Friday, October 27, 2023

Resident Evil 4 (2023) (PS5)

Note: This review contains spoilers for Resident Evil 4 (2005) and Resident Evil 4 (2023)

Since 2019, Capcom has released remakes of the Resident Evil games, going beyond the remake of the original Resident Evil from 2002 (RE1), which had until then been the only game in the series with a substantial update. While this has produced some mixed results so far, with critical praise towards Resident Evil 2 (2019) (RE2) and mixed response towards Resident Evil 3 (2020) (RE3), it was inevitable that they would apply the same treatment to 2005’s Resident Evil 4 (RE4), which gradually gained (and earned) a reputation as one of the series’ best games. Although fans naturally had their reservations with the announcement of Resident Evil 4 (2023) (RE4R), it released to critical acclaim and became one of the fastest-selling games in the series.

Due to the timing of RE4R’s release, I had the unique opportunity to play both the original and the remake back-to-back, which I did for the sake of an easier comparison between the two in terms of both gameplay and story. Although that inevitably leads to the question of “Which one is better?”, I would instead say that although not perfect, RE4R manages to improve on many aspects of the original to the point that it’s overall a fantastic game in its own right.

Following the events of RE2, Leon S. Kennedy has become an agent for the U.S. government thanks to his actions in the Raccoon City Incident, from which he suffers survivor’s guilt. Six years later, he’s tasked with locating the president’s missing daughter, Ashley Graham, who was last sighted in a rural village in Spain. What starts as a simple investigation, however, quickly turns into a nightmare that Leon wasn’t prepared for thanks to the involvement of Los Illuminados and the mysterious parasite Las Plagas.

 

Leon crosses the threshold into darkness.

At its core, RE4R has a story very similar to the original, which immediately creates some familiarity for longtime fans. However, this version of the story has a more serious and grounded tone compared to the original, as it’s set in the “Remake” timeline. As such, Leon’s character arc has a more consistent throughline from RE2, as he gradually overcomes the survivor’s guilt that he’s dealt with for six years. He’s not very easily trusting of others during the mission, especially Luis and Ada Wong, but his interactions with Ashley help bring out more of his vulnerable and caring side while highlighting his fear of losing someone else. Despite his feelings, however, Leon still shows gratitude towards those who lend him their aid, including a dog that can repay him for saving its life. Although this Leon isn’t quite the same stoic badass and is a bit more vulnerable than fans of RE4 may be used to, he’s still a very well-rounded character and one worth rooting for.

Fortunately, Leon isn’t the only character given more depth this time around. Luis Serra Navarro has more screentime, even teaming up with Leon for longer than the iconic cabin fight, which gives more time to really flesh him out to the point that one moment later in the game carries more emotional weight than before. It helps that we now learn a lot more about Luis’ past and his quest to better himself, which helps gradually strengthen his bond with Leon. Although he still has his “ladies’ man” trait, it’s downplayed this time around, particularly during his initial meeting with Ashley where instead of the infamously chauvinistic “ballistics” line, he instead subtly indicates his intent with the inflection he puts on calling her a “señorita” (before learning her name). A similar flirtatious quality is also downplayed in Leon, which suits the more grounded interpretation of the story, as does the inability to look up Ashley’s skirt (not much of a loss anyway).

While Ashley Graham does still need rescuing, as she has no experience surviving on her own, she’s no longer the same damsel in distress she once was. Rather than act as dead weight for most of the game, she actively helps Leon during some encounters and even saves his life a few times. With the more realistic tone of RE4R, Ashley also doesn’t blindly jump into danger (like escaping through a window shortly after meeting Leon in RE4) and instead has an arc where she’s at first afraid of hurting herself and learns to trust that Leon can protect her, even showing concern for his safety at times. As such, this version of Ashley is more immediately endearing than her original counterpart, though the original RE4 interpretation still has her charm.

 

Ashley (left) and Leon (right) form a deeper bond.

