Resident Evil 4 (PS5) Review

PS5

A Triumphant Tribute

Resident Evil 4 is a particularly important game to me, as I’m sure it is to many people, so when it was announced that it would be reimagined in a similar style to Capcom’s recently successful remakes I was still hesitant about whether or not the RE4 remake could possibly be as good as the original. Having now played the remake all the way through, this might be one of the best Resident Evil games of this era, especially from a pure gameplay perspective. While it doesn’t have the same tone as the original, this remake serves as a uniquely original approach to the source material that is perfect for new players and veterans of the initial game. 

For those unaware, Resident Evil 4 is a remake of an iconic action horror game of the same name where the seasoned soldier Leon Scott Kennedy is tasked with a mission to save Ashley Graham from the clutches of a parasite-worshipping cult in the Spanish countryside that’s mutated the people and animals there into terrifying monsters that are controlled by a wicked leader named Osmund Saddler. Leon is thrust into a desperate survival situation where he faces everything from giant salamanders to savage chainsaw-wielding sisters to spider-like insects and more nightmarish beings twisted into unnatural shapes by a wicked creature known as the Las Plagas parasite. All the while, agents of the evil Umbrella Corporation move to learn more about the parasite for their own nefarious purposes. What results is an explosive tour-de-force where players take on the role of an action hero and use whatever they can get a hold of to survive, including a spread of impressive military-grade weaponry. 

For me, Resident Evil 4 was a gateway into the world of horror and horror-themed games and media. A friend loaned me a copy of the PS2 release in 2005 and said, “Trust me. You’re going to love this.” From there I spent weeks chipping away at it, taking breaks when I was just too scared to keep playing. Around this time I was afraid of most violent imagery which was a dominant force in the 90s and 2000s. Even daytime television wasn’t safe as ads and trailers constantly showed a little too much of the latest horror films. Yet, the methodical approach to survival, the interesting monsters, and the campy nature of Leon’s mission to save the president’s daughter were so immersive to me as a teen allowing me to power through my fears and discover a game that would go on to be a favorite. I would put in a CD of System of a Down’s Toxicity album to drown out the ambient growls while darting around the sewers and fighting the Verdugo. I still think of Resident Evil anytime I hear a SOAD song from that album. To this day, I prefer my horror games to have enough action for me to fight back from the dangers in the shadows but because of RE4, I was able to play so many games that provided a ton of memorable moments. 

Since falling in love with RE4 on PS2, I have played the game in pretty much every form available including PC, Wii, Switch, and more recently the vastly different approach to the action on Meta Quest 2. Despite the game having a touch of stiffness compared to most games after its release, RE4 is still enjoyable in any form and it’s interesting to see how the game has evolved through different ports and versions. This is why the RE4 remake is such a fascinating release because it does change a lot but manages to create a balance of gameplay improvements and storytelling to make a more cohesive, more scary adventure. 

Taking on a darker, more grounded version of this game’s world, Resident Evil 4 is in that familiar art style we’ve seen since the release of Resident Evil 7 in 2017, utilizing the impressive RE Engine. Monsters are horribly gruesome, full of writhing tentacles, dripping with blood, and twisted in ways that are just unsettling. The game’s environments have been streamlined, including new areas and paths that keep veteran players on their toes and I believe that the adventure flows much better now. A few areas are revisited with the ability to open locks for treasures, rewarding those who take the time to comb over the game and through new set pieces. 

The prime example of this is the game’s village square, an extremely memorable level in the original that now features just a bit more excitement. For example, the path leading up to the square is more harrowing and prepares players for a more horror oriented-experience. This is strongly felt through the game’s approach to darkness, something that RE2 utilized brilliantly and carries over to RE4 beautifully. Some areas are so dark that Leon takes out his flashlight, an automated action in the game and there’s enough of a delay that I wish there was a manual input to turn on the flashlight. Despite this feeling wonky when trying to play the game fast (a series staple that is heavily encouraged through unlockables) these dark sections ramp up the tension in palpable ways that immediately make the game more frightening. Eventually, Leon returns to the square only to find the path blocked by an exploding tower, which leads to needing to navigate a pitch-black underground tunnel. This feels similar to the shifting nature of the village square in Resident Evil Village which I felt was more of an homage to RE4 and both games share similar design philosophies beyond that. 

