It takes a lot of nerve to risk alienating your core audience to completely redefine an entire franchise – even if it's needed. Such is the case with Resident Evil. For years the PlayStation staple was one of the top franchises in the business, one which spawned so many 'survival horror' games that it practically became the cliché of the generation, much like fighting games prior. But once it made the move to the current generation, starting with the Dreamcast and PS2 hit CODE: Veronica, the franchise seemed to age overnight, with its clunky controls and rehashed premise of zombies, viruses, and evil drug companies. The games were still good, if not great, but it was getting a bit long in the tooth and franchises like Silent Hill were doing things better. In short, it needed an overhaul. So while the PS2 received some unique entires that tried to shake up the zombie concept in both RE: Dead Aim (another lightgun-style game like RE Survivor) and the online-centric Resident Evil Outbreak, and the GCN got a RE-make, an oft-delayed N64 revamp, and ports of the old games, Capcom went back to the drawing board for a second time for the next official game - Resident Evil 4 (remember, Devil May Cry was once RE4 until it matured into its own distinct franchise). At this point in time, however, it was far off the radar of all but the most dedicated RE fans. So Capcom shook things up with RE4. Boy did they ever. Far less horror and far more survivor, Resident Evil 4 isn't your usual chapter in this beloved series; indeed, RE4 redefined the entire franchise with its changes and made it important again. More action, less puzzles, a different storyline (though it still is a part of the overall series plot) and a distinct lack of zombies, in their place being something a lot more...alive. In short, the game is fantastic – one of the best games of 2005, though cursed to being forgotten due to a January release. Of course, Resident Evil 4 was a GameCube title, meaning you'd need to buy one to play it if you hadn't taken the Nintendo plunge yet. However, much to the surprise of pretty much nobody, Capcom's new classic found a path to the PlayStation 2, and right in time for Halloween and more importantly, the increased visibility in a medium that tends to forget great games if they don't ship between September and December. While the PS2 version takes a slight graphical and control hit, its made up for in new special features – most importantly, a whole new story-based bonus that explains events from a very different point of view. PS2 fans lacking Cubes should hesitate none to pick up this instant classic – the little bumps in the conversion won't even bother them. As for those who have played it on Cube, it's worth checking out to see the added features. Regardless of platform, Resident Evil 4 is one of the top games of the entire year, and most importantly, it redeems a once-dying franchise and makes it relevant again. It goes to show you can take risks and have them pay off in stunning fashion. Umbrella is dead. Much to the chagrin of some who hoped to see some sort of resolution to the Umbrella storyline (CODE: Veronica didn’t really solve anything other than the destruction of the two locations the game was based in, but instead hinted at an ultimate conclusion), RE4 all but kills the Umbrella story. You learn in the opening sequence that the US Government has caught the company for their atrocious shenanigans and stripped them of any sort of license to conduct business, which killed their stocks and ruined the company. So how do you make a sequel? By making the story even more sinister than before and add a touch to make the plot more in-tune with modern times. RE2 favorite Leon Kennedy is your star, and since all the Umbrella BS is gone, Leon has taken a job as a US agent. His first job is to save Ashley Graham, the daughter of the President, who was kidnapped by a strange cult you come to know as Los Illuminados, based in Spain. Leon arrives, and almost immediately the evil takes center stage…when Leon is attacked by a resident of a small village that’s connected to the cult, who seems to have some...err...issues with outsider Leon. Things get a lot more complicated than that, but much of it is tied to spoilers, and well…I ain’t going to spill the beans. Like all RE games, much of the story is told through files scattered around the game, revealing the truths about every event and character in the game. Unlike previous Resident Evil games that are one whole story without any real breaks, RE4 is split into 6 chapters, with all but the final chapter split into sub-chapters that give you a chance to save and take a break from the action. For those who expect the usual RE shenanigans, such as zombie shooting, bizarre boss battles, item boxes, ink ribbons, and numerous head-scratching puzzles, you’re going to be in for a surprise. With RE4, Capcom has outright shattered the old RE formula, creating a game that’s far more action than adventure – if they were to move Leon into the 1st person view it would be just as awesome as a first-person shooter. The numerous possessed villagers are no zombies; they’ll charge at you, gang up on you, throw projectiles at you, and otherwise make your life a living