Resident Evil 4: Remake

A RE-defining experience yet again. 

Despite claims that Resident Evil 4 Director, Shinji Mikami, would “cut off his own head” should Resident Evil 4 ever release on another platform apart from the Nintendo GameCube, Resident Evil 4 has nonetheless been released on nearly every available platform in some form or another. From direct ports to adding new content, to mobile and VR experiences, Resident Evil 4 has certainly been around. 

So, when Capcom started their trek of remaking previous Resident Evil titles with their constantly impressive RE Engine, it was a fair bit of common sense that Capcom would eventually get around to releasing yet another version of this revolutionary masterpiece. 

Resident Evil 4 has a bit of history to it, with several false starts during its development, one that surprisingly resulted in the creation of the Devil May Cry series. Resident Evil 4 is largely responsible for the evolution of the third-person perspective, a simple gameplay design that would then inspire hundreds of games from that moment on. To say it wasn't one of the most revolutionary games ever made is an understatement.

With that said, it was hard to say if the Resident Evil 4 Remake would be able to recapture that spark of ingenuity yet again, given that it too is adapting from its own source material. While it may not inspire the industry in the same way yet again, it nonetheless will in another unsurprisingly way. 

When Capcom remade Resident Evil 2 and its short but sweet follow-up in Resident Evil 3, it redefined what a remake could be, crafting new but familiar experiences that would occasionally color outside of the lines of the source material. Each game would also adapt its original to newer and fresher modern tastes, improving the stories of each in different ways, and to varying degrees depending on what camp you are in. Still, Capcom became the master of the remake, showing how it could and should be done. 

Then came Dead Space. A remake of the Visceral Games classic by EA Motive. It’s no secret that the original Dead Space was heavily inspired by Resident Evil 4. And, with Capcom making serious bank on its latest series of remakes, the Dead Space remake was pushed into full production due to being inspired by Capcom yet again. Not by Resident Evil 4 itself, but by what Capcom was doing with these remakes. Dead Space followed the same trend of retooling what worked and enhancing those features, providing much more than a 1:1 experience. They improved the gameplay and expanded the story, fleshing out its cast of characters, the Ishimura itself, and especially that of the series lead, Isaac Clarke. 

So, this brings us back to the Resident Evil 4 Remake and what this game now means for Capcom, hell, the industry as we know it. This was a game where its original has aged far better than its predecessors, and yet after wrapping credits, it still justifies its existence tenfold. No, it isn’t revolutionary in how it plays, or its use of the third-person camera, or even how great it looks, because, holy shit is it ever gorgeous, it carries a new torch, something that Resident Evil 2, 3, and Dead Space all nearly pulled off to this level. With Resident Evil 4 Remake, Capcom has perfected the remake and has set the bar so high that it’s hard to say if anyone is going to top it. 

Resident Evil 4 Remake improves upon an already fantastic game with a tremendous amount of smart cuts and additions that allow it to flow far better and removed parts of the original that would be an eye-sore in today’s modern climate. So yes, the game has seen the removal of nearly all quick-time events amongst a long list of other absences. For nearly anything RE4R removes, it adds. Some encounters are gone and replaced with others, locations, and set pieces and how you originally interacted with them has been entirely changed. This is the result of dozens upon dozens of smart alterations that aid in producing an extremely satisfying and well-paced experience.

One of the biggest changes to the remake is in the tone and mood when compared to the original. This is felt from the game’s first minutes and all throughout the story. Resident Evil 4 was essentially an action survival horror experience that felt far different than any previous entry. Each moment of the remake is enhanced by a much more improved aesthetic and darker atmosphere that finally brings the horror element to this action survival horror experience. 

Each character, as well as several of the game’s villains, are given more backstory and substance here with a lot of smart changes to the story. The game’s opening moments are more fleshed out, and the lore’s deeper connections are here in far more involving ways, especially with changes made to the game’s ending. The majority of the story is still here as it was, with Leon sent to track down the President’s daughter, it simply has been considerably more fleshed out, smartly written, and gives each character better reasons for being involved. 

Nearly every character has seen an extra layer of depth to who they are, the amount of screen time they are given, and a more improved pass over their original dialogue, with each character now sporting a new voice actor. Now, this has caused a slight controversy over the use and performance of one of its supporting characters; Ada Wong. While much of her appearance is likely limited due to the fact we are getting her Seperate Ways campaign at a later date, much of the talk around Ada here has been in the change to a whole new voice actor. 

Lily Gao, who donned the outfit and character in the live-action film, Welcome to Raccoon City, has taken over the role, making it the first time in the character’s history that she is played by an Asian actress. While I wasn't the biggest fan of her performance initially, once I understood what the remake wanted from Ada, and the context of her mission and her thoughts in regards to it, I really appreciated the tone and delivery of what Gao brought to the role. Now that I've had enough time to reflect on this new Ada, I’m all for the change and feel like it’s a much better fit for the character. 

