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Resident Evil 4
Posted by Kenny.
After countless delays and a development time spanning some four years, Capcom greets the new year with one of the biggest video games ever made. Ever since the brief (and eventually scrapped) trailer of Resident Evil 4 was provided to the masses on November 12, 2002, the game has shot up many gamers' anticipation list and has enjoyed its stay around that scarcely-populated locale ever since. Has the hype machine once again swelled expectations to biblical proportions, leaving gamers with nothing but their dreams to feed upon? Maybe for some, but I for one am more than happy with the final product. Capcom has not only pushed Resident Evil past its outdated 1990s style but has also moved the series well beyond anything we have seen in the current generation of console games. Though sales may prove otherwise, this game is currently as close as we'll get to a true console-seller caliber title for the GCN.

First of all, it's important to understand that this game is more than just what's been advertised. True, it's a technological marvel on the GameCube. Yes, it does redefine the Resident Evil series. But if you judge this game only on its predecessors and not on its own merit, you're failing to recognize what makes it so great. Among all standards and by any other name, Resident Evil 4 is a top-notch title with incredible graphics, outstanding game play, and pacing that is simply uncanny. Before I continue gushing, though, I want you to be aware that this wasn't a one shot deal. I didn't just flip on my GameCube and crap my pants at the intro screen; it was actually quite the opposite. I tried my best not to let the hype get the best of me, an attempt which apparently failed as proved when I started the game and was unimpressed with what I saw. The gameplay seemed simple, the controls still felt stifling compared to other shooters, and the graphics were nothing I hadn't seen in all the trailers released on the Internet. But, as you play the game longer and longer you start to realize that, no matter how informative the videos and impressions are, to call it the tip of the iceberg would be an understatement.
It becomes difficult, in a way, to underline the changes the developer has made to the series as well as the aspects that have remained the same. Pointing out differences or highlighting things that may seem worth mentioning is an exercise in futility because Resident Evil 4 isn't about stressing specific details that catch your eye; it's the whole package that makes the game an enjoyable experience. For example, while I could explain the free-look system that allow you to hit critical points of your enemies (new to the series but hardly revolutionary), it would fail to explain anything appropriately. You have to couple that idea with how Capcom implements it, and in what circumstances. It's more than just shooting monsters in the face. It consists of using strategies to maximize damage (which may or may not entail face-shooting), keen observation to spot important items or objects, and thinking to solve puzzles.

For those worried that the Resident Evil atmosphere is gone, lay those concerns to rest; not for a second will you forget that this is a Resident Evil game. Likewise, those who could never understand the whole survival-horror obsession should definitely pay attention because this title goes so far past its roots that it is almost unfair to call it a sequel. It's classic Resident Evil when you're playing RE4, but the moment you step into the role of observer you realize that there is nothing classic about it. From the controls, to the story, to the whole zombie shindig, Capcom has changed most of the game. Well, everything except the feeling. This is quite an accomplishment, seeing how this title hardly provides a scare. In truth, I get more shivers from my morning leak.
Believe it not, Capcom's decision to route Resident Evil 4 away from the survival horror genre is probably the best thing the company could ever have done for the series. With the emphasis no longer on cheap scares, the developers were allowed to focus their efforts on the thing that really mattered: the gameplay. Keep in mind that there is nothing revolutionary about the game. The third-person perspective style is something we've all seen before, but the real difference with this title is how the developer makes use of RE4's mechanics. As mentioned before, your weapons are used for more than just beating enemies, as you need them to disable traps or solve puzzles. The pacing of the game also keeps things interesting virtually all the time. You'll find yourself pushing forward to see what happens next, not because of the story, mind you, but because you're curious as to what neat thing Capcom has come up. If you had to make a standard game as intriguing and non-standard as possible, this would be the way to do it.

Certain changes are clear and blatant, while others are a little more discrete. And sometimes, the developer chooses to add a new twist to a familiar idea. One of the clearest examples of this is the complete removal of the virus-infected zombies. In their place are semi-intelligent villagers who aren't afraid to take a bullet. The times of low moans and feet shuffling are gone, and now we have creatures that run up to you, utilize weaponry, and dodge bullets to take you down. The free-roaming camera and the fact that the villagers slow down when approaching you balances out the increased AI, although Capcom tilts things in the favor of your enemies by dishing them out half-a-dozen at a time. I suppose the most noticeable scares you'll ever get from this game would be the constant feeling that an enemy is right behind you. Of course, after wiping out half the population of the planet with your trusty shotgun, your confidence level tends to overcome the fear of encountering another monster.
Despite that stated self-assurance that bubbles up once you get better, be prepared to die in this game. And once you do that, get ready to die again, and again... and again. Resident Evil 4 is more than just a difficult game. Moreover, you'll find yourself touting it as not just hard, but damn near impossible. Perhaps the only thing more surprising than what the developers expect you to survive is the realization afterwards that you actually succeeded, an epiphany which is half the beauty of this game. The other half lies with the fact that it isn't a frustrating difficulty. Oftentimes games get hard because the camera gets in your way, the controls don't respond fast enough, or it's a ridiculous exercise in repetition. Resident Evil 4's difficulty comes naturally and rarely seems unfair. It's hard just because, so instead of going "WTF?" you'll be wiping your brow, shaking your head, and thinking "dang, that's hard!" This is why RE4 is so lovely. No matter how many times you die, no matter how difficult it gets, there isn't a moment where you put down the controller because things become ridiculous. In fact, the only times I took a break from this game was when my kill quota for the day was up.

