Follow TV Tropes

Following

History YMMV / ResidentEvil4

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SignatureScene:
** The first brawl against the villagers, being the moment where the new formula is first put into effect, followed by the villagers being called away and Leon quipping that they were called away to bingo quickly became one of the most iconic scenes in the game for showing that while the gameplay is gonna be very different, the writing was gonna remain campy.
** Lion getting decapitated if you’re caught by the chainsaw wielding mook in the village brawl is one of the most infamous death animations in the series.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The game's control scheme, and whether it has aged well, has also become somewhat divisive. Detractors argue that certain elements of the game's controls, such as the TankControls and strict enforcement of DoNotRunWithAGun are archaic compared to more modern and/or conventional shooter control schemes that allow for strafing and moving while aiming. Others appreciate the controls for giving the game its own unique feel, and are more grounded and realistic compared to other shooters that allow the player to [[RoadRunnerPC move unrealistically fast]] without sacrificing accuracy, and argue that the gameplay is balanced around the controls.

Added: 946

Changed: 1084

Is there an issue? Send a MessageReason:
Alphabetization.


* FranchiseOriginalSin: ''[=RE4=]'' was met with commercial and critical acclaim for being an ActionizedSequel that still had enough horror elements to stay true to the genre. Nearly every other SurvivalHorror game (including its sequels) [[FollowTheLeader tried to follow suit]], upping the action further in response to the more mainstream popularity of FPS and other shooters. This is viewed as an AudienceAlienatingEra for the genre, where it neglected the horror aspect and became indistinguishable from any other action game, because they lacked the action-horror balance that let ''[=RE4=]'' succeed. The genre only got back on track with smaller titles that often removed the "action" half to focus purely on the "horror" end, while the ''Resident Evil'' series itself (after the massive BrokenBase ''[=RE6=]'' caused) only started getting back on track with ''VideoGame/ResidentEvil7Biohazard'' and the ''VideoGame/ResidentEvil2Remake''.

to:

* FranchiseOriginalSin: ''[=RE4=]'' was met FoeYayShipping: Krauser's complete fixation with commercial and critical acclaim for being an ActionizedSequel Leon (complete with a fight that still had enough horror elements to stay true to the genre. Nearly every other SurvivalHorror game (including its sequels) [[FollowTheLeader tried to follow suit]], upping the action further in response to the more mainstream popularity is full of FPS [[HoYay innuendo]]), hatred for Ada, and other shooters. This is viewed as an AudienceAlienatingEra for the genre, where it neglected the horror aspect and became indistinguishable from any other action game, because they lacked the action-horror balance that let ''[=RE4=]'' succeed. The genre ambiguous past with Leon led to a lot of Leon/Krauser shipping. ''VideoGame/ResidentEvilTheDarksideChronicles'' fleshing out their backstory only got back on track with smaller titles that often removed the "action" half to focus purely on the "horror" end, while the ''Resident Evil'' series itself (after the massive BrokenBase ''[=RE6=]'' caused) only started getting back on track with ''VideoGame/ResidentEvil7Biohazard'' and the ''VideoGame/ResidentEvil2Remake''.strengthened this further.


Added DiffLines:

* FranchiseOriginalSin: ''[=RE4=]'' was met with commercial and critical acclaim for being an ActionizedSequel that still had enough horror elements to stay true to the genre. Nearly every other SurvivalHorror game (including its sequels) [[FollowTheLeader tried to follow suit]], upping the action further in response to the more mainstream popularity of FPS and other shooters. This is viewed as an AudienceAlienatingEra for the genre, where it neglected the horror aspect and became indistinguishable from any other action game, because they lacked the action-horror balance that let ''[=RE4=]'' succeed. The genre only got back on track with smaller titles that often removed the "action" half to focus purely on the "horror" end, while the ''Resident Evil'' series itself (after the massive BrokenBase ''[=RE6=]'' caused) only started getting back on track with ''VideoGame/ResidentEvil7Biohazard'' and the ''VideoGame/ResidentEvil2Remake''.
Is there an issue? Send a MessageReason:
None


** The original 2007 PC port, which claimed it was going to have the graphical quality of the [=GameCube=] with all of the [=PlayStation=] 2 version's content. It was a buggy product with visuals that are ''much'' less detailed than the [=PlayStation=] 2 version with missing lighting, visual effects, and heavily-compressed [=FMVs=] that look worse than the [=PlayStation=] 2 version, which needed to be patched (and [[GameMod modded]]) frequently to even be playable. As with many PC ports of Japanese console games at that time, it's primarily designed for gamepads, with no native mouse support and rather clumsy keyboard controls. The in-game button prompts only refers to generic numbered gamepad buttons, not the keyboard controls or conventional gamepads such as Xbox 360 ones, which would be forgivable if it wasn't for the game's ''extensive'' use of quick time events. What's also {{iron|y}}ic is that the PC port of ''[=RE4=]'' was handled by [=SourceNext=], the very same company behind well-received (and unfortunately Japan-only) PC ports of ''VideoGame/ResidentEvil2'' and ''[[VideoGame/ResidentEvil3 3]]''.

to:

** The original 2007 PC port, which claimed it was going to have the graphical quality of the [=GameCube=] with all of the [=PlayStation=] 2 version's content. It was a buggy product with visuals that are ''much'' less detailed than the [=PlayStation=] 2 version with missing lighting, visual effects, and heavily-compressed [=FMVs=] that look worse than the [=PlayStation=] 2 version, which needed to be patched (and [[GameMod modded]]) frequently to even be playable. As with many PC ports of Japanese console games at that time, it's primarily designed for gamepads, with no native mouse support and rather clumsy keyboard controls. The in-game button prompts only refers to generic numbered gamepad buttons, not the keyboard controls or conventional gamepads such as Xbox 360 ones, which would be forgivable if it wasn't for the game's ''extensive'' use of quick time quick-time events. What's also {{iron|y}}ic is that the PC port of ''[=RE4=]'' was handled by [=SourceNext=], the very same company behind well-received (and unfortunately Japan-only) PC ports of ''VideoGame/ResidentEvil2'' and ''[[VideoGame/ResidentEvil3 3]]''.



