Resident Evil 4, for Xbox 360
Rating: 8.0/10; Great
Recommended for fans of survival horror and shooting
RE4 is a hybrid third person shooter/survival horror game, though it leans more towards the shooter aspect and is less of a horror game than earlier games in the series. Though the game has a good setting and enemies, it does not create the sense of tension and atmospheric fear found in the earlier games. Part of this is because the music is too intense and upbeat, failing to set an anxious atmosphere, and the other is the lack of jump scares and new enemies spawning in already cleared areas. A large part of the atmosphere in the earlier games was created by the appearance of new enemies when you try to backtrack, which helps create a feeling of never being safe and being on edge. This game does have a few instances of enemies spawning like that, but very few.
Upon starting to play, one of the first things noticeable is the poor controls. The infamous tank controls from the earlier games, that being the character is only able to move forwards and backwards (and turn) while being completely unable to sidestep/strafe; as if you were driving a vehicle instead of being a person. This control scheme was a pain in the ass in the earlier games, and it is even worse now in a fully 3D game. Seriously, this game came out in 2005 and they could not be bothered to set up decent controls as found in countless other shooters? On top of this, the camera is too close to the character, movement and aiming are bound to the same analog stick while the other is used to adjust the camera (which never stays still because it constantly fights you to return to center position and is overall disorienting), you cannot move and aim at the same time, and your view recenters any time you are not actively aiming (so moving up just a little bit to get into knife range of that prone enemy wastes precious time forcing you to look down again). So many simple things that any normal human can do easily, yet cannot be done at all in this game.
Combat is fairly good and does add to the horror of the game. Only the rifle has a proper shooter view (in this case a scope), though it does have significant idle sway. All other weapons have a laser sight and significant idle sway, which makes it difficult to hit small targets (such as heads). This encourages aiming for center mass and not fighting at long range. However, there is something off about the laser aiming which I have a hard time putting my finger on. The laser beam does not seem to always go where it seems to, so it cannot actually be used to aim. Instead, you have to move it around until a red dot appears on the target at which point you will hit. It is not at all like laser sights in other shooters, and takes quite some time to get used to.
In addition to the jittery aiming, some enemies become more powerful if you shoot them in the head, giving more incentive to shoot for center mass. I don’t have a problem with not being able to move and shoot at the same time, though not being able to move with a knife drawn is dumb. Enemies who have their own melee weapons are too dangerous to get into a melee fight with (which makes sense), though it is a pain to run up to a crossbowman and then get shot in the face because you had to take the time to stop moving and bring up your knife. You can also use a context sensitive button prompt to do a kick attack on staggered enemies, though this is not a good system. It would be better to have a designated kick button that you can use whenever you want, but it will only have a good outcome if you time it correctly.
By far the worst part of this game is the multitude of quick time events. Some are simple, such as waggling the stick back and forth when an enemy grabs you or pressing X repeatedly to turn a crank. These simple ones are not too bad, though I would prefer not to have to press buttons in quick succession to progress. Bosses have certain powerful attack that can be dodged by pressing the buttons that show on screen. The game randomly chooses between 2 button sets and only gives you about 1 second to succeed. At least there is no penalty for pressing the wrong buttons. Failing these QTEs will result in taking damage, but healing items can be used as a crutch against it. A more fluid and easily controlled control/combat system would completely eliminate the need of having these QTEs. The worst show up during cutscenes, where you have to press the correct buttons or game over. Quick time events have no place whatsoever in video gaming, and ruin what is otherwise an amazing game.
Apart from the shooting gallery mini game in the main campaign, there are 4 additional things to do after beating the game. Assignment Ada is a short and simplified campaign which seems like it is not canon and just for fun. There are no save points (though you can checkpoint save). It is fun, though flaws include quest items taking up inventory space and a boss fight that is a repeat from the main campaign and Separate Ways. Separate Ways is a full campaign (though not as long as Leon’s) where you play as Ada. It follows in parallel to Leon, though there are times when Leon is around at the same time you are. I know I did not waste as much time and ammo as AI Leon! She goes to most of the same areas, solving some of the same puzzles, looting some of the same loot, and fighting some of the same enemies. It is fun, though conceptually does not make a whole lot of sense. The campaign is harder than Leon’s because it is more combat heavy, but it also has fewer quick time events. Ada dies more easily, but can move a little faster. She can reach new areas using a hookshot, and is not able to upgrade weapons, while also only using a limited subset of available weapons (including 1 unique to her). Mercenary mode is a timed score arena battle mode. Lastly, there is newgame+ with new weapons unlocked.
Resident Evil 4 is a very well made game and would be deserving of a masterpiece rating if not for its flaws. The few things about this game which are bad are exceptionally bad (quick time events and controls).
Pro
- Immersive environments
- Good characters, dialogue and story
- Accurate aiming is rewarded; bonus damage, stuns, weapon disarm and
deflecting projectiles
- Often able to lure enemies into creative environmental kills (such as
traps and explosive barrels)
- Plenty of treasures (some hidden and/or requiring special action)
that reward thorough exploration
- Good variety of enemies, with different weapons, and new types are
continually introduced throughout the game at a good pace
- There are incentives not to shoot human enemies in the head
- Can rotate items in inventory
- Quest and treasure items do not take up inventory space
- Environmental challenges and puzzles
- Newgame+ with all items and upgrades carried over (unless you change
difficulty)
- Lots of replayability with modes, newgame+ and special weapons
- Buying new weapons and upgrades is a tactical decision and encourages
thorough exploration for money
Con
- Left stick controls movement and aiming
- Right stick controls a camera, which is restrictive and auto corrects
to be nearly useless
- Camera recenters when switching between the look camera and aiming
- Camera too close to character
- Not able to move sideways
- It is hard to tell where the laser sight is pointing, as you have to
move it around until a red dot shows up on the enemy
- Weapon is far too shaky, and does not steady with time
- Turn speed is a bit too slow
- No freeform dodge button
- Quick time events
- Many quick time events are game over if you fail
- Button mashing/stick waggling
- Enemy loot despawns (fairly quickly too)
- Items are destroyed if dropped
- No aiming indicator for grenades
- Time limits at some points, including 1 boss fight
- Ashley cannot carry stuff
- Ashley is annoying to control and easy to kill or have enemies take
her. She is a liability
- “Are you sure you want to load this save?” Default is no
- Area maps are fully revealed, and show merchants and save points.
There are no map items to find, and it hurts immersion and tension to
know that there is a save point up ahead, or know what doors are
locked before trying them
- If your inventory is full and you find bullets that could fit into
one of your guns, there is no way to keep both those bullets and your
entire inventory
- Not able to move and aim at the same time
- Save points (though there are frequent checkpoint saves and going
through an area transition makes a checkpoint save; checkpoints saves
are not kept if you exit the game). There is no in game indication
when a checkpoint save occurs
- Random loot drops from enemies and containers are determined upon
enemy death/area entry rather than fixed at start of game. Allows
save scumming
- Enemies with throwing weapons (mostly axes) generate new weapons to
throw. I could see having 2; one in hand and one holstered but not
more
- Despite some enemies using crossbows and miniguns, there are no
enemies armed with pistols, shotguns, rifles etc.
- The in game merchant hurts immersion a bit and is not explained well.
He seems to be there purely for gameplay. How and why does he move
to so many locations, seemingly following you around and even beating
you to places? Is he infected? Why is he not working against you?
Why do the other enemies not kill him? I think he makes less sense
than the dimensional storage boxes of the earlier games
- Pressing up in some menus does not move to the bottom of the list,
and vice versa