The first issue of Nintendo Power that I ever read (#231) included a segment titled “BEST OF THE BEST,” where Chris Slate and the gang ranked what they considered the twenty greatest games for every Nintendo console. As an eight year-old sitting in a seven-week summer camp where videogames were absolutely off-limits, this was a treasure trove. So much had already stoked my curiosity for my pastime’s past, Nintendo’s in particular, and this magazine was a whole gallon of kerosene on that tiny lil’ flickering spark. It’s here that the seeds of intrigue for the Legend of Zelda series were first planted in my brain, seeing as it always seemed to narrowly edge out the guy I was there to see (up until the dedicated Wii page, where Mario Galaxy reigned supreme), but in the small collection of those that stood up there with the Big Boys was a glaring anomaly. The GameCube was my introduction to the medium, emblematic of Mario Kart and Sonic Adventure, but here, it was host to the grungiest entry on the entire list. Scary, even, for a kid as timid as I was. That fiery screenshot, with its grotesque giant towering over a gun-toting action hero, branded itself onto the grooves of my gray matter. And right beneath it —

01 – RESIDENT EVIL 4

Somehow, the whimsy and imagination I so craved had lost out to the brutish violence I'd glimpsed in more “MATURE” content, and on its home turf, too…I might’ve been a bit put-off, but I had the whole rest of the summer to think it over. I knew that if even the staff of Nintendo Power had to hand the cup to Capcom (themselves acknowledging how rare it was for a “third-party game to top Nintendo on its own system”), there must’ve been something to it.

Fast-forward another fourteen years, and Resident Evil 4’s reputation has become impossible to ignore. Its third-person shooting is so legendarily perfect that it “killed” its own series, cutting off any and all future for fixed camera angles, but also never quite being succeeded by anything that managed to improve on its gameplay. There’s even been some renewed vitriol levied against RE4 in recent years now that the series has managed to finally recapture some amount of its success with something closer to an A-Horror aesthetic (at least among fans I know), but either way, the conversation has never seemed able to escape from the devouring whirlpool of that fourth entry. I still hadn’t gotten around to any of ‘em myself, having decided I wasn’t a horror guy or a shooting guy for most of my life, but that was changing as I was gradually broadening the scope of my personal taste. Eventually I figured that, if I was ever gonna get around to Resident Evil, I’d be one of those diehard fixed camera haunted house puzzle box fiends, decrying 4’s abandonment of all that is subtle, terrifying, and holy. It was too colorless, too vapid to catch the interest of one with taste as REFINED as myself. Right. As if.

No, I’m not too good for Resident Evil 4. Not even close, and I knew it within the first fifteen minutes. It takes no time at all before we’re fending off crowds of parasite-infected villagers as the most adorkable government operative this side of Solid Snake, and if the goofy “rEsiDeNt eeEEviLLL…fOOOUUuurRRR” on the title screen didn’t gear me up for a schlock-fest, Leon’s indelible “bingo” quip did the trick. Even as an MGS fan, I don’t know if I’d have guessed how well that balance between the tense, sometimes genuinely fear-inducing gameplay and the campy fun of the story would work for me. Metal Gear’s cartoonish stealth often straddles the same line between silly and serious as its cutscenes, but the shamelessly corny character interactions here were a relief, a chance to laugh before plunging back into atmospheric danger, and that made it much more endearing than I’d expected. I understand the pushback against some of the nonsense here, especially with such a strong opening area, but it was just too entertaining to ever strike me as some kind of tragic missed opportunity. I never thought I’d enjoy quicktime events, and escort missions are rarely done well, but the occasional button-mash and the presence of a companion both counterbalance the thrilling dread of the regular gameplay in all of the right ways (and RE4’s gameplay somehow manages to measure and expand on both ideas).

Despite the recent ubiquity of the genre, I hadn’t actually played a dedicated third-person shooter before this game (so my bewilderment over its greatness is probably not that far off from players of its day), but my impression of the sixth console generation had always been, when it came to the big names, an eschewing of tightness and gameplay depth in favor of breadth and spectacle. I was more wrong than I realized. Resident Evil 4 is almost, if not as dedicated to its core hook as the original Super Mario Bros., and its ability to take a minimalistic and intuitive system and spin it out into dozens of dynamic situations is about as well-documented too. The temptation to build a game around a narrative concept or theme can be strong, but RE4 is a textbook example of what happens when a designer picks one verb and rolls with it all the way, come hell or high water. You don’t need me rattling off every little nuance, but its handling of the interplay between ranged and melee combat is so sick that, even without a plot, the promise of getting to set up and execute the next head-smashing suplex would’ve been enough to carry me through the entire game both times.

Slim resources are a fine way to get the player to pick their shots carefully, but this added layer means they’re also weighing where and when to aim to get the most out of every bullet. Headshots open the door to sweeping roundhouse kicks which can topple an entire tide of lurching foes, but, unless I could afford to spend some shotgun ammo, I never wanted to be too close to the horde while I was at it. I found myself sizing up a situation, firing off some careful headshots from afar, and then closing the distance to cash in on that splash damage. Shooting below the knees is best when looking to take out an individual enemy with a spectacular skull slam. That simple decision makes it so much more than your typical “glory kill,” it always rewards the player for thinking several steps ahead. ‘Course, you’ve got more on hand than just a couple of guns and Leon’s ridiculous muscles, and RE4 rarely disappoints the desire to use the environment in creative ways. In one of the best moments in either of my playthroughs, I threw down a flash grenade while surrounded by goons, and quickly took advantage of the resulting stun effect to kick all of them, one by one, down a hole in the center of the room. Unless any other third-person shooter can offer anything nearly that good, I'm afraid I’ll have to kindly ask the genre to sit down. This game goes in so many directions with its core mechanics that I don’t even feel much of a need to play any of its successors, spiritual or otherwise.

If there is a downside to that insatiable exploration of concepts, though, it’s that it reveals just how narrow the range of RE4’s excellence really is. Its pacing is just about perfect almost all the way through, dialing the intensity up and down with tremendous care and drawing from a seemingly endless barrel of ideas (it can’t be understated that just about every encounter features a distinct spin of its own that makes the engagement unique), but somehow, it didn’t quite manage to wow me in the end. I’m talking about the very end here, just the final few setpieces. Maybe capping off such a crowd-focused game system on a more traditional one v. one final boss fight wasn’t quite the right move, perhaps the insanity of that second to last segment was just a little too messy (despite being succeeded by a pretty great little zone), maybe the game had already hit such a spiraling high just a little earlier that the final stretch couldn’t possibly have lived up, or maybe it really did need a bit more weight to its drama to make that ending sing. Whatever the reason, it’s hard to criticize RE4 for failing to “stick to its guns” when it does so fantastically over the course of the whole game, but it clearly does best in those explorable combat arenas, filled with ins and outs and enemy types to strategize around. When the conclusion finally did roll in, it seemed to have already exhausted just about every possible configuration of those parts it could dream up, but it’s a good thing it ends only a little after it stops playing to those very particular strengths. Surprised as eight year-old me might’ve been to hear this coming from himself, that just makes it all the more enticing to hop back over to the start and climb Resident Evil 4’s rollicking “Tower of Terror” over again.

I guess Chris Slate was just me all along...

Reviewed on Aug 10, 2022


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