By using this site, you agree to our Privacy Policy and our Terms of Use. Close
BraLoD said:

Drop the condescending attitude, will ya?

Now, go read the reviews then, the "It's tense" is one of the most recorrent attributes RE4 was praised for and you'll know what atmosphere is it, exactly as the series was before, a survival horror, it was still a survival horror, it had more action but it's wasn't pure action, it was still Resident Evil, unlike what happened after it, but not with it.

I don't need to deepen on anything, you are, just like last time, fixated on what you want and not trying to make any reasoning out of the matter, which is just petty, and things won't go anywhere, again.

I dind't even talk about the quality of the puzzles but that it still had those kind of puzzled the series had before, which were never great to being with, but the presence of them, same for the ammo and inventory management, and yeah, I ran out of ammo a good couple of times on the harder difficulties, which I played several times even, which made me start playing using the knife and mastering it, pretty much like in the older games, I'm definitely nowhere close to being bad on it, if anything, I'm actually pretty, pretty skilled on it.

The game still had the same essence, it was still a survival horror, it was constructed differently and upgraded in several ways, but it ultimately still was Resident Evil, it didn't destroy or even tarnished the brand, it elevated it, it became the target, which was never again gotten right, which marked the brand start of drop on status quo, RE4 was the prime of the whole series.

Pretty much all you mentioned pushed the game further on being more and more tense, the lake monster, the giants, the iconic chainsaw guy, (the regenerations you didn't mention), they all contribute to the core of the survival horror part of the game, they aren't bland additions like in the later games, and they weren't new features in the series as well, giant spiders and superhuman dudes as lickers, Tyrant, Willian Birkin, Nemesis, they were already there to make those contributions of the boosting the tension on the 5th gen trilogy, RE already had bazookas blasts inside small buildings, helicopters falling from gunshot, pulling from the upper level of a building, fight face to face with big monsters that one shot normal people but not you, etc...

You can focus on whatever you want to try to make the void point you are pushing to try to be valid, but it just isn't true, it's pretty much like people focusing on Tidus laugh scene to say FFX had terrible voice acting, was childish and a horrible game.

Things won't chance, RE4 was a true RE game, and not resposible for the downfall of the series, 5 was when action became the focus and things went out of hand, now with VII hide and seek is going wild while combating enemies, which was already what the series was about, is not even present, (I guess I can shot the Baker dude once until the ultimately gets me?), VII is heading to the complete opposite route 5 had, and both are on each edge of the spectrum while RE is in the center, that's exactly why you have lots of complaints on them, but very little on 4.

RE4 holds no need to be attacked and that's exactly why and what I'm defending it from.

It's a full fledged Resident Evil game, and it destroyed nothing.

It wasn't condescenting, this is the first time you're opening up with this discussion instead of making simple and short assertions, which coincidentally makes this not going into circles.

Before going on here, the analogy of Tidus is really, really bad, as I pointed out several gameplay sequences that are an integral part of the game (and the philosophy design behind it), whereas the thing you said is just a simple twenty-second video cutscene. Not a valid point of comparison.

I already made a reasoning backed up with the videogame director's view on it; there's nothing "fixated" on anything, and it is equally petting calling this out (might as well say we're both fixated, or neither, but can't be held one accounted for without the other since we fall on the same principle here). There's no essence here to be found of Resident Evil, neither in its action-oriented design (let's not forget the QTE staple added to it, which is yet another layer of player-action input), nor in the way the character interacts with the enviroment at all; especially not in the way you interact with enemies, being able to use not only weapons, but your body to defeat them, and resort to damage them in vital areas only to cause some sort of critical attack afterwards in a melee mode, just to name an example; monster bosses are also guilty of it, I'll go for it later. I'm not sure how you ran out of ammo at all, as someone who has beaten the game several times on the hardest difficulties, I've never found myself in that predicament. I think I've never had to resort to the knife save for breaking boxes or to try it around (never even used it to cheese the Krauser battle, even).

I don't really think how it made it more tense; if anything, the game itself realized just how goofy its premise was and rolled with it on its design. Big giant El Gigante thing? Just bring it to its knees, then press a button to see Leon climbing it and start attacking its root with a knife (though you can shoot it from below, but still). Later in the game they must have thought "what's better than one El Gigante? TWO EL GIGANTE!" and you have some really awkward fight on top of a lava place, cleverly placed so that you throw one into a pit. It's always the same, the game designs their bosses so that you always have some sort of action approach onto them. Salazar's bodyguard? Push around some nitrogen bottles. It? Drop the ground you're standing on! Krauser? Well, no point mentioning the Krauser battle, that's the goofiest of battles I'd say, especially since Leon can maneuver around him like he's some chinese action star.

I really haven't attacked RE4, as I've mentioned plenty of times how good the game is. As a Resident Evil, though? Nope, that's not Resident Evil. It is the downfall of the franchise in itself (because Resident Evil stopped being Resident Evil with it, and thus carried the name being something entirely different), but the good thing is that it is a fantastic game, so there's that at least. When you bring in a new game that bears absolutely no resemblance to previous games (and don't even bother establishing a proper link between them) and you can pretty much tell it's not the same if it had been called something different, then it doesn't really have much to say about how much it's disengaging itself of the traditional dogma and doing its own thing, effectively disregarding what was before it.