There’s another moment when Leon is faced with Bitores Méndez, a towering force that is wholly committed to the cult leader Saddler (who feels like an ever-present threat throughout the game this time around) while looking for the key to the town hall. This is found in Méndez’s bedroom which features texts that give the character more depth but what’s particularly fascinating here is that Leon can find a hidden ladder that can only be reached once he returns with Ashley to boost her up.

Once in the attic, there are plenty of additional documents that show the tragic takeover of Saddler and the horrific influence the Las Plagas parasite has had on these people. Of course, there are also treasures in the attic but there are several instances like this in this remake that creates a more cohesive timeline around the events in the story, even the ones not seen in the game, enriching everything from the game’s plot to the creatures that lurk in its shadows. 

I always find myself intrigued by the monster designs in these games but while playing RE4 I kept finding ways to take a moment to explore the visuals through the game’s photo mode. It’s a simple application compared to some of the best ones we’ve seen in AAA games but being able to pause the action and take a snapshot of a giant throwing a tree or a wolf mid-jump was super fun to mess with. I think in-game photography is fascinating and I can’t wait to see what sort of images people capture. There are plenty of visually-striking moments that inspire and there are lots of graphics options for those that enjoy getting a particular look out of their games. On the standard settings in HDR on PS5 the game looks great but there are other RE titles released previously that look better. It’s not quite the next-gen leap from Capcom we’re still waiting for on the newest consoles but it is a striking game that serves the gameplay well enough. 

Another way the game keeps players keenly aware of their environment is through the multiple tasks issued by the Merchant. For starters, there are more blue medallion missions that have players seeking out blue coins to break. Other missions include hunting rats in tight spaces or facing off more powerful versions of enemies such as a golden knight or a particularly large Colmillos, the mutated wolves. Rather than finding random gems strewn throughout ceilings, players are given spinels through these side quests which unlock useful items such as treasure maps, weapons, and cases that change the game’s spawn rates of items. The addition of different case types and key chains won through the shooting gallery minigame enables players to command the game’s random elements to be more in line with their playstyle, something that is immeasurably helpful for multiple playthroughs. 

As someone who considers themselves more of an explorer when gaming, Resident Evil 4 felt rewarding to me, and my curiosity was acknowledged frequently. Even the game’s sound design leans into this as using a good pair of headphones will often clue in players to the hidden Clockwork Castellan collectibles which clink and clank softly but in a way that’s fun to pinpoint through smart 3D audio design. I mostly utilized the official Sony Pulse 3D headset while playing which sounds pretty good but is probably outclassed by other sound options. 

Just as in the original game, there are many secrets and complex mechanics to uncover in Resident Evil 4 that are fun to discover and master. This encourages multiple playthroughs and invites players to experiment in a way that not many other games do successfully. 

For example, there are certain weaknesses that can be exploited. One of the easiest ones to discover is that flash grenades will take down enemies with a Plagas attached, so if Leon finds himself surrounded by creepy crawlies he can easily make some space and save ammo by tossing down a flash grenade. To further balance the game, the crafting system found in the recent titles returns, allowing for one to make deliberate choices in their ammo, further allowing players to adapt to situations in their own ways. It was also interesting to see how the game’s melee attacks have changed, even if slightly. Crippling an enemy and attacking from behind still allows for that satisfying, over-the-top suplex but now Leon could opt for a knife stab or take out foes that are bugging out. Knives have also been changed in that there are multiple types, they now have limited uses and can break, and they can be upgraded directly. 

Truthfully, the knife combat is what has changed the most in Resident Evil 4. Leon can now slash or aim quick stabs but where the true potential of blades lies is in the game’s parry system. So many attacks can be parried and the game will often create scenarios where Leon must parry multiple times to gain an advantage. This is most evident in the fights with the super soldier Krauser, who no longer is bested through quick-time events, but can now be tackled through careful defensive parries and holding one’s ground with the knife. This fight in particular is one of the most exciting moments and mastering the knife for this clash of ideals makes for a scene that feels like an overly dramatic action movie in the best way. Leon can also use stealth to sneak around enemies or take them down with the knife but I do wish that more of the game could be approached in this fashion as there are just too many enemies around most areas. That said, it might be possible to play most of the game stealthily but it did bring back a thought that I should revisit Evil Within 2, a game that also features a similar feeling sneak-and-stab set of mechanics. 

