Well, I always knew that this day would come. It is time to review “Resident Evil 4” (2005). And, yes, I played this game for the very first time in 2021.
Back in the day, I avoided this game both due to it being new (and therefore expensive) during the tail end of my intense Playstation 2-playing days and also because I’d heard that it changed pretty much everything I’d come to know and love about “Resident Evil” games. It also led to this classic horror series focusing almost entirely on “over the shoulder” camera action games for about twelve years after it’s release too – and influenced a lot of other “AAA” horror games at the time too. Seriously, this one game pretty much single-handedly ended the glorious era of fixed camera survival horror games! So, I had a bit of a grudge against it….
But, due to a combination of realising that I can play this game with minimal use of my PS2 controller’s creaky analogue sticks (because the D-pad can be used for aiming) and the fact that it was probably one of the least worst games in my slender pile of “horror games I’ve got, but haven’t played yet“, I reluctantly decided to give it a go.
Luckily, this is one of the few early-mid 2000s horror games that can still be picked up relatively cheaply second-hand on the PS2. I paid about £10 for a copy of it on eBay a couple of months before writing this review. Likewise, due it’s sheer popularity – it has been ported to pretty much every console under the sun, so finding a re-release that will work on modern hardware shouldn’t be too difficult.
I should probably apologise for the variable quality of the screenshots in this review though. Although I played through the whole game on the PS2, my plan to also play through parts of it on an emulator to get footage for screenshots mostly fell apart thanks to my computer’s Intel HD 2500 integrated graphics, which made this game run at a borderline-unplayable speed (with a mild graphical downgrade too!). So, I took a small amount of early game footage/screenshots with the emulator and then took some mid-game screenshots the old-fashioned way (by literally pointing a camera at the TV screen). As such, the screenshots here don’t always fully reflect the visual quality of playing this game on original hardware. Sorry about this.
Anyway, let’s take a look at “Resident Evil 4”. This review may contain mild SPOILERS.
Amusingly, the BBFC rating information on the back of the box mentions “moderate horror”…. which isn’t a good sign for a game in a famous horror franchise…
The game begins with a brief voice-over segment explaining how the events of the previous games have led to the nefarious Umbrella Corporation finally being shut down. We then cut to Leon S. Kennedy from “Resident Evil 2” (1998), who is now a burly special agent answerable only to the US president, being driven along a remote rural road in Spain by two local policemen.
Pictured: Leon looking noticeably un-frightened due to all of the “action hero” training he has had since “Resident Evil 2″….
The US president’s daughter, Ashley, has been kidnapped and Leon has been tasked with single-handedly rescuing her. Yes, I still don’t know why Spain and/or the US didn’t send in a military team instead of just one guy initially armed with little more than a weak pistol. Anyway, when the car stops at the small village where she was last sighted, it quickly becomes obvious that there is something…. wrong… with the villagers.
Yes, they’re modern-style “fast” zombies instead of traditional slow-moving ones! How terribly wrong!
One of the first things that I will say about this game is that – whilst it isn’t that much of a horror game – it is one hell of a fun and compelling action game. Yes, it damaged the “Resident Evil” franchise for over a decade but – on it’s own merits – it is a really fun game. If you want a thrilling action experience, with some mild-moderate horror elements and a gloriously goofy story, then this one will certainly do the trick. Again, it’s a really fun game, even if it isn’t really that scary.
Seriously, for a game in a famous horror franchise, there’s relatively little in the way of genuinely scary horror here. Most of the game’s “horror” consists of melodramatic body horror, sci-fi horror, suspense and gory horror. Yet there are two brief segments that – briefly – recapture the feeling of playing a classic “Resident Evil” game. One involves playing as Ashley, who is unarmed and has to dodge monsters and solve puzzles. The other happens when Leon is briefly defenceless against a genuinely scary slow-moving monster type called “Regenerators”. This genuinely frightening segment actually feels like old-school “Resident Evil”… for all of about three minutes or so.
Seriously, the total amount of “It actually feels like classic Resident Evil” in this game is maybe ten minutes worth of gameplay at most…. unless you get stuck with the puzzles.
Still, taken on it’s own merits, this is a really fun game. Consisting mostly of suspenseful claustrophobic combat encounters with larger numbers of faster-moving enemies, this is a thrilling faster-paced game that is challenging enough to be fun but also forgiving enough not to get too frustrating most of the time. The game is constantly throwing new monster types at you or doing something creative, so it is definitely one of those “just another few minutes…” types of compelling games.
