Resident Evil 4

Resident Evil 4

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Understanding how to play RE4
I've beaten Hardcore without any guides, and I've seen some people complain about the controls or the unfair difficulty. I'm here to tell you the controls are spot on, and the game balance is fantastic and most often fair. Its not the controls or game balance that is off, its your approach.

1. In RE4 you need to be thinking about your next action 1-2 seconds ahead.

I think this is the big one for people. "I can't stun him with a head shot and get hit!" Your mistake is not realizing you never should have let the enemy get that close to begin with. You're trying to react a the moment, not realizing you are paying for what you did NOT do 1-2 seconds ago.

2. Location, location, location

So how do I think ahead? A big part of this is your placement in relation to the enemies. Is a group of enemies starting to get REALLY close? Don't try to use your gun at that point, move away a bit. An enemy is charging you and you're not sure if your gun will stop it in time? Dodge, don't shoot.

Camera sweep the room every so often to ensure no one is sneaking up behind you in open areas. Try to get your back to a wall whenever possible. Use the invincibility of vaults to your advantage. Do not just stand there.

Got an enemy that can take out other enemies? Try to exploit it before taking them out. Looking at you dynamite guy.

Think about how much ammo you're willing to burn in an encounter. Don't just use your all your shotgun shells then think, "Man, I shouldn't have done that." Use one for a quick crowd control, pull away, pull out your pistol and finish the job.

3. The knife has three main purposes: Save Ammo, Save health, fix your mistakes. Durability is absolutely needed as a mechanic or the knife would be overpowered.

a. Save Ammo - Try to knock down enemies whenever you can, then watch the corpse. If it starts to wriggle, its going to "evolve". That's your time to knife it and save yourself some ammo.

b. Save health - Did you get grabbed? You can decide to use the knife to save some health that you would lose if you tap. Its a higher cost on durability though.

c. Fix your mistakes - That would be parrying. If you're playing correctly, an enemy shouldn't ever get close to you based on your placement and crowd control. Even then, a lot of attacks can be dodged. But for those that can't, that's what the parry is for. Beyond one particular fight in the game I hardly used parry, because using parry means you've made a mistake elsewhere.

4. Think when you die or get stuck

Don't just charge in again without a plan if you die. Think. Plan. Maybe spend an attempt just exploring the area to learn the layout and see if you can get a better position. Do I need to kill every enemy? Are the spinels worth the ammo loss on this special mission? Should I use a grenade or different weapon here? There is always a solution. Good luck!
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Showing 1-15 of 62 comments
Sm0k3f47h3r Mar 28, 2023 @ 12:56pm 
make a steam guide. tomorrow nobody will find this anymore because it will be on page 10.
GHSTKILA93 Mar 28, 2023 @ 1:01pm 
ppl just stupid. they should go play fall guys lol
Strider Mar 28, 2023 @ 1:20pm 
I will speak on my behalf. You see I was never a big RE fan until a friend of mine recommended me RE4. He said I will love it since it will remind of The Evil Dead 2. And he was right.
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.
Originally posted by Sm0k3f47h3r:
make a steam guide. tomorrow nobody will find this anymore because it will be on page 10.

Huh, good idea.
JackieTheDemon Mar 28, 2023 @ 1:59pm 
They shouldn't have messed with the stagger. That would've made higher difficulties more bearable.
Originally posted by JackieTheDemon:
They shouldn't have messed with the stagger. That would've made higher difficulties more bearable.

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.
JackieTheDemon Mar 28, 2023 @ 2:03pm 
Originally posted by thefollowingcharacters:
Originally posted by JackieTheDemon:
They shouldn't have messed with the stagger. That would've made higher difficulties more bearable.

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.
Cabin fight disagrees with you. You CANT go anywhere.
Originally posted by JackieTheDemon:
Originally posted by thefollowingcharacters:

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.
Cabin fight disagrees with you. You CANT go anywhere.