** Downplayed with the ''Ultimate HD Edition'' release on Steam; while it's a vast improvement over previous PC port from 2007, it initially shipped with incorrect gradients and lighting effects, making the game look off compared to the Xbox 360 and even [=GameCube=]/Wii versions, which were thankfully fixed with patches and through mods. Some of the other issues with the ''Ultimate HD Edition'', however, were left unaddressed. Problems includes the imperfect mouse aiming calibration, which may be unplayable for some players, performance issues, slightly blurrier image quality due to a vertex buffer error, some missing details, forced V-sync that cannot be disabled through conventual means, and various bugs (both major and minor) caused by playing the game at 60 FPS as opposed to 30 FPS like in the previous releases. The game offers the bare minimum for keyboard remapping in-game; some of the other keys such as the keys used for [=QTEs=] (which are the X and C keys by default) can only be remapped through editing a config file, with [[GuideDangIt little-to-no help]] on how reconfigure said keys, and some keys are already hardcoded. Not all of the game's textures have been remade in higher resolution, with most of them have been ran through an image upscaler, resulting in an mix of muddy upscaled textures with the few new ones. Thankfully, the original [=GameCube=] textures are included as an option, and modders already have faithfully recreated the game's areas with updated textures, lighting fixes, and model edits while using references to real-life architectures the game's original assets were based off. Other modders also created a plugin that restores various aspects missing from the [=GameCube=] release, fixes for the QTE speeds when running the game at 60 FPS, convenient tweaks for the keyboard and mouse controls, among other enhancements and fixes.

to:

** Downplayed with the ''Ultimate HD Edition'' release on Steam; while Steam. While it's a vast improvement over previous PC port from 2007, it initially shipped with incorrect gradients and lighting effects, making the game look off compared to the Xbox 360 and even [=GameCube=]/Wii versions, which were thankfully fixed with patches and through mods. Some of the other issues with the ''Ultimate HD Edition'', however, were left unaddressed. Problems includes the imperfect mouse aiming calibration, which may be unplayable for some players, performance issues, slightly blurrier image quality due to a vertex buffer error, an orange tint in some scenes caused by a broken effects filter that carried over from the Xbox 30 version, some missing details, forced V-sync that cannot be disabled through conventual conventional means, and various bugs (both major and minor) caused by playing the game at 60 FPS as opposed to 30 FPS like in the previous releases. The game offers the bare minimum for keyboard remapping in-game; some of the other keys such as the keys used for [=QTEs=] (which are the X and C keys by default) can only be remapped through editing a config file, with [[GuideDangIt little-to-no help]] on how reconfigure said keys, and some keys are already hardcoded. Not all of the game's textures have been remade in higher resolution, with most of them have been ran through an image upscaler, resulting in an mix of muddy upscaled textures with the few new ones. Thankfully, the original [=GameCube=] textures are included as an option, and modders already have faithfully recreated the game's areas with updated textures, lighting fixes, and model edits while using references to real-life architectures the game's original assets were based off. Other modders also created a plugin that restores various aspects missing from the [=GameCube=] release, fixes for the QTE speeds when running the game at 60 FPS, convenient tweaks for the keyboard and mouse controls, among other enhancements and fixes.
Is there an issue? Send a MessageReason:
Comes off as complainy hyperbole.


* OlderThanTheyThink: Quite a few new fans of the series don't seem to realize what the "4" in the game's title actually denotes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The unnamed burning Ganado who {{Jump Scare}}s you in the Island kitchen is known by fans as "Oven Man".
Is there an issue? Send a MessageReason:
How? Besides a couple of times where Leon has to outrun a boulder, nothing is similar between the two.


* SpiritualAdaptation: It's basically an ''Franchise/IndianaJones'' game with ''Resident Evil'' lore and characters.

Added: 736

Changed: 131

Is there an issue? Send a MessageReason:
None


** Veterans of this game would only use two of multiple available pistols that you can buy; [=Red9=] (with stock) and Blacktail. [=Red9=] with the stock gives you a firepower and stability worth of a handheld rifle while Blacktail is a practical and powerful pistol with solid DPS and stability and doesn't take as much space as [=Red9=]. Other pistols weren't as useful as the these two and is largely ignored unless you're doing a challenge run.

to:

** Veterans of this game would only use two of multiple available pistols that you can buy; [=Red9=] (with stock) and Blacktail. The [=Red9=] with the stock gives you a firepower and stability worth worthy of a handheld rifle while the Blacktail is a practical and powerful pistol with solid DPS and stability and doesn't take as much space as the [=Red9=]. Other pistols weren't aren't as useful as the these those two and is are largely ignored unless you're doing a challenge run.



* DamselScrappy: Ashley. You'll hear "LEON HALP!!" so much that you're bound to want to kill her yourself by the end of the game. Anytime the player starts wanting to cut her some slack for being a defenseless young woman stuck in such a nightmarish situation, she'll go and do something [[IdiotBall eye-twichingly stupid]] like shove Leon (i.e. the only thing keeping her safe) away and run headlong into a booby trap. The most frustrating part? Unlike [[TheManyDeathsOfYou you and your comrades]], she only has one death animation, so you can't even enjoy the momentarily therapeutic satisfaction of [[VideoGameCrueltyPotential ignoring the cries of]] "LEON HALP!!" and just standing back to watch Dr. Salvador slice her obnoxious head off.

to:

* DamselScrappy: Ashley. You'll hear "LEON HALP!!" so much that you're bound to want to kill her yourself by the end of the game. Anytime the player starts wanting to cut her some slack for being a defenseless young woman stuck in such a nightmarish situation, she'll go and do something [[IdiotBall eye-twichingly eye-twitchingly stupid]] like shove Leon (i.e. the only thing keeping her safe) away and run headlong into a booby trap. The most frustrating part? Unlike [[TheManyDeathsOfYou you and your comrades]], she only has one death animation, so you can't even enjoy the momentarily therapeutic satisfaction of [[VideoGameCrueltyPotential ignoring the cries of]] "LEON HALP!!" and just standing back to watch Dr. Salvador slice her obnoxious head off.