Even the villains have more to them in RE4R than in the original. RamĂ³n Salazar has more characterization, including an exploitable weakness, thanks to the presence of a backstory that can also cast him in a somewhat more sympathetic light. His “right hand”, the Verdugo, also has a backstory that’s implied through notes the player can find around its boss fight. By far the biggest change, however, comes from Jack Krauser. Although his relationship with Leon is different, acting as his superior rather than an equal, his backstory is more detailed, with the pivotal Operation Javier actually explained in the game’s lore this time instead of hidden away in a spinoff game (The Darkside Chronicles), as is his role in Ashley’s kidnapping (you can even find the plans, complete with timetable). Ada Wong’s role in the story is also given more depth, with more nuanced emotions regarding her mission and her relationship with Leon, especially with her actions at the very end.

Then there’s the reintroduction of Albert Wesker within the “Remake” timeline. He’s formally introduced in the mid-credits scene, but otherwise hinted at during the story when Leon confronts Ada earlier on. Although this would have originally come after Code: Veronica X (CVX) chronologically, the way it’s handled here, coming in after RE3, gives him more of an air of mystery that makes him far more intriguing than CVX ever did. One can only hope that if Capcom eventually remakes CVX, the more grounded and serious Wesker presented here would be an improvement.

Without spoiling too much of the story, I did notice that the new grounded direction introduced some story changes that either made more sense realistically or arguably worked better than in the original. For example, while RamĂ³n Salazar no longer taunts Leon through comms, he does occasionally taunt him through the communication system built into the castle. Certain interactions with Ashley and Leon occur more naturally or have a more believable reason and lead to more emotional scenes later on. Other scenes either have different placements or are now mandatory events rather than optional ones, while others have only small details changed but otherwise play out the same. In spite of these differences, however, some of the original game’s cheese remains, such as the “bingo” line and the banter between Leon and RamĂ³n Salazar, which now occurs during the boss fight instead of a cutscene. Although the path to get there is a little different, Leon can also still indulge in a rather cheesy, but nonetheless badass secret moment near the end of the Castle portion. One plot-critical section during the Island portion now brings out more of the dramatic elements of Ashley and Leon’s Las Plagas infection.

As with the other remakes starting from RE2, RE4R features gameplay that’s more in line with Resident Evil 7: Biohazard (RE7) and Resident Evil Village (Village). While RE4R is still rooted in the gameplay of RE4, the number of twists on the original proved greater than I originally anticipated. As such, I’ll try to be as succinct as I can. Since I outlined the base gameplay of RE4 in the original review, I also won’t go into as much detail here unless I’m covering a new mechanic not featured in the original.

The most immediately noticeable difference is that RE4R has a wealth of accessibility options. While perhaps not as in-depth as The Last of Us Part II, unlike that game, none of the options here would also potentially double as a cheat code, though they do still help people who otherwise wouldn’t have been able to play the game make it to the end. Perhaps the most important addition is subtitles, including options for customizing them (and a preview of what they look like!), which immediately fixed a lingering flaw from the original. While I was initially disappointed with the lack of an Auto Pickup option, as I was still recovering from “Gamer’s Thumb” during my playthrough (which admittedly also meant this review is based on playing RE4R on Assisted difficulty), I realized that it made sense not to have one, as there are times when you wouldn’t want to pick up something due to the tight storage space.

 

Finally, subtitles!

I also greatly appreciated the number of quality-of-life changes that help modernize the experience. Rather than repeatedly visit the AttachĂ© Case and swap weapons manually, the player can now assign shortcuts on the D-pad for up to eight weapons (including grenades) and swap between them on the fly. Reloading also requires only a single button press and, similarly, breaking breakable objects only requires a single button press. Leon can now just run through doors and automatically vault over certain obstacles, which, while less cinematic, makes for a much smoother experience when running away from hordes of enemies, which remains a valid strategy even on Assisted (and should be considered whenever possible). This also extends to the health system, where players can now not only see how much health a healing item will restore, but can also collect Vipers (that still randomly appear in breakable objects) and various fish and either consume them or sell them to the Merchant for more Pesetas. Combined with the returning Eggs, which can now appear beyond the initial “Village” portion, this increase in healing options helps ensure that even seasoned players who exclusively navigate the harder difficulties can survive longer.

