Resident Evil 4 has an exquisite action core but, outside of that, jettisons much of what made the original so good without having any idea of what to replace it with.
Much like Leon S. Kennedy, Capcom was not in for an easy ride with this one. There are great games and then there are the classics, games so forward-thinking and complete that they shape entire corners of our industry. In Resident Evil 4's case, every third-person game since has worn its love for Capcom's masterpiece on their over-the-shoulder sleeves: Everything from Gears of War to Dead Space to The Last of Us runs because Capcom showed them all how to walk.
And it will do it to you again, and again. The original's death animations for Leon were another standout feature and you can sense the animation team here wanted to out-do daddy, and has produced some of the grisliest, grimmest and sometimes amusing deaths you'll ever watch.
The moment-to-moment combat is as good as Resident Evil has ever been, and that's saying something: That shout of"Un forastero!" still sends chills down my spine every time. The remake also initially stays relatively true to the original game's outstanding structure and pacing, but once you're out of the village things change and not for the better.
Memories are obviously hazy things, but the castle always seemed to me a gigantic playground, filled with back-and-forth warrens and secrets to be uncovered. Here it feels like something designed by Naughty Dog, opulent and gorgeous and fun to walk through, but always with a very obvious big finger pointing out where to go next. I'm not saying the original game was some expansive freeform epic, because it wasn't. It was every bit as linear as this.
And yet… that core remains so strong, so vital, and the old rhythms beat beneath it. My delight at acquiring the Red9 pistol made me feel 20 years younger, and the upgrade path had that familiar pattern of gradually turning an unwieldy, bucking peashooter into the hand cannon of every secret agent's dreams.
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