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Off the Record, Vol. 4 - Resident Evil 4



Welcome back to Off the Record. Ya, it's been a while, but that doesn't mean we took any vacations. In the fourth installment of this popular feature, N-Philes digs under the graves of Resident Evil 4.

Resident Evil 4 is easily one of the most polished games ever made. Everything from its brilliant level design to its beautiful graphics, this gem has it all. In fact, because RE4 is so meticulously perfect, uncovering beta weapons, new characters, or hidden areas proved very difficult. Unlike the test areas and secret stages found in The Legend of Zelda: The Wind Waker and Super Smash Bros. Melee, the Capcom programmers of RE4 cleaned up very well after themselves and left none to be found. However, that doesn't mean we didn't unearth things you weren't intended to see – glitches Capcom programmers wouldn't even be able to comprehend. Under the slime, dirt, and blood that made Resident Evil 4 so beautiful are some of the creepiest, funny, and oddly appealing faults you'll see in any game.

Witness gigantic match-ups between Leon and El Pueblo inhabitants. Smile at the heartfelt actions of ... Krauser? Be intrigued by hidden easter eggs, and scream at horrific disembodiments. All and more in Off the Record Volume IV: Resident Evil 4.


Fun with Camera Modifications

If you've played RE4 then you already know that the camera angle provided in the game was a drastic change to the series. The unique over-the-shoulder view allowed for maximum vision and precision aiming at the same time. But what if you could change the view? What if you could back the camera up a few yards? Have you ever seen Leon's feet? Now you have.



Look closely at the picture and you can actually see Leon's feet going through the ground. This was not an uncommon occurrence after backing up the view, nor should it be. After all, the programmers and designers knew you weren't supposed to see below your character's shins.

There was no restriction to how far you could move the camera in or out. In fact, if the camera was panned out too far, the entire stage would flip upside-down! Here are a few pictures zoomed out, showing how levels look from the outside looking in. Until now, only the developers saw these angles.







Now, here is what can happen when the camera zooms out a little too far. Crazy.





Sometimes while moving the camera ahead or behind your character it also slowly zooms in or out, and – based on the severity of the zoom – this potentially produces some very wild visual effects. Here is a picture representing what happens to a level after moving the camera back a million miles while the camera slowly zooms in at the same time. Total Stretch Armstrong.



Depending on how large the level is, if you move the camera far enough away from Leon then part of the level disappears. Programmers use this method to save memory (RAM) and keep things running smoothly. If an entire level were loaded and displayed at all times (and not loaded in parts based on Leon's location) then this would effect the performance of the game. For example, the framerate may drop.

Check this video out. Notice the nothingness at the beginning. This is the farthest point from Leon. Way cool.



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