The game’s story is wonderfully fun too – seriously, imagine the most goofy, “over-the-top” cheesy action movie and then multiply it by two. Not only is there a stylised villain with a convoluted plot for world domination, but there are also things like chanting robed cultists, the old-fashioned “film noir” trio of hero/damsel/femme fatale, explosions, numerous knowingly cheesy dialogue lines, an evil lair or two, ridiculously large boss monsters etc…. Seriously, this is probably one of the most enjoyably silly blockbuster movies that you’ll ever play.
And, yes, this is a literal lava room with fire-breathing statues. Still, at least it isn’t boring, I guess.
On a thematic level, it’s different from classic “Resident Evil” though. Not only does it contain some commentary about US dominance of world politics, but the theme of mind-control can also be seen as either political satire and/or a subtle satire of religions (eg: zombie-like people lurching towards a church, evil monk-like cultists etc…). The real world context of the time – the “War On Terror” – is also a theme, with the villains being presented as political terrorists.
Interestingly though, this game ditches the slightly left-wing “wealth corrupts!” theme of previous Resident Evil games, instead presenting a wealthy character (Ashley) in a surprisingly sympathetic way – and the game as a whole also having a slightly more conservative sensibility than many previous games in the franchise too. Ironically, it’s a game that those who dislike “politics in games” would love and one that those who support “politics in games” would possibly dislike.
In terms of the gameplay, it is an “over the shoulder” third-person shooter – with an emphasis on precision aiming. In fact, it popularised this style of gameplay during the mid-late 2000s. Ditto with the gloomy brown/grey colour palette that is used throughout the game, and the quick-time events too. It’s an influential game….unfortunately. Still, some vestiges of the classic “Resident Evil” gameplay remain here 🙂 Not only does Leon have to stand still whilst shooting, but there are also some inventory management elements too. Your inventory is more generous, but you have to fit items into it in a “Tetris”-like fashion.
And, honestly, this is a better inventory system than the “You can only carry 6-8 items, regardless of size” system in older Resident Evil games. Still, it’s practically blasphemy for a “Resident Evil” character to be carrying THIS much weaponry though.
Likewise, to balance out the greater number of weapons Leon can carry, you can only reload them when they are drawn. Since reload speed is one thing that you can upgrade on each weapon, this also makes sense from a gameplay perspective too. And, yes, there is an upgrade system. Basically, you find in-game currency (by actually playing the game, no micro-transactions here 🙂 ) and can use it to buy things from a mysterious merchant. In a genius twist, you cannot directly buy ammunition from the merchant (although capacity upgrades will re-fill your weapons) and can only buy a limited number of healing items from him too.
Not to mention that the merchant is kind of a character in his own right too. And, again, this is a game with a currency system that rewards actual gameplay too 🙂
Still, in classic action-game fashion, enemies will now sometimes drop supplies for Leon after death. You can also find supplies if you explore and break open wooden barrels and boxes. Plus, unlike classic “Resident Evil”, the knife is actually a vaguely useful weapon in this game – with it’s own dedicated button that allows Leon to draw it quickly too.
Still, exploration in this game is a lot more limited than in previous “Resident Evil” games. This is very much a linear game, with only the most infrequent and limited backtracking. Yet, given the greater focus on thrilling action, this actually sort of works and helps to prevent the player from getting “stuck” – and the game also massively cuts back on puzzles too, only including relatively simple ones. Again, it’s a streamlined fast-paced action game, rather than a more cerebral and slow-paced survival horror game.
Seriously, this basic slider puzzle is probably the most difficult puzzle in the entire game. And, as someone who is terrible at puzzles, I can’t say that I entirely disapprove. Still took me WAY too long to solve this one though…
One cool feature of this game is the fact that it uses adaptive difficulty. If you get a “game over” – and you probably will – then the game will progressively make itself marginally easier. This is done in a subtle and temporary enough way not to feel patronising, and it actually came in handy at least a few times. Still, expect the occasional moment of frustration – but, thanks to the generous checkpoint system, unlimited saves at save points and the fact that you can be back in the action within seconds of reaching the “game over” screen, this game never gets too frustrating.