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.
JackieTheDemon Mar 28, 2023 @ 2:07pm 
Originally posted by thefollowingcharacters:
Originally posted by JackieTheDemon:
Cabin fight disagrees with you. You CANT go anywhere.

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.
Have you played on Professional?
Lamaboie Mar 28, 2023 @ 2:10pm 
lots of text about nothing... tldr: just keep moving and f uck sh yt up.
Last edited by Lamaboie; Mar 28, 2023 @ 2:11pm
AlphaSpectre Mar 28, 2023 @ 2:19pm 
As a long-time fan and player of the original, many of the changes to the core gameplay gave me whiplash.

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.
Last edited by AlphaSpectre; Mar 28, 2023 @ 2:20pm
Plank Mar 28, 2023 @ 2:20pm 
Never let them get close, but never mind the fact they can rush grab you from 2 states away, many encounters are deliberately setup in cramped environments and generally the enemies can lose the gap about as fast as you can make it?

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.



Originally posted by thefollowingcharacters:
Originally posted by JackieTheDemon:
They shouldn't have messed with the stagger. That would've made higher difficulties more bearable.

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.

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.
why do nerds always write these essays
AlphaSpectre Mar 28, 2023 @ 2:24pm 
Originally posted by Mung™:
why do nerds always write these essays
I won't speak for all nerds, but I write them to ask and answer as many questions as possible so as not to needlessly spread them out over potentially dozens of replies. Plus it keeps most of what I say in one place for easier reference.
K► Mar 28, 2023 @ 2:26pm 
Originally posted by thefollowingcharacters:
I've beaten Hardcore without any guides, and I've seen some people complain about the controls or the unfair difficulty. I'm here to tell you the controls are spot on, and the game balance is fantastic and most often fair. Its not the controls or game balance that is off, its your approach.

1. In RE4 you need to be thinking about your next action 1-2 seconds ahead.

I think this is the big one for people. "I can't stun him with a head shot and get hit!" Your mistake is not realizing you never should have let the enemy get that close to begin with. You're trying to react a the moment, not realizing you are paying for what you did NOT do 1-2 seconds ago.

2. Location, location, location

So how do I think ahead? A big part of this is your placement in relation to the enemies. Is a group of enemies starting to get REALLY close? Don't try to use your gun at that point, move away a bit. An enemy is charging you and you're not sure if your gun will stop it in time? Dodge, don't shoot.

Camera sweep the room every so often to ensure no one is sneaking up behind you in open areas. Try to get your back to a wall whenever possible. Use the invincibility of vaults to your advantage. Do not just stand there.

Got an enemy that can take out other enemies? Try to exploit it before taking them out. Looking at you dynamite guy.

Think about how much ammo you're willing to burn in an encounter. Don't just use your all your shotgun shells then think, "Man, I shouldn't have done that." Use one for a quick crowd control, pull away, pull out your pistol and finish the job.

3. The knife has three main purposes: Save Ammo, Save health, fix your mistakes. Durability is absolutely needed as a mechanic or the knife would be overpowered.

a. Save Ammo - Try to knock down enemies whenever you can, then watch the corpse. If it starts to wriggle, its going to "evolve". That's your time to knife it and save yourself some ammo.

b. Save health - Did you get grabbed? You can decide to use the knife to save some health that you would lose if you tap. Its a higher cost on durability though.

c. Fix your mistakes - That would be parrying. If you're playing correctly, an enemy shouldn't ever get close to you based on your placement and crowd control. Even then, a lot of attacks can be dodged. But for those that can't, that's what the parry is for. Beyond one particular fight in the game I hardly used parry, because using parry means you've made a mistake elsewhere.

4. Think when you die or get stuck

Don't just charge in again without a plan if you die. Think. Plan. Maybe spend an attempt just exploring the area to learn the layout and see if you can get a better position. Do I need to kill every enemy? Are the spinels worth the ammo loss on this special mission? Should I use a grenade or different weapon here? There is always a solution. Good luck!
its a skellz issue
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Date Posted: Mar 28, 2023 @ 12:47pm
Posts: 62