hell, especially if you come across one of the infamous chainsaw-carrying townsfolk – since one hit from a chainsaw is instant decapitation and death. There are other odd creatures to encounter in RE, such as freaky cultists who look like Emperor Palpatine from Star Wars, up to the weird Regenerators. Any way you slice it, Leon has to be on his toes and be an accurate shot to take down the enemies before he gets pulverized by them. Puzzles are still around in RE4, but they've been toned down a bit, mostly due to the design of the game. There's a few fun ones here and there but Capcom really wants you moving and shooting stuff instead of being stuck for a while on a particularly difficult puzzle. The boss battles tend to be few and far between, but all of them are pretty entertaining and varied. Thankfully, Leon has a whole set of weapons to use. No longer do you find weapons lying around (well, you find a few); instead a merchant system is introduced. By acquiring money out of boxes or dead villagers, and finding various valuables scattered around the game, you can purchase upgrades to existing weapons to make them stronger, reload faster, carry more bullets in a clip, and even fire faster. Each base weapon has more variations that use the same ammo, letting you either upgrade or buy newer weapons and save cash on upgrading. You can even buy a one-shot rocket launcher that can be very helpful against tough bosses – they're usually a guaranteed one-shot kill if you know how to use it. Leon can also buy a bigger attache case for holding more (no more boxes or the stupid touch/drop system of RE Zero) items, weapons, and healing items, and later on, a vest that helps cut back damage against the more powerful enemies late in the game. The base concept of herbs returns, with the addition of a yellow herb which you can combine with the other herbs to increase the overall health of Leon or Ashley. You can also use First Aid Sprays – and this time, since there’s no ranking once you beat the game, there’s no penalty for using them. Which is definitely good since you’ll need those health items more than ever in RE4. The merchants also have access to a small shooting gallery mini-game that you can use to fine-tune your accuracy against the real thing and win prizes to collect. As said, the action in this game is as intense as ever seen in any action/adventure game. Though not really a horror game, it’s instead an intense shooter that sometimes can get overbearing and though ammo is far more prevalent (and acquired off dead bodies this time, amongst other locations), there are moments where enemies are many and ammunition is few, leading to the use of the different grenades to make some room, or learning how to conserve ammo by using the always-equipped knife which is actually pretty effective. The enemy variety is pretty typical RE, with about a dozen different enemy types (though some only show up in very limited fashion, you’ll deal with villagers and cultists the most), but the strategy remains the same – kill ‘em. The human sorts are based on hit zones; shoot a villager in the kneecaps (helped by the useful laser sight on all weapons) and they’ll fall down or stagger, shoot their arms if they’re holding something and they might drop it (you can even shoot back a projectile weapon if you hit it), and shoot their head enough times and it might explode – though you learn later on that doing so is a risky, if not outright dangerous, proposition. Or of course, if you’re like me, you’ll upgrade your sniper rifle and just sit back and cap some fools before they even know you’re there, thinning the ranks a bit, as direct headshots with a sniper rifle are safe to perform at any time, with few exceptions. Though this can be hard with dozens of enemies coming at you at once on a few occasions. There are seriously few moments when you have any peace and quiet, without something coming at you. And unlike past RE games, you usually don't want to just run away from enemies, as they can then gang up in even larger numbers, or some other disaster. The wrinkle in the game that scared me the most was the Ashley aspect. Since Capcom never beat around the bush that you do eventually rescue Ashley, much has been talked about the escort system put in place. Escort missions are infamous for being serious pains in the ass thanks to stupid AI and other assorted moments of retardation, making the escort mechanic in Resident Evil 4 the make or break sort – if it sucks like almost every other escort mission, it could doom the game. Thankfully, Ashley is actually useful and dealing with her is fine. In some cases, it's best to have her stay back while Leon does business, which is as simple as a press of R2 – just press it again to get her back following you. She has her own health meter as well, and it too can be upgraded via the yellow herb system like Leon, as mentioned previously. In other instances, you can tell her to hide in a dumpster, use her to reach higher places by piggybacking, and do other tasks while you defend her from enemies out to recapture her - if they leave the room you’re in with her, it's game over time. Though most of the game you’re without Ashley, when she’s there, she’s far from a nuisance and that in itself