Thoughts on Resident Evil 4

It’s felt like the longest time to get into the swing of things with Resident Evil 4.

When I first tried it about four or so months ago, I didn’t get the appeal – at least not now in a post – RE2 Remake world. After my first failure and struggling with the control system I didn’t think I’d ever go back.

But I did go back — months later — and I am so so glad I did.

Resident Evil 4 has become a favourite of mine. I would put it alongside RE2 Remake in terms of enjoyment and replayability.

The Controls

The control system felt entirely foreign to me on that first play months before. I went into it expecting similar fluid controls of the recent RE remakes, but instead was greeted by something half way between that and the old tank controls of the originals.

The aiming felt so constricted — having to stop running, begin aiming, and then slowly move the gun’s reticle to where I needed to shoot.

However, after an hour or so of playing something happened — I noticed that I was just moving along and playing the game. I was no longer forcing anything.

What I first thought to be constricting was in fact what was helping to give tension to the game play. The fact I couldn’t walk and shoot meant I had to choose my moves more wisely.

Castle corridors

The Setting

The Eastern European setting is absolutely gorgeous. And the excellent soundtrack really helps tie the whole thing together.

The game never lost its claustrophobic feel for me either. Despite the early parts of the game being in relatively more open surroundings, the levels are designed in a way that leaves many corners to be surprised from. There were many times when I would hear a shuffling noise and not be able to fully pin point it.

Later on, the setting takes on a more Gothic tone in a huge, decadent castle — before leading you to it’s final location, which I’ll leave you to discover. The castle is a really stunning level and some great, sometimes over the top, moments in it.

I especially enjoyed a no-combat section where you have to control Ashley to get her to Leon safely. Some truly spooky moments in that little section.

Overall, the game was much longer than I was expecting. Just as I thought it was moving towards a resolution a whole new chapter would begin. Despite the 16 or so hours of play time I spent, the experience felt so much longer — and I mean that in a good way.

Approaching the Castle

The Enemies

The game really throws you in at the slightly deeper end. I thought I would never get past the first village encounter — it felt impossible with just too many enemies coming at me at once. But after persevering and reaching the end of the first chapter, it felt like it was all coming together.

The early part of the game sees Leon fighting off the village’s residents who have all become victim to a mind-controlling parasite. Controlled by some unseen entity they run at you before slowing to a walk just a few metres away. This gives you that time to aim the weapon and fire — so they don’t just all run at your face at once.

Later on you’ll meet creepy cultists and flying bugs, before working your way through the game’s hierarchy of main villains.

There was one enemy type in particular that was equal parts inventive and terrifying. But I’ll leave you to discover those for yourself, should you dare to play. 😛

The Graveyard and the Church

In Summary

Resident Evil 4 went from being a game I couldn’t stand — just down to it’s controls — to one I couldn’t do without now. After getting past the initial confusion over the half-tank/half-fluid control system, it really is a blast to play.

The village and Gothic setting make me even more excited for the upcoming PS5 “Resident Evil 8 (Village)”. Taking what they learnt and developed with RE7 and applying it to this kind of Gothic setting, Capcom could be making something really special to experience.

I can’t recommend RE4 enough. For it’s crazy story, hideous and tough monsters and often cheesy dialogue.

Leon needs you.

Far From Alive — Resident Evil 2 Rap

At first I thought that this would be a bit of a gimmick, but it has legit grown on me and is now in my regular playlist.

I am addicted to running around the world of Raccoon City in Resident Evil 2 and the recently-released Resident Evil 3 Remake.

I’m looking forward to any music that the same creator can bring from RE3’s world in the coming weeks / months.

Resident Evil : Project Resistance CLOSED BETA — my thoughts

I couldn’t believe how lucky I was to open my email two weeks ago and find an invitation to the upcoming multiplayer game Resident Evil: Project Resistance. I had heard it referred to as “Resident Evil but done like Dead by Daylight”. But I’m here to tell you that it is so much more than that.

I’ve always loved the classic Resident Evil games (from the original through to Code: Veronica – I haven’t played any more till Resident Evil 7: Biohazard). Resident Evil 7 rekindled my love of horror games and the Resident Evil 2 Remake rekindled my love of Raccoon City specifically. So when I had heard about an upcoming multiplayer game set in this world I jumped at the chance to enter into the closed BETA access ballot.

