|
Survival! The constant battle to exist. Since the dawn of videogame
time this has been a cornerstone of almost every title released.
Many may state that it was Interplay who created a new style of
game centred on this most primeval of instincts with Alone In The
Dark, but even though they were the first through the doors of the
survival horror mansion they were being followed. In 1996, the world
could only stand and watch as Resident Evil lumbered out of the
shadows, grabbed the fledgling genre and blew its brains out in
our faces.
The
game's combination of cinematic presentation, plot, tension and
gore infected players the world over and spawned not only sequels
of its own but mutant imitations from other developers. Time moves
quickly, however, and Resident Evil struggled to keep up. Capcom's
various different tactics of new back stories, half-assed online
play and dodgy spin offs failed to reanimate their beast. Many devotees
of the franchise grew disillusioned with the sluggish pace and difficult
controls and began loading their shotguns ready to put it out of
its misery. Running for their lives, the developers took shelter
back at Capcom Towers, where they set to work on the ultimate mutation.
When the angry mob came banging on the door they unleashed their
last line of defence, their new creation, Resident Evil 4.
Back
for another bite of the action is Leon S Kennedy. We first met Leon
in Resident Evil 2 when, as an ambitious rookie cop, he arrived
in Racoon City on the same day the locals became enraged with their
You Are What You Eat cookbooks and switched over to a cannibalistic
diet. Many would have taken this, shortly followed by the government's
decision to wipe their new hometown off the face of the earth, as
a bad omen for their new career in law enforcement. It didn't deter
Leon though; after Racoon City went horizontal, he picked up his
P45 and set off for pastures new. We join him at the start of RE4,
now a U.S Government agent, travelling in the back of a police car,
somewhere in central Europe, attempting to track down the President's
kidnapped daughter who has been sighted in a nearby village.
Unsurprisingly,
as this is a Resident Evil game, the villagers are not the friendly
locals Leon might have read about in his Rough Guide to Central
Europe. Instead they're the kind of people who would cause their
local tourist board sweaty palm and sleepless nights (and not because
they're all petty thieves or on ASBOs) and no amount of smug, attempted
American charm or even a seemingly unending supply of US dollars
for the purchase of tacky local souvenirs to hold up the local economy
is going to help. As with previous Resident Evil games, the intro
movie does a good job of building the tension without giving much
away; in fact, the most horrific thing about it is the fact that
Leon still appears to be sporting the same Duran Duran hairstyle
he had in RE2!
When
you finally get control of Leon you'll notice, even without moving
a muscle, that the first major change which has been implemented
for the new game is a complete overhaul of the visuals. The fixed
cinematic camera angles are gone, replaced by a constant over the
shoulder view. Holding down the L1 or R1 buttons makes Leon draw
his knife or firearm respectively and also brings the camera in
closer, narrowing your field of vision, but giving you a better
view of what you're aiming at. Drawing Leon's firearm also brings
up the fantastic new laser targeting system, which is a huge improvement
over the old point and prey shooting of past games and works so
well in no small part due to the stunning graphics, which are some
of the best seen on the aging PS2, coming within a hair's breath
of those of the Gamecube
original, and super fluid animation. Aiming your laser sight
at an evildoer allows you to pinpoint specific areas of their body
for some strategic shooting; for example, if a villager starts running
towards you, then you can put a bullet in his leg to slow him down,
or you might allow a villager to light a stick of dynamite and then
shoot him in the stomach for a predictable but satisfying reward.
This new level of detail adds to the depth of the game play and,
more importantly, is very cool.
When
you finally do move a muscle the second thing you'll notice is the
dramatic change of pace. The developers have gone through the gears
for this new title, resulting in a radical effect on the game's
style. Whereas previous games were a tribute to older horror films
such as George A Romero's original zombie trilogy, RE4 moves at
much more of an action packed speed similar to the pace of new movies
such as 28
Days Later and the remake of Dawn
of The Dead. The new enemies not only bring the evil at
an increased rate of knots but in much greater numbers than ever
before. They also seem more intelligent than the good old living
dead, often calling for back up if they spot you.
In
previous games the directional controls often changed from one screen
to the next, creating confusion and slowing the game down further.
Often you'd end up spinning round on the spot like an O.A.P at a
rave while zombies moved in to devour you. Running from one screen
to another was a particular problem and if Capcom had simply kept
the set up of previous titles and ramped up the pace they could
have found themselves with a turkey on their hands. Thankfully,
moving Leon in RE4 is much more instinctive due to the new fixed
view and controls. The camera position also seems to encourage the
new, faster speed; maybe it's something to do with the fact you
can't see what's behind you, but it feels like the screen is constantly
pushing Leon ever onwards. The new controls are not perfect, however.
