Agreed.Literally nobody dislikes RE4. Anybody who says they do is probably lying.
It's been proven scientifically, I think.
This is the by far the lamest way to go about criticism, so I don't even bother. No such thing as an "objective look" and technical flaws are the most uninteresting of them all.
Why Resident Evil 4 doesn't work for me is infinitely more interesting to me than looking for something quantitative that is "objectively flawed". Not even sure how you'd even try to do that for anything (or why you'd want to in the first place).
Oh man when RE4 came out it was the gaming equivalent of Bob Dylan using an electric guitar for the first time. The Classic Evil fans were furious that the beloved Survival Horror sequel was an action game.
Most criticisms of RE4 will basically boil down to "It's not Resident Evil" and yeah it really isn't. It changed the series just like how Castlevania: Symphony of the Night made almost every sequel Classicvania.
I don't think anyone would have the nerve to claim RE4 is a bad game, beyond that there might be some peeps who feel it's outdated for having tank controls. But that nitpicky IMO.
I'm not sure what you're looking for. Ultimately, whether you think a game is good or bad is subjective, so you won't find an objective take on that. "It's not my cup of tea" is exactly the kind of reasons someone likes a game or not (barring completly broken games). I don't think the story is any good personally because of reasons, but by your standards this is not a valid critism because it's simply not my cup of tea.You definitely should take your own thoughts and values as the most important thing to yourself. No one is saying you're wrong.
However, I stick by my belief that I've never seen any analysis critical of RE4 that was actually a well-written, well-reasoned and convincing take on the game. I can disagree with something but see where someone is coming from. But with RE4's criticism, it gravitates towards "it's not RE" or "it's not horror" or "not my cup of tea."
The game isn't technically broken. It has a huge amount of variety. It gives players different choices. Its length gives players an unbelievable bang for their buck. There are three different mini-games that are well-implemented. When it came out 13 years ago, it was groundbreaking.
Maybe technical analysis doesn't interest you, but it's relevant whether you like it or not.
I don't dislike it but I like it a lot less than most others do.
RE6 is a better game than RE4.
I'm not sure what you're looking for. Ultimately, whether you think a game is good or bad is subjective, so you won't find an objective take on that. "It's not my cup of tea" is exactly the kind of reasons someone likes a game or not (barring completly broken games). I don't think the story is any good personally because of reasons, but by your standards this is not a valid critism because it's simply not my cup of tea.
Resident Evil 4 (2005) came at a time when Internet message boards weren't as prevalent, at least to my knowledge, as they are now.
A lot of stuff in RE6 like the level design, setpieces, vehicle sections, and writing (which isn't campy bad but boring bad) are straight bad by any standards. It's like Capcom through a bunch of shit at the wall and whatever stuck they threw in the game, and then threw everything that fell into it too.
The mechanics are good and I can see why people like Mercenaries, but the actual campaign is awful.
I will say that I appreciate it in the sense that it was so reviled that it may have single-handedly brought back the survival horror game though.
The mechanics are top notch, yes, but the campaign is no slouch. Each of the three main campaigns have their own "flavor", so to say, which makes revisiting them a lot of fun. The coop aspect is also very well implemented, especially in parts where there's asymmetric action (such as Leon swimming while Helena covers for him) or when two teams of agents take on a level or boss. I also like Ada's campaign as it ties every story and scenario together, though I don't see why they felt they had to tack on coop for her, too (with the generic agent that is, the coop is cool when she meets the other characters). The vehicle sequences are very short and they don't ever really get in the way of enjoying the campaign, and the setpieces are always driven by the gameplay (and even manage to incorporate multiplayer invasions, which are very fun once you get the hang of the enemies).
I really don't get the hate RE6 gets. I know that when it launched it had some camera issues, but that aside it's pretty much the best action game the series has saw.
The fact that there are literally no qualifiers in this post is what's wrong with the internet, and wrong with the current world.Its a good game, but the controls are clunky, the QTE's suck, and there is little enemy variety.
