The remake manages to add the intentional "clunkiness" of past and present survival horror games by making the movement feel a bit more restrictive akin to pre-RE4 titles, while paradoxically giving you more options in combat to defend yourself and play the game in exciting fast-paced ways.
The series pre-RE4 had very restrictive character control by design. This helped playable characters feel more vulnerable, like every shot and movement counted. Every misstep could mean disaster. This was both revered and criticized depending on who you'd ask over the years.
In RE4 original, I almost felt in control constantly in a very "arcade-like" manner. It was as responsive and telegraphed as an RE game could be. Enemies might slowly mix up their movements here and there, but once you played it enough, the game got very predictable, not particularly challenging, but fun and atmospheric all the same. Again - like the above, this was both revered and criticized depending on who you'd ask, but for the exact OPPOSITE reasons. More control, meant a different kind of action and pacing. Unrelated to the gameplay itself, RE4 original was lacking in the level design and puzzle department in exchange for a still well-designed shooting gallery with light survival elements.
With RE4R, I feel like I'm actually playing a faster-paced, more overbearing survival-horror title, rather than just strictly an action-horror game with little to lose.
I really think, this may be a good blend between combining the control we once had of RE4 original and slight restrictions closer to earlier titles. Think of RE4 remake being somewhere between the movement of RE4 original and RE2 remake, just like how RE2 remake was between RE4 original and RE1 remake.
It's basically the aiming and movements of RE2R (which is still very much a restrictive movement survival horror game) with MORE gameplay options to counter the increased level of threats. For this reason, RE4 original still feels very different in a way, and I'm not sure this'll be a definitive replacement for the combat of the original like how I believe the shooting of RE2R completely overrides the action of the original RE2 in every way. RE4R's game-feel in action doesn't REPLACE the original's, but it's certainly feeling more Resident Evil at its core for the reasons I've mentioned thus far.
Here's some bullet points of my impressions as what I see works in parallel to the original gameplay/gunplay and what has even improved in ways that I think supersedes the original. There's a couple of nitpicks, too, but nothing too serious YET.
The positives:
- slow, more calculated aiming and shooting combined with the faster, more aggressive enemies feels like a better blend between slower-paced survival horror OG titles and modern over the shoulder action titles while still being the best of both worlds. Even more than in RE2R, you feel better equipped to defend yourself against your attackers while still not being able to always easily outrun them like you could in RE4 original.
- atmosphere is darker and I enjoy it overall even more. The artistic design of the original layouts still shine through.
- Leon's voice actor has improved greatly over his performance in RE2R, which I didn't mind, but delivery might be better here. I'm enjoying some of his new one-liners.
- Glimpse of Leon's special training; I like how Leon is a bit less lighthearted considering he was forced into his government position.
- Parrying is badass and suits the game-style perfectly. Knife gameplay is the best it's ever been in an RE title and compliments the less responsive gunplay by improving your defensive capabilities.
- Leon's melee moves seem more realistic compared to the over-the-top looking moves of the original that I wasn't sure would translate well but have (suplex actually looks fine...); Melee combined with the proper use of ragdoll effects FEEL and LOOK so good.
- no matter how much you can run, enemies can still catch up to you and cut you off. They're a lot more difficult to cheese, especially with the REMOVAL of i-frames on many animations. Basic enemies can hit you consecutively even more now! This'll make the game more engaging on repeat playthroughs. I'm almost intimidated by the thought of starting on Professional if there is one!
- Overall Standard difficulty. RE4 original was tough for many on their first playthrough. This might even be tougher and STAY tough. RE4R needs to stay challenging for long-time fans and new players alike.
- legitimately tense combat when in a crowd or tight area. I was on edge a few times. The sheer amount of enemies is an improvement.
- New Ganado models look great along with their rerecorded lines from the original. Lots of well-transitioned nostalgia.
- Leon actually has an animation for picking up items. This is an underrated immersion thing for me that isn't consistent from title to title. Now only if he actually sprayed himself or popped some herbs... Only things I've liked from RE5 and 6.
- Dismemberment is a welcome addition and really adds to the weight of RE4's already visceral combat in a BIG way.