** Shield-wielding Ganados are introduced in the Castle level. Their shield essentially acts as their second healthbar, hides their headshot weakspot, makes them immune to flashbang grenades and increases the range of their attacks, making avoiding them difficult. They always appear in squadrons of 2-3 members, often guarding other enemies. Thankfully, once their shield is broken, they're just a normal Ganado that you can easily skip past through.
** Ganados with protective headgear. Just like the shield wielding ones, they start to appear in the Castle level onwards, and although less abundant and lacking the barrier efficiency of the shield guys, they have higher resistance against headshots. This means you can't instantly kill them with a rifle round to the head or by suplexing them. Worse yet, it's possible to encounter a Ganado wearing both a helmet and a shield at the same time.

to:

** Shield-wielding Ganados are introduced in the Castle level. Their shield essentially acts as their second healthbar, hides their headshot weakspot, weak spot, makes them immune to flashbang grenades and increases the range of their attacks, making avoiding them difficult. They always appear in squadrons of 2-3 members, often guarding other enemies. Thankfully, once their shield is broken, they're just a normal Ganado that you can easily skip past through.
dispatch.
** Ganados with protective headgear. Just like the shield wielding ones, they start to appear in the Castle level onwards, and although less abundant and lacking the barrier efficiency of the shield guys, they have higher resistance against are completely invulnerable to headshots. This means you can't instantly kill them with a rifle round to the head or by suplexing them. Worse yet, it's possible to encounter a Ganado wearing both a helmet and a shield at the same time. They at least won't sprout a Plaga.
** The Regenerators, as their name implies, regenerate from damage at astonishing speed, making them massive bullet sponges as well. They also do a terrifying amount of damage, and the only quick way to kill them is to use the infrared scope to blast the plagas in their body. And if you think about just knee capping them and running, think again; they slither after you at astonishing speed. When you do kill them, they explode. Then there is the Iron Maiden, a spike covered version, that has a devastating grab attack that can be a OneHitKill if you have less than 3/4's of a full healthbar. They also have more plagas to shoot, including one on their back. And they do more damage when they explode, with a bigger blast radius too.
Is there an issue? Send a MessageReason:
None


For YMMV tropes regarding [[VideoGame/ResidentEvil4Remake the remake]], see [[YMMV/ResidentEvil4Remake it's own YMMV page]].

to:

For YMMV tropes regarding [[VideoGame/ResidentEvil4Remake the remake]], see [[YMMV/ResidentEvil4Remake it's its own YMMV page]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MemeticMutation: Can be found [[Memes/ResidentEvil here]].
Is there an issue? Send a MessageReason:
None


** Ashley is able to {{suplex|Finisher}} certain enemies via a glitch in the [=GameCube=] version after stunning them by busting a door open in their faces.

to:

** Ashley is able to {{suplex|Finisher}} certain enemies via a glitch in the North American [=GameCube=] version after stunning them by busting a door open in their faces.faces. The PAL and Japanese [=GameCube=] versions and subsequent ports fixed this glitch, however, it can be restored in the Steam version via [[GameMod re4_tweaks]].



** The ''[[UpdatedRerelease Wii Edition]]'' has everything the original PC version claimed it was going to have, and on top of being perfectly stable, the Wii Remote's 1:1 aiming gives it the best controls out of any entry outside of using a mouse.

to:

** The ''[[UpdatedRerelease Wii Edition]]'' has everything the original PC version claimed it was going to have, and on top of being perfectly stable, the Wii Remote's 1:1 aiming gives it the best controls out of any entry outside of using a mouse.mouse while also giving those who prefer traditional controls the option of using either the Wii Classic Controller or [=GameCube=] controller.



** The ''HD Edition'', released on UsefulNotes/PlayStation3 and UsefulNotes/Xbox360, has higher native resolution, added shadows and colored lighting in many locations. The PC port of the HD release, dubbed ''Ultimate HD Edition'', is playable at even higher resolutions than its console versions, has an added hi-res texture pack, has controls comparable to the Wii version thanks to supporting mouse and keyboard controls, and can run at 60 frames per second; the ''HD Remastered'' version on [=PlayStation=] 4, Xbox One, and to a lesser extent, the Switch are also comparable to the ''Ultimate HD Edition'' in terms of visual fidelity and frame-rate. This is opposed to...

to:

** The ''HD Edition'', released on UsefulNotes/PlayStation3 and UsefulNotes/Xbox360, has higher native resolution, added shadows and colored lighting in many locations. The PC port of the HD release, dubbed ''Ultimate HD Edition'', is playable at even higher resolutions than its console versions, has an added hi-res texture pack, has controls comparable to the Wii version thanks to supporting mouse and keyboard controls, and can run at 60 frames per second; the ''HD Remastered'' version on [=PlayStation=] 4, Xbox One, and to a lesser extent, the Switch are also comparable to the ''Ultimate HD Edition'' in terms of visual fidelity and frame-rate.frame-rate with some extra character model improvements. This is opposed to...