While many characters have seen a substantial change to their presence here, Luis Serra might just have the most surprising improvement amongst the cast. In the original, Luis is a short but sweet addition, cast as a researcher for the Los Illuminados. Here, Luis has a finely detailed backstory and even his reason for being there has been adapted to tie far more into the greater lore. It's a fine addition for sure since Luis was a fan favorite but was essentially a bare-bones character in the end. Here, Luis Serra Navarro is a stand-out character that finally gets his due. 

Ashley is another to see a lot of smart adjustments made to make her a more capable and fierce character than she was before. No longer the damsel in distress, not to mention dressing more appropriately for being the President's daughter, Ashely has seen a massive change to update her to be more independent and less reliant on Leon. She can manage a lot more on her own, such as jumping down from platforms by herself, and even comes to the aid of both Leon and Luis in a few circumstances, and smartly so.

Ashley can also be directed to stay close or loose, resulting in her keeping her distance from combat or staying right behind Leon to avoid capture. Ashley also lacks the health bar from the original, replaced with a support action to help her back up. She can still be killed, which still allows the game to offer up some great tension, but this smart change allows her to be far less annoying than she was in the original. All in all, Ashley is a tremendously more engaging character than she has ever been. 

With Leon being the leading man, he has likely seen the most change of any of the game’s characters. In the original, Leon was a very problematic character, especially towards his colleague Hunnigan, and even towards Ashely herself. While Leon is still fairly cocky with several one-liners all waiting to be delivered, the change to actor Nick Apostolides has resulted in a far better performance for the character, largely the result of a vastly better script. This remake allows Leon to feel more sympathetic to his supporting cast, especially towards Ashely in one truly touching scene. This was a Leon we never had in the original and the character, and game, are frankly better for it. 

What the game does right for Leon is having him bring his trauma from Raccoon City along with him as an unfortunate companion. We feel that pain, we often see it, and it allows the character to feel far more believable given the circumstances. We’ve lived through much of the shit he went through, so seeing him still dealing with it here is not only a better way to convey the character, but it’s also allowing us to carry on this journey alongside him. We also get a better glimpse into his training with Jack Krauser, a character who also benefits from a much greater presence here, especially as the whole island portion of the game has been redone to aid with that. The history between the two was very limited in the original and seeing it fleshed out more here is a real treat. 

Leon thankfully controls far better as well with a few more options that removes all the stiffness from the original. Loading up the original game almost immediately after wrapping credits was a huge wake-up call to how Leon controlled the first time around. While not fully the old-school tank controls, OG Resident Evil 4 feels stiff and limiting, a byproduct of the time. The camera and movement just don't hold up, and not being able to move while aiming simply doesn't cut it anymore. This was fine at the time, but for a modern audience? It all had to change. 

Leon can now move freely and fluidly, making escaping and being on the offensive to be far more intuitive. You can move while shooting with the same basic movement systems present in the RE2 and 3 remakes. Leon can also party attacks with his knife, a blade he picked up from a certain character in the RE2 remake. The knife can't withstand too much damage and will need to be repaired from time to time, but its use to parry flying axes and even chainsaws is a sight to behold. This allows for far more defensive options to deal with far more enemies on screen than that of the original, making Leon's options to feel a bit more strategic. 

In addition, Leon can now crouch, allowing him to sneak under detonation wires, or to simply disable them, to silently approaching enemies from behind for a quick and unassuming kill. This is especially helpful against the Garrador mini-bosses as it allows you to get in a pretty damaging sneak attack against these blind foes. You'll have bear traps and barrels to lure enemies to or avoid yourself, carting around mobs to get the most out of them. And, in one particular battle, you'll also have the assistance of a familiar four-legged friend as well. 

To fuel the action in this action survival horror, Leon will have access to nearly 30 weapons, from standard fare such as a variety of pistols and shotguns, to the always present rocket launcher. You'll also have sniper rifles, assault rifles, knives, grenades, and more. Newly added to the remake is a bolt launcher, which can provide silent shots when needed, with it's ammo being conveniently retrievable. The launcher can also be upgraded with mines for a bit of a punch. Weapons can all be upgraded as well, and while Capcom has recently added microtransactions to speed that process up, it's not needed whatsoever and feels like a bad move, in my opinion. Still, that option is there if you truly desperately need it. But you won't.

And what are weapons without suitable monsters to kill? Alongside the onslaught of crazed villagers you'll have to contend with, are all the returning foes that need to be put down. From flying insects to mutated dogs, to large hulking monstrosities and pair of ladies with chainsaws, Leon will be put to the test to conquer each encounter. One of the newest additions is in the form of a new enemy type sporting a cow head and an axe. As a somewhat counterpart to Dr. Salvador, who now sports a set of creepy eyes peeking out of the sack atop his head, this new foe is nearly as deadly, requiring a wealth of bullets to take down.

The more human foes still remain to be just as deadly, attacking in greater numbers than that of the OG Resident Evil 4, due to the massive boost in hardware capabilities. What's new is the downed bodies of your opponent may often convulse on the ground, indicating they are set to transform into their Plaga Ganados form, offering players a tougher battle if they fail to stop this transformation in time. Nearly all enemy types have something new or at least can be approached in new ways thanks to better controls and more options at your disposal.

