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Resident Evil 4: Wii Edition

            The arrival of Resident Evil 4 on Wii comes as little surprise, considering the nature of its eventual arrival on the previous generation of home videogame consoles. Electronic Theatre ImageOriginally in development as a GameCube exclusive for many years (part of the illustrious, yet inevitably doomed Capcom 5), shortly before European release Capcom announced that the title would also arrive on PlayStation2 within a year of the GameCube launch. This move was obviously due to the diminishing consumer faith in the GameCube and fears that Capcom may no longer have been able to recoup such significant development costs through selling the title on a single-platform. From this, we can see how the title may also make the jump to Wii – another format for the title, upon which the original code for the game needs little modification; perhaps even less then the challenge of converting the game to the technologically inferior PlayStation2.

            The bulk of the title has been benefit to little alteration. Playing as Leon Kennedy, on a mission to rescue the President’s daughter from an unnamed location in middle-Europe, the player encounters many a convoluted plot-thread creating a pacified arena of introductions for first-timers for the series, while offering stalwarts as many cross-references with previous releases in the series as is seemingly possible for a title marking it’s roots, yet striving for innovation in any, and all of it’s techniques.

            Playing in a Third-Person perspective, the Camera has Electronic Theatre Imageoften been noted as one of the title’s most successful innovations. For the most of the game, the Camera follows your avatar at waist-height. Holding the B Button on the Wii Remote locks the screen in-place at the point at which your on-screen reticule was pointing, allowing free-look around that area, pressing the A Button while in this view-lock will allow Leon to fire his current weapon. Knife-slashing is executed by pressing the C Button, but also by simply wiggling the Wii Remote – an aspect that can be quite well-placed when imposed upon by a small horde of enemies.

Following Resident Evil traditions keeps the title grounded, and despite it’s now-common innovations in Camera operation, pacing and player freedom, the game still inherently feels like a Resident Evil title. Those wonderful Herbs return, as does the single-Analogue Stick, turn-and-move based movement (quite obviously, given its host system’s single Analogue Stick availability). A new feature, worked-in as a modernised replacement to the Storage Boxes of previous titles, is Leon’s Case. Within the case, you must place all objects which you wish to carry. The Case is divided into a grid, and each object requires a set-amount of squares to fit-into. Upgrades for the Case are available from the Merchant, a non-player character interspersed into your journey through the title (another example of clever pacing can clearly be seen here, with the points at which the Merchant becomes available perfectly punctuating series’ of action-sequences), as are new weapons, weapon upgrades and Heath canisters.

Plenty of minor notes should also be incorporated into any perspective of the title; as it has quite obviously been a labour-of-love. Opening a door will take a single button press, but press the button a second time and Leon will lean back and brutally kick the door wide-open. Well-placed headshots with even only a Pistol will cause enemy heads to explode, and occasional close-combat manoeuvres’ will result in the same gruesome finale. The Quick-Electronic Theatre ImageTime Entry commands during Cut-Scenes have seen minor adaptation, but no more than should be expected; as opposed to simply pressing the correct buttons at the correct time, the player is now asked to input a larger variety of commands, such as shaking the Wii Remote, or moving it in a certain direction.

The title’s graphics have had little refinement since their arrival on the GameCube; yet, still, can for the best part compete rather well with offerings from the Current-Generation. While clearly falling behind the likes of Gears Of War, MotorStorm, Virtua Fighter 5 and Forza Motorsport 2, seemingly smaller development-budget titles such as ShadowRun, Pirates Of The Caribbean: At World’s End and Armored Core 4 may help the Nintendo fan-boys in their argument that Wii is in-fact not as technically inferior as we have all been so quick to believe. However, to a hardened games critic such as myself, the fact that a port of a two-year-old GameCube game is easily the best looking title available on the system brings about more questions concerning the GameCube’s capabilities than that of Wii; clearly, the GameCube hadn’t yet been pushed to its’ limits (as with many systems at the time of their demise), however, because of this – or perhaps even in-spite of it - could Nintendo possibly be expecting the development crowd to simply continue from where they’d left-off with the previous generation? For many developers, this would certainly feel like a large step-backwards; especially large profile producers known for their favouring of technical/graphical panache such as TECMO, Epic Games and RockStar Games.

The titles’ sound remains one of the most important, and well-balanced features in the title. Pin-sharp and pitch-perfect even on the most basic of sound configurations, Resident Evil 4: Wii Edition adds another thick layer of atmosphere with the eerie movement of the wind, or the moaning of a permanently-absent foe, or the fierce Electronic Theatre Imageslamming of iron gates. The soundtrack is most basic, yet still perfectly balanced: insignificant occasional background bumps move into dramatic scene-setting orchestrated crescendos when the heat gets going.

Resident Evil 4 is unquestionably one of the best titles released on the previous generation of home videogame consoles. Along with God Of War, Shadow Of The Colossus, Halo: Combat Evolved, Super Smash Bros. Melee and The Legend Of Zelda: Twilight Princess, the game will no doubt become one of the titles heralded as the saviour of gaming for its’ generation – as with Super Mario64, Crash Bandicoot, Gran Turismo, NiGHTS Into Dreams, and, of course, The Legend Of Zelda: Ocarina Of Time before it – however, whether or not this is enough to warrant a release on the Current-Generation of consoles remains open for debate. A title for newcomers to the series, to Wii, and to videogaming as a pastime in its own right; but a title for those having already experienced the GameCube release? Reassigned controls, the PlayStation2 additions of a new weapon and an added only-after-completion Mission, and an ever-so-slightly lower RRP, may not be enough to convince those having already guided Leon through the depths of the Eastern Europe’s most irrationally populated locale to enter once more.Electronic Theatre Image

 

 

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Kev J.                                                                                                                                    Reviews Score Table Interpretation.

04/07/07

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to enquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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