Here we have RE 4, presumed savior of not only the RE franchise, but Gamecube itself. Want honesty or more GCN hype?
User Rating: 8.7 | BioHazard 4 GC
First off, let me say that I have been a Resident Evil fan since 1997. I've played and relished each and every game in the primary franchise, along with a few of its spin-offs. I preface this to give light to the fact that I know this series including its very own unique qualities and flaws. In my mind, Resident Evil 2 still stands as the best example of excellent storytelling, thrilling action, and visceral pacing in the series. All RE games after have in some way been derived from RE 2's brilliantly told tale of terror and intrigue. Resident Evil 3 stands as the most technically progressive, gameplay-wise. It featured multiple choice options for progressing, and sometimes, completely changing the outcome of the game's story. The game also introduced many subtle features to the gameplay to make it a much more fast-paced action game, including dodging mechanics and a 180-degree turn. It's also the first RE game to feature a lone central character, and a female, at that (Jill's the bomb, taking on Nemesis all by herself and e'rthing--YOU GO, GIRLFRIEND!). RE: Code Veronica is the prime example of the series marching into what is now the current generation back in 2000. The Gamecube-exclusive REmake stands as the most aesthetically-pleasing, which is not surprising, considering it is on a system a generation above where the series began. Resident Evil 0 and the RE: Outbreak game both focused on the potential multiplayer aspects of the series, each in their own way. However, multiplayer in RE 0 is more of an idea, if anything, as the elements of its "partnering system" could be viewed as a prelude to the Outbreak game. In the Outbreak game, the online multiplayer is implemented to convey, through mutiple and varied perspectives, the elaborate terror that is Raccoon City after the T-Virus outbreak. RE 0 also introduced a new way of handling the sometimes laborious task of inventory management by letting players drop their items within any of the game's areas, or by "exchanging" items with the partner character. The original Resident Evil stands as the true classic that inspired a generation of game players and game makers (no matter how corny its dialogue is). It stands as the template for modern action games, even if it did not initiate the genre it was derived from. Now, Resident Evil 4...is another great addition to the excellent series that continues the tradition of great gaming with an action/horror twist. Is it the REvolution it is being touted as by critics and gamers all over? In my opinion, no it isn’t - It is simply yet another great RE game. Let me dig into this game the way professional critics (and those who attempt to sound like one) should have… (Thank you for at least considering reading my long and drawn-out opinion.) Take RE: Code Veronica's 3D backgrounds (or Silent Hill's, if you like), the remake of the original RE's graphics (which look a little muddled in this game, besides the character models), add a new emphasis on targeting specific parts of the enemy and the environment, make the “humanoid” enemies a tad smarter than usual (they still want to kill you, by any means available), add a few needless (yet, ultimately fun) button-mashing sequences to a few of the cinemas, and make the game mechanics more baffling by handing players control over a camera that focuses on the main character way too tightly - this is Resident Evil 4, in a nutshell. It is not the REbirth that it has been cracked up to be - it is simply another decent, maybe good, perhaps, even great Resident Evil sequel. Those that claim that this game is the start of something brand new are just copping to the tremendous hype surrounding the supposed new direction the series has taken, and the game’s existence as a Gamecube exclusive (not for long). At its heart, RE4 is truly no different than any of the other RE games - it just resembles Silent Hill (with a third-person action shooter game influence) a little more than usual now, that's all. In other words, the leader of the “survival horror” trend has now become the follower of 1 it inspired, and perhaps, I say, 50 action games. Save for the Ganado village, there's just nothing absolutely outstanding about any of the 3D environments - every single area (including the village) has an unmistakable glossy sheen that may impress at first sight, but may soon be seen for the superficial icing on the slightly above-average cake. Hardly any serious interaction can be had within these environments, and nearly every background article just seems there for window dressing and not truly inspired to convey terror, per se. The backgrounds are very superficial, is what I'm trying to say. A few nice interactive touches are here and there, though: Leon (the main character) can push cabinets and dressers to block doors and can leap over and take cover behind objects within some of the areas. These environmental features only seem substantial during the opening moments of the game; after the excellent village run, the game sinks into a hodge-podge of areas that have been in every single Resident Evil or action shooter game, minus many of the excellent interactive features found at the beginning. After a while, the areas