has saved RE4. However, if you're not careful Leon can kill her accidentally. Usually she does duck for cover but if you fire too fast while she's in your way...she'll die. Unlike past RE games, backtracking is minimal at best – there are a few times were you’ll have to return to other areas, but it’s kept on the down low; mostly because there are less puzzles that make you go back and forth to solve it, though it's also simply due to superior game design compared to past RE games. Since there’s frequent typewriters to save (without a need for ink ribbons), and the concept of item boxes is dead, that helps the backtracking even more. This does make the game far more linear than past RE games, but this is made up for by the more action-oriented gameplay and pace. There’s really little time to worry about linearity when you have enemies crawling up your ass looking to end your life – at least they don’t want to eat you this time. Even during some cutscenes you have to be aware of what’s going on, as some scenes can result in death or injury if you miss the commands on-screen (the same kind for dodging attacks and the context-sensitive situations) during them. They do kind of come up fast – requiring instant button pressing; it's too easy to let your guard down which can lead to a frustrating death or two. Last but not least, the camera system has been completely overhauled. Thanks to a behind-the-back, widescreen setup, you can see the whole area at once and not get caught by stupid angles hiding offscreen threats, though enemies can still sneak up behind you. It can be adjusted slightly, letting you see side to side but that's about it. The controls remain the same as the originals for the most part, with the exception of having to press R1 and Square to reload, which is actually a lot cooler than doing it in the menu screen, which you can't do anymore. The knife plays a bigger part in RE4 than in past games (if you're like me you just tossed it in an item box and forgot about it) – not only is it effective against common enemies which saves ammo, it also is used to break barrels and boxes to find items, simply by pressing L1 to raise it and X to stab. Though the controls weren’t totally fixed despite all the complaints, the new camera angle and overall gameplay style lends itself well to these familiar functions. The addition of the laser sighting helps with accuracy and makes up for the loss of auto-aim. Since the game has taken a more action orientation compared to an adventure game with some action elements, the removal of auto-aim is understandable, and the laser sight comes in handy as a replacement. The control conversion to PlayStation 2 is pretty good, though thanks to the looser PS2 analog sticks it doesn't offer the exact precision of the Cube version – but I didn't find it a hindrance. But if you've never touched the GameCube version you won't notice any difference. Quite honestly, there hasn’t been an action game as intense or crazy like Resident Evil 4 in years. Though some (including me) were skeptical of the different tone of the game, the lack of zombies, and toned-down emphasis on bizarre puzzles, Capcom obviously knew what they were doing, and RE4 has single handedly brought the genre it made famous back, at the tremendous risk of losing the core audience. Though it’s far less horror (not that RE games have ever been truly scary or anything) and a lot more survival, RE4 has completely reinvented itself as one of the top games of 2005 and a legitimate contender for top action game of this generation. I cannot remember an action game as incredibly intense as Resident Evil 4, and it only gets more and more intense as you reach the climax of the story. When I beat the game, there were two emotions – first, I was kind of sad that it was over despite being very lengthy for a RE game (15-20 hours your first time through depending on skill), but at the same time couldn’t be happier that it was over before my nerves were shot from the dozens upon dozens of intense action sequences in just the last couple chapters, let alone the entire adventure. It'll just wear you down sometimes, it's such an involving experience. The final boss battle was a bit of a downer considering the challenge of the game (it's a lot more difficult than previous RE games, but never impossible), but in the end, the reward is worth it. Like most RE games, beating it the first time unlocks a horde of mini-games and extras – of which the PS2 has even more than the GameCube version. In addition to the Professional difficulty level (where you can unlock the PLR 412 gun upon completion – have fun!), you can get brand new weapons to use in a ‘New Game Plus’ scenario, if you have the cash to afford them. Loading up a cleared game save also lets you use all items and weapons you had after beating the game, making the early part of the game a damn good time to get revenge on those freaky villagers after all the crap you were put through the first time around, since your weapons are ultra-powerful. The usual Mercenaries mini-game that puts you in a time-limit situation to unlock new characters for use is in tact, and harder than ever, though as always, intense fun. Ada Wong, Leon's 'flame' from Resident Evil 2, who