Resident Evil 4

Resident Evil 4

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The lack of I-Frames and constant grappling of enemies hurts the flow and fun in alot of instances
Also doesn't help that there is a grapple animation lock when its within a certain range of the grapple happening, they really made this a much more annoying experience when compared the the original game. The lack of protection when getting out of things like that and getting up really punish you and combo into death in some cases without the I-frame protection you had some of in the first game as well. Abit disappointing.
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Showing 1-15 of 19 comments
Yeah it's annoying BUT... we don't have tank controls and can reload and shoot whilst moving so... i'll take those benefits over the original tbh xD

I love the OG for the goblin Ashely and incredibly iconic vendor voice, but there's plenty of things to like in the remake too.
Veylox Apr 3, 2023 @ 3:38pm 
Yeah this game favors ranged combat much more, the swiftness of enemies, the sheer number of tentacle heads, and all the grapple animations, the increased enemy resistance to stagger, combined with knife durability, should quickly tell you that this isn't the same "just run up to them and knife/kick them" type of game.

You can still do it against lone enemies, but you really want to either play from afar using a weapon with reliable ammunitions (mostly handgun and crossbow), or just sneak kill entire areas when you can. Some parts of the game are surprisingly easy to just ninja your way through
Last edited by Veylox; Apr 3, 2023 @ 3:39pm
Steel Apr 3, 2023 @ 3:41pm 
Yes. On Standard you can reliably avoid this by positioning and always moving, but on Professional with the enemy AI speed and aggression increases it becomes completely unreasonable and in my opinion the game is barely playable on that difficulty without knowing "strats" for every room beforehand. You can't just play this game on pro and dynamically react to the combat sandbox and expect to have a chance.

Combine this with the random elements added to aiming, enemy staggering, and the lack of sound cues for what enemies are doing off-screen, and the game becomes EXTREMELY frustrating at higher difficulties.

I've been told I have a skill issue a few times when I point this stuff out but this stuff is just... built into the game, it's how it works, and I did deal with it (100% achievements, S+ Professional in under 4 hours), doesn't mean I have to like it.
SuspiciousSipMan Apr 3, 2023 @ 3:48pm 
Originally posted by  Nate The Scot :
Yeah it's annoying BUT... we don't have tank controls and can reload and shoot whilst moving so... i'll take those benefits over the original tbh xD

I love the OG for the goblin Ashely and incredibly iconic vendor voice, but there's plenty of things to like in the remake too.
fair but the tank controls themselves werent bad for what they were and getting grappled also gave you a chance to avoid damage as well, as opposed to this games micro damage while being grappled. i like some aspects of the remake but this isnt one of them.
SuspiciousSipMan Apr 3, 2023 @ 3:50pm 
Originally posted by Steel:
Yes. On Standard you can reliably avoid this by positioning and always moving, but on Professional with the enemy AI speed and aggression increases it becomes completely unreasonable and in my opinion the game is barely playable on that difficulty without knowing "strats" for every room beforehand. You can't just play this game on pro and dynamically react to the combat sandbox and expect to have a chance.

Combine this with the random elements added to aiming, enemy staggering, and the lack of sound cues for what enemies are doing off-screen, and the game becomes EXTREMELY frustrating at higher difficulties.

I've been told I have a skill issue a few times when I point this stuff out but this stuff is just... built into the game, it's how it works, and I did deal with it (100% achievements, S+ Professional in under 4 hours), doesn't mean I have to like it.
No, there are legitimately bad design choices with this remake that ruin the experience at times, random spread, no universal laser aim, the monster closet effect that can happen in some areas. it detracts from the game, even when you are the most careful it catches you with something silly, especially early on like the village ambush.
SuspiciousSipMan Apr 3, 2023 @ 3:51pm 
Originally posted by Steel:
Yes. On Standard you can reliably avoid this by positioning and always moving, but on Professional with the enemy AI speed and aggression increases it becomes completely unreasonable and in my opinion the game is barely playable on that difficulty without knowing "strats" for every room beforehand. You can't just play this game on pro and dynamically react to the combat sandbox and expect to have a chance.

Combine this with the random elements added to aiming, enemy staggering, and the lack of sound cues for what enemies are doing off-screen, and the game becomes EXTREMELY frustrating at higher difficulties.

I've been told I have a skill issue a few times when I point this stuff out but this stuff is just... built into the game, it's how it works, and I did deal with it (100% achievements, S+ Professional in under 4 hours), doesn't mean I have to like it.
I just dont think the developers really put 100 percent into the remake, its not bad, but it definitely feels lacking and more frustrating at times than the og did. its improved in some ways and falls short in others.
Steel Apr 3, 2023 @ 3:56pm 
I agree, but I actually still love this game very much, it's my second favorite RE game behind... yeah, the original RE4. They did such a good job in adapting the content and improving the village section for example, it's just a shame the gameplay mechanics have these weird RNG and infuriating issues.