While the Knife had a rather simple utility in RE4, and went rarely used outside of breaking objects in my playthrough of that game, it’s received quite an overhaul in RE4R. The player can not only swing a Knife with a single button press, or do a forward stab if they prep it first, but also parry attacks, including a chainsaw, if they block at the right time or even break out of a grab if a Knife is available. There’s even a new stealth mechanic where Leon can silently kill enemies with a knife by silently approaching them from behind. You can even knife a downed and twitching enemy to prevent them from transforming into a stronger form if you get to them in time. Instead of having one indestructible Knife, however, Leon can stash away multiple Knives he finds along his journey with the caveat that they all now have a certain Durability rating and will eventually break after a certain number of uses. The exceptions to this are three “special” Knives that the player can equip, each with a higher damage output than any of the regular Knife varieties and longer Durability, plus the player can upgrade them at the Merchant for greater benefits. At some point, however, you may reach a point where you have so many Knives that you don’t know what to do with them and, unless you try to burn through them to preserve a “special” Knife for a stronger enemy, may resort to selling them off to the Merchant or quickly using them while crafting (more on that later).

A few other differences are more difficult to group together apart from how they affect navigation or keep veteran players on their toes. Players can now find one-use Small Keys for opening locked drawers (you even get rewarded for unlocking all of them) or shoot certain door locks through an open window to reach new rooms. Wire traps, which usually catch new RE4 players off-guard, now also beep for easier detection (though it’s still possible to accidentally run into one) and Leon can disable them with a single button press. Of course, Bear Traps are still a common obstacle, and enemies can even set them during combat, but while they can no longer harm Leon directly, they still slow him down until he frees himself, leaving him vulnerable to attack. Leon can also obtain the Body Armor much earlier in the game, though it can’t be unequipped and now has Durability, and players no longer have to worry about QTEs in any context, which I personally consider a plus. While the lack of QTEs means altering certain setpieces, it’s still preferable to other potentially awkward workarounds.

Veteran RE4 players may also notice that while the environments have similar layouts to the original, a number of differences in their overall designs or objectives, including the placements of certain items or a number of new or remixed (and a couple times omitted) areas that keep them from getting too complacent with their existing knowledge. Some areas are also more open, including the Lake, which now lets you drive around with and throw infinite harpoons for both fishing and breaking certain objects. Enemy placements follow a similar principle, familiar but altered, including their behavior. Regardless, beating the game once will still unlock Professional Mode, although, disappointingly, playing through New Game+ prevents the player from obtaining the coveted S+ Rank.

 

You can still rescue a special friend.

 

Regardless, players will now engage enemies with fully modernized controls. Rather than deal with outdated tank controls (even disguised tank controls), players can actually move and shoot at the same time, which suits the more open combat far better and helps immensely with dealing with enemies surrounding you on all sides. Leon can still melee staggered enemies, even those transformed by Las Plagas(!), but can now also follow up attacks with the Knife and, like in RE2, can blow off different body parts. He can also evade enemies with Circle, which really comes in handy when dealing with crowds and the more resilient Ganados, which can now continue attacking in an alternate transformation where their head is twisted sideways. Interestingly, farm animals can also pose a threat if they’re spooked, which led to one of the very few times I had ever trouble with Ashley across both versions of the game, and Incendiary Grenades have been replaced with a Heavy variety.

