediate field of vision even easier to see and react to. For enemies at further distances, the rifle can be utilized for first-person perspective sniping. In both cases, using the stick doesn't seem quite as smooth and responsive for me as it was with, say, Link's bow in Wind Waker, but I still found it fairly easy to achieve consistent headshots against the slowly advancing enemy ranks. There is a nice variety of guns in Leon's arsenal, and he can also slice and dice with his knife, toss a few different flavors of grenade and kick enemies if they're stunned to conserve bullets. The kick - a massive roundhouse to the head - is one of my favorite weapons simply by virtue of its unabashed videogame-ness.

To its credit, RE4 manages a good compromise between cinema and game. That is to say, certain scenarios are scripted for optimum realism and immersion and what have you, but the game doesn't try to hide the fact that it's a game. Trinkets are collected for the sake of collection and there's always a cloaked shopkeeper just around the bend ready to sell weapons, items and upgrades to Leon if he's looted enough gold and valuable junk. There are other odd elements, as the shopkeeper runs shooting galleries for players to test their aim in, and Leon communicates with villains using Metal Gear-style codecs and learns important plot points from conveniently placed notes written by key characters. The game's most absurd element is Leon's other, more rarely used melee attack: a zombie-head-exploding, belly-to-belly suplex. More subtle videogame touches make the game easier to work with: breakable boxes and crates are often a different color; the end of Leon's laser sight changes slightly to indicate whether or not a target is valid; and the "Open Door" text in the action button display is a different color depending on whether or not the next room requires loading. The load time, what there is of it anyway, is nigh-on imperceptible.

There are also quick-time events which feel odd given the game's atmosphere but are bizarrely entertaining when implemented well. They do feel inconsistent at times, as Leon can use quick-time button presses to avoid fast moving attackers but he can't do the same against slower, more predictable enemies. He's as graceful as a brick sometimes, but as fluid as water when it counts. Naturally, most everything quick-time is borne out of necessity, either to make agile enemies beatable or cinematic scenarios more interactive. Quick-time events usually consist of pressing a combination of buttons to evade (usually R and L or A and B) or mashing a button repeatedly to escape death in one way or another.

There's a boss fight for example, that sticks Leon on a boat above a giant marine creature. Should Leon get knocked off the boat, he'll lose some health and players will have to mash the A button to get him to swim back. Mash quickly and he'll get back to his boat and unlimited supply of harpoons, mash slowly after getting knocked off too many times and Leon will be lunch. Similar mashing is called for when running from boulders or while struggling to climb up a tricky ledge, and how quickly the player can make circles with the analog stick determines how quickly Leon escapes from zombie death-grips.

The other boss fights in the game can be clever and compelling, but Leon's limited movement and perspective feel less appropriate when fighting against them. Some of the bosses seem a little compromised to me, in regards to their attacks and overall difficulty, in order to make fighting them less overwhelming. Mastery of Leon's slightly awkward "advanced" moves, like flicking the stick back and hitting B simultaneously to execute a nifty quick turn-around, are key in conquering most of the worst the game has to offer. Methods for actually defeating bosses range from simply inflicting a lot of damage or combining damage with quick-time button presses to particular use of environmental objects. Most of the bosses take a while to kill, but, should players find that one boss or another represents their Achilles' heel, the shopkeeper has a powerful and expensive weapon on hand - the rocket launcher - that can be used to break through any troublesome spots. Some bosses are actually optional, but as I always had extra grenades on hand or enough money for rocket launchers, I never treated them as such.

Generally speaking, the game varies in difficulty: I'd usually blast through multiple sections with only a couple of deaths but, occasionally, I'd have to repeat specific rooms or scenarios over and over again, usually because of my own poor ammo conservation or because I didn't instantly "get" the obvious plan of attack that would've made things far easier for me. I found the game's hardest moments to be in the middle, coming just before the drastic changes in scenery that could compel a frustrated player forward. That isn't to say that I ever felt particularly frustrated with the game myself, though I did die a lot. Still, almost every time I died I knew why and was able to formulate a plan to correct whatever oversight I'd made the first time. The game's fairly forgiving when it comes to save points and continue points, which most people will find relieving.