began to feel bland, uninspired, and ultimately, vapid. The game’s camera system hampers its gameplay just a bit, including the button-triggered, environment-bound blockades. If the static cameras of the past games were a problem to anyone (I just cannot understand why they would be to anyone – they are the main factor to Resident Evil’s formula for success), then this new player controlled camera may be a bit worse, as it requires you to constantly search your environment for obstacles, items, enemies, and wayward paths. The fact is that is it is focused on Leon too doggone tightly. Now, I've read the bunk that it is focused so tight to elevate tension within the game (same excuse used to explain Metal Gear Solid 3’s "camera issues"), but the only thing it stretches is my patience level. I'm not a big fan of this new camera system. It’s not the fact that it is awkward, per se, but the fact that it is completely unnecessary to the gameplay. The gameplay does not cater to this new camera--it all resembles a case of a good idea not being used to the fullest. For example, Leon cannot strafe at all in this game, yet, viewing the game through the camera's cropped, behind-the-back perspective, it stresses the need for a horizontal way of walking. But nope, RE 4 controls the EXACT same way RE games always have--with the "tank-like" control scheme all the professional game reviewers and "hardcore" gamers complain about. Yet, many hail RE 4 as the best RE game when there were six previous games that featured prerendered backgrounds, static camera angles, 3D enviroments, or a mixture of the three perspectives? Right! This game is a "work in progress" and probably exists as a game Capcom never meant to release in the state we're playing it in. If anything, this new focus on action will probably be worn out by the next game if some serious implementations aren't added to what may be RE's new standard formula. At its heart, RE 4 is no different from a game like Serious Sam or DOOM. There's plenty of intensity to the shooting action, but the game, overall, feels very tame in its intentions, compared to the previous RE games. So far, I find myself a tad disappointed with this game, but that's merely because I let the presumptuous video game press get the better of me. The way they hyped this game up, it seemed like it totally reinvented the way we play video games, in general, not just RE games. No, all this game does is, as I’ve said hand RE players control over the new camera position, as the main character traipses through what are apparently the new standard for Resident Evil’s environments: full three-dimensional surroundings. However, these 3D environments lack the excellent style of presentation the static cameras of the previous games had. Although, the game has copious amounts of superficial (yet, at times, absolutely striking) special effects on display within some these 3D areas, they vaguely resemble (not always in the best way) games that had already used such environments to perfection, such as Konami’s Silent Hill 2 and 3. Capcom, in my view, has sapped all the creative energy from the series by focusing on superficial factors of graphical presentation. RE 4, stylistically-speaking, resembles almost every other 3D action game available at the time of its release--can we say the same about the Gamecube-exclusive Resident Evil or Resident Evil 0 resembling every other game that uses static camera angles? Before you answer that, go play through those two games, and give the “Remake” particular attention. Resident Evil Zero was originally planned as a Nintendo 64 game, so it may not impress as much as the remake of the original RE. Anyway…as a Resident Evil fan, I can recognize that this game is good for what it is: another great RE game. I'll simply add it to my library and I'll cherish it like I would any other RE game, coming back to it from time to time. A few positive observations… One, Resident Evil 4 has many, many moments inspired by classic horror and thriller films. Now this is true of the entire series, but this game, in particular, features moments that have been taken directly from flicks such as The Thing, King Kong, Night of the Living Dead, Aliens, From Beyond, The Raven, T2: Judgment Day…and many, many others. Even the first Resident Evil movie starring Milla Jovavich gets a little nod. It’s a very subtle phenomenon within the game that I found myself fascinated by after recognizing it. I applaud the makers for showing their genuine appreciation for movies throughout this entire series. The RE games have always featured brilliant soundtracks, from sound effects to its atmospheric music. This game is no exception. Put this game on a great sound system and its graphics shine even brighter - it's an amazing effect. Lastly, this game continues the intriguing tale of the “BIOHAZARD” incident smashingly. Leon is an attractive main character, and his demeanor is, at times, calming, as if he is as familiar with those manuvering him as they are viewing him. The secondary and peripherial characters are decent enough, yet Ada Wong is perhaps one of the greatest female characters in modern gaming. She's very appealing in every respect, and at times, she completely outshines the entire cast, including Leon himself, with just a moment of screentime. Ada is like a darker, more cool and