Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
RE4 is intentionally made to stop and aim and everything is balanced around you. Again if you have enemy knocking you - it's your fault, because the game gives you the tools for everything.
Shotgun for close encounters and clearing space - so far the remake shotgun has nerfed range and not everybody stumbles on the ground giving you the much needed space. Ok, I will adapt to it.
Then I don't have the reliability of the headshot stun since now almost always the 2nd shot will stagger them for a kick. I can still do kneecap to headshot, but again not a guarantee for a kick. In the original if you make it - you are rewarded with a kick.
Also going out of kick animation sometimes has an enemy that evades my kick range for some reason and grapples me. Because the frame of my kick animation is not finished I ended up perfectly in his hands leaving me unable to react. In the original if you kick it has the same effect of the shotgun - enemies around the target are pushed off. Here it also has that effect but to a less degree leaving cracks that the enemy can exploit.
I can't also do the door trick where I can close the door an shot trough it using it as shield.
Just random things that I notice while I play it.
My strategy is same as the original:
1. Max the starting pistol (and get laser sight in the remake and the hidden silencer in the original. It's just cool), no reason I just like the starting pistol along Red9
2. Mid the upgrades of the starting shotgun
3. Get the sniper - leave it as it is
4. When I get to the castle - I sell the sniper, get the automatic one.
5. Skip Riot gun and go for the Striker directly
6. Aim kneecaps and headshots
Remake is a bit sloppy in this regard due to Leon's lackluster and strange movement. Feels off. At least for me. And the parry - not sure here. I mean you can parry in the original too, deflect arrows too if you time it right. Here the breaking thing is annoying and the parry thing seems like the idea last implemented in the game, same as the stupid duck to avoid grapple thing. I still fight my OG RE4 muscle memory where I headshot them when they go for the throat.
That's about it.
Huh, good idea.
Messing with the stagger forces you to move around more. The stages have some thought put into them, yet you could just sit in the same spot in the old game. Adapt to it and I think you'll like it again.
The cabin fight especially tests your ability to move. You have the tables and ladder downstairs. There's more open space upstairs, but the big part is the jump off point which gives you invincibility frames.
The first and most annoying change was the aiming style. The original (as I'm sure most are aware) had you aim the laser sight on Leon's weapons. A strange system for sure, but one that never lied to you about where your bullets went. If you put that dot an enemy, you will hit the enemy. The remake ditched that in favor of the "always-at-the-center-of-the-screen reticle" that every bog-standard shooter uses these days; a wasted opportunity in my book but whatever. Where the problems come in is that they didn't stop there.
Presumably because it's the same system they used for the previous remakes, they also kept the inaccurate reticle when you move or shoot too quickly. Normally i'd be fine with this like I was in the last remakes, but RE4 isn't a slow-paced zombie survival experience. Ganados charge you, surround you, and outnumber you ten-to-one in many sections, you can't use a slow-paced style of aiming with these types of encounters.
I'm sure someone will argue that "perfect accuracy would make the experience too easy, removing any tension from the combat," except it wouldn't. The challenge in the original wasn't "can I make this shot?" it was "can I make this shot before I lose my head?" You always hit where the laser went, the struggle was getting the laser there before you got hit.
Aside from the meth-addict grip Leon keeps on his pistol, the other more daring change was the knife. Yes it's far more powerful than, yes it needs durability to balance that out, but I still think that's missing the point of the knife in the whole series. It's always meant to be there as back-up, a tool to be used when you have no ammo left, or to save ammo in specific scenarios if you're brave enough. While i think the knife stuff in the remake looks badass and helps sell the secret agent training, I really don't need another resource to track on top of ammo, healing, gunpowder and resources, not because it's "too hard," but because it's unnecessary and (in my opinion) not fun.
And I can hear the screams now, "but you can upgrade the knife's durability and repair it at the merchant!" Firstly, yes, you can upgrade the durability, I still don't enjoy managing it, just personal preference. And second, why should I have to pay to fix the damn knife? Is it made of ♥♥♥♥♥♥♥ tissue paper? I would much rather have a weaker knife that can't be used to escape enemy grabs or prevent plagas from popping if it was unbreakable.
For the last point I'll bring up, it goes hand-in-hand with my first (makes me wonder why I put it last), enemy attacks and capabilities. For the most part, enemy attacks and variety are nearly identical to the original with a few exceptions.
The most important one is grabs, a move practically every enemy can do from any position at any point. In the original, enemies had front grabs and back grabs, the front ones dealt damage with a QTE that lead to more if you failed. The back grabs dealt no damage, but held you in place for their duration, drastically increasing damage from the next attack if you didn't escape. The remake said "♥♥♥♥ that" and made is enemies can back-grab you from any angle, sprinted at you to initiate, allowed them to initiate from off-screen (mostly a problem in mob-style arenas), and allowed them to deal chip damage when doing so. Why is this a problem? The biggest reason, which stems to many other problems in the combat, is the lack of clear audio cues. I can tell when an enemy is about to throw dynamite, when they charge me with a shovel or pitchfork, when they shoot crossbows, when they fire RPGs, but there's not a ♥♥♥♥♥♥♥ sound when they sprint at me from behind. No voice line, no footsteps, no battle-cry, no nothing.
I'm fine with enemies attacking off-screen in games, but they have to be telegraphed, they have to be noticeable, and they have to be fair. Yes, positioning is key, it's key in the original too, but knowing when to reposition and when your good position is no longer good is based entirely on the information the games gives you, and it's ♥♥♥♥♥♥♥ kneecapping you by not giving you critical information like "there's a charging enemy behind you."
Considering all of this together along with many smaller issues that fill a novella, I think the design is somewhere between "keep as much of the original as possible" and "make a modern survival-horror." RE4 was a survival-horror by the strictest definition, but anyone who played it knows it's just an action game with survival-horror elements. It seems in an attempt to modernize the classic, they threw out much of the action to emphasize the horror, a change that many seem to be pleased with, but instead, I'm just baffled at the litany of seemingly unnecessary changes that either don't add anything or make it worse.
But as always, this is just my opinion... and sorry for the rambling.
Your ability to stop enemies getting close is directly tied to the RNG of the stagger, and I don't just mean the melee setup stagger - I mean enemies reacting to your shots at all . The 'startup' of movement also means 'dodging' is a gamble, particularly with the RNG enemy tracking.
Shotgun for crowd control? It only hits one person and anyone else nearby is barely affected if at all. That is not the shotguns job anymore.
Stabbing the wrigglers to save resources by spending other resources whilst penalising an already nerfed kick is design I can't wrap my head around but yes, realistically you have no choice but to knife those.
You know what forces you to move around more? More aggressive enemies that can attack at range and will try to surround you. Oh look, we got that and RNG stagger. Double whammy player/nerf with no upside.