A Formal Apology For My Resident Evil 4 (2005) Opinions

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The Wii version of RE4 is the best, because it used wiimote aiming. This means that every gun shoots exactly where you aim the cursor, and therefore the TMP is now the best gun in the game because you don’t even need to use the stock and it still has 100% accuracy.
 
my favorite game is the one where you sneak into the person's home under false pretenses of becoming their "pet" only to infest them with a highly intelligent and mind-altering colony of extraterrestrial amoaeboids for the purposes of an eventual takeover of the entire population. I can't remember what it was called though

edit: Never mind, that game was just called "real life" and it is what cats do to human beings every single day that passes on planet earth
 
I think it does kinda suck unless you're playing the Wii version. The GC one is too hard otherwise, which wouldn't have been an issue if you could move and aim, but just having faster, more accurate aiming via Wiimote is sufficient.
this was true up until they made the vr version which is the immersion that the wii edition wanted to do
i will die on the hill that the most gimmicky retard version of the game that is for some reason exlusive on fucking oculus quest (mobile shitware vr) is the definitive way to play it
second best option is the gamecube edition on emulator with controller, get good or kill yourself.
 
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re4.jpg
No problem bro, have this herbal joint.
 
RE4 is the greatest game of all time by a hefty margin in my opinion. Basically perfect, Dead Space 2 was the only thing that ever truly came close to it. For the people who hate tank controls you'll probably like DS2

Dead Space was also good but DS2 was a massive improvement. What I've played of Dead Space Remake was also good and I'd recommend it over the original, at least on PC, because the original is unplayable due to technical issues

I do want to apologize to RE5 for my seething tardrage over it not being Resident Evil 4+. Hated it at launch but went back to it a while later and... It's ok I guess. If I never play it again I'll be alright but if I had a friend who wanted to try it I'd be down for another run
 
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this was true up until they made the vr version which is the immersion that the wii edition wanted to do
i will die on the hill that the most gimmicky retard version of the game that is for some reason exlusive on fucking oculus quest (mobile shitware vr) is the definitive way to play it
second best option is the gamecube edition on emulator with controller, get good or kill yourself.
Cucked censored RE4 lol. Weird it's exclusive to Oculus though, I wonder why.

before i decide how bad of an opinion this is, i would like to inquire about your opinion of tank controls
Tank controls are good, but I don't think that should stop you from strafing when aiming.
 
Cucked censored RE4 lol.
Your thinking of the re4 remake, the oculus re4 is just the original game but ported to vr
only thing i noticed that was censored is that your hands dissapear if you try to touch ashley (probably because the indian developers at meta were trying to grope her during testing)
the cucks at meta didnt even take out the popstar ashley skin that you unlock after beating the game which i assumed they would
unless i missed something its just a direct port of re4 that adds vr
 
Tank controls are good, but I don't think that should stop you from strafing when aiming.
hmmm, i guess you get a pass on having a completely bad opinion. but here's why you shouldn't be able to strafe in Resident Evil 4

RE4 is a horror game. it's the job of a horror game to take away options that make you feel powerful. you're supposed to feel uncomfortable and constrained while solving problems because that's what gives the game its horror element. just like game designers need to prevent players from optimizing the fun out of certain types of games, in RE4's jump to full 3D they needed to find ways to prevent players from optimizing the horror out of their game

if you were able to move while aiming, or strafe while aiming, or have a reticle when not aiming, or any of the other things people wished that would make the game easier, there would be almost no horror. taking strafing pot shots or kiting enemies would be a breeze and they would be annoying bullet sponges instead of stalking monsters that can really hurt you

with the design decision to not let players move while aiming, the developers were able to have the game be a naturally flowing set of tense moments where the monster slowly approaches you while you fumble around trying to make accurate shots with a dwindling amount of ammo. that kind of moment is what horror games are made for and RE4's design team was able to make their entire game that moment, where plenty of other horror games might only have a few moments of that, if they're lucky

if you could move in RE4 while aiming the game would have been been known as a pretty solid action game with Resident Evil branding, but not as the survival horror masterpiece that still holds up today
 
Watching speedruns is risky business. Take your time with games. Speedrunning increases your chance of trooning out.
That's true, but I find them very useful when it comes to doing max difficulty playthroughs, because I can copy strategies to get through annoying sections with less trouble (or skip them entirely if you're willing to exploit glitches).
What I've played of Dead Space Remake was also good and I'd recommend it over the original, at least on PC, because the original is unplayable due to technical issues
What technical issues? I can play through original DS fine on Steam on my PC, the only issue is if you don't disable v-sync then the zero gravity sections will randomly kill you for no reason.
Weird it's exclusive to Oculus though, I wonder why.
Money, would be my guess. I'm sure it'll eventually come to other VR platforms, and Shinji Mikami will have to cut his head off again.
 