And, talking of frustration, the game’s notorious “escort mission” elements weren’t as bad as I had expected either. Yes, having to protect Ashley or failing the game because you didn’t respond to her cries of “Leon! Help!” quickly enough can be frustrating. However, not only is Ashley a relatively well-written character but you can also tell her to hide or wait during most segments too. Likewise, there are large segments where she gets re-captured by the villains and Leon is on his own again – allowing for more thrilling and focused action gameplay. Seriously, this “escort mission” element is handled a lot better than the one in “Silent Hill 4: The Room” (2004).
Seriously, I’m surprised how non-annoying this game’s “escort mission” elements are most of the time.
Still, I have to praise the monsters in this game. In addition to the genuinely scary “Regenerator” monsters later in the game and several spectacular boss battles, there’s a really good level of visual and gameplay variety to the “ordinary” monsters. For example, you’ll start to get good at landing headshots… only for this to cause monsters to occasionally turn into more powerful mutated versions of themselves or for the game to throw a monster wearing a protective helmet at you.
Likewise, there are monsters that can only be killed with headshots, monsters that can wipe you out with a single attack, weaker monsters with ranged attacks, semi-invisible monsters etc… And there is a lot of visual variety too – with even the “basic” monsters not only being split into three categories (eg: villagers, robed cultists and soldiers) but also containing lots of subtle variety (eg: costumes, weapons etc…) within each category too. Seriously, THIS is probably one of the main reasons why this linear action game never feels monotonous or boring.
“Crudox Cruo!”… Ooops! Wrong game again! Still, robed cultists automatically add fun melodrama to a game.
Likewise, this game contains an amazing armoury of weapons too – with Leon also being able to carry more of them and upgrade them too. The best weapons in the game are probably the pistols – not only does this game include at least TWO “magnum” guns (one of which has a really cool reload animation too), but Leon can also get his hands on an intriguingly quirky WW1-era pistol called the “Red 9” that is surprisingly powerful for a “basic” gun (albeit at the cost of reload speed, capacity and firing rate). Likewise, the shotguns – yes, there are three – in this game come in surprisingly handy during claustrophobic monster battles too. Seriously, I cannot praise the weaponry in this game highly enough.
Plus, the game’s reload animations are surprisingly detailed and well-animated too.
As for graphics, this game looks ridiculously impressive for a PS2 game. Yes, it uses a rather muted palette – often consisting of brown and grey, which fits into the vintage WW1-era feel of some earlier locations – but this game is still surprisingly good-looking for something that runs on a console that was released about two decades ago. Ok, compared to the timelessly realistic graphics in the amazing 2002 Gamecube remake of “Resident Evil”, it doesn’t look as good – but, on it’s own merits, this game still just about holds up visually these days.
This is probably one of the few games where the “mid-late 2000s muted brown/grey colour palette” actually sort of works in dramatic terms.
And, yes, this game follows the “Resident Evil” tradition of including at least a few ornate locations too.
Although the music in this game didn’t seem as “iconic” as in previous entries in the series, it still fits in well with the game and adds atmosphere to it. Likewise, although the voice-acting is a little bit on the corny side of things, it fits in well with the game’s “larger than life” story and the numerous moments of witty repartee, corny villainous gloating and/or badass action hero one-liners really help to add personality and fun to the game too.
In terms of length, I completed this game in seventeen hours and forty-six minutes, with infrequent walkthrough use (mostly just boss battle tips). Compared to the classic “Resident Evil” games, it is really long. And I haven’t even started playing all of the unlockable bonus games or the “new game plus” mode (complete with extra weapons) yet – and, yes, these are actual rewards for gameplay, rather than *ugh* DLC. This is truly an elegant game for a more civilised age.
Still, the game sometimes feels like it goes on a bit too long – with numerous moments when you’ll probably think “not long to go now” only for there to be literal hours of extra gameplay to go. Some may see this as a good thing, but don’t expect this game to be anywhere near as concise as older RE games are.
All in all, this is a really compelling and genuinely fun action game. I can see why so many critics loved it when it was released and why it is still considered a “classic” too. Yes, if you’re a fan of traditional survival horror games, expect disappointment here. But, purely on it’s own merits, this is a good game. It’s just… fun.
If I had to give it a rating out of five, it would – begrudgingly- get four and a half. Still, I wish they would bring back fixed camera angle horror games!