** The UsefulNotes/PlayStation2 port is inferior compared to the original [=GameCube=] version in various ways. While it was the first version to feature Ada's additional story campaign and the unlockable P.R.L. 412 for completing Professional mode, eliminated the need to swap discs at the last third of the game, support for proper widescreen presentation[[note]]the original [=GameCube=] version's game screen is displayed at 16:9 letterboxed to a 4:3 viewport, while the [=PlayStation=] 2 version features an option for widescreen presentation, provided the player has a widescreen television that can stretch the video output to fullscreen[[/note]], and some minor fixes that are exclusive to this port, the game's graphics and audio were downgraded in order to run on the console despite being released in DVD format. Downgrades includes lower resolution textures, simplified models and environments, missing details and effects, sound effects and voice overs compressed so badly it sounds muffled, and introduces some glitches and loading issues. The cutscenes where also noticeably replaced with low resolution pre-rendered [=FMVs=], rather than rendering them in-game engine.
** The original 2007 PC port, which claimed it has the graphical quality of the [=GameCube=] with all of the [=PlayStation=] 2 version's content. It was a buggy product with visuals that are ''much'' less detailed than the [=PlayStation=] 2 version with missing lighting and visual effects, and needed to be patched (and [[GameMod modded]]) frequently to even be playable. As with many PC ports of Japanese console games at that time, it's designed for gamepads, with no native mouse support and rather clumsy keyboard controls. The in-game button prompts only refer to buttons on a gamepad, not the keyboard controls, which would be forgivable if it wasn't for the game's ''extensive'' use of quick time events. What's also {{iron|y}}ic is that the PC port of ''[=RE4=]'' was handled by [=SourceNext=], the very same company behind an improved (and unfortunately Japan-only) PC ports of ''VideoGame/ResidentEvil2'' and ''[[VideoGame/ResidentEvil3 3]]''.
** Downplayed with the ''Ultimate HD Edition'' release on Steam; while it's a vast improvement over previous PC port from 2007, it initially shipped with incorrect gradients and lighting effects, making the game look off compared to the Xbox 360 and even [=GameCube=]/Wii versions, which were thankfully fixed with patches and through mods. Some of the other issues with the ''Ultimate HD Edition'', however, were left unaddressed. Problems includes the imperfect mouse aiming calibration, which may be unplayable for some players, performance issues, and various bugs (both major and minor) caused by playing the game at 60 FPS as opposed to 30 FPS like in the previous releases. The game offers the bare minimum for keyboard remapping in-game; some of the other keys such as the keys used for [=QTEs=] (which are the X and C keys by default) can only be remapped through editing a config file, with [[GuideDangIt little-to-no help]] on how reconfigure said keys, and some keys are already hardcoded. Not all of the game's textures have been remade in higher resolution, with most of them have been ran through an image upscaler, resulting in an mix of muddy upscaled textures with the few new ones. Thankfully, the original [=GameCube=] textures are included as an option, and modders already have faithfully recreated the game's areas with updated textures, lighting fixes, and model edits while using references to real-life architectures the game's original assets were based off. Other modders also created a plugin that restores various aspects missing from the [=GameCube=] release, fixes for the QTE speeds when running the game at 60 FPS, and convenient tweaks for the keyboard and mouse controls among other enhancements.

to:

** The original 2007 PC port, which claimed it was going to have the graphical quality of the [=GameCube=] with all of the [=PlayStation=] 2 version's content. It was a buggy product with visuals that are ''much'' less detailed than the [=PlayStation=] 2 version with missing lighting, visual effects, and heavily-compressed [=FMVs=] that look worse than the [=PlayStation=] 2 version, which needed to be patched (and [[GameMod modded]]) frequently to even be playable. As with many PC ports of Japanese console games at that time, it's primarily designed for gamepads, with no native mouse support and rather clumsy keyboard controls. The in-game button prompts only refers to generic numbered gamepad buttons, not the keyboard controls or conventional gamepads such as Xbox 360 ones, which would be forgivable if it wasn't for the game's ''extensive'' use of quick time events. What's also {{iron|y}}ic is that the PC port of ''[=RE4=]'' was handled by [=SourceNext=], the very same company behind well-received (and unfortunately Japan-only) PC ports of ''VideoGame/ResidentEvil2'' and ''[[VideoGame/ResidentEvil3 3]]''.
** The UsefulNotes/PlayStation2 port version is also inferior compared to the original [=GameCube=] version in various a number of ways. While it was the first version to feature Ada's additional story campaign and the unlockable P.R.L. 412 for completing Professional mode, eliminated the need to swap discs at the last third of the game, support for supported proper widescreen presentation[[note]]the original [=GameCube=] version's game screen is displayed at 16:9 letterboxed to a 4:3 viewport, while the [=PlayStation=] 2 version features an option for widescreen presentation, provided the player has a widescreen television that can stretch the video output to fullscreen[[/note]], and features some minor fixes that are exclusive to this port, the game's graphics and audio were downgraded in order to run on the console despite being released in DVD format. Downgrades includes lower resolution textures, simplified models and environments, missing details and effects, sound effects and voice overs compressed so badly it sounds muffled, and introduces some glitches and loading issues. The cutscenes where also noticeably replaced with low resolution pre-rendered [=FMVs=], rather than rendering them in-game engine.
** The original 2007 PC port, which claimed it has the graphical quality of the [=GameCube=]
in real-time with all of the [=PlayStation=] 2 version's content. It was a buggy product with visuals that are ''much'' less detailed than the [=PlayStation=] 2 version with missing lighting and visual effects, and needed to be patched (and [[GameMod modded]]) frequently to even be playable. As with many PC ports of Japanese console games at that time, it's designed for gamepads, with no native mouse support and rather clumsy keyboard controls. The in-game button prompts only refer to buttons on a gamepad, not the keyboard controls, which would be forgivable if it wasn't for the game's ''extensive'' use of quick time events. What's also {{iron|y}}ic is that the PC port of ''[=RE4=]'' was handled by [=SourceNext=], the very same company behind an improved (and unfortunately Japan-only) PC ports of ''VideoGame/ResidentEvil2'' and ''[[VideoGame/ResidentEvil3 3]]''.
engine.
** Downplayed with the ''Ultimate HD Edition'' release on Steam; while it's a vast improvement over previous PC port from 2007, it initially shipped with incorrect gradients and lighting effects, making the game look off compared to the Xbox 360 and even [=GameCube=]/Wii versions, which were thankfully fixed with patches and through mods. Some of the other issues with the ''Ultimate HD Edition'', however, were left unaddressed. Problems includes the imperfect mouse aiming calibration, which may be unplayable for some players, performance issues, slightly blurrier image quality due to a vertex buffer error, some missing details, forced V-sync that cannot be disabled through conventual means, and various bugs (both major and minor) caused by playing the game at 60 FPS as opposed to 30 FPS like in the previous releases. The game offers the bare minimum for keyboard remapping in-game; some of the other keys such as the keys used for [=QTEs=] (which are the X and C keys by default) can only be remapped through editing a config file, with [[GuideDangIt little-to-no help]] on how reconfigure said keys, and some keys are already hardcoded. Not all of the game's textures have been remade in higher resolution, with most of them have been ran through an image upscaler, resulting in an mix of muddy upscaled textures with the few new ones. Thankfully, the original [=GameCube=] textures are included as an option, and modders already have faithfully recreated the game's areas with updated textures, lighting fixes, and model edits while using references to real-life architectures the game's original assets were based off. Other modders also created a plugin that restores various aspects missing from the [=GameCube=] release, fixes for the QTE speeds when running the game at 60 FPS, and convenient tweaks for the keyboard and mouse controls controls, among other enhancements.enhancements and fixes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

For YMMV tropes regarding [[VideoGame/ResidentEvil4Remake the remake]], see [[YMMV/ResidentEvil4Remake it's own YMMV page]].
----
Is there an issue? Send a MessageReason:
Darth Wiki does not go on main or YMMV pages.


