This game should not exist.

It does not feel like there was ever a time before Resident Evil 4, yet it certainly feels like we are all living in its aftermath. To say that this game is "confident" with its design might be the biggest understatement I've ever written. It doesn't feel confident, it feels like concrete rules of game design being rebuilt right in front of you. It takes as many cues from the series' roots with its core gameplay philosophies as it does rail shooters a la House of the Dead with its perpetual forward motion and linear map design; "every room feeling like something new." I've seen this game described as a new age of Resident Evil, a reinvention of the series, ushering in the "action era" of the series, but I think that's selling it short.

Auteur theory is something that I am personally at ends with, as I do think there are creative visionaries who leave a thumbprint on all of their works, but it still feels like I'm drastically reducing the tens, hundreds of people involved in game development to merely support for the big name. That being said, one must be impressed by Shinji Mikami. I can not comprehend practically inventing the survival horror genre with the original Resident Evil, help heighten action games to a new level with Devil May Cry, returning to a classic to iron out the few flaws and give it a good spit shine with REmake, and finally flip the gaming world on its head with Resident Evil 4. With that out of the way, there are some design choices from both REs 1 and 4 that I'd like to highlight: your inventory, and decision making.

When I think of RE1, I'm instantly reminded of the dread it induces with its strangling inventory and how key it is to trim all fat possible and keep only the bare necessities, lest you end up with an essential item left behind due to no free space. In every sense, RE4 manages to keep its iconic inventory management aspect, but only after completely overhauling it into something that has never, and probably will never be outdone. At an entry level, it's simple: rearrange items to fit the space; a Tetris-esque minigame in your downtime. But the more you play, the more your inventory feels like more than just a bag of options, it's a flash reminder of your entire arsenal. As much as I love the 2023 remake's decision to map certain weapons to the D-pad (a very comfortable feature), I find that it takes away from a certain improvisational aspect the game's combat has. You go into a room, you're surrounded by enemies, and after you shoot a few rounds to get the baddies swarming you off, you open your inventory; clarity. You think about how many enemies are in the room, how many shots you've put into them, when your last Merchant visit was, your ammo for all weapons, your grenade count, upcoming sections (if you're a returning player), and so much more, with one button press. And the only reason you have that moment of lucidity is because the game reminds you of your entire catalog, decorated in whatever order you prefer the most. Not only does it allow you to have satisfying click moments of everything fitting into place, but it lets you test your own speed, swapping between grenades, pistols, shotguns within seconds to sweep away enemies. Then, once that room is cleared, you collect all the ammo you've got and run another stocktake, mentally preparing yourself for the next encounter, just one small gear in what makes this game play like clockwork.

Adding onto that, I'd like to cross-reference this excellent review by SimonDedalus, wherein the game asks of you "how do you adapt to it putting you in a cage with Wolverine." It may sound silly on the surface, but the tensest encounters (a great example is the cabin in 2-2) in this game are, in my opinion, its shining moments. Sure, it's fun to pop the heads of enemies from a mile away with your rifle, but being trapped in a room not much bigger than you are and having enemies strapped with maces, cattle prods, crossbows, claw hands, or rocket launchers with nothing but the weapons you have and an ever-evolving game plan in your mind is what separates this game from the Resident Evil entries that would follow it. There's no expression of skill in mindlessly mowing down zombies, which is why this game never offers you that. The infected are tough, and you're doing yourself a disservice by just plugging away at them. Switching your styles and adapting to what the game throws at you will not only keep you well-stocked with ammo, as the "AI director" likes to throw a variety of ammo types at you to balance using guns you like while also keeping your gameplay fresh, but also reward you with a richer, deeper understanding of the game's combat and possibility for what could only be described as "combos" in the RE world.

There's more to talk about, of course, but I really think those two factors hone in what makes this game an immortal entrant into the pantheon of video games. Sure, I could talk about its effortless stylistic switch-ups, or its wonderfully cheesy B-movie charm, or its superbly satisfying and iconic sound design, but those are all just the church built on the proverbial "rock" of masterclass game design.

This is the best game ever made, in fact, I'd like to raise it up a peg: I consider RE4 to be an artistic achievement in humanity's name, and we are lucky to coexist alongside it in time. If you are a game designer, this game should light your head aflame with creativity, and if it doesn't, keep playing until it does. Even if you're not a game designer, the sheer strength and confidence in every aspect this game has should be enough to instill anyone with the faith in themselves they need to create something special of their own. If Shinji Mikami can do it, if Leon S. Kennedy can do it, if Capcom can do it, if Resident Evil can do it, so can you.

Reviewed on Feb 07, 2024


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