When your weapon is drawn you can rotate but you can't move from
the spot you're on. The ability to strafe is also missing and whilst
these limits to Leon's abilities increase the tension, they can
also lead, at points, to some annoying results. Thankfully, you
do have a 180-degree turn move, which comes in very useful, especially
when you stand your ground until the split second before it's too
late.
A
good job has also been done of increasing the pace during that great
divider of gamers, the cut scenes. A number of these provide some
of the most memorable moments of the game due to the fact they are
now interactive, requiring various button presses at key moments.
You can't help feeling that other highly regarded games could learn
from the way these usually quieter moments have been turned on their
head and spiced up into high adrenaline situations.
The
puzzles in previous RE games weren't exactly Mensa standard, so
it's slightly sad that what depth there was seems to have been reduced
further to fit in with the higher tempo. As a result what you get
is a collection of Christmas cracker style tasks that are generally
easy to overcome with little intelligent thought and a bit of trial
and error. Whether this is a bad thing is a matter of personal opinion
but, with one exception, at least they don't keep you away from
the main action for long.
In
actual fact, the only real let up in the pace comes when you have
to dip into your attaché case. This replaces the old chest storage
system and gives you a limited amount of space to hold all your
items. It's possible that the set up for the case could be regarded
as adding an extra underlying element of strategy to proceedings,
as you have to decide what you pick up and purchase, then arrange
it all to make best use of the space, but there's no need for the
sort of continual, mild frustration this causes in a game of this
type and it really does nothing to assist your enjoyment. It's true
that the game would be easier without the restrictions imposed by
the case, but this extra difficulty could have been achieved in
a less annoying ways, like having fewer items to collect or treasure
being less valuable.
In
any game it's always important that the music is appropriate. By
the very nature of a survival game, however, it's critical that
the music not only fits the mood but enhances it. The best survival
game scores lead the mind down imaginary paths of thought and represent
the awful possibilities just out of view. This means the music needs
to be dramatic, hanging in the air, thickening the tension like
an invisible fog around you. The development team are old hands
at this now and understand exactly what's required. Even thought
you may not notice it a lot of the time, the tone of the music keeps
you on edge. Every major new area has a different musical accompaniment
and every time you move from one area to the next the pace of the
score seems to go up a notch, making you constantly believe you're
close to the finale, even when you are still a long way off.
While
the in game music is very good, it's hard to argue that the dialogue
isn't cheesy at best. It needs to be remembered though that this
isn't Shakespeare: The Video Game, but an attempt to create a playable
action B-movie and, as a result, the scripting and acting are bad
enough to be perfectly appropriate. A special mention must go to
the merchant you meet at various points on your travels; he sells
you items in exchange for the treasure you collect and appears to
have been on his company's call centre style training course, as
every time you meet him he has an extremely limited selection of
set, impersonal phrases that he does not deviate from. The fact
that you run into him so often means that by the end of the game
you'll be embarrassingly reproducing his catchphrases in conversations
with friends, family members and work colleagues (including doing
the same stupid accent).
If
you are searching for minus points, the only remaining grumbles
about the game are the facts that whilst in previous episodes the
plots were farfetched but still bordering on believable, the story
in the new game is just that bit too silly. Also, as with many games,
whilst some of the boss battles are inspired, others are much more
run of the mill and seem like letdowns in comparison; for example,
not far into the game Leon journeys down a cable car suspended above
a chasm and when he reaches the bottom he follows a path to a house
where he fights a boss. The fight has some nice moments but I couldn't
help thinking how much better it could have been if it had taken
place over the chasm with Leon having to jump from cable car to
cable car whilst battling the boss at the same time.
These
slight quibbles should not diminish the fact that, from the ashes
of the series, Capcom has created one of the best action games ever
seen. You creep around corners, you run for your life from chainsaw
wielding Leatherface impersonators, you dodge axes and arrows sent
at you with continual intent, you take cover behind pillars and
throw yourself through windows to escape the onrushing hordes, you
scream out loud as you empty whole clips into onrushing enemies
who just keep coming as you desperately try and reload. Yes, this
is survival, but as Capcom have said it's no longer survival horror
- it's survival action and it's all experienced on a stunning journey
through environments and tasks that change frequently enough to
keep things fresh and interesting.
Capcom
have achieved that great feat of managing to shed off the problems
of the past without forgetting how they came to be here and the
result is not only a joy to play but, compared to previous titles,
is almost epic in length and introduces extra missions and weapons
after the first time through that enhance the replay value even
further. In a way parallel to the dark, Darwinesque message close
to its soul, the Resident Evil species has adapted and, as a consequence,
continues not only to survive, but to flourish.
Reviewed by James Hamblin for AceGamez (All Rights Reserved).
|