Resident Evil 4 Preview
Bless you, Capcom.
As forum dwelling types will already know, American magazine Game Informer is set to profile Resident Evil 4 extensively this month, blowing the head off the protective zombie of press embargoes and giving us an insight into one of the most eagerly awaited GameCube games of, well, for us lot, of 2005. And rip off my arms and munch on an elbow if it isn't an enticing prospect.
They've blown the bloody doors off!
For a start, the bloody door animations are gone, and good riddance to the bastard things, and beyond that there's only one real disappointment - that Capcom hasn't opted to revamp the control scheme. By all accounts we'll be faced with the same turn-before-running analogue control (the C-stick driven 180-degree turn the only respite from the pain of reorientation) and the same firing mechanics (right trigger to aim, A to pull the trigger), but on the other hand with so many changes elsewhere it might be nice to welcome a familiar element when we finally land in the shoes of Leon S. Kennedy.
Changes, you say? What sort of changes? Well, how about three points-of-view, including a first-person perspective, obligatory widescreen, no Umbrella Corporation, and no zombies either? Although nobody outside Capcom can tell you how it actually plays, you can expect to control Resident Evil 4 from either of two third-person views (one close up on Leon's shoulder), and although the promised first-person perspective could well just be for Leon's binoculars and newfound sniper rifle, the consensus seems to be that it's more significant than that.
But what's this about widescreen? One of the biggest technical talking points in the Game Informer article is the claim that Resident Evil 4 will be widescreen only (16:9), and that anybody without a compatible television will therefore be forced to play it in letterbox mode. There's no tempering some people's disappointment and indeed anger about this, and the promise of 480-line progressive scan for the rich gits already in the widescreen club won't help (although in fairness we probably won't see that over here - can you even buy the High Definition GameCube cable in Europe?), but since we don't actually know Capcom's reason for this move, for now we'll save any vitriol about it for another time. Glancing at the screenshots though, it looks like the close-in third-person view sees Leon taking up most of the left side of the screen, so he needs plenty of room to see what he's killing.
A new Evil
With the contents of the previously released video trailers now allegedly scrapped, all we know for certain about Resident Evil 4's plot at this point is that Leon - a special agent charged with protecting the president's daughter - winds up in a small town in South America hot on the trail of her kidnappers (d'oh!). Unfortunately for him though, the inhabitants of the place seem determined to carve him up with various gardening tools, rather than helping him in his quest. Axes, scythes, pitchforks, chainsaws - these yokels aren't messing about. The only question is, why are these otherwise perfectly sane-looking individuals caught up in some sort of murderous trance? Are they the victims of parasites? Aliens? Terrorists? Mind control? Obviously the point is that we don't know. But we want to. And we'd be bloody surprised if the Umbrella Corporation isn't implicated, or at least vaguely involved somehow, particularly as Capcom is promising that some characters from earlier episodes may return.
Interestingly though, there are also reportedly no FMV cut sequences in Resident Evil 4, but again that won't be a concern for anybody who has seen the leaked scans, which reveal a game visually much improved over its already gorgeous predecessors. Although some of the shots scream "concept art" and "renders" louder than Leon as portrayed with a chainsaw cutting into his throat [wouldn't it be hard to scream with chainsaw in your throat? -Ed], many of the screens with the expected health bar/HUD screen furniture still demonstrate impressive character models (witness the lifelike outline of Leon leaping through an open window), glorious lighting effects both on man and bumpy, grainy looking environment (word is Leon may even be able to feel his away around the shadows using candles), and a great deal more enemies on screen at any given time than ever before. In one shot, Leon is seen firing on the rabid townsfolk as they climb ladders to try and get to him, and band together waving scythes and swinging fists. In another, he's seen fighting off a chainsaw-wielding monster right at his throat, and elsewhere blowing a man's head clean off and all over the place with his pistol.
Kennedy assassination
Other shots go some way to illustrating more key additions to the series, like a new and intuitive Action button. Having scampered up a ladder onto a tiled roof, Leon can hit Action to kick the ladder away so his enemies cannot pursue, and we're also told that in certain circumstances Leon will seek cover behind objects at the behest of the new button. It's also clear that Leon's newfound enemies are much smarter than the average Resident bad guy - laying traps for him, throwing objects (which he can shoot out of the air if he's quick), and even running off when shot at to try and lure him into an ambush.
Fortunately for Leon he has a sniper rifle and hand grenades amongst the tools at his disposal, and his enemies are now blessed (or cursed) with several hit zones, which elicit different reactions when struck. Shoot a pitchfork-wielding so-and-so in the leg, for example, and he'll start limping, presumably slowing him down somewhat. Leon also looks to have more escape routes than any previous Resident hero, with the article even promising vehicles this time - and one shot showing off a spear-clutching Leon steering a boat through murky waters. But you can bet your last first aid spray that Capcom has a suitable challenge to match the player's newfound abilities - perhaps the most impressive example of which is one of the game's bosses, a bloody great giant who can literally pick Leon up or simply stomp him into the ground.