Another area I particularly enjoyed is the game’s item management and the way resources are spread out. This balance was damn near perfect in the original thanks to an adaptive difficulty (which is seemingly implemented in the original as well) and it is improved further in the remake with additional ways to earn items and provide opportunities for decision-driven gameplay. The aforementioned cases and keychains made more of an impact after my first playthrough but having them there could create unique paths through Leon’s adventure. I especially love the physicality of each item, manipulating objects for puzzles, and upgrading weapons. Even more interesting, only core items like weapons, mods, and only first aid sprays can be stored, meaning one cannot stockpile ammo or herbs. Furthermore, treasures have more options as many can be fitted with gems, and using the same color of gem can make the item sell for more. This, in turn, leads to dynamic interactions with how one upgrades their gear as anything involving money is a conscious choice that dictates the combat’s overall feel. 

There are so many weapons to utilize in Resident Evil 4 and it’s so cool that each weapon is viable for different reasons. I did have the most difficulty with the Bowgun which enables one to reuse ammo, shoot silently, and throw down mines but even it can be useful in the right hands. One of my favorite changes was the mechanics altered for the game’s rifles, something I rarely used in the original but in the remake there are iron sights that are seen in first-person, giving me a mid-range way to accurately deal with enemies. As for pistols, this time around I stuck with the Punisher, which is handy for dealing with shield-baring cultists and penetrating lines of enemies, but I do look forward to upgrading the guns I didn’t use on subsequent playthroughs. 

There are a few areas that could be improved, despite how much I adore this remake. For one, Leon and Ashley have a tendency to breathe really loudly and heavily while running around to the point that it’s pretty annoying. I also had a tough time getting through the catapult section when first entering the castle; Ashley can be trapped in a loop of getting hit by these flaming projectiles that should’ve been patched out before release. I also don’t find the visuals to have the same fidelity as Resident Evil Village and the rain didn’t look as realistic as it did in Resident Evil 2; this was likely spurred on by needing to compromise the finer details in favor of the faster pace of the action but it is noticeable when playing these games alongside each other. I also wish that there was just a bit more variety in the side quests as there are only so many times I can shoot rats or snakes, though I did appreciate that they were sometimes hard to spot. 

There were also a few moments in the original that were just way scarier in their execution and timing that were lessened in the remake. The wolves, in particular, are less like natural animals and more monstrous which weakens the surprise of them being close to actual animals but housing a gross monster. The original wolves rode the line of that primordial perception of how things should be, perfectly shattering one’s expectations for heightened fear. The wolves also appear earlier in the remake, meaning that the terrifying moment on the return trip to the church is just not as scary. However, the horror is stronger in far more other elements and scenes, so it balances out. Ultimately, it was awesome to see familiar foes get new designs and ways to interact with them.  

One of the starkest differences aside from the combat is the fact that characters are given more personality in some ways but most lose out on the campy nature associated with the original script. This time around, characters like the Merchant feel more humorous while Luis is given more sympathy and a more complete character arc. Ashley sees tremendous growth, going from a victim of capture to someone who puts others above herself. Leon even gets moments where he moves ahead of his tragic past and merciless training, putting those demons to rest in his clash with Krauser, a seeker of power through any means necessary. We even get more motivations from the rogue’s gallery of villains, such as Méndez and the history behind the loyal Verdugo. 

It was interesting to find throughlines in documents but I did hope to see some sort of direct connection to the greater story being told through RE7 and RE8, especially considering the themes at work in RE8. There are details that can be drawn to the other titles and even the other remakes but where RE4 spends much of its storytelling efforts is expanding the narrative surrounding this community and how the introduction of the Las Plagas warped it. There’s a palpable history in this game that is appreciated and interesting to dissect but I’m ready for some sort of grand narrative that ties all of these games together. It might take a remake of the first Resident Evil and maybe another look at key moments in the broken overarching narrative of the series but I hope that Capcom has a goal in mind with their story and that we eventually get to see that come to fruition in a meaningful way. Either way, the general tone of modern Resident Evil is interesting and far more consistent than the initial titles. 

Really, the only loss compared to the original characters and story is that Leon does feel more somber, which makes sense given his PTSD of surviving Raccoon City during the events of Resident Evil 2 but one could argue that he used humor and one-liners to cope. There are some cheesy moments in the remake but there does feel like an overall lower comedy to the absurdity of Resident Evil as a franchise that the original game had in spades. Unfortunately, Ada Wong just doesn’t feel as interesting in the remake of RE4 as she did in the original game or her mysterious stance in the remake of Resident Evil 2. She is still the sexy agent in the shadows but her lines just didn’t give her as much as the other characters. It felt like her dialogue was recorded hastily or in a different recording environment but this could easily be patched up. Hopefully, Ada’s character is explored more in the likely upcoming release of The Separate Ways chapter which showed what actions she took in key moments in the game’s original order of events. 