- Plagas within their Ganados being more "zombie-like"; ala Crimson Heads
- The inclusion of light stealth mechanics actually works really well and the Ganados' different levels of awareness rules
- Ganado bodies actually stay on the ground, as they should.
- THEY REMOVED THE FICKLE SKIP CUTSCENE PROMPT AT THE BOTTOM OF THE SCREEN UNTIL PRESSED. THANK GOD. This PISSED ME OFF and took me out of the moments in RE8 like you wouldn't believe.
The negatives/nitpicks:
- I'm not sure I like Leon's new running animation, especially without a weapon. It was the very first thing I noticed. It looks "less confident" and looser to me than the original. A bit goofy, too, like a bouncier version of RE6 Leon's run (*shudders*). Maybe I'll get used to it. Maybe I think he's running too fast?
- We can no longer shoot through wooden doors... Big L.
- Default reload speed is way too slow for somebody with training. Ethan was quicker. Currently worst part of gameplay mechanics, which will be affected by upgrades. Still.
- Bear traps do no damage to you...? Strange decision.
- Ganado with throwable weapons just keep... pulling them out. Didn't they run out in the original before going after you? I forget.
- I might've simultaneously praised this above, but it's taking some getting used to with the slower style of aiming - even after raising sensitivity. Bit of a learning curve compared to the original, but it's a noticeable change that I need to sit with for longer. It's pretty jarring after playing the original so many times, but I think this might've been a change for the better in the long-run.
- While some Leon death animations have the right idea, a couple of them are looking pretty amateurish and jank. The eye-gouging one in particular looks absolutely terrible. Leon's expression is hardly there. Compare that to a game like Last of Us and you'll see what I mean. We're less censored than RE5 and RE2R was, but still something's off despite the gore during gameplay being so good. I don't understand why Capcom doesn't do death scenes in a complete-looking fashion like they used to.
- blood color can look a little too bright sometimes
- I'm uncertain about that new Village standoff music
- How exactly does that lamp in the barn happen to fall on its own?
- I don't like how birds can drop items other than eggs or (swallowed?) money (just an immersion thing I didn't like from the original either, but whatever)
- Capcom can't seem to get the combination of HUD settings right ever for those that like to turn off and on certain elements. They added accessibility settings which are all the rage, but not more precise HUD options! For example, I CAN'T STAND the enemy melee arrows above their heads, but I can't turn those off without turning off the names and arrows of special points of interest or items I'm seeing. Usually I don't mind having HUD completely off, but I'm not sure I can do without certain elements this time around with the level of detail this game has. Simple mode is nicer in some ways, but the problem still applies here. Let me choose without a Trainer!
- With that said... those arrows above stunned enemies heads... like, really? What an eyesore. Disgusting.
- YELLOW ON BARRELS / CRATES - STOPPP.
- Even with how well this remake seems to have been going, I still can't help but feel like Code Veronica is missing from the remake timeline.
- "Bingo?" line falls a little flat. Needed another take. Still smiled.
- HDR on PC is no longer Native. Just Windows HDR.
- At 4K resolution on a 4090 + 5950x combination, the inconsistency in frames leaves a lot to be desired at max settings. Not sure if I'm CPU-bottlenecked as I haven't checked, but I cannot run this game higher than a consistent 4K 60 frames with RTX On. That might not sound like a big deal to some of you, but I always try to aim for that 4K 120 frame sweet spot of every game I play. Even with RTX Off and Max settings still, the frames dip lower than I'd like and there's a few area studders here and there. I loved RTX in Village at 4K 120 frames as a fan of the technology, but I hate to say that I may need to leave RTX OFF for my first playthrough because it'll dip from 120 frames to as low as 60 on the regular. The frame inconsistency can become jarring. Hopefully just a demo-thing or we'll get a better GPU driver or build come release.
- Super Resolution 1 and 2 in graphical settings looks like shit. It's the worst use of upscaling I've ever seen to the point that I almost think it's broken. Try it yourself. I thought this worked on both NVIDIA and AMD cards. It's a fuzzy mess.