makes numerous appearances in the main RE4 story, has much of the spotlight, however. Coming from the GCN version, Assignment Ada is a short and challenging sub-mission that puts you on the same island you finish the game on, and you must retrieve samples from specific locations. Beating it unlocks another weapon which Leon can acquire in a replay game. The big, PS2 exclusive extra is the side-story Separate Ways. Ada once again is under your control, in this 5-chapter scenario which explains what she's doing during Leon's quest and shows certain events from another point of view. Most notably, you discover she is the one who rung the bell to calm down the villagers when Leon runs into trouble in Pueblo. Unlike Assignment Ada, Separate Ways is a full-fledged game practically, with almost everything from the main game shoved into it. Ada can buy items from the merchants, save at typewriters, increase her health with yellow herbs (but note that she is much weaker than Leon and can't take quite as many hits – 2 hits from the psycho chain-gun wielding commando and it's over), and whatnot. She even gets a grapple gun to reach high places and an exclusive weapon in the bolt gun, and because she is lighter can move much faster than Leon so you can logically dodge some enemies...all while wearing a slinky dress and high heels – quite the attire for a dangerous mission, though hey, she's hot. The only thing you can't do is upgrade weapons – though the enemies are adjusted in strength to compensate. Most of the areas Ada adventures through are the same as where Leon travels, there are exclusive areas – which in many ways top the familiar locales. It's not as lengthy as the main game, as you can blow through in about 4-5 hours or so (though a cynic could laugh since it takes longer than most of the old RE games did), but it does do a good job of explaining Ada's role, as well as further along the...complex relationship between her and Leon. It's like a love story that isn't. But hey, at least the final boss encounter here is an actual challenge. Completing this unlocks yet another bonus outfit for both Leon and Ashley to use in a replay game. To say Resident Evil 4 has fantastic graphics would be an understatement – and much to the surprise of many, the PS2 conversion turned out really, really good and still looks excellent. From the creepy village the game starts off in, with beat-down buildings obviously ignored by the possessed villagers, to the equally freaky castle you spend far too much time in (though much of that has to do with the quite freaky Salazar), to even the fairly normal island area, the whole game screams details, and there’s going to definitely be times you’ll stop to look around and take in the artistic beauty of the game. If beauty and terror can be put together. Character designs range from normal if not a bit repetitive for villagers and cultists (though the black-robe wearing cultists are let off due to said robe obscuring their appearance), to downright weird for other enemy designs (Las Plagas makes me think of oversized Lice for some reason). And thankfully, due to the camera angle presented, there are few instances where the camera is in the wrong place, letting you worry more about killing stuff rather than finding it. The PS2 conversion doesn't look quite as slick as the Cube version, but unless you have them side by side running you'll probably not notice nor care. The lighting is a little different, the textures aren't as good, and there's an annoying blur in some places, but otherwise this is a damned good port that should embarrass those companies that usually half-ass ports from console to console. The always-on letterboxed widescreen angle similar to Beyond Good & Evil lets you see far more of the screen at a time compared to the older games as well. The PS2 version offers a true widescreen option (missing from the Cube version) and progressive scan for HDTV play. Though I don’t think it's quite as good as RE2 or CODE: Veronica’s, the RE4 soundtrack is good and sets the mood well, though there’s a lot of repetition. It fits the more action-y pace, matching the intensity of the game. Voice acting is pretty sharp despite some hammy lines; Leon can be hilarious with the cheesy one-liners and flirtations with Hunnigan, his radio support, and the insane characters Leon deals with are played well. The fun is with the villagers and cultists – nothing seems as weird as being screamed at or listening to chants in a language you don’t understand, and since the game takes place in Spain, the Spanish fits the mood perfectly (imagine if say, for Metal Gear Solid 3, they had the enemy voices be all Russian and you’d understand). The constant chatter is used to tip you off to enemies, and as they get closer, it gets louder, though it’s almost more useful when it’s faint, just to let you know what’s going on. It can also scare the hell out of you when a foreign scream comes out of nowhere and you can't the source or sources. The various sound effects like explosions, footsteps, screams from Ashley, etc. are also great – especially the shotgun blast. RE4 has the best shotgun fun in the business. The game truly is the total package.
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