"For Resident Evil 4, I actually didn't stop my frenzy myself. I wanted a producer to step in and stop it for me," - Shinji Mikami

resident evil 4's gameplay mechanics can be summed up as the following: you have four different main gun types accompanied by grenades. enemies walk up slowly towards you with a few different weapon types, and to shoot them you must stop in place and take aim in an over-the-shoulder perspective. generally with multiple enemies, the goal is to stagger one and then run up and kick it, which not only gives leon copious I-frames but also serves as an AoE to any surrounding enemies. the handgun generally serves as your bread-and-butter choice in most close-quarters situations, while the shotgun clears out groups quickly, the rifle can eliminate precise long-distance targets, and the TMP allows a low-damage spray-and-pray solution for specific high-density situations. leon comes equipped with a knife at all times that can quickly kill downed enemies without expending ammo as quickly as well as open item crates strewn across the world. the majority of enemies are identical "ganados" fodder which can wield a variety of weapons, and can generally be taken down quickly with headshots. however, after a ganados's head explodes, there is a potential for a dangerous parasite "los plagas" to extrude from the wound, which can attack from range and generally requires high-powered weaponry (or a flash grenade) in order to kill. with all of this in mind, the core tenets of gameplay consist of keeping leon a comfortable distance from enemies, setting up AoE opportunities when possible, and strategically prioritizing highly-dangerous targets with complementary weapon selections.

that's the "gameplay" in a nutshell. it's a bit like saying super mario bros. 3 is a "game where the player must traverse from platform to platform via jumping, while analyzing the hazard space for the safest path..." blah blah blah. for so many games I feel like you can summarize the core experience with the mechanical interaction description, but when you get to something as unconventionally designed in terms of scenario as re4, it sort of defies being encapsulated by its mechanics. it takes virtually no time for the game to spread its wings, sort of like a biblical angel, literally so complex that it's not completely comprehendable upon first glance. and even this metaphor feels overwrought now that I've written it out because the game is so nonchalant about its own vastness. its almost workmanlike in how stuffed with content it is, treating the abundance of twists and new ideas as simply part of what it takes to put together a AAA.

that comparison with mario 3 wasn't idly tossed in; both games share a need to constantly change the objectives and gimmicks level-by-level, room-by-room. I don't think I can name a single time in re4 where I felt like it reused an idea, or remotely let a concept get stale before the credits rolled. yet the game delicately avoids feeling unfocused at the same time. instead of adding too many ingredients and risking a muddled palette, the designers instead simply rearrange old components in a new way every time you walk through a transition. you don't necessarily need to introduce a new enemy type every five minutes when you can just add switches you need to hit, or hidden doors that flood new enemies in when you hit a certain trigger, or a series of staircases that put leon on his back foot when attempting to attack those at the top, or even wrecking ball controls you need to nurse while facing an onslaught of enemies from all directions. the base gameplay is simplistic enough to apply to virtually any situation you could ever imagine and fun enough to carry whatever you throw at it, so why not throw everything into the pot?

the garradores are a great example of this. the first garrador you meet is fresh enough to stand on its own; you enter its dungeon, grab some key item or flip some switch (honestly can't remember), and attempt to leave, only for it to violently awake and begin chasing you. while its long iron claws make it immensely dangerous, it is blind and thus can only track you by sound. tricking it to getting its claws embedded in a wall or simply sneaking behind it opens up an opportunity to strike its plagas from behind, exposing its weak point and allowing you to dispose of the monster before exiting the dungeon. not long after this it appears for a second time. surely the logical iteration would be simply to add some other enemies into the equation, right? or maybe put it in a room where there are fewer ways to trick it into chasing after noises away from your position?

the game plops you into a cage with the garrador with multiple enemies on the perimeter snarl and take potshots at you, safe behind grates enclosing you in with the murderous creature. attempting to fight back will alert the garrador to your presence, ensuring your swift defeat. there happens to be an door the player can use to exit the cage, but it has a padlock that requires the player shoot it off, again putting the player at risk of the garrador closing in. does the player choose to avoid the attacks from outside the cage, luring the garrador into a spot where the player can take care of them before dealing with the rest? or do they risk leaving the cage with the garrador in immediate pursuit, hoping that the space to maneuver outside makes the encounter easier? one intrepid forum user in a thread I read discussing favorite parts of the game shared their solution: throw a grenade near the door, which instantly disintegrates the padlock, distracts the garrador towards the blast, and allows the player to sneak out and begin taking care with the external opponents. as someone who has always been a bit grenade-shy no matter why game I play, I would've never thought of this (I took the garrador out and ate the external damage before leaving the cage). it's this multiplicity of solutions for any given confrontation that makes the design truly sing.

all of these are strung between simple feel-good classic resi item fetching and some small puzzles here and there that keep the game structured and the locality of each area present in the player's mind. when even with these elements the combat becomes overbearing, the game throws a curveball, letting the player navigate the hedge maze or forcing them to evade the verdugo. that latter boss concept gets repeated later with the U3 without reusing a single lick of content, instead choosing a completely different way to instill the horror of a disgusting entity chasing you. imagine how easy it would've been for them to use multiple elevator-ride fights; the design team threw in a ski-lift section instead. area with ashley operating switches while you provide cover fire? somehow they restricted themselves to only doing it once. which lest I forget, when the game feels like there's not quite enough spice, they'll toss ashley into the equation, who you must escort and protect to avoid an instant game over. somehow they even made this work! the enemies primarily focusing attacks on you and your ability to instantly take care of anyone who attempts to abscond with her in their grasp goes a long way towards making what should be a detestable mechanic overall rather nonintrusive.

unfortunately, with the relative simplicity of the gameplay, bosses tend to be less exciting and more of an afterthought. unload bullets into the boss, run away, reload, rinse and repeat. it doesn't help that virtually every boss is replete with attacks that require dodging via a QTE, which show up far too often in the game in general and jeopardize any real fear or unique qualities for each fight. at worst you can simply use a rocket launcher to instantly kill any boss that is giving you a hard time (I used the free one in the castle on salazar), but overall most of them are more like ammo dumps rather than true tests of skill. on that note, I also can't say I like the regenerators or iron maidens very much. it's a late-game reminder that the genre is technically survival horror, and I think it does a solid job on that note, but hitting the weak spots can be fiddly, especially when they're located on the monster's back like in the first iron maiden fight. for a game that otherwise doesn't really penalize non-optimal shots on regular enemies it's a bit of a nuisance, but I never ran out of ammo regardless and it seems like eventually you will kill one of these enemies with raw damage even if you don't quite hit the final weak spot.

obviously a game this utterly rich with peerless design drew a lot of attention, and like that aforementioned angel, grotesque in its majesty and scope, onlookers and fellow designers created images of it that couldn't capture the vastness of its splendor. more specifically, everyone ran with the novel camera perspective to instead make legions of less-inspired shooters bursting with endless arenas of slight variations on the same theme, with none of the charm or endless inspiration capcom production studio 4 seemed to contain. in hindsight, I don't think resident evil 4 really separates itself all that much from something like gears of war in the sense of carrying a certain level of prestige or dignity. both games simply set out to make great action experiences for those interested. resident evil 4 is humble in its creativity, but frenzied in its drive to never give the player a second of boredom amidst its staggering campaign.

Reviewed on Jul 17, 2022


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