* DarthWiki/MostAnnoyingSound: [[DamselScrappy Ashley's]] signature cry:
---> '''Leon Help!'''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DarthWiki/MostAnnoyingSound: [[DamselScrappy Ashley's]] signature cry:
---> '''Leon Help!'''
Is there an issue? Send a MessageReason:
None


* EvenBetterSequel: The ''Resident Evil'' games were always well liked, but this game is considered the apex of the entire series. It's sitting at ''96'' on Metacritic and is considered the game of the year for 2005. It's been released on multiple platforms and holds the Guinness World Record for best selling survival horror game. It did so well and is so liked that almost all of the main entry ''Resident Evil'' game since ''[=RE4=]'' have followed its template and tropes. And it's credited for bringing the AlwaysOverTheShoulder viewpoint into new prominence in ThirdPersonShooter genres and [[FollowTheLeader inspired a lot of other games]], such as ''Franchise/DeadSpace'' for one.

to:

* EvenBetterSequel: The ''Resident Evil'' games were always well liked, but this game is considered the apex of the entire series. It's sitting at ''96'' on Metacritic and is considered the game of the year for 2005. It's been released on multiple platforms and holds the Guinness World Record for best selling best-selling survival horror game. It did so well and is so liked that almost all of the main entry ''Resident Evil'' game since ''[=RE4=]'' have followed its template and tropes. And On top of all those accolades, it's credited for bringing the AlwaysOverTheShoulder viewpoint into new prominence in ThirdPersonShooter genres and [[FollowTheLeader inspired a lot of other games]], such as ''Franchise/DeadSpace'' for one.one. As such, while ''Resident Evil 4'' may lead to a bit of a BrokenBase for fans who decry its shift to a more action-oriented tone, you're more likely to find a lot more people who treat this game as a SacredCow.
Is there an issue? Send a MessageReason:
None


** The [[https://www.re4hd.com/ RE4 HD Project]] is one of the most polished fan updates to a game ever made. After the unsatisfying release of the ''Ultimate HD Edition'' on Steam, a team of fan modders went back and gave the game an unbelievable facelift. Pretty much every single texture, model, effect, and location were given a number of touchups, or in some cases outright revamps, to better match modern visual quality. For instance, several 2D textures and model elements were made fully 3D, while several models were updated to use higher quality versions. [[https://youtu.be/iEsFcVdJ0uA The result is an incredible visual improvement nearly across the board.]] It's so impressive that ''Capocom themselves'' pinned the mod to the top of the [[https://steamcommunity.com/app/254700/discussions/ Steam Discussion forums]] for the game, essentially making it an officially promoted mod.

to:

** The [[https://www.re4hd.com/ RE4 HD Project]] is one of the most polished fan updates to a game ever made. After the unsatisfying release of the ''Ultimate HD Edition'' on Steam, a team of fan modders went back and gave the game an unbelievable facelift. Pretty much every facelift, with one of the project leads even traveling across Spain to take higher quality photos of the architecture that the games developers had used as references. Every single texture, model, effect, and location were was given a number of touchups, or in some cases outright revamps, completely revamped, to better match modern visual quality.quality while slavishly adhering to the originals artistic vision. For instance, several 2D textures and model elements were made fully 3D, while several models were updated to use higher quality versions. [[https://youtu.be/iEsFcVdJ0uA The result is an incredible visual improvement nearly across the board.]] It's so impressive that ''Capocom ''Capcom themselves'' pinned the mod to the top of the [[https://steamcommunity.com/app/254700/discussions/ Steam Discussion forums]] for the game, essentially making it an officially promoted mod.
Is there an issue? Send a MessageReason:
Examples should be independent from each other. Rhetorical questions are considered Word Cruft. Fixing typos.


** The Novistadors are not well-liked among the ''Resident Evil'' community. They fly, they lunge, and they almost always come in a crowd. In the higher dynamic difficulty setting and Professional mode, not only they're a lot more durable and can tank more shotgun blasts than usual, their flight pattern also become a lot more jittery and unpredictable as the game goes on. At least they only appear in the Castle and only seen three times through the entire game, and they kidnap [[DamselScrappy Ashley]] so you don't have to look after her.
** Shield-wielding Ganados. They only appear on Castle level onwards, but whenever they're start appearing, you'll bound to lose some precious shotgun or rifle rounds. The shield essentially acts as their second healthbar, hides their headshot weakspot, makes them immune to flashbang, adds another ways to attack you, and they always appear in a 2-3 squadron guarding other GoddamnedBats. If you think you can just juke their attacks and run past them, their shield also increases their width by a lot that you can't get past through them anymore. Good thing about the shield guys is that once the shield is broken off, they're now just a normal Ganado that you can easily skip past through. Speaking of being more resistant to headshot...
** Ganados with protective headgear. Just like the shield wielding ones, they only starts to appear in the Castle level onwards, and a lot less abundant than the shield guys. What they're lack in barrier efficiency of the shield guys is traded off with higher resistance against headshots, meaning that you can't just pop on a rifle round to it's head once as it no longer kills them instantly. You think you can just make them kneel and suplex them for an easy kill? The helmet protects them from instant kill. Worse yet, none of these traits are exclusive to each other, so you can encounter a helmet + shield or a helmet + crossbow Ganado in the same area (shield guys can't wield crossbow for obvious reasons). If you encounter one enemy with two of these traits? You better kill them fast before it becomes an annoyance.

