Resident
Evil is a games franchise that needs little introduction these days. Beginning its
existence relatively low-key on the Saturn, a PSone conversion lead to record breaking
sales, and a string of success-story sequels. The series had reached its pinnacle by
the late 90s and aside from Capcom proving how a remake should be done with
the original Resident Evil and then following it up with the totally original Resident
Evil 0 on the GameCube, the series appeared to move from blunder to blunder, with the
wholly under whelming Resident Evil: Dead Aim and the offline online Resi,
Resident Evil: Outbreak. Now 2005 is upon us, and so is the latest instalment in
the series - but number 4 promises to break new ground. The Press Releases have been
inundated with comments about revolutionary new gameplay and astounding
graphics, but is Shinji Mikamis new vision for the series enough to pull it
away from the rather dated industry opinion of the series?
To begin with, Resident Evil 4 feels totally unrecognisable as part of the Resident
Evil series. Gone are the door-loading sequences, ink ribbons and fixed cameras. There
are no pre-rendered backdrops, no magical item-teleporting boxes and no zombies
yes,
no zombies. Yet, often the gameplay feels incredibly familiar.
The controls remain intact with the usual about-turn on the analogue stick and a
180-degree spin by tapping down and B, and you will come across the occasional
find-a-circular-object-to-put-in-the-circular-hole puzzle, however they are far fewer than
in previous editions. The story follows the path of Leon Kennedy the new-recruit to
the L.A.P.D from Resident Evil 2. Now working for the US Government, hes been
assigned to locating the Presidents daughter, whos being held in some
mid-European country (youre never told quite exactly where). Obviously, all
is not quite as it seems, and a few visits from familiar faces and horrible gribbly
monsters soon ring the new story home.
Resident Evil has been criticised often, as a series, for not moving with
the times, decidedly sticking to its original formula. Much like my current belief of the Metal
Gear Solid franchise, Capcoms survival-horror beast was deemed necessary of
an overhaul as opposed to another update. Though the mechanics of the game remain largely
untouched, they are now very cleverly disguised. Each and every set-piece of the title
feels like part of the whole, with the game launching you into particularly-un-Resident
Evil-esque sub-games and optional extras without losing form or manner. Throughout
the games grand scope you are never left with a feeling of inability, always
positive of your next step, aided also by a very helpful Map Screen. The new camera angle,
although feeling unforgiving at first, is clearly developed to add to the perception of
your surroundings, and does so eloquently. The devices used to close the distance between
the player and on-screen avatar are astounding and, although never appearing to be the
games selling point, are the most substantial pull once you start playing.
Soon
after beginning the title you will realise that the game relies on your perception.
Techniques such as mist gathering to disorientate, realistic item placement (for the most
part) and the new camera angles quietly but determinedly add to the feeling that this is
not Leon Kennedys adventure its yours. Its the hook that
pulls you in, making you want to explore every last nook and cranny for that Yellow Herb
or Shotgun Shell you desperately need constantly keeping you in fear or the dreaded
you are dead screen. However, in reality, the game no longer punishes you for
dying so harshly, as retry points have been set in place prior to every incredibly well
orchestrated set-piece.
Other new additions, such as the storage case and Merchant add a little new spice,
whilst the Shooting Galleries will at first seem a misconceived idea, but eventually
become a touch of refreshment from the intensity at exactly the right moment. Pacing is
obviously crucial to a title so dependant on user involvement, and Mikamis team have
hit the nail right on the head.
The game pushes forth more boundaries as the graphical touches are taken into
account. Leons hair flows with movement and the real-time lighting is awe-inspiring.
Hundreds of enemies crawl around hugely expansive environments and special effects such as
fire and water are never less than dazzling. Throughout the many boss encounters, none is
more stunning than Salazar. Mutating into a thirty-foot slimy pink thing with a DragonBall-esque
white blob on its back and two sets of teeth, I would dare anyone to show me anything a
mainstream CGI company has come up with that is more impressive including
DreamWorks and Pixar.
While the graphics are clearly revolutionary, the sound isnt particular
shabby either. Offering compatibility with Dolby Pro Logic II for that true 5.1 feeling,
the wind will hiss through the trees, fires crackle in the distance and
is that the
sound of a chainsaw starting? Screams will often denote the correct route to your location
and your first meeting with Luis begins via a loud thumping from a room nearby.
During the mid-90s
games developers seemed to want their products to be known as interactive
films and
Resident Evil 4 claims the spot as front runner for the field. The title will do
little to sell itself to those not already involved with the Resident Evil series
until they actually get a chance to play the game. As an onlooker, much remains
untouched, with the exception of the gorgeous scenery, but in play, Resident Evil 4
hasnt just revolutionised the series, nor has it merely raised the bar for adventure
games, Resident Evil 4 has rewritten the rule book for interactive story-telling.

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