There are also a lot of puzzles in the game, but they're streamlined and most of the footwork, like figuring out what key goes where, is done automatically. Usually the puzzles involve finding a few different parts of some talisman or something and then using it as a key to open a locked door. The puzzles exist mostly to give players a reason to stick around in zombie-infested areas or to reveal some shiny new treasure. There are a couple of tricky problems, usually optional, that can be taxing for players without a great deal of patience, but I never found any of them to be particularly obnoxious.

From a design perspective, everything in the game is as eerie, creepy or ugly as it should be. Visually, it's the most impressive attempt at "realism" I've seen in a console game. Players looking for absolute photorealism might be disappointed, as there are some clipping issues and nothing is entirely seamless, but otherwise I can't see the game failing anyone's expectations in that regard. Everything is dark and muddy in keeping with the theme, but there are a few different kinds of environments to provide some much needed variety. The initial village is creepy, but just when it starts to become dull Leon moves on to new and exciting things. In some of these later settings, there are a couple of fire-based rooms which look particularly amazing. There's a slight haziness to some of the textures, but the game looks pretty incredible overall, and it's certainly the most impressive zombie game I've seen. There is an understandable lack of distinct enemy models in the game, but I grew accustomed to that fairly quickly.

The audio is roughly on par with the visuals, if a little disappointing in a few regards. The cutscene voice acting is solid, entertaining, overly-serious B-movie action fare. There is a great deal of repetition in the in-game voice samples, however, as enemies and certain key characters - the shopkeeper most notably - tend to repeat the same few phrases over and over. Similarly, the suspenseful music tracks used as threat indicators tend to wear a bit thin for lack of variety in certain parts. Still, everything's functional and the sounds of a bolt-action rifle reloading and of a shotgun splitting zombie dogs in twain are as satisfying as one would expect.

Now, as I play the game, I get the general impression that Capcom director Shinji Mikami doesn't want players to take it all that seriously. Between all the overt videogame elements, Leon's over-the-top action animations and the whole story in general, the game seems to almost require a lighthearted perspective from its players. The characters all take themselves seriously, but I definitely get the feeling the game doesn't. Instead of bouncing from one easy scare to the next, I always felt generally entertained by the ultraviolence between the game's more tense moments. Leon doesn't shout "ka-ra-te!" while performing kicks and he doesn't make bad jokes about zombies "riding shotgun" where (in)appropriate, but I think that's because the player is expected to fill that gap. It's important to point that out, I think, because if people were to take things as seriously as the characters do, or expect the strictly serious cinematic experience that the game's look implies, I don't know that they'd have as good a time as I had.

For those who do enjoy it, there's a healthy cache of bonus material to be had once the main game's been beaten. The game can be started again, "new game plus" style, with all of the weapons, money and upgrades acquired in the first playthrough carried over and new superweapons available for purchase. There are also two unlockable minigames: one is a brief, but quite genuine side mission featuring familiar characters and environments from the main game while the other is a "kill as many zombies as you can within the time limit"-type deal featuring newly-playable characters from previous RE games. The latter one is a bit silly in concept, but it's actually pretty well executed and it makes for a pleasant diversion, especially since high scores are recorded and something special can be unlocked by beating it in a specific way. The bonuses are impressive as they're enjoyable and their inclusion wasn't expected or necessary.

Overall: 8/10
I spent most of the first chapter grappling with Leon's limitations, but once I got used to things I was pretty hooked. I found a good chunk toward the later-middle part of the game to be a bit tedious at times, but the first two major settings were exciting and the action movie finale was gangbusters. Thematically, I'm a sucker for shotguns and zombies so I'm sure that helped, but really, the game is just solid. The still-stiff controls and Leon's dawdling movement keep it an acquired taste, but I'm inclined to recommend at least a rental even to those indifferent to survival-horror games as Resident Evil 4 is a pretty bold and remarkable step for the classic series.

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