Friday the 13th delivers
Although the fever attached to this mag scan leak is already pretty endemic, with the game still some way off Capcom has set the bar for themselves very high this time, and unlike Resident Evil Zero, this is no safe bet any more. While Zero gambled slightly with its two-character design, the wealth of changes here will rock the respected Resi gameplay to its very core, and we'll be very intrigued to see how it's shaping up when it inevitably appears at E3 this year. To those of you in the US, we'd encourage you to go out and pick up Game Informer to get the full low-down (and see those glorious visuals as they were intended). For the rest of you, make sure you've got some holiday left when 2005 rolls around - this one looks deliciously evil.









Comments (63) Latest comment 7 years ago
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Not that rescuing the Presidents daughter doesnt sound like a revelation of original storytelling. Whats the betting shes suprisingly attractive and likes floppy haired blokes in sheepskin lined coats?
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Well, it's Resident Evil, isn't it? It's a series that historically does a lot of silly B-movie stuff.
"reeling from an 8.25pm friday night update"
You're not the only one!
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Sid: I thought widescreen was more common in the US than over here?
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I will be getting the import of this as soon as it is released. Then, I'm a die-hard Resident Evil fan...
The new angle seems good to me. Theres gotta be zombies and mutants, so SOMETHING is gonna go wrong on the rescue. This is Resident Evil people. Something ALWAYS goes wrong. It HAS to. (And if it's not Umbrella, then it's the other mysterious organisation that Wesker defected to, the HCF...)
After all, otherwise you play for five minutes, rescue the presidents daughter, the end...
Nah. We all know whats up with the town. Zombies, lickers (Please, THINK OF THE LICKERS THIS TIME AROUND!), hunters, cerberus', and possibly a big-ass evil mutant that turns out in the end to be the very person you're trying to save...
Thats Resident Evil folks. The way we all know and love it. Although yeah, a few human enemies in there to add some more tactical aspects to the game would be well appreciated...
And older characters returning?
Can anyone say "Ada Wong"?
I knew you could!
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To meander slightly, this vision of a swarm of locals attacking reminds me of the big battle in the House of the Dead film which I just saw. I want to hurt that movie but I could never hurt it the way it hurt me.
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Which is why when they moved to HDTV/Digital broadcasts they changed the default aspect ratio to 16:9 so 4:3 is now done with side bars??? I think there'll be quite a lot of w/s TVs in the states soon enough if they aren't already common as muck.
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/Leaves.
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Capcom did say a long time ago, "Resident Evil Zero is the end of Resident Evil, as we know it today"
They weren't ****ing joking! Water monsters, bigass golem-thing, psycho villagers, zombies, mutants... oh boy oh boy oh boy!
*drinks in and gets hyper on the RE4 fix*
gotta shoot the zombie gotta jump out the window gotta kick ladders away gotta avoid chainsaw man gotta kick golem butt gotta cross a lake gotta blow up heads gotta play thing game gotta shoot the zombie...
(This RE4 fix lasts about 6 hours)
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No Umbrella at all ? I mean I kinda like Umbrella, I hope they at least explain how it was destroyed and I hope we find out about some of the characters from the old games and if the Code Veronica game is linked to this in some way. I think I remember Leon being mentioned in that somewhere.
Yeah, but the HCF are also in the series now, and they're obviously just as sick as Umbrella.
As for other characters... I take you back to the end of RE2, and the RE3 Epilogue and also Weskers Report...
Remember, Ada wasn't killed. She was, however, scarred across her torso. Wesker rescued her in exchange for certain "favours" (See? I told everyone Wesker looked like a pimp, but noooooo.)... So as you can tell, Ada didn't die, and she and Leon have unfinished business, so the wise money is on Ada (or whatever she calls herself now. Remember... "This is Ada's scar..." - a sure sign Ada changed her name to stay dead to Umbrella...) returning as love interest and obvious distraction from the main event of killing everything else...
I also expect we'll get some Sherry action... if this IS a few years on from RE2 as Capcom claimed they were gonna do, then Sherry might be a little older and a little more ****** in the head... so good or evil, Sherry will get some mention...
I can't see anyone else joining in this plotline though... it just doesn't make sense right now...
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Leon or Chris!?
....
/Tumbleweed
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Leon or Chris!? "
-----------------------------
Screw that - whos sexier? Ada or Jill?
/slow mournful bell tolls
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ahem.
Secondly... from the screenshots, I can see zombies... well, they LOOK like zombies. So I guess it is going to be a mix of human and zombified enemies (or how about the in-betweens? That would rock as well!)...
I do hope we get to keep the Shotgun Decap and the Magnum... the Magnum is so engrained on the RE universe...
One other small thought... no subcharacter yet? Well, there HAS to be a subcharacter... I wonder who it could be...
come to think of it, that SHOULD be Ada... I stress SHOULD, because who knows what Capcom are thinking...
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2. Some people like them.
3. The game wouldn't be very hard at all without them
4. Alot of RPGs have random battles.
5. You would definitely buy the sequel of a game if the original was perfect.
As for Resi, it wouldn't resident evil if I didn't have to hold a button to run after turning on the spot.