Why do I need qualifiers? If you want me to give more details, just ask.The fact that there are literally no qualifiers in this post is what's wrong with the internet, and wrong with the current world.
I understand your viewpoint, but I can't agree to it. I could misunderstand, but you seems to place functionnality above anything else, and I can't just appreciate something for how it just works and nothing else. The story of RE4 does follow the traditional dramatic structure (five stages and all that) so you can say it is functional, but so does any Uwe Boll movies stories, and they are as functional as the RE4 story, yet I wouldn't call any of them good. You think every character serves a purpose in RE4's story, I disagree, especially if you put the game in the context of the larger RE universe, but it's fine for you, because, in your mind, the story is functional enough. So are you judging the story "good", or is it "good enough" ?I personally judge a video game story by how well it complements the gameplay universe. Not every game can have a profound literary story like Silent Hill 2. With RE4, the story plays into the universe very well -- every character serves a specific purpose, it feeds into the massive variety of gameplay offered (Cabin Siege, Krauser fight, Ashley sniper rifle areas) and the screen time among all characters is mostly balanced.
If someone criticizes a game, I expect to read reasonable analysis that uses technical aspects or specific design decisions to support the argument. The most recent parallel I can draw is people criticizing Odyssey for having "uninteresting level design." Such comments are just masking the fact the person would have preferred another Galaxy or 3D Land/World-like game.
Oh I don't know. The simple fact that Resi 4 basically invented the QTE / how it is used in modernity might be a relevant detail underlying your statements disregarding how the software was developed within a historical context. At the time, the QTEs were incredible and 10 years ahead of their time. That would be a good starter. Let's return to the fact that the way the controls were developed was intentional, as cited in multiple interviews I believe.Why do I need qualifiers? If you want me to give more details, just ask.
The simple fact that Resi 4 basically invented the QTE / how it is used in modernity might be a relevant detail underlying your statements disregarding how the software was developed within a historical context. At the time, the QTEs were incredible and 10 years ahead of their time.
Let's return to the fact that the way the controls were developed was intentional, as cited in multiple interviews I believe.
I don't care about its contributions to the medium. Its not relevant to my opinion of the game.Instead, you tried to tear down a game that pushed limits and disregarded its contribution to the medium.
The mechanics are top notch, yes, but the campaign is no slouch. Each of the three main campaigns have their own "flavor", so to say, which makes revisiting them a lot of fun. The coop aspect is also very well implemented, especially in parts where there's asymmetric action (such as Leon swimming while Helena covers for him) or when two teams of agents take on a level or boss. I also like Ada's campaign as it ties every story and scenario together, though I don't see why they felt they had to tack on coop for her, too (with the generic agent that is, the coop is cool when she meets the other characters). The vehicle sequences are very short and they don't ever really get in the way of enjoying the campaign, and the setpieces are always driven by the gameplay (and even manage to incorporate multiplayer invasions, which are very fun once you get the hang of the enemies).
I really don't get the hate RE6 gets. I know that when it launched it had some camera issues, but that aside it's pretty much the best action game the series has saw.
Very surprised that my Evil Dead 2 comment is what people fixated on the most.Firstly, blasphemy!
Secondly, you hate Evil Dead 2, but not Army of Darkness? Huh? You'd think that everyone who hates Evil Dead 2 because of the comedy, would think Army of Darkness is even worse.
How could you dislike RE4? You monsters, they should make a new enemy in the next RE installment and call them re4haterz or something.
- You often get a little in-game cutscene showing you a door/lever/whatever, while enemies can still move and gang up on you, and hit you right as the cutscene ends. This is especially bad in Leon's campaign with those grabbing and jumping zombies.
- The game has several scripted events where the game is telling you "Go shoot the big bad dude." like in Chris's campaign, chapter 2, where you're on the bridge with the giant approaching, or in Leon chapter 5, when he's holding Ada in his arms and Simmons is approaching, but it does nothing but waste ammo.
- This is specifically for Leon's campaign, but only some specific zombies have invincibility frames for no reason, while they're standing up, which is just dumb.