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Your thinking of the re4 remake, the oculus re4 is just the original game but ported to vr
only thing i noticed that was censored is that your hands dissapear if you try to touch ashley (probably because the indian developers at meta were trying to grope her during testing)
the cucks at meta didnt even take out the popstar ashley skin that you unlock after beating the game which i assumed they would
unless i missed something its just a direct port of re4 that adds vr
I read if you try to look up her skirt like in GC it doesn't let you. It's a minor issue but still.

I didn't know about a popstar outfit, that's neat.

hmmm, i guess you get a pass on having a completely bad opinion. but here's why you shouldn't be able to strafe in Resident Evil 4

RE4 is a horror game. it's the job of a horror game to take away options that make you feel powerful. you're supposed to feel uncomfortable and constrained while solving problems because that's what gives the game its horror element. just like game designers need to prevent players from optimizing the fun out of certain types of games, in RE4's jump to full 3D they needed to find ways to prevent players from optimizing the horror out of their game
I agree but the way to do that isn't to encumber or limit your options, it'd be better to let you have full control but make the enemies harder or something. Limited or bad controls is almost always a bad crutch to lean on.

I think about it like Mario vs Castlevania. Yeah, CV would be too easy if you had the better character control of Mario, but only if you transplanted Mario into CV without changing a single thing to account for the player's options.

if you were able to move while aiming, or strafe while aiming, or have a reticle when not aiming, or any of the other things people wished that would make the game easier, there would be almost no horror. taking strafing pot shots or kiting enemies would be a breeze and they would be annoying bullet sponges instead of stalking monsters that can really hurt you
Just like with the above Mario example, yes, if they increased Leon's abilities but not the enemies', sure, but just...don't do that. Account for the strafing, simple as.

with the design decision to not let players move while aiming, the developers were able to have the game be a naturally flowing set of tense moments where the monster slowly approaches you while you fumble around trying to make accurate shots with a dwindling amount of ammo. that kind of moment is what horror games are made for and RE4's design team was able to make their entire game that moment, where plenty of other horror games might only have a few moments of that, if they're lucky
But you can't watch your back and sides, so you have to always assume you're being crept up on and dispose of the enemy swiftly to check, and if you can't (if it's even possible, maybe you gotta just disable them momentarily and do a 180 to check) you receive a cheap hit.

That's not fun, and it's a problem borne of the camera style in RE4, which is why I much prefer games with a camera like Mario 64. not mechanically but in terms of position, its angle is good. You see everything you need to, and no, I don't think that'd necessarily nerf the horror because you can work around that. Ironically, Mario kinda proves this because of that piano jumpscare that scarred many kids back in the day. I think that room had a fixed camera though, but I also like fixed cameras, and I think that have their place in gaming.

Tldr; get the camera out of my fucking spine and show me my surroundings (for the most part; you can still hide things around corners and stuff, even old REs did so, often well).

if you could move in RE4 while aiming the game would have been been known as a pretty solid action game with Resident Evil branding, but not as the survival horror masterpiece that still holds up today
I'd just be repeating the same points I went over to address this, but I'll say RE4 wasn't bad, not even the GC version, I just think it is bad compared to the Wii version, I should've been more clear about that.

Money, would be my guess. I'm sure it'll eventually come to other VR platforms, and Shinji Mikami will have to cut his head off again.
I hope so, I wanna try it.
 
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What technical issues? I can play through original DS fine on Steam on my PC, the only issue is if you don't disable v-sync then the zero gravity sections will randomly kill you for no reason.
If you disable vsync you hit invisible walls that hardlock progression because the scripted events that disable the walls won't trigger and once it hasn't triggered there's no way to re-trigger outside of reloading an earlier save and doing it again with vsync enabled

There's one less than 10 minutes into the game so I'm not sure how you got past it if you had vsync disabled, you might have had in-game vsync disabled but driver level vsync enabled, that was what I did when I was trying to play it but I had other problems as well that just made me give up on the whole thing

