


While those should probably just be standard features, a Resident Evil 4 remake should also have more options like a traditional reticle, camera control, and more accessibility options. Mashing a button to run away from a boulder just doesn’t work and would reveal the game’s true age more than almost any other aspect. Now, they’re old and maligned in many new games as they are sloppy attempts to force in interactivity. Back then, they were new and kept players on their toes even during cutscenes.

The push for modernity also calls the game’s quick time events into question. Strafing while not aiming may be a bigger change, but reducing some of the awkward movement in the game would be a net gain. Resident Evil 4’s action and horror aspects would be better served if players didn’t have to constantly dive into the pause screen and reveal where the game could almost objectively be improved. A D-pad quick select for weapons seems almost essential and healing should be context sensitive, both of which would cut down on all of the tedious menu surfing in all versions of the game. Letting players move and shoot would drastically change the experience in a way that could potentially harm the thrilling combat loop if the proper work isn’t done to the game’s enemies.īut that doesn’t mean it couldn’t be streamlined. Leon can’t move and shoot, but the game is almost flawlessly designed around that concept, which is something RE5 failed to understand. Resident Evil 4’s shooting is going to the most highly contentious part of this remake because of how fluid its combat is to this day. RE4 was originally more of a shooter, but modern technology could help it properly realize its horror roots without sacrificing the action that it’s known for. Hearing a Regenerator without seeing it first or having to run away from it with dim lighting sounds like a ride. The Verdugo boss fight would be almost like fighting a xenomorph as it slithers away into the darkness. The opening village shootout would have even more mystery. There are even plenty of spots where a splash of spooky darkness could improve RE4. Tiptoeing around the Raccoon City Police Department was always suspenseful, but the remake ratcheted up that tension tenfold and its lighting played no small part in that. Great visuals can improve almost any type of game, but horror is uniquely positioned to benefit the most from graphical upgrades and more horsepower.ĪLSO: Resident Evil 3 Remake Review | Seeing S.T.A.R.S.īetter lighting and shadows can more easily facilitate a more oppressive atmosphere that the remakes so beautifully demonstrated. Resident Evil 7 and both recent remakes all look absolutely incredible because of their engine that was able to drape those small environments in an impressive amount of detail. Solid art direction keeps RE4 from being an ugly game, but there is still so much that could be done, especially with new hardware on the horizon and the remarkable RE Engine. Capcom did very little to the HD versions, meaning that its dated textures are still noticeable despite the resolution bump. This foundation has meant that every port looks essentially the same as it did back in 2005.
RESIDENT EVIL 4 REMAKE REVIEW PS2
For all of the re-releases this game has seen, they’re almost all essentially from the same blueprint of the GameCube original’s visual tricks and the PS2 port’s swath of added content. Resident Evil 4’s visuals would most easily benefit from today’s horsepower. Advertisement It’s time to bring 2005’s visuals into 2020 (or beyond)