- Enemies can gang up on you you during cutscenes, this bears repeating.
- Some of the scripted action scenes are really bad, especially when they include random tripping. Like holy shit, that bit in Leon chapter 3, where the narrow pathway is crumbling apart and you're running past enemies, one of them a big fat guy, and ever so often you just stumble and fall onto your knees without any control. This is a section that either goes incredibly well or incredibly bad and it's all down to random chance.
- Some of the level design is bad because it really doesn't give you any room to use your combat abilities. Again, I'm going to choose Leon's campaign as an example, the gunshop shootout starts out fine, but it gets worse and worse as it goes on. At the end you're in a tiny bus with possibly several bloodshots and two cutscene interruptions in which they can still move.
- Playing online co-op, both players get their own item drops, but in split-screen co-op, you gotta share items. One of these is not as intended and the game isn't balanced around it.
- To get back to the level design, some of it is bad, because it clearly wasn't designed for the game. I mentioned this in the RE discord recently, but the entire underground cave system below a small US town, with zombies using maces, axes and wearing knights armor, and giant statues of ancient gods, was clearly designed for another game with a completly different setting. Maybe an unused Dragon's Dogma map. And Chris's car chase map was obviously designed for a racing game originally. Hell, Simmon's T-Rex form uses Monster Hunter animations.
- This isn't even getting into how bad of a job the game does in teaching it's mechanics.
- During several parts in both Leon's and Jake's campaign's showdowns, the second player takes on a mere spectator roll. This is especially thrilling if you're playing the second character solo. During one part of Jake's bike section Sherry literally has just one possible action. Press button to hold onto Jake. Which does nothing by the way.
I actually enjoy RE6, and prefer it to RE5, which is okay, but tries to copy RE4 too much, but calling RE6 a polished, well rounded experience is something else.
The problem with the "it's just individual mechanics" argument is that Conker's Bad Fur Day was a multi-genre monster, but its Spooky chapter was a survival horror game about shooting zombies with laser sight weapons (shotgun and crossbow) using an over the shoulder camera system. In 2001. 2 years before Resident Evil 4 footage showed similar mechanics. This isn't some completely different game with a similar mechanic. This is a Resident Evil parody that mysteriously invented Resident Evil 4's core camera/shooting years earlier.
This isn't individual nuts and bolts. This is basically the only thing Resident Evil 4 could claim was generally innovative -- its camera system, and it appeared in a more modern form in a game 4 years earlier. Resident Evil 4's camera is archaic. You can't move while aiming. You can't control the camera and character separately. Compared that to Splinter Cell and Conker, where you had full 3D movement when not aiming, and you could move while aiming your weapons over the shoulder.
RE4 has extremely clunky shooting and character movement and camera. It's a good game overall, but it is archaic compared to third person shooters from 2001 and 2002. It being an influence on other games doesn't change the fact it gets way too much credit for design elements it didn't actually pioneer in any conceivable way. This is way more overt than the fact Resident Evil 1 is an awful lot like Alone in the Dark. I'd love to know exactly how Resident Evil 4 wound up with a camera and targeting system that is basically identical to a 2001 N64 title. A camera and targeting system people would inexplicably credit RE4 with inventing.
I feel RE5 improved on many areas over RE4. The inventory system can be a little intimidating at first, but the game becomes a joy to play once you're used to it, not to mention the excellent coop mode. You should also definitely try RE6.
Oh I don't know. The simple fact that Resi 4 basically invented the QTE.
I've never been overwhelmed by enemies during a cutscene (and if you played Agent Hunt, you'd see that you respawn during these cutscenes), so I think this doesn't happen in a way that's detrimental to the game.
Zombies don't have i-frames except when transforming into bloodshots (again, you can observe this on Agent Hunt). Sometimes they die mid-animation and manage to complete a swinging attack, but that's no different from what could happen in RE4 or 5.
There's nothing wrong with zombies in a catacomb having armor, they are reanimated corpses afterall.