As with the original RE4, players will encounter no shortage of enemies in their visit to Spain. Though returning players will find them very familiar, there are some new differences that will keep them on their toes. Aside from the new alternate transformation that Ganados can undergo, enemies are now smarter, with more advanced AI that lets them more easily flank Leon and lay traps, bottlenecking themselves less often and forcing a more “run and gun” style of action that keeps encounters tense in a different way. The new environment layouts also mean new enemy placements and some previously optional bosses, like the Bella Sisters, are now mandatory. While some boss arenas, like those of Bitores Mendez and Verdugo, let the player employ similar strategies from RE4 (including any cheesing), others, like RamĂ³n Salazar and Osmund Saddler, have enough differences that allow for the creation of newer strategies. Some players may find disappointment in the omission of the J.J. enemy or U-3 boss, though I personally didn’t mind as much and the game does introduce a new Brute type with its own unique behavior. Las Plagas enemies are now also classified as Guadana, Mandibula and Arana types in ascending threat order, rather than the more generic A, B and C.

 

Shoot the lake for a special surprise!

The more notable differences for me involved Jack Krauser and the (now correctly localized) Regenerador. Where Krauser’s first fight in the original boiled down to a very lengthy string of QTEs, Leon can now engage in a proper knife fight that helps players get used to the parry mechanic if they haven’t previously had the opportunity. This comes in handy later during the second proper boss fight with Krauser, where I found it much easier (and more fun) to fight him with the Knife as intended rather than repeatedly shotgun his legs like in the original RE4. As for Regeneradors, they not only have the same behavior, and even make the exact same noise, Leon can now potentially escape from a grab instead of instantly dying. Killing a Regenerador may also spawn a more powerful Iron Maiden, adding a new wrinkle to fights in the underground lab section. Additionally, the method for hurting Regeneradors doesn’t change, but now you use a functionally identical Biosensor Scope instead of an Infrared Scope.

The changes don’t stop there, however. Players can now customize Leon’s AttachĂ© Case, changing its appearance for different effects. For example, the default Silver case increases the drop rate of Handgun ammo while the Leather case increases the drop rate of Red Herbs. “Inventory Tetris” is still a large part of item management, but some objects now take up a different amount of space compared to the original and players will also have to juggle space for Knives, Gunpowder, Resources (both S and L varieties) and the newer healing items. Depending on the difficulty, this may lead to more crowded cases than the original RE4, so players can make room by not only combining Herbs and consuming healing items, but also crafting ammunition from various materials in the new Crafting menu, which offers more variety than the original. If necessary, you can also send weapons and First Aid Sprays in the case directly to Storage, which acts as a limited version of the Item Boxes from other Resident Evil games.

 

There's a bit more going on now.

Speaking of Storage, players can access it at any Typewriter. Apart from Saving, which still doesn’t require an Ink Ribbon, this also gives players the opportunity to customize their AttachĂ© Case, both in its appearance and whatever Charms they’d like to attach for different effects (more on that later). Though a small change, Typewriters still give players a good, dependable sense of safety.

Key items and Treasures are still split into a separate screen, although Treasures are now handled a little differently. While the original game had certain Treasures that would increase in value if you slotted in specific gems discovered along your journey, players can now mix and match gem colors among a wider variety of Treasures that feature gem slots, as long as the shape matches the slot. You can even increase the value further depending on the variety of colors used, as illustrated by a handy chart you pull up during the process. Though this system takes a little getting used to, I found it a rather dependable source of income whenever I was short on Pesetas.

 

At least they actually put this in the game.

Out in the wild, Leon has more here than he did in the original RE4. In the Village and Castle portions respectively, he can open Wayshrines (using a key from Chapter 4) and Square Lock Boxes (using a puzzle-like Cubic Device from Chapter 9) for valuable treasures that he can sell to the Merchant or, in one case, save for a special moment. RE4R also greatly expands on the “sub missions” from the original game, providing more than one use for the blue map markers. By collecting a Blue Request Note, Leon can complete side tasks, including (but not limited to) shooting blue medallions, selling certain items or killing rats to earn Spinels on the next Merchant visit. These notes also provide opportunities to fight exclusive mini-bosses, aka “Strong Threats”, that provide an extra challenge. Destructible Clockwork Castellan bobbleheads, based on RamĂ³n Salazar, also actually grant a reward this time (the Primal Knife, which the player must still purchase in the Extra Content Shop), a dramatic improvement over the pointless Charlie Dolls from RE3.