Aiding Leon in taking down these threats is the newly revamped inventory system and a few new perks that assist in offering more support. Alongside a much more intuitive crafting system to get the most out of your herbs, Leon now has access to a few new attache cases that offer different perks, such as altering drop rates on resources or ammo. You can customize your attache case at any typewriter, often found nearby the Merchant, who is back to sell you a variety of items and to often comment on your shopping habits. 

To further this customization, you can dive into the revamped shooting gallery to test your skills with the wide range of guns available to you. By hitting certain point thresholds, you’ll unlock tokens that can be exchanged for unique charms that are in the forms of different characters such as many of the game’s creatures as well as Ashley herself. These charms grant additional perks such as more efficient crafting and better healing recovery. Your attache case can have up to three of these equipped and your earning of these is left up to RNG. 

Another venture towards interacting with the merchant is via a series of bite-size sidequests. However, I would refer to them more as tasks or secondary objectives as they are largely quick errands that Leon will have requested of him as he discovers notes left around several locations, mostly around the merchant. These requests range from shooting down blue discs that are hidden around the environment, to collecting various items to then sell to the merchant. He will reward you with Spinels, which are used to purchase specialized items in his shop, such as those additional attache cases.

With a ton of rewards to entice players to hit certain ranks for completion, Resident Evil 4 Remake has a wealth of costumes and equippable items to really keep you coming back for more. And while the Mercenaries mode didn’t hit on launch day, it’s currently included in the package as of this writing, allowing you to dive into round-based shooting galleries of the game’s various monsters in numerous locations as you take them on as Leon, Luis, Krauser, and Hunk, with Ada and Wesker to release in the future, likely alongside the Seperate Ways DLC. This mode is incredibly fun and fast paced and is a nice addition to the main game, especially as each character has a unique kit to themselves to play around in. And, after all these years, we finally get to play as Luis.

Capcom’s RE Engine continues to impress here with its visuals and ability to run extremely well on almost any hardware. Since launch, Resident Evil 4 Remake has seen a few patches, one just recently that boosted performance and fixed a few dead zone issues on Xbox Series consoles, one that I never really noticed, to be honest. Still, this game is shockingly impressive on any piece of hardware and offers a very moody and atmospheric experience that honestly surpasses nearly anything Capcom has built to this day. 

One feature that I really enjoyed keeping on was an option called Hair Strands. Instead of the static and mobility-limited hair present on each character, You can turn on a mode that replaces that hair with freely moving and individually rendered hair strands. This allows for far more believable hair as it moves from side to side and looks incredibly more realistic. It’s sort of bizarre that it is an optional feature and not the standard. Now, that said, it can result in some lighting not fully adapting it, offering a shine in places where the light isn’t present to do so. Still, once I turned it on, I never looked back. I really hope they innovate on this for all future Resident Evil games.

On the PlayStation 5 and Series X consoles, Resident Evil 4 Remake offers both a Resolution mode and a Performance mode, which is largely the standard nowadays. The Resolution mode runs the game at 2160p at 60fps with the occasional drop in certain circumstances. Digital Foundry did report that the PS5 does have a slight advantage over the Series X, but not by any sort of a wide margin to really be that much of a difference maker. In Framerate mode, both platforms see the FPS capped at 60 while offering the same 2160p resolution. Each platform also offers a Ray Tracing mode that is fairly decent, but not a massive visual jump when compared to what we've seen the tech do in other games.

While the game is available on the PS4 platform, it doesn’t contain any graphical options whatsoever. The PS4 Pro does offer a Resolution mode that sees the game run at 2160p at an expected 30fps. Framerate mode; however, grants the platform a 60fps option at the expense of some resolution, which again, is expected of the older hardware. The other console in the mix is the Series S, which has both modes, offering a Resolution mode at 40fps at 1440p, with Framerate mode hitting 1080p resolution at 60fps. 

Remaking Resident Evil 4 seemed like an impossible task to take on, given it’s wildly considered to be one of the best in the series, not to mention one with an impressive history and mark on gaming. While it certainly has aged better than its predecessors, Capcom nonetheless improved upon it in nearly every way. From a refreshed script to drastically better characterizations across the board, the improvements here are astounding. And, when you dive deeper into what has been done here, from newly improved backstories to additional lore, you really see this as a title that Capcom was deeply passionate about returning to. While the newly implemented microtransactions are honestly a dumb move on the publisher’s part, Resident Evil 4 Remake is nonetheless a masterpiece of design and the definitive remake.

Developer - Capcom. Publisher - Capcom. Released - March 23rd, 2023. Available On - Xbox Series X/S, PS4, PS5, Windows. Rated - (M) Blood and Gore, Intense Violence, Strong Language. Platform Reviewed - Xbox Series X. Review Access - Resident Evil 4: Remake was purchased for review.