Maybe this is why I am so deeply fond of the PS2 version of Resident Evil 4, it was packed full of extra missions and additional content. At launch, the remake Resident Evil 4 had plenty of reasons to replay the game, lots of challenges to check off, trophies/achievements, speedrun rewards, and more but it did lack The Mercenaries, the arcade-like time attack mode which has since been added. Playing as Krauser and Hunk feels awesome in this minigame but I wish there was a way to keep playing as these characters outside of the time attack-style gameplay. 

Sadly, Capcom buried an aspect of this remake until after most reviews were published and the public was already able to purchase the game. Alongside The Mercenaries, Capcom added in a dizzying amount of microtransactions that allow players to gain more upgrade tickets for a significant advantage that has the potential to save players countless hours because these tickets are expensive at the Merchant’s stand. This sort of publisher behavior was loathed when Activision Blizzard did something similarly vile with Crash Team Racing Nitro-Fueled and the practice is equally as despicable in Resident Evil 4

While these sorts of dubious transactions have failed to manipulate me personally over the years, there are countless others that this type of marketing preys upon in ways that are psychologically dangerous, ruining lives through financial manipulation. These particular purchases are not nearly as addictive as what’s found in Overwatch or FIFA but the fact that they were added in after reviews and pertain mostly to the main game, it’s clear that Capcom made the choice to hold this content back. Had these microtransactions been available at launch or during the review period before launch, I know many writers would have made a point to highlight them being there at the very least. This is the wrong way to go about this and Capcom should be ashamed of it. 

That said, I do look forward to additional scenarios being added to Resident Evil 4 and the game is so enjoyable to me that I will likely be playing this version for many years to come. I do hope that there’s a batch of DLC that has new scenes that weren’t in the original but ultimately this release is another fantastic addition to a string of hits in the Resident Evil franchise, making now one of the best times in the series’ history to play these games. Most of the series is available on multiple platforms with several ways to play, including VR and there is an upcoming PSVR2 version of RE4 that I have to check out when it’s made available. I’ve also played a few hours of the RE4 remake on PC and Steam Deck and found both to be enjoyable, though one does have to make a lot of visual compromises to play comparably on Steam Deck. Although, most of the previous RE games work fantastically on the Steam Deck and there for a while, I preferred to play the modern entries on PC for mouse and keyboard gameplay. Either way, I’m generally impressed by just how many of these games are available on modern platforms, making it fun to explore the series in different ways. 

Resident Evil as a franchise is timeless and RE4 was one of the most timeless titles in an otherwise impressive library of survival horror experiences. The remake of Resident Evil 4 updates the combat to be more layered than ever before, keeping the action game roots, while making the game’s world more menacing and streamlined without compromising the scope of the original game. Resident Evil 4 is a must-play title of this generation and it’s a game that will likely have a lasting appeal and a measurable impact on games to come. 

SCORES

GAMEPLAY - 9/10

VISUALS - 8.5/10

SOUND - 9/10

CONTROLS - 9.5/10

REPLAY VALUE - 9/10

OVERALL - 9/10

Learn more about Resident Evil 4 on the official website; the game is available on PS5, PS4, Steam, and Xbox Series X|S. Screenshots were captured using native features of the PS5. A digital copy of the PS5 version was purchased but a PC copy was provided for further consideration. 

Alex McCumbers

Twitter: @ACMcCumbers

Alex has been steadily shaping his writing, networking, and production skills for over a decade. He got into games journalism to keep his writing skills and habits in check as he has always wanted to create a novel or write a game's narrative. Sites that have published his work include Giga Geek Magazine, Marooners' Rock, Twin Galaxies, and Popular Mechanics. Several guest pieces have been uploaded on other sites. His work has also been physically published in both volumes of the SNES Omnibus where he contributed essays on several games. He grew up in rural West Virginia, surrounded by Appalachian music and culture.

Forever Classic was the branding that was invented during a faithful summer where he became absolutely fascinated by the world of Let's Play videos and video essays on YouTube. The Forever Classic brand name has always been at the back of his mind, tying it to projects here and there, but this website will be able to collect all of those efforts into a single place as Forever Classic Games LLC. 

"Welcome to Forever Classic Games, I'm Alex McCumbers."

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