Though the Merchant may sound different this time around, he’s still a man that Leon can rely on for useful weapons and items. While this version operates very similarly to the original, letting Leon buy items, weapons and upgrades with Pesetas or sell Treasures and unwanted items for additional funds, there are some differences that give the Merchant more utility. Apart from simply adding more items like crafting recipes and adding special Knives to the Tune Up tab, Leon can now sell Key Items that have fulfilled their purpose rather than discard them, as well as sell items directly from Storage rather than expect the player to carry them around at all times. Other greatly appreciated changes are that Treasures now actually state if they have a secondary purpose instead of having to look them up or guess, which makes selling decisions much easier, and you can actually see how much space the item or weapon you’re buying will take up in the AttachĂ© Case before you commit. Plus, the Merchant will offer special limited-time discounts during certain Chapters, often rewarding more frugal players. Veteran players also need not worry about accidentally killing the Merchant, as it’s now impossible to shoot him (there was no benefit to doing so anyway).

As previously stated, the Merchant doesn’t just deal in Pesetas anymore and will now also accept Spinels as currency. Spinels, earned through normal gameplay and completing Blue Request Notes, are relevant to the new Trade tab, where Leon can buy special items, including (but limited to) helpful Treasure Maps, Yellow Herbs and the Punisher weapon. Placing the Punisher here is not only a neat nod to how the original Merchant rewarded Leon with the gun from completing RE4’s sole sub-mission, but its cost of five Spinel references the number of Blue Medallions from the first Blue Request Note, which itself is based on the sub-mission from the original game. This level of detail helps give a good idea of the amount of love the developers of RE4R had for the original, which I can really appreciate.

 


Unfortunately, while there is plenty to love about the Merchant, including his increased depth, his subtle character development and his wider range of interactions with Leon, there is one more contentious change. As in the original, once you fully upgrade a weapon, you can unlock an Exclusive upgrade that makes it more powerful. However, you can bypass the requirement for an Exclusive, or simply get it for free, with an Exclusive Upgrade Ticket. The issue here is that if you want to use the Tickets, you can only buy two through the Merchant per playthrough at the cost of 30 or 40 Spinels and there are 24 Exclusives you can potentially buy. You can do a lot of grinding for Pesetas and Spinels (or exploit the game for potentially millions of Pesetas) or you can pay real money for the “Paid” variant of the Exclusive Upgrade Tickets at the following amounts: $2.99 for one Ticket (six individual Tickets labeled A-F), $6.99 for three Tickets (4 individual bundles labeled A-D) or $9.99 for five Tickets. Although these microtransactions are completely optional, it’s still an unfortunate reminder of the current state of modern game development where microtransactions exist in single-player games.

Then there’s the Shooting Range, a returning minigame from the original that has received an overhaul. Similar to its original incarnation, certain Merchant locations also allow access to the minigame, though this time accessible by elevator rather than a walk through a door (I suspect in part so the game could still run effectively on last gen systems with similar capabilities to the current gen versions). Apart from the consistent pirate theme, complete with music that signals the minigame’s presence, Leon’s loadout is now tied to each Stage so that players can better master specific weapons or learn how not to rely on any one in particular. Each Stage also has its own set of Challenges that earn the player silver and gold Tokens that Leon can redeem at a capsule machine near the entrance. As an extra touch, Ashley or Luis can now join Leon inside (rather than wait outside) and can provide commentary or cheer up Leon while respectively sitting or leaning on a nearby barrel.

While players are rewarded for performing well in the minigame, even unlocking a bonus section if they’re good and fast enough, the capsule machine provides the most unique wrinkle. Once you have at least three Tokens in your possession, you can spend them in the machine for a random Charm that you can attach to the AttachĂ© Case for extra bonuses, such as a higher frequency of crafting bonuses, earning extra Pesetas when selling an item, Merchant discounts and more. Different combinations of silver and gold Tokens, including the order they are placed, will also affect which Charm you receive.

