4 stars (Way to go Capcom!) - This review is going to be a bit different than perhaps what you'd expect, especially from me. I'd like to analyze Capcom's strategy here for a moment, as my feelings about this version parallel the GCN version quite closely... but before I do that I would like to congratulate them on making this game as close to the original as they did. It may not look quite as good as the GameCube version, but its close enough that most people may not notice a difference without having it pointed out, and being that the PS2 is a technologically weaker system than the GameCube pulling this off must have been a nightmare, especially in only nine months. Ironically Capcom corporate ordered Production Studio 4 to port this over. It was not something series creator Shinji Mikami wanted done. He made very clear that Nintendo was his system of choice when he declared that he would rather cut his own head off than port the game to another console. Once more the corporation trumps the desires of the artist, much to the delight of PS2 owners everywhere... who incidentally aren't buying this port. The GCN version was expected to sell over a million copies, and during it's first three months it seemed that it would, but then something unexpected happened. Though the game debuted at # in January 1 on the sales chart and stayed there until the middle of March Capcom's premature announcement of a PS2 version with added content shot the sales of the game in the foot. Capcom's idea was "despite what our artists want we can make more money on the PS2". A Capcom representative posted in a blog I read that "Capcom has had enough of loosing money on Nintendo" and so the game came out to PS2... only to debut at #3, and to slip to # 4 in its sales. Why? Has the PS2 lost it's love for Resident Evil? Probably not, but let's examine the strategy. 1. Announce the game as an exclusive for a platform capable of realizing the artistic vision of the director. 2. Force said director to port it over to a system he is well known to hate, and force him to add additional content against his will. 3. Announce that a "better" version will hit said weaker system later on. 4. Be perplexed that people are now going to hold off on the purchase of said game until the "better" version comes out. 5. Launch the "better" version on a dying, weaker system just before the launch of a super powerful new Xbox 360, as well as an onslaught of highly anticipated new titles for Xbox and PS2. 6. Be surprised that the game isn't having strong sales... Let's take a look at what Capcom did wrong, shall we? 1. Never announce a directors cut 2 months in advance of the release of the original game. 2. Never launch said directors cut on a competing system without offering the original system and it's fans an alternative with the same features. 3. Never launch a port of an "older" game against the launch of a shiny new more powerful console. 4. Wouldn't have made more sense to have ported this to XBox 360, or even PS3 with improved the graphics, and sound, and then put in all the additional content on a version that could be universally improved? I imagine, were that done, and if the game were announced, say 5 months after the game debuted on the GCN, then perhaps Capcom could have the blockbuster hit that this gem of a game deserves to be for multiple platforms. Regardless, I am highly impressed that the PS2 version looks as good as it does, I must confess I was skeptical of the system's ability to handle it, and while there is more aliasing, weaker, muddier textures, fewer polygons, cut scenes that have been converted to FMV rather than running off the game's engine, poorer lighting effects, and fewer particle effects the game absolutely still holds up the to GCN version, as these minor details are indeed minor differences, and the PS2 version offers a true Wide screen mode (removed from the GCN version at the last second so that it could be a PS2 exclusive feature). Thankfully the GCN version does still offer progressive scan mode, and if your TV can zoom in while in progressive scan you won't notice any disadvantages compared to the PS2 version. Additionally I have the old PS2, the original unit that does not do either wide screen or progressive scan, so the PS2 "upgrades" do me no good. In closing great job on the port Capcom! Awesome job! Nevertheless, I do feel ripped off not having Separate Ways for my GameCube, and I am perplexed as to why PS2 would receive the port and not the more logical choice of having a fully and truly enhanced experience in a "directors cut" launching with the Xbox 360 rather than on a dying platform.
4 stars (Spellbinding, strong contender for BEST EVER PS2 game) - Resident Evil 4, to keep the synopsis short and sweet, follows the exploits of Leon S. Kennedy, the rookie cop from the still-brilliant sequel Resident Evil 2, as he touches down in rural Spain, to rescue the President's daughter from an as-yet unknown group of kidnappers.
And really, since the game pitches you headlong into some of the best and most rewarding plot-driven action moments I've ever been lucky enough to experience in a video game, there's very little need for me to elaborate. That, and the fact that I hate spoilers! Trust a man who's been a confirmed games player for sixteen years: this is a great *expletive* game.
GRAPHICS: So what if the X-Box original version of this game has better graphics? I challenge all but the most superficial kind of player (you know, the kind that's happy with endless driving and fighting game sequels) to be anything but delighted when they see what magical Capcom has managed to do with the six-year old techology behind the PS2. The overall visual theme (washed-out colours, smooth animations, excellent lighting) is very reminiscent of that king-of-atmospheric-games, Silent Hill 2, and the character and enemy animations are first-rate. Enemy design, from the lowliest (villagers, crows) to the more impressive boss battles (the first and second bosses are actually jaw-dropping) is worthy of awards, and the whole visual feel of Resi 4 is one of supreme mastery and undeniable creepiness.
SOUND: Voice acting's pretty damn great - in a nice change for a Resi game - and the music is excellent. Finally, here's a Capcom survival horror with real aural punch and muscle. The characters seem more real and their situation seem all the more immediate and tense because of the obvious lengths the sound designers have gone to to bring a deeper sense of the game's experience to us.
PLAYABILITY: Here's the real jewel in the crown: Resident Evil 4 is one of the most intuitive and playable games I've ever had. The controls are smooth and familiar to any fan of Survival Horror, and introduce some almost Metal Gear Solid-esque elements to the playing field. Dodging, shooting, and moving about are a joy to experience because of the lack of sluggishness that seems to plague even the most highly-regarded of the survival horror genre - remember how frustrating the speed of characters was in the Fatal Frame and earlier Resi games was? All gone!
The learning curve is a little steeper than normal, perhaps, but in a game of this nature, where the storyline is all about being flung into unreasonable situations with a sense of no-way-out, this actually helps things along.
LASTIBILITY: This is, as with all survival horror games, not a terribly long trip. Don't misunderstand, it's 15+ hours on the first play through, but because it's such an amazing experience, you want more. Capcom (I love you!) has tried to alleviate this with some all-new PS2 extra bells and whistles, plus an all-new side-quest starring... ...someone :-), so it's not too disappointing when the credits roll for the first time.
But trust me, this is a game you'll come back to for both the storyline and the blissful playing experience again and again.
OVERALL: A mighty game; if this is where the Survival Horror genre is going then sign me up for life. That all Software Houses would put such a creative effort into their releases! Resident Evil 4 is deserving of all the praise it gets, and we should feel very thankful that Capcom is around to draw that praise out of us. It's not so much scary as it is jumpy, like an action game with some beautifully-directed moments of tension and fear, and it is so, so much fun to play.
Recommended for immediate purchase! 5 stars (VAST improvement over Resident Evil: Outbreak) - I am a long-time fan of the Resident Evil series. I have not been disappointed until the Resident Evil: Outbreak. Resident Evil: Outbreak was very difficult to play and you could not kill the zombies.
Capcom has redeemed themselves with Resident Evil 4. They have added a fantastic way to tune up your weapons, increasing the load time, capacity and ability to inflict damage to enemies. There are more save points and places to buy weapons and restore health. The graphics and fluid of motion and playability of the game are excellent.
My only complaint is that it is not long enough! More, more, more like this one, Capcom!! |