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The same goes for all other survival horror games, except for Eternal Darkness. It had a more flexible control system yet managed to preserve a feeling of helplessness, but failed on the account of having monsters that looked like paper cut outs, combined with unscary and dull settings.
Too bad really, as the frame story is very good and atmospheric (especielly the sound effects). They should have cut out most characters and concetrated on one or two.
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"I like clumsy, irritating controls! Honest! Why bother running away from beasts when I could be spending time turning on the spot while they gouge my eyes out?"
Sounds great. Really. No, it does.
Resi control is crap. Rubbish. Shit. Bollocks. It is stuck somewhere in the mid 1980s. Hell, Ultimate put proper 'directional control' into Alien 8 because people found the 'rotate and move' control method of Knight Lore to be unweildy. And that was the mid-80s.
The old 'it makes it more tense' thing is just a poor excuse for not trying. Why don't they go the 'Silent Hill' way and offer a choice of 'rotate' or 'working' controls, that way you can choose whether you want to die struggling with the pad or actually enjoy the game?
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Mind you, doesn't anyone?
Peej
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/turns slowly on spot
/walks into chair
/rotates slightly to the left
/walks to middle of room
/rotates slowly in the wrong direction
/goes a full 280 degrees round
/walks forwards
/hits wall
/etc. etc. etc.
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Like, duh...
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You can do that in Resident Evil as well. Just press the run button and keeping pressing up and you'll be running forward no matter how the angles change.
And who the hell stands still while rotating? You know, you can run and turn at the same time.... (not to mention there's a turn-around button)
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Like, duh... "
LOL! Nice one Whitey. This is so bloody true.
Take f'r instance that hoary old puzzle in RE1 where there's a map on top of the statue in one of the first rooms. Any other bod would pick up a chair, stand on the chair and retrieve the map - but oh no, in Resident Evil land even hardened special ops guys have to use a poofy stepladder...
Peej
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What exactly is wrong with using the analogue stick to actually 'run in the direction you push'? I can't understand...
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No.
No no no no no no no no no.
No. Really. No.
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They're not perfect, but some of us have mastered them. Then, some of us have been fans long enough to master them...
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Okay, let's get this straight.
I like Resi. I have played every Resi game so far ('cept Zero, I don't have a copy yet). I have completed them all.
I can use the controls. They cause me no real problems in playing the games.
That doesn't mean I like 'em. Plenty of other games have MUCH better control systems - why can't Resi move with the times instead of sticking with the old clunky method?
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Too right!
I finally got myself a digi-box at the weekend which recognises the fact I have a widescreen TV. I can watch all my tv in 16:9 aspect ratio all the time!!!
Edit: No, I don't have a life...
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"I need to take a dump."
"Barry, you go with him!"
"And be careful!"
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I happen to agree with having two control systems - old and new. THAT would make sense - then those of us who like and are used to resi controls can choose the classic controls, while those who aren't used to or dislike the resi controls can choose the new ones!
GENIUS!
Why haven't Capcom thought of that?
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Guh. At least Silent Hill 4 seems to have done something to try and address this...
Peej
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No idea! The Silent Hill and Project Zero series of games have done this for ages!
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How could you have a control system for RE like PoP or Tomb Raider? Resident Evil just does not fit those type of control mechanics period! "
Nice argument but if the Resident Evil series is "aping" classic hollywood zombie flicks, like I thought it was, then I don't really see many people in zombie horror films moonwalking awkwardly into a wall every time a shitload of zombies appears. Usually they run like stink!!!
Nitpicking I know.
Peej
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What?! That's barmy. Really.
I saw your post btw, [STARS]TyranT - I hope you're right! But I'll believe it when I see it.
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They should put in a reanimator style mode where every limb and body part you blow off chases you through the rest of the game. Just imaging doing in the end boss to find yourself having to square off against a pile of angry zombie fingernails... Capcom why are you not listening?!
"cause your a fool!"
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We can see Leon jumping out of a window and doing stuff with the ACTION button, which is probably a good addition. But I wouldn't want to see anything TOO crazy.
But yeah, two alternative control systems would be a bonus. Widescreen is a welcome addition. It's looking good, and it's gonna rock my world at least.
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How so?
You push the stick... your man moves in the direction you push. How is that 'ridiculous'? As for the changing camera angles, handle it the same as every other 'fixed camera' survival horror title - if the camera switches so that 'up' is no longer 'up', make your character keep going in the direction you're pushing until you release the stick. Then re-calibrate the stick according to the visible scene. It's a proven method and it works perfectly. What's the problem?
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Turning is slow, always has been I know. So, how about you hold the RUN button for a faster turn?
Come ON CAPCOM! This makes damn good sense and YOU GUYS KNOW IT!!!
ahem.
Still gonna rock... still gonna rock...
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Great thing that they had the balls to make some real changes and not just make a new zombie story.
Yeah...the turning is too slow but it sure makes the enemies a lot scarier.
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Why?
I never understood why everyone disliked them, it got to a stage with Resi 0 that you really couldn't tell what was going to be animated and what was pre-rendered.
Unless there's something I don't know about that made them evil?
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