On one hand, I love the new Shooting Range, as it felt far easier and more satisfying to get a good score and the retheme is fun and charming. On the other, I wasn’t fully enjoying the “gacha” style of earning Charms. It’s hard enough to get what you want, but it turns out it’s actually more pseudo-random, as the Charms you earn are determined by a seed (invisible to the player) that’s set as soon as you earn Tokens rather than when you first put them in the machine. While this does prevent save scumming, likely the main reason for this system, it makes it even harder to figure out when you’ll get the exact Charm you want unless you start saving up Tokens for a future playthrough and go through the effort of mapping out the seed for yourself (and naturally starting the process over once you’ve determined the odds from there). As such, I barely used the machine and just went with the couple Charms that I had obtained before learning about the inner workings (and hopefully this helps you as well).

 

The Shooting Gallery is back and better than ever.

Of course, we can’t forget about Ashley. Like her characterization, her gameplay also saw an update. Although she still plays very similarly to her original counterpart, her acting as Leon’s partner is incorporated more into the gameplay, as there are now more spots that require both of them working together to discover secret Treasures and other hidden items. The player can switch between Tight and Loose formations, altering her distance away from Leon, with R3, though the danger of an enemy carrying her off into a Game Over screen remains. She also no longer has a health bar, meaning Leon no longer has to share healing items with her, but will now become incapacitated if she takes damage. Taking damage one more time while in this vulnerable state will result in her death and a Game Over, but Leon can save her by helping her up; I noticed during my playthrough that her incapacitated state is also reversed should an enemy pick her up. Ashley’s Chapter (Chapter 9), which occurs for a more natural reason than in the original, also received an overhaul, as she’s no longer solely running away and can actually ward off Armaduras in a more maze-like library with a special lantern that freezes them in place, although items she collects are placed on the floor in front of Leon in Chapter 10 rather than directly in his inventory, so they’re easier to miss. Leon can also still hide Ashley in dumpsters as well as lockers, though she’s still vulnerable in the latter hiding spot.

Much like the original, I didn’t find Ashley that difficult to deal with. Yes, she ended up incapacitated a few times, including one where I was repeatedly knocked down by a spooked cow preventing me from helping her up, and enemies carried her off a little more often, but it was usually my own fault and not the game’s. She was also pretty smart, as I kept her in a Tight formation most of the game and didn’t find her too difficult to defend, plus she ducked out of Leon’s aim more easily. Her updated Chapter made controlling her more interesting, adding a new challenge while maintaining the puzzle aspect and contributing to her new character development. Certain touches I noticed this time around also quickly made her a little more endearing, like how she has a new animation showing concern for Leon when he gets caught in a bear trap. As I said in my review of the original RE4, managing Ashley is not that difficult if you actually make an effort to protect her.

As for the puzzles, they did present a decent challenge, but almost never to the point where I had to look them up online (as with the sliding picture puzzle in the original). Some puzzles were also altered, like the lights in the church, or recontextualized, like the tombstones outside the church, though I didn’t really mind these changes, as they still fit within the new atmosphere and direction. The underground lab section also introduces a new type of puzzle to unlock doors, with the presentation somehow adding a little tension at certain points. While Ashley is with Leon, she may try to offer advice, though she thankfully waits a reasonable amount of time before chiming in (in contrast with something like God of War: Ragnarök).

There are other differences I more easily noticed during my playthrough, though many felt too minor to bring up here and it’s best to save some surprises for anyone looking to play this game. A couple I feel worth mentioning, however, are that the mine cart sequence plays out very differently with new mechanics and the final section of the game is not only far less frustrating, but more cinematic in a good way.