Resident Evil 4 is more than just shooting down villagers who were minding their own business, of course. There are quite a few new things in store for those familiar with the Resident Evil universe. I hesitate to list them out in fear of spoiling the game for our readers, so I'll briefly knock them down with one or two word descriptions. There are purchasable items, upgradeable weaponry, time-sensitive actions, and of course, Ashley. I won't go into that any deeper, just in case.
My biggest fear when I purchased this title was that it was not a complete game. That somehow, despite the delays, it was rushed. Well, I'm now more than willing to admit that I was very wrong. The single player experience is extremely satisfying. You won't find missing dungeons or (for the most part) repetitive backtracking in this game. And, while it is touted as a 20-hour experience, you should probably extend that number a little bit since the in-game timer hardly counts as an accurate assessment of the game's length. Often you'll find yourself admiring the small details of the game, or restarting if you die, or (as I do), prior to shutting the system off for the night, expelling all your ammo on hapless victims. This rule is particularly important for the sticklers who like to keep clean records, with no deaths marked on their save files.

Even if the flawless gameplay doesn't do it for you, Resident Evil 4 boasts some painfully sweet eye-candy. I've said this before and I reiterate that the first time you see the game you will not be shocked into utter awe. At least, I wasn't. What you've seen in movies and screenshots are pretty much what is translated onto the TV, and while that alone is certainly impressive, the point is that I've seen it and can't get excited about seeing it again. However, as you progress through the game, new graphical feats will be unveiled to you and you will inevitably feel your pants get tighter. See some of the more lavish environments, fight against some of the bigger bosses, and soon enough you'll realize that Resident Evil 4 is more than just a beauty - it's the belle of the ball, as weird as that sounds for a blood-and-guts shooter. The details you've seen in the village are truly only the beginning, including impressive villager decals and the graphics on Leon himself.
Further into the game you will be introduced to new environments as well as new effects that the developers somehow managed to squeeze out of the tiny GameCube. If you can somehow take a break from counting the number of polys being pushed on the screen at once then you'll find that there is also high-res texturing and glorious lighting to wrap your head around. Granted, there are some drawbacks. Occasionally, if too many enemies are on the screen, the arena is enormous (accounting for a large draw distance), or if reflective water is nearby, the game will chop. Briefly enough though, that you'll actually do a double-take and wonder if it actually happened. Likewise, you'll find the customary blurry textures blotted around the place and the lighting effects to be nice but relatively simple in execution. There are some missing features that have become standard in games like this one, such as the level of interaction you have with the setting. Shooting stonewalls, wooden doors, and metal panels doesn't have any effect. But then again, have a villager throw a Molotov at you, watch the flames, and see if you can complain about the graphics.

As with most survival horror titles, the music in Resident Evil 4 makes or breaks the mood. Fortunately for us only good news abounds in this regard. More often than not the game will go silent on you, only to have this eerie, almost trashy music start when you're approached by a monster. The enemy doesn't even have to be in your sights, but the music will kick in and the alarm bells in your head will start ringing. It isn't the stereotypical creepy, slow music either (though that is used plentifully in this game), but this fast-paced, low-toned, pounding music that is a clear reflection of the high-speed action Resident Evil 4 embraces. Problems arise from this oft-used yet effective technique, though, namely the fact that the music doesn't stop after an encounter. Instead, if even a single enemy remains in the area the music will keep playing regardless if he (or she) has spotted you. It makes it too easy to know if an enemy is around and ruins some of the potential suspense.
This game gets an N-Philes score of A.
It isn't solely the graphics that make this game, nor is it the music or the polished gameplay. When you turn on your system and you play through this adventure, there is no way you can argue that value resides in every crevice. Without a doubt, this is the GameCube game I have had the least qualms with. Additionally, I question if it goes too far to say this is the best single-player experience I've ever had on my GCN. No boring moments like Metroid Prime, no extreme tedium like Wind Waker. It's like a roller coaster that never goes up, only down. Is it the best game for the GameCube? That's tough to say, especially when multiplayer features are added into the equation, something Resident Evil 4 lacks but certainly does not suffer without. Either way, I'm not going to bother advocating caution and suggesting a rental of Resident Evil 4. You should purchase this game at full price. It absolutely will be one of those lasting greats that will be looked upon long after the lifespan of the GameCube. Forget about the game a year from now when it's released on the PS2, and laud the developer for giving this title to Nintendo fans. Yet despite its greatness, Resident Evil 4 still leaves me with one major concern: How will Capcom ever top itself now?
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