I still can’t believe I got in.

What is the aim of Project Resistance?

You choose from one of two sides when entering into a game — you can be either one of four survivors, each with their own unique traits, or the Mastermind, who is trying to stop them from escaping. I found both sides fun in their own way, but the clear winner for me was playing as the Mastermind — especially when I got to jump into the skin of the Tyrant twice in each game (more on that later).

Survivor goals

As one of the four survivors your goal is to make it out of the match with your allies. This means fighting your way across three separate areas of the game map and out of the exit gate, all while the Mastermind throws everything at you from Lickers to Zombie Dogs.

Each time you deal damage or complete objectives you get additional seconds added on to your team’s time to escape. And believe me when I say that every second counts. Each area has a simple puzzle to solve, which essentially involves exploring the environment for each part of a puzzle to unlock the next door.

The survivors enter the last area

Each area has a safe room where you can buy extra weapons, ammo and herbs with credits found within the map. These safe rooms can also be used as breathing spaces — The Mastermind is unable to send enemies in there after you.

Mastermind goals

As the lone Mastermind, your job is to stop the four survivors from making it through those three areas and out of the exit. You can throw anything at them that you have at your disposal, but there is a slight caveat.

The Mastermind builds up a points gauge, about 1 point per five seconds I think. Those points can then be spent to play “enemy cards”. You see, each enemy you can place down in the map is represented by a card within your “deck”. Decks can be chosen before the match but the BETA was limited to a single selection. Those cards then become available on a rotation, allowing you to build up a good varied selection of enemies for the survivors to fight through.

A Zombie dog for example takes 2 points to place down. It is a weaker enemy, but more can be placed down in succession. A Licker on the other hand is worth 7 points but is much stronger. So it will take slightly longer to build up to the points to place one of those down. So it’s all a bit of give and take.

Downtown map view

Another power gauge that builds up over time, separate from the card points gauge, is the ultimate weapon metre. The only Mastermind that was available to play in the BETA was “Daniel”, whose ultimate weapon is The Tyrant from the Resident Evil 2: Remake. The Tyrant card pops up once its metre is filled, after which you can place it for free. Once placed, you actually take control of the trench-coat-wearing machine!

If you manage to keep the survivors occupied enough through the match, and their timer runs to zero, a gas will be released killing them all. If this happens then you have won the match.

What I liked about Project Resistance

I have to say that I pretty much liked everything about this game. Even though it was a BETA test, it felt really polished and I noticed absolutely zero bugs whilst playing. Capcom are one of the leaders of the pack when it comes to video games right now, at least in my opinion. I think a lot of what made this game feel so polished for me, was the use of their proprietary engine introduced in Resident Evil 7: Biohazard and continued in Resident Evil 2 Remake — the “RE Engine”.

I felt there was a good push and pull between the survivors and the Mastermind. Some games I would absolutely destroy the survivors, whilst in others they would escape with 8 minutes or so remaining. It will be interesting to see how this game gets altered, if at all, after they have sifted through all of the feedback from the testing weekend.

An example of the cards to put enemies down

What I disliked about Project Resistance

As I said above, I pretty much like everything in this game. If I’m honest the only thing I found slightly frustrating, albeit only occasionally, was the enemy intelligence. I would sometimes see enemies just standing there whilst survivors ran around ahead of them. This happened rarely, but I assume it is one of those things that will get reviewed after testing. That’s what BETA testing is for, right?

What I’d like to see in the Full Release of Project Resistance

This was one of the questions on the feedback form and it really got me thinking about what I’d love to see in the final game. The DLC options here are almost limitless, but here are a few things I’d love to experience:

Lots of maps.

I’d love to be able to play through a bunch of locations from the Resident Evil universe. Even the Baker House would be a cool one for me. I think you could probably get about five or six maps from each Resident Evil Game.