While the original RE4 still looks fairly good nowadays, the RE Engine really shows what a difference three console generations (or perhaps only two if you take the PS4 release into account) can make in RE4R. Fittingly for the more grounded and serious version of the story, RE4R boasts more realistic detail while still maintaining the series’ signature flair, including more realistic lighting that helps draw out more of the intended gothic elements from RE4, which usually looked well-lit no matter where Leon was. Some small details also stand out, like how the locks on the doors are sized more realistically instead of comically large and how the characters take clothing damage through the game, including how Ashley’s stockings are noticeably ripped up by the end. While the enemies may look at least a little different this time around, their designs maintain familiar elements that keep them from straying too far from the original game. Although the cutscenes and movements aren't exactly as action-packed as RE4, the increased variety and depth of the animations helps make up for this. Players can also unlock items to customize Leon and Ashley’s appearances, including returning alternate costumes and other items like shades and cat ears.

 

The RE Engine allows for a greater degree of realism.

Like other Resident Evil games after RE7, RE4R features yellow signposting to help players navigate the world or know which items they can break without being too distracting. It’s admittedly a little more blatant here than in previous entries, but I still found this system helpful, as it helped some elements of the more realistic environments stand out in a pinch and avoid wasting too much time fumbling around like an idiot. This is especially since the player can no longer rely on blatant glowing objects or finding which items are rendered slightly differently from the backgrounds, techniques previously brought on by technical limitations that the series no longer has to work around.

Although none of the original voice actors returned for RE4R, the new voice actors are great in their own right and bring out more of an emotional range. Notably, Luis sounds less stereotypical this time around and while the Merchant’s voice is different from the more iconic original, his increased dialogue pool helps him stand out on his own. I also enjoyed the new soundtrack, despite the different feel from the original, and how the Comms audio comes out of the controller speaker. I also couldn’t help noticing that the music that plays during the main menu sounds like something out of the Devil May Cry series, which felt appropriate given RE4’s connection with that series.

As much as I like the new voice cast, however, Ada Wong’s new voice is certainly a downgrade from her RE2 counterpart, at times even from her RE4 counterpart. Although this felt disappointing, I would hope that if they’re committed to the new voice, she manages to improve in the next Remake.

While the many changes in RE4R may be contentious depending on the player, though I found I could live with or even preferred some of them, veteran players will notice that the base game has a distinct lack of any of the extra modes apart from Professional difficulty. I found the lack of a Movie Browser disappointing as someone who liked the option from the original, though I didn’t totally mind the lack of Assignment Ada as it originally had little purpose apart from unlocking a specific weapon. The lack of a Separate Ways campaign did bother me a bit more, however, as that mode helped fill in some of the narrative gaps in the original by showing Ada Wong’s point of view. Fortunately, this mode got released later as (paid) DLC.


The one mode that did make it, however, was The Mercenaries, though not as part of the base game and instead as free DLC. Compared to the original game’s The Mercenaries mode, there are only three stages (Village, Castle, Island) and four playable characters (Leon, Luis, Krauser, HUNK) with their own unique loadout, each of whom you must unlock through different conditions. Despite the difference in stages and character roster, including the lack of Ada Wong or Albert Wesker, this mode plays similarly to the original in that you defeat as many enemies as possible within the time limit and rack up as big a score as you can through combos. One other difference, however, is that now if you fill up a bar at the bottom of the screen, the player character can enter Mayhem Mode, which further boosts their score and temporarily grants them a unique ability. There are also powerups that not only add more time, but also charge Mayhem Mode.

Personally, despite the changes, I found this version of The Mercenaries more fun than the original. Not only did the modernized controls make mowing down enemies easier, the Mayhem Mode mixed things up well while playing as each character and I could strategize around them. Each of the three maps also has their own layout and quirks that I could plan ahead for when playing a stage more than once to maximize the score and figure out how best to lengthen the timer. Overall, a very solid addition that anyone playing should try out.

Where the original Resident Evil 4 was already a fun game, this Resident Evil 4 manages to stand tall alongside it. Both are fun in their own right, though this one managed to address issues I had with the original all while maintaining the more consistent and serious tone that more recent entries have established. While I would highly recommend RE4R even to fans of the original, it’s still perfectly fine if this version doesn’t click with you. In that case, Capcom has fortunately made the original RE4 readily available on all the same platforms as RE4R, so the option is always there (unlike other modern remakes).

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