calculated version of Claire Redfield in RE: Code Veronica. She's dynamite! I’m still waiting on a new adventure that features the underused Barry, the magnifacent Ada (there's an unlockable mini-quest for Ada in RE 4), or the oddly fascinating Hunk as the main character. Hell, give me an adventure where the bastard creep Wesker is the main character; although, that may ruin his mystique a bit. He's in here, too, and boy, is he the sharp-dressed man. Not all is that great, however. The dialogue, at times, borders on ridiculous (even for an RE game), and Leon is much too slick for all this terror (especially near the end, where he simply “Solid Snake’s” (meaning he tosses wisecracks) his way through horrific circumstances. Also, the scope of the evil protagonist's master plan is highly reminiscent of other, well-established action games, and quite frankly, a bit too lofty for someone in his position. It may be apart of his character, but the crux of the plan is a bit out of place. Hint: it involves world domination. Anyway, at best, Resident Evil 4 is a very, very thrilling entry in the series (for a so-called "survival horror" title that puts enormous emphasis on its weapons combat, and hardly anything else, including actual survival), and slightly underwhelming, at its worst (funky camera, so-so environments, BORING enemies etc.). Oh, and it rips off Metal Gear Solid right from jump street...can't forget that. It took me right out of the game's introduction. Man, I'm like "Where the #$%@ did this come from?" Pay particular attention to Leon’s interactions with Hunnigan, and how he reaches for his radio—both of these examples resemble Snake’s interactions with Naomi, and his bending down to use the CODEC, respectively. I don't know if it all is supposed to be a flattering homage or what, but...man, I've spoiled RE 4 enough...But RECOGNIZE!!! One thing that is puzzling me... Metal Gear Solid 3 was criticized for having a wayward camera system that was developed supposedly to heighten tension, yet RE 4 is lauded for its wayward camera system that consistently hampers Leon in the same manner. It's kooky video game reviewer logic, I tell you. Also, inventory management… Now, Metal Gear Solid 3 (my second favorite game of 2004 and victim of last year's nit-picking at anything that wasn't Halo 2) was criticized for making players go to the inventory screen to choose weapons, manage items, and heal. Resident Evil 4 - SAME THING!!! Most reviews have glossed over the fact in their reviews of RE 4, while lauding the game for being innovative. Where’s the true innovation in RE 4? What, the slightly interactive cinemas? Sega’s Shenmue and Metal Gear Solid did that before this game. Check out one scene during the last act of MGS 2: Sons of Liberty, in particular, for seamless cinematic interaction in a life or death situation and BE ON GUARD! How come the critics aren’t nit-picking this game like they did, say, Metal Gear Solid 3 or Prince of Persia: Warrior Within? I mean, I’m not even embellishing on the fact that you can’t move at all while shooting (or did I?), or how the camera makes observing the ground for traps and paths such a chore, or how quick button access to weapons in your massive inventory is absent, yet a lame, useless knife attack is always available, or how the infinite save system works against the unlimited continues feature and vise versa. Oh, then there's the absolutely bewildering presence of merchants chillin' out in the most unexpected places buying, selling, and upgrading weapons...and buying jewelry hidden throughout the game. These dudes resemble crack dealers who've abused their own supply. Who else but a crackhead would sell you a rifle and buy a priceless gold crown in the middle of survival horror hell? Oh, they offer Leon parlor games to play, as well - you compete in those for bottle caps that have voice chips that spout random phrases (this is some serious WTF-worthy crap, right here). And people say Katamari Damacy has some weird crap inspired by drug abuse (well, otaku and hipster morons do, anyway). And to those who say the hit-zone targeting is an innovation for game such as this - Hate to break it to you, but that's just one more thing Metal Gear Solid did first. RE 4 features simple hit-zone targeting that really doesn’t impact the enemy, making the gameplay a bit repetitive after a while. Check out Metal Gear Solid 2 and 3, and go for those head, leg, and arm shots. Try to perfect those precise hits to the target areas and recognize that it seriously impacts the enemy in its pursuit. Recognize the prevalent double standards...and, PLEASE, do not think that I'm bashing Resident Evil 4 - I'm simply acknowledging hype as just that - HYPE!!! Anyway, that's my take on the phenomenon of Resident Evil 4. This game is definitely worth playing at least once, so go out and pick it up, GC owners. For everyone else...you can go play it at your GC-owning friend's house, buy yourself a GC and a copy of RE4 for a weekend or two (and sell it later, like one of my buddies), simply exist knowing that you aren't playing one of the hottest and eagerly-awaited titles of 2005, or you PS2 owners can wait to play the version Capcom is making for you--it's coming later in the year. Any way you can play this game is probably good, so don't hesitate to grab it whenever you get the chance.