Some of my absolute dream maps would be:

  • The Baker’s Guest House from Resident Evil 7: Biohazard.
  • Raccoon City Police Station from Resident Evil 2 (both versions? :))
  • Different areas of the Spencer Mansion from Resident Evil Remake
  • The Guest House from Resident Evil Remake
Mr X watches as the dog attacks a survivor

Lots of enemies

Different enemies from across Resident Evil’s history would be so awesome. I could imagine putting a bee hive in the corner of a room, with the lights turned off, to be very annoying to survivors. 😀

Some enemies I’d love to be able to place down:

  • Bee Hives from Resident Evil Remake
  • Moulded from Resident Evil 7: Biohazard
  • Giant Spiders from Resident Evil Remake
  • “Possessed” Mia Winters from Resident Evil 7: Biohazard as an ultimate weapon
  • Jack Baker from Resident Evil 7: Biohazard as an ultimate weapon
  • Maybe the ability to place enemies outside of windows that would burst through when passed?

Different Skins

I think the idea of each survivor player having to choose a different character is an interesting one. But what I’d love to see would be for players to earn, or maybe purchase?, skins. So they still play the roles as either tank, damage, hacker etc but each person can go in looking like characters from the Resident Evil universe.

Some characters I’d be super hyped to play as:

  • Leon Kennedy
  • Jill Valentine
  • Chief Irons? LOL
  • William Birkin (Imagine having a team comprised of the whole Birkin family :D)
  • Mia Winters

In Conclusion

I absolutely loved playing this game over the testing weekend and can not wait for it to be released in full. I will be buying it on its day of release.

My first thoughts when hearing about its asymmetrical structure was that it would basically be Dead By Daylight but in the Resident Evil universe. But I am happy to say that this is not the case. Project Resistance is a game that sits on its own, taking interesting elements from different games. It has the puzzle solving aspect from its own world, it then takes the asymmetrical nature of other multiplayer games whilst putting its own spin on it. Mix those with the card point system from games like Clash Royale and you’ve got an interesting game that I’ll be playing the hell out of when it’s released.

I’d like to also take this opportunity to thank Capcom for accepting me on to the BETA testing weekend. I managed to make a few friends jealous, as well as having some of the most fun moments I’ve had on the PS4 for a while.

Gameplay footage — playing as Mastermind

Me playing as Mastermind

Resident Evil Kitchen Demo on PSVR

The Resident Evil Kitchen Demo is a little taster that Capcom put out around the release of Resident Evil 7. It shows off, in its short five minutes of game play, the pure horror potential for Playstation VR, and indeed VR in general.

What happens in the Resident Evil Kitchen Demo?

You spend the entirety of the demo strapped to an old wooden chair in a completely run-down kitchen. The Kitchen gave me similar vibes to the Peacock house from the infamous X-Files episode, ‘Home’. Just sitting there in the chair, both my real-life chair and the in-game chair, looking down at my bound-hands, I was already bricking it.

It felt very much like the start of the original saw film too, in that I had essentially woken up with no recollection of how I got there.

Once you figure out how to wake your friend up off the floor, he slowly gets up and tries to untie you. This is where my first palpable fears manifested. Behind him, moving in the shadows of the corridor, I could see a figure. A figure that no sooner had I said aloud ‘behind you!’, was already upon him.

Looking directly into the face of the hideous visage of a woman, who looked somewhat decayed and possessed, was a feeling like no other. In VR you can look around her head at the mangled locks of hair; the saliva in her teeth; the killing gleam in her eyes, staring directly into yours.

This is what horror really is

Horror games are always fun to me in retrospect. At the time of playing I experience what the game developers must strive for – prolonged anxiety and a fear to move onward through the game. But there really is no feeling like that of the release of tension after a well-timed, tasteful jump scare. And I have the feeling Resident Evil 7 will have those in spades.

Seeing the twisted and zombie-looking woman up close in my face actually got me turning my head away. I knew, somewhere in my mind, that this was just a game. But that held truth was buried beneath the many layers of fear from this demo. The level of immersion here is unreal and this has somehow awoken a level of computer game experience that I never even knew existed.

On to the full game

As soon as I finished the Kitchen Demo I was online shopping for the full game. I kick myself now for not picking it up in the PlayStation Store sale a few months back. As I type this sentence I am awaiting a confirmation email to come through for me to collect the game.

I have no idea how I’m going to survive this game. Outlast feels like a walk in the park now, compared to this. (It’s not – Outlast is still very scary, but Resident Evil 7 just has a whole new dimension – literally and figuratively).

p.s. I have since bought the game and have played the first hour. It has not disappointed me and I can not wait to write up my thoughts on it in full.