Resident Evil 4 (2023) - title

The video games industry's obsession with remakes and remasters is pretty obnoxious. I feel like I'm stuck either playing no new games at all, or playing nothing but games that I played 20 years ago. Of all the remakes that have been made, Resident Evil 4 might be the most unnecessary. Resident Evil 4 is basically the game on which every modern over-the-shoulder shooter is based. The original Resident Evil 4 still plays like a modern game. On top of that, it's been remastered and ported to newer consoles, including having VR versions.

But I never played the VR version. In fact, I haven't played any of the VR versions for the new line of Resident Evil games. I keep hearing that they're some of the best VR experiences on the market today, but I didn't have a VR headset when 7 or Village released, and I just haven't gotten around to going back and replaying those games now that I have a headset. So I decided to give the VR version of RE4's remake a try, after a friend of mine was done with his disc.

So this review is going to be almost entirely a review of the VR version of the remake, since that's how I played the game.

Slower, and more methodical than I remember

I never liked Resident Evil 4. It's frantic, explicitly challenging gameplay full of "gotcha!" encounters, and its parodic tone never really gelled with me. Moreover, I've always blamed Resident Evil 4 for single-handedly killing the classic survival horror genre, which happens to be one of my favorite game genres. It took well over a decade for proper survival horror games to start coming back, but even so, they still aren't quite the same. The slow, methodical pace, and emphasis on resource-management and logistics has been minimized in favor of fast-paced shooter action and frequent checkpointing.

I went in expecting to be overwhelmed and frustrated, which was largely my experience in the original game. I expected that the frantic nature of the game, and all the running around would quickly make me dizzy or nauseous in VR. I honestly did not expect that I would get through the first few chapters before giving up due to the game being annoyingly difficult to the point that it would make me literally sick.

Areas that gave me a lot of trouble in the original game were much easier this time around.

Much to my surprise, that was not the case! I was really enjoying the opening hours of the game. I even starting to wonder why I ever hated Resident Evil 4 to begin with. The VR visuals look good. It was controlling well. I felt in control of the character, and perfectly able to handle the threats the game was throwing at me. It initially felt much easier than I remembered the original being. I breezed through parts of the early game that I remembered struggling with for hours in the original.

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Resident Evil 7: Biohazard - title

It's been a long time since I've given a crap about Resident Evil. I loved the classic Resident Evil games. The Play Station original is a foundational game for me, and jump-started my interest in horror and the macabre. I felt like the series jumped the shark with Resident Evil 4, however, and my interest in the series tanked with its abandonment of horror in favor of schlockey action-shooter gameplay. I played through Resident Evil 5's co-op with a friend, but didn't really enjoy myself, and after playing the abysmal demo for RE6, I skipped that one entirely.

So I was genuinely excited by Resident Evil VII: Biohazard. The popularity of first-person horror games, and the phenomenon that was P.T. / Silent Hills (not to mention the success of Resident Evil REmastered on Steam) obviously seems to have kicked Capcom in the butt and reminded them that there is still an audience for genuine horror games - an audience that mainstream gaming has neglected for most of the last decade. I'm not sure if development of REVII started as a response to P.T., or if it was already in the works following the success of games like Amnesia, Outlast, and Alien: Isolation. Either way, it's good to see major publishers embracing the genre again.

The family's new - but familiar - mansion

This new Resident Evil really does go back to the franchise's roots. The early hours of the game actually feel a lot like a combination of the original Resident Evil and Resident Evil 3: Nemesis, but updated with a first-person camera and a lot of modern horror contrivances. Long-time fans of the series will recognize the safe rooms and item-boxes. The classic health status indicator is now part of a watch on the character's wrist that you can see whenever you pull up your inventory. There's a foyer with a balcony. Doors are locked by silly, esoteric puzzle mechanisms that require themed keys, crests or various other stand-ins for keys. There's even a booby-trapped shotgun to tease you at the start of the game. Some of these elements of design feel appropriate, while other ham-fisted call-backs admittedly feel like the developers were trying too hard.

Resident Evil 7 - main hall
The mansion is new, but has many call-backs to the first game.

The map is well-designed, with its claustrophobic hallways, shortcuts, and lots of visual detail. Lighting is excellent, though the game is a bit too dark at the recommended brightness level (at least without a flashlight), and it becomes washed-out at higher brightness settings. Sound design is also quite exceptional, with the game giving great audio feedback (especially for the pursing stalkers). I also like a lot of the little details, particularly how using a key to unlock a door takes a small amount of time, during which you are vulnerable.

The family also makes for some excellent antagonists, especially compared to the likes of stupid, campy villains like Albert Wesker and Salazar. These villains have a lot of character, and there's enough detail in the mansion to give a sense of who these people might have been before they went off the deep end: the collectible football bobbleheads, for example. And on top of that, they are genuinely disturbing and threatening, and the whole game would probably be scary enough if you just spent the whole time avoiding them and trying to escape their murder house.

Resident Evil 7 - the family
The family makes for genuinely disturbing villains that put RE's earlier villains to shame.

The save system is kind of an odd hybrid of the classic save system and more modern checkpoint systems. The logistics of the classic system have been scaled back, as you no longer require a consumable item (ink ribbon) to manually save (at least not on the default difficulty). But the game will also checkpoint you at certain points, and it maintains a single autosave slot with your checkpointed progress. So if you die to one of the obnoxiously-hard bosses, you don't have to go back a whole hour to your last manual save; instead, you get to restart at the most recent checkpoint.

However, the manual saves still have value, because Biohazard is structurally very similar to the original Resident Evil - both superficially and in terms of gameplay...

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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