to:

** The Novistadors are not well-liked among the ''Resident Evil'' community. They fly, they lunge, and they almost always come in a crowd. In the higher dynamic difficulty setting and Professional mode, not only they're a lot more durable and can tank more shotgun blasts than usual, their flight pattern also become becomes a lot more jittery and unpredictable as the game goes on. At least they only appear in the Castle and are only seen three times through the entire game, and since they kidnap [[DamselScrappy Ashley]] so in a cutscene, you don't have to look after her.
her while dealing with them.
** Shield-wielding Ganados. They only appear on Ganados are introduced in the Castle level onwards, but whenever they're start appearing, you'll bound to lose some precious shotgun or rifle rounds. The level. Their shield essentially acts as their second healthbar, hides their headshot weakspot, makes them immune to flashbang, adds another ways to attack you, flashbang grenades and they increases the range of their attacks, making avoiding them difficult. They always appear in a squadrons of 2-3 squadron members, often guarding other GoddamnedBats. If you think you can just juke their attacks and run past them, enemies. Thankfully, once their shield also increases their width by a lot that you can't get past through them anymore. Good thing about the shield guys is that once the shield is broken off, broken, they're now just a normal Ganado that you can easily skip past through. Speaking of being more resistant to headshot...
through.
** Ganados with protective headgear. Just like the shield wielding ones, they only starts start to appear in the Castle level onwards, and a lot although less abundant than and lacking the shield guys. What they're lack in barrier efficiency of the shield guys is traded off with guys, they have higher resistance against headshots, meaning that headshots. This means you can't just pop on instantly kill them with a rifle round to it's the head once as it no longer kills them instantly. You think you can just make them kneel and suplex them for an easy kill? The helmet protects them from instant kill. or by suplexing them. Worse yet, none of these traits are exclusive it's possible to each other, so you can encounter a helmet + shield or Ganado wearing both a helmet + crossbow Ganado in and a shield at the same area (shield guys can't wield crossbow for obvious reasons). If you encounter one enemy with two of these traits? You better kill them fast before it becomes an annoyance. time.

Added: 2575

Changed: 859

Removed: 519

Is there an issue? Send a MessageReason:
None


* DemonicSpiders:
** The Novistadors are not well-liked among the ''Resident Evil'' community. They fly, they lunge, and they almost always come in a crowd. In the higher dynamic difficulty setting and Professional mode, not only they're a lot more durable and can tank more shotgun blasts than usual, their flight pattern also become a lot more jittery and unpredictable as the game goes on. At least they only appear in the Castle and only seen three times through the entire game, and they kidnap [[DamselScrappy Ashley]] so you don't have to look after her.
** Shield-wielding Ganados. They only appear on Castle level onwards, but whenever they're start appearing, you'll bound to lose some precious shotgun or rifle rounds. The shield essentially acts as their second healthbar, hides their headshot weakspot, makes them immune to flashbang, adds another ways to attack you, and they always appear in a 2-3 squadron guarding other GoddamnedBats. If you think you can just juke their attacks and run past them, their shield also increases their width by a lot that you can't get past through them anymore. Good thing about the shield guys is that once the shield is broken off, they're now just a normal Ganado that you can easily skip past through. Speaking of being more resistant to headshot...
** Ganados with protective headgear. Just like the shield wielding ones, they only starts to appear in the Castle level onwards, and a lot less abundant than the shield guys. What they're lack in barrier efficiency of the shield guys is traded off with higher resistance against headshots, meaning that you can't just pop on a rifle round to it's head once as it no longer kills them instantly. You think you can just make them kneel and suplex them for an easy kill? The helmet protects them from instant kill. Worse yet, none of these traits are exclusive to each other, so you can encounter a helmet + shield or a helmet + crossbow Ganado in the same area (shield guys can't wield crossbow for obvious reasons). If you encounter one enemy with two of these traits? You better kill them fast before it becomes an annoyance.



** The Novistadors are not well-liked among the ''Resident Evil'' community. They fly, they lunge, and they almost always come in a crowd. At least they kidnap [[DamselScrappy Ashley]] so you don't have to look after her.



** Leon will eventually become this in stages where he doesn't have the raw firepower to go up against more difficult minibosses like Super Salvador. Leon's biggest strength is his crowd control with the Riot Gun (and generally being the only character with a shotgun), while his most effective melee is the leg shot suplex that's powerful, but not enough to reliably kill things. Ada is also this for similar reasons, but only because the Punisher is the weakest out of all available pistols and most of her weapons [[SomeDexterityRequired require consistently getting headshots to do good damage]].

to:

** While Leon will eventually become this in stages where he doesn't have is the raw firepower most balanced out of all playable characters, his equipment load is still strict and he has no quick access to go up against more difficult highly damaging melee attacks outside of german suplex, which pales in comparison to other characters like Ada massive loadout, Krauser's punching power, and Wesker's balanced combination of the two. This makes him hard to rack numbers on Bonus Time compared to Krauser and Wesker.
** The only one weaker than Leon overall is HUNK. He has no knife, only has one gun that you can incidentally drain it's supplies real quick, and his signature NeckSnap move only works on common Ganado (and the Bella Sisters) and it also leaves him vulnerable to attacks afterwards. At least Leon can knockback and stunlock most of the
minibosses like Super Salvador. Leon's biggest strength is his crowd control with the Riot Gun (and generally being the only character with a shotgun), while his most effective melee is the leg shot suplex that's powerful, well placed headshot, but not enough to reliably kill things. Ada is also this for similar reasons, but only because the Punisher is the weakest HUNK's magic will ran out of all available pistols and most of her weapons [[SomeDexterityRequired require consistently getting headshots to do good damage]]. you'll be quickly exhausted afterwards.