The physics, (mouse) aiming, and QTEs also all scale with framerate, with mouse input being completely unresponsive with the default 30fps vsync enabled, I'm talking like having to pick up and drag my mouse all the way across my (admittedly small) mouse pad 10-12 times to turn 180 degrees. It's twice as good at 60fps via driver level vsync but dragging my mouse 5-6 times isn't meaningfully better than 10-12, I'm not going to put up with either. At 120 it's almost doable but then QTEs are 4x as hard as they're supposed to be and, while the physics don't yet go full retard at that point, I could definitely see the potential issue of possibly clipping a battery through a wall or something similar to that since the batteries would probably be big enough to catch themselves partway through the wall and eject back

If you want to see some amusing physics watch the opening cutscene with no framerate cap. I had a high end 600 series card and ivy bridge CPU back in the day and hit over 600 FPS in that game, at least during that section, I can only imagine how ludicrous it gets on modern hardware

There might be different versions, I heard the recent Gamepass version had some fixes thanks to Microsoft and was playable but I have the remake already which I would still consider to be superior even outside of the technical issues, as long as it doesn't have stupid changes later on

My copy is on Origin (if that's still a thing, I heard there's a new EA launcher for their new games)
 
There's one less than 10 minutes into the game so I'm not sure how you got past it if you had vsync disabled
I didn't disable v-sync until the outside section that takes you to the turret, so that's probably why. My PC is also pretty old by now so I might just be lucky with hardware. I did have similar problems playing Bayonetta on Steam where I couldn't parry enemies properly until I disabled v-sync.
I forgive you only when you beat the game on Professional on a fresh save.
Not a chance, I am at a stage in my life where I just want to have fun with games. Plus I never want to do the Krauser fights again on any difficulty.
 
Your thinking of the re4 remake, the oculus re4 is just the original game but ported to vr
only thing i noticed that was censored is that your hands dissapear if you try to touch ashley (probably because the indian developers at meta were trying to grope her during testing)
the cucks at meta didnt even take out the popstar ashley skin that you unlock after beating the game which i assumed they would
unless i missed something its just a direct port of re4 that adds vr
Aside from what the other guy already said, they also removed the "ballistics" line that was said by Luis about Ashley.
 
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hmmm, i guess you get a pass on having a completely bad opinion. but here's why you shouldn't be able to strafe in Resident Evil 4

RE4 is a horror game. it's the job of a horror game to take away options that make you feel powerful. you're supposed to feel uncomfortable and constrained while solving problems because that's what gives the game its horror element. just like game designers need to prevent players from optimizing the fun out of certain types of games, in RE4's jump to full 3D they needed to find ways to prevent players from optimizing the horror out of their game

if you were able to move while aiming, or strafe while aiming, or have a reticle when not aiming, or any of the other things people wished that would make the game easier, there would be almost no horror. taking strafing pot shots or kiting enemies would be a breeze and they would be annoying bullet sponges instead of stalking monsters that can really hurt you

with the design decision to not let players move while aiming, the developers were able to have the game be a naturally flowing set of tense moments where the monster slowly approaches you while you fumble around trying to make accurate shots with a dwindling amount of ammo. that kind of moment is what horror games are made for and RE4's design team was able to make their entire game that moment, where plenty of other horror games might only have a few moments of that, if they're lucky

if you could move in RE4 while aiming the game would have been been known as a pretty solid action game with Resident Evil branding, but not as the survival horror masterpiece that still holds up today
One additional point I'd love to add to this that I think was brilliant on the design side was the difficulty.

On normal difficulty the difficulty is on a slider that is always increasing if you're playing well. Enemies will be more aggressive, they'll be more accurate if you have too many healing items, they'll have more hitpoints if you have too much ammo. The game doesn't tell you it's doing this. You can't change it in the gamecube version at least. It's one more thing out of your control and you don't even know it exists (unless you know it exists). If you take a hit it lowers the difficulty a bit, if you die it lowers it by a bit more. But it doesn't tell you that either.

If you're not aware this is going on you think it's going to be just as difficult as it was a minute ago when you failed, leading you to think you're going to fail again, but this time you triumph! You didn't go into the menu and change the difficulty to easy, the enemies didn't instantly become retarded with armor made of tissue paper, the game just gave you a little nudge and then sent you onto the next amazing setpiece to have more spoopy, cheesy, challenging-but-not-too-challenging fun.

It truly is a masterpiece of design

Professional just locks the slider at max and, I believe, increases the HP cap that enemies can spawn with (health is always somewhat random even on normal so that you can't just say 'Pitchfork Ganado takes two headshots and a knife to kill', that uncertainty is certainly intentional) though their health still responds to how much ammo you have available

I had already beaten it dozens if not a hundred times on Professional on the GameCube version before Easy was ever available so I'm not sure what that does, I'd assume just locking the slider at the minimum
 
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