I'm waiting until modding gets more advanced. When modders implement laser sight on every non-scoped weapon, and custom difficulty becomes a thing (for example professional enemy damage with standard enemy HP and stagger resistance and hardcore AI), it's going to be incredible.
I might look into modding myself to see how the tools develop.
Faded Apr 3, 2023 @ 3:58pm 
It shouldn’t be handicapped. I like that if you mess up and are surrounded, the enemy will hit you. Its fair.
They're not going to be polite about killing you in groups, so it feels more realistic in a sense and I actually enjoy that. They want you dead, and letting them cluster and surround you, you're going to get your butt beaten.
chickabumpbump Apr 3, 2023 @ 4:10pm 
Dead space remake is miles better.
Steel Apr 3, 2023 @ 4:15pm 
Originally posted by Kitt 🌟 Stargazer:
They're not going to be polite about killing you in groups, so it feels more realistic in a sense and I actually enjoy that. They want you dead, and letting them cluster and surround you, you're going to get your butt beaten.

I get that, but it doesn't make for a very enjoyable combat experience. The original game is easier, but also a lot fairer and more consistent. In the original game you can look at a combat situation, scan the room, and the rules are so clear that you can immediately plan something out in your head and then execute it exactly as you imagined it. It's super consistent like that, you dominate the gameplay sandbox and then you can control the fights themselves, like a conductor.

In the remake you are not in control, you cannot reliably scan a situation and plan and execute on the fly, ♥♥♥♥ WILL go wrong in ways you don't expect and cannot predict. It's inconsistent like that.

I wouldn't have an issue with this new style, except they also made basic mechanics like aiming and staggering enemies inconsistent and random too. Will the bullets actually land where you are aiming? Who knows, it's up to chance. So is that charging ganado coming at you and getting x numbers of headshots. Will he stagger in the first 2 bullets? Or will he eat 5 of them like nothing happened and STILL manage to grab you despite you doing everything perfectly mechanically? All up to chance.

Sorry for the wall of text, but for everything this remake is being rightfully praised for in how faithful it is to the original in terms of content and atmosphere, I feel like most people are missing just how drastically the gameplay has changed. Not improved, changed.
blueglue Apr 3, 2023 @ 5:00pm 
I hear ya.

Playing the game on Pro difficulty really highlights how unreliable the controls can be at times. I’m getting stunlocked like crazy because of all the grenades.

Leons weighty movements, random staggers, inconsistent iframes, RNG crossair, Ashleys Ai - all these elements have a pinch of randomness injected into them, meaning you’re never in full control of the gunplay like in the original, which was purely skill based.

Now there is always a sliver of luck involved and I can’t stand it.

If you shoot an enemy in the face 3 times and they don’t stagger it’s not because you can’t aim, it’s because the game just arbitrarily decided to not grant you a stagger.

If you get knocked of a ladder midanimation it’s not because you timed it wrong, it’s because the game took away your iframes.

The lack of consistency is a serious issue that drags down an otherwise fantastic game. I hope these will be adressed by Capcom in the near future.

I think once Mercenaries is out more people will realise how sloppy these controls really are.
Last edited by blueglue; Apr 3, 2023 @ 6:35pm
Star Rain Apr 3, 2023 @ 5:07pm 
Well that makes it realistic, otherwise its too robotic and predictable.

Like in the OG, any interactivity is completely invincible so you could spam to high heaven, hopping a fence, climb a ladder, step into adjacent minecart, nothing could touch you your 100% safe.

But now, hopping a fence grants a certain bit of avoidance because its evasive, sure, same with scrambling up a ladder, but not completely totally invulnerable because thats ridiculous.
Last edited by Star Rain; Apr 3, 2023 @ 5:09pm
lackesis Apr 3, 2023 @ 5:10pm 
Always shoot grappler 1st!! or prepared to crouch if you have to run through one.
Last edited by lackesis; Apr 3, 2023 @ 5:11pm
Enemies are very dangerous in this remake and it is something the developers specifically commented on multiple times.

Everything in the original was done in order to make the combat system fun and engaging, specifically having tank controls + not being able to move while firing made the devs deliberately make the enemies slow down and be less dangerous to you.

We've had 18 years since the release of the OG to become used to running and gunning, it's only obvious that they'll ramp up the challenge and difficulty - after all we've gotten better at gaming tbh.

Melee getting toned down is fine, you can still kick large groups away, being able to move and maneuver while shooting is where its at. If the enemies remained as passive as they did in the OG (which is fine in context of the controls of the original and the movement scheme) then the game would be no challenge at all.

Trust me, I'm sure you'd rather have a brutal experience where fighting and coming out on top of every engagement is thrilling rather than having a breeze
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Date Posted: Apr 3, 2023 @ 3:28pm
Posts: 19