** HUNK would be categorized in the high tier if not the fact that he lacks a knife and doesn't have reliable crowd control outside of his grenades and a leg kick move. Against single targets, HUNK is a powerful force to be reckoned with, as his neckbreaker move kills any single target in one hit.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The VR version for the Oculus/Meta Quest 2 takes it even further, with full VR immersion and the option for different movement styles (teleporting forwards, snapping and even full locomotion) as well as VR specific movements that turn the gameplay on its head (being able to dual-wield a pistol or long gun with a knife or even another gun) and featuring updated textures.

Changed: 96

Is there an issue? Send a MessageReason:
None


* TheyWastedAPerfectlyGoodCharacter: In spite of having a role in the main story and Ada's side-story 'Separate Ways', Luis is unavailable to play in the mini-game Mercenaries in spite of being proficient with a gun himself.
* TierInducedScrappy: Plenty in Mercenaries mode:

to:

* TheyWastedAPerfectlyGoodCharacter: In spite of having a role in the main story and Ada's side-story 'Separate Ways', Separate Ways, Luis is unavailable to play in the mini-game Mercenaries in spite of being proficient with a gun himself.
* TierInducedScrappy: Plenty in the Mercenaries mode:



** On the other side of the spectrum, Krauser is considered by the playerbase as the "Easy Mode" of Mercenaries thanks to his kit; A compound bow that almost guaranteed to kill enemies in one headshot, a knife bigger than Leon's, two devastating melee hits that provide multiple utilities, and a powerful [[SituationalSword one time rechargeable]] plaga arm attack that clears out every enemy in a straight line in front of him, including [[ThatOneBoss the minibosses]]. Wesker is also this to a degree, thanks to his pistol being fully upgraded and his deadly melee attacks, but lacks a knife, starts with no spare ammo, and has very little inventory space with how many guns he has.
** HUNK would be categorized in the High tier if not the fact that he lacks a knife and doesn't have reliable crowd control outside of his grenades and a leg kick move. Against single targets, HUNK is a powerful force to be reckoned with, as his neckbreaker move kills any single target in one hit.

to:

** On the other side of the spectrum, Krauser is considered by the playerbase as to be the "Easy Mode" of the Mercenaries thanks to his kit; A compound bow that almost guaranteed to kill enemies in one headshot, a knife bigger than Leon's, two devastating melee hits that provide multiple utilities, and a powerful [[SituationalSword one time rechargeable]] plaga arm attack that clears out every enemy in a straight line in front of him, including [[ThatOneBoss the minibosses]]. Wesker is also this to a degree, thanks to his pistol being fully upgraded and his deadly melee attacks, but lacks a knife, starts with no spare ammo, and has very little inventory space with how many guns he has.
** HUNK would be categorized in the High high tier if not the fact that he lacks a knife and doesn't have reliable crowd control outside of his grenades and a leg kick move. Against single targets, HUNK is a powerful force to be reckoned with, as his neckbreaker move kills any single target in one hit.



** In terms of the many different versions, the ''Wii Edition'' is this to every port that came after it. While higher fidelity and better framerates from more powerful consoles were appreciated, the Wii's usage of motion controls makes it so that the ''Wii Edition'' is widely considered by fans to be the most fun version of the game to play, as the aiming and shooting is that much better due to motion controls. Many were even disappointed at the Switch's lack of gyro for its version, given that the console already supported gyro with ''VideoGame/Splatoon2''.

to:

** In terms of the many different versions, the ''Wii Edition'' is this to every port that came after it. While higher fidelity and better framerates from more powerful consoles were appreciated, the Wii's UsefulNotes/{{Wii}}'s usage of motion controls makes it so that the ''Wii Edition'' is widely considered by fans to be the most fun version of the game to play, as the aiming and shooting is that much better due to motion controls. Many were even disappointed at the Switch's lack of gyro for its version, given that the console already supported gyro with ''VideoGame/Splatoon2''.



** While it's generally considered great, there are a number of people who didn't like the greater action focus. A number of the same people see this in a different light after the much more actiony, and much less atmospheric ''[=RE6=]''.

to:

** While it's generally considered great, there are a number of people fans who didn't like the greater action focus. A number of the same people fans see this in a different light after the much more actiony, and much less atmospheric ''[=RE6=]''.

Changed: 46

Is there an issue? Send a MessageReason:
None


** Downplayed with the ''Ultimate HD Edition'' release on Steam; while it's a vast improvement over previous PC port from 2007, it initially shipped with incorrect gradients and lighting effects, making the game look off compared to the Xbox 360 and even [=GameCube=]/Wii versions, which were thankfully fixed with patches and through mods. Some of the other issues with the ''Ultimate HD Edition'', however, were left unaddressed. Problems includes the imperfect mouse aiming calibration, which may be unplayable for some players, performance issues, and various bugs (both major and minor) caused by playing the game at 60 FPS as opposed to 30 FPS like in the previous releases. The game offers the bare minimum for keyboard remapping in-game; some of the other keys such as the keys used for [=QTEs=] (which are the X and C keys by default) can only be remapped through editing a config file, with [[GuideDangIt little-to-no help]] on how reconfigure said keys, and some keys are already hardcoded. Not all of the game's textures have been remade in higher resolution, with most of them have been ran through an image upscaler, resulting in an mix of muddy upscaled textures with the few new ones. Thankfully the original [=GameCube=] textures are included as an option, and modders already have faithfully recreated the game's areas with updated textures, lighting fixes, and model edits while using references to real-life architectures the game's original assets were based off. Other modders also created a plugin that restores various aspects missing from the [=GameCube=] release, fixes for the QTE speeds when running the game at 60 FPS, and convenient tweaks for the keyboard and mouse controls among other enhancements.

to:

** Downplayed with the ''Ultimate HD Edition'' release on Steam; while it's a vast improvement over previous PC port from 2007, it initially shipped with incorrect gradients and lighting effects, making the game look off compared to the Xbox 360 and even [=GameCube=]/Wii versions, which were thankfully fixed with patches and through mods. Some of the other issues with the ''Ultimate HD Edition'', however, were left unaddressed. Problems includes the imperfect mouse aiming calibration, which may be unplayable for some players, performance issues, and various bugs (both major and minor) caused by playing the game at 60 FPS as opposed to 30 FPS like in the previous releases. The game offers the bare minimum for keyboard remapping in-game; some of the other keys such as the keys used for [=QTEs=] (which are the X and C keys by default) can only be remapped through editing a config file, with [[GuideDangIt little-to-no help]] on how reconfigure said keys, and some keys are already hardcoded. Not all of the game's textures have been remade in higher resolution, with most of them have been ran through an image upscaler, resulting in an mix of muddy upscaled textures with the few new ones. Thankfully Thankfully, the original [=GameCube=] textures are included as an option, and modders already have faithfully recreated the game's areas with updated textures, lighting fixes, and model edits while using references to real-life architectures the game's original assets were based off. Other modders also created a plugin that restores various aspects missing from the [=GameCube=] release, fixes for the QTE speeds when running the game at 60 FPS, and convenient tweaks for the keyboard and mouse controls among other enhancements.



** The [[PressXToNotDie Action Commands]] penalize the player for dropping their guard during cutscenes, as almost all of them come without warning and result in a Game Over. Made even worse during the infamous Leon vs Krauser knife duel in which you must do several QTE's (which can be unresponsive even if you press the right buttons) spread over one long unskippable cutscene. And if you lose then it's instant game over and you must redo the entire scene from the start.

to:

** The [[PressXToNotDie Action Commands]] penalize the player for dropping their guard during cutscenes, as almost all of them come without warning and result in a Game Over. Made This is made even worse during the infamous Leon vs vs. Krauser knife duel in which you must do several QTE's (which [=QTEs=], which can be unresponsive even if you press the right buttons) buttons, spread over one long unskippable cutscene. And if you lose then it's instant game over and you must redo the entire scene from the start.



%%* SpiritualAdaptation: It's basically an ''Franchise/IndianaJones'' game with ''Resident Evil'' lore and characters.

to:

%%* * SpiritualAdaptation: It's basically an ''Franchise/IndianaJones'' game with ''Resident Evil'' lore and characters.



* ThatOneAchievement: Getting the Handcannon requires you to get a 5-star ranking on each stage with each character in Mercenaries mode. That's '''20''' perfect runs you have to do, and some are significantly harder to pull off than others.

to:

* ThatOneAchievement: Getting the Handcannon requires you to get a 5-star ranking on each stage with each character in Mercenaries mode. That's '''20''' ''20'' perfect runs you have to do, and some are significantly harder to pull off than others.



* TheyChangedItNowItSucks: Several changes were made exclusively for the VR edition, which doesn't sit well with long time fans.
** The removal of the extra gamemodes (Separate Ways, Assignment Ada, and The Mercenaries) doesn't sit well with the fans, since the hardware in question is more than capable of rendering the game perfectly in 30-60 FPS. This also means the corresponding secrets such as the Chicago Typewriter and the Handcannon were all omitted from access. That said, it has since been announced that The Mercenaries will be added as a free update in early 2022, so this has been mitigated somewhat. Time will tell if the rest is added, however.

to:

* TheyChangedItNowItSucks: Several changes were made exclusively for the VR edition, which doesn't sit well with long time fans.
fans:
** The removal of the extra gamemodes game modes (Separate Ways, Assignment Ada, and The Mercenaries) doesn't sit well with the fans, since the hardware in question is more than capable of rendering the game perfectly in 30-60 FPS. This also means the corresponding secrets such as the Chicago Typewriter and the Handcannon were all omitted from access. That said, it has since been was announced that The Mercenaries will would be added as a free update in early 2022, so this has been mitigated somewhat. Time will tell if the rest is added, however.

Added: 122

Changed: 80

Is there an issue? Send a MessageReason:
None


* TheyWastedAPerfectlyGoodCharacter: In spite of having a role in the main story and Ada's side-story 'Separate Ways', Luis Sera is unavailable to play in the mini-game Mercenaries in spite of being proficient with a gun himself.

to:

* TheyWastedAPerfectlyGoodCharacter: In spite of having a role in the main story and Ada's side-story 'Separate Ways', Luis Sera is unavailable to play in the mini-game Mercenaries in spite of being proficient with a gun himself.



** In terms of the many different versions, the UsefulNotes/{{Wii}} version is this to every port that came after it. While higher fidelity and better framerates from more powerful consoles were appreciated, the Wii's usage of motion controls makes it so that the Wii version is widely considered by fans to be the most fun version of the game to play, as the aiming and shooting is that much better due to motion controls. Many were even disappointed at the Switch's lack of gyro for its version, given that the console already supported gyro with ''VideoGame/Splatoon2''.

to:

** In terms of the many different versions, the UsefulNotes/{{Wii}} version ''Wii Edition'' is this to every port that came after it. While higher fidelity and better framerates from more powerful consoles were appreciated, the Wii's usage of motion controls makes it so that the Wii version ''Wii Edition'' is widely considered by fans to be the most fun version of the game to play, as the aiming and shooting is that much better due to motion controls. Many were even disappointed at the Switch's lack of gyro for its version, given that the console already supported gyro with ''VideoGame/Splatoon2''. ''VideoGame/Splatoon2''.
* ViewerPronunciationConfusion: Regarding J.J., is it "Jay Jay" or "Hota Hota" (i.e., the letter J pronounced in Spanish)?



** When the game first came out, Ashley Graham was considered TheScrappy for being helpless and forcing the players to divide their focus between protecting her and fighting enemies. With [[https://www.youtube.com/watch?v=HQhkR1AFaBA&ab_channel=RapidCrafter leaks]] of Resident Evil 4 Remake removing most of the tension in escorting and protecting Ashley by having her hide in the safe room during combat, some fans admitted that the tension of escorting Ashley actually enhanced their gaming experience and that the change was completely unnecessary, arguing that her AI was actually quite good, given she knew how to duck, hide, and follow Leon accordingly.
* SugarWiki/VisualEffectsOfAwesome: For a UsefulNotes/NintendoGameCube game, this one has gotten a lot of milage in the visuals department.

to:

** When the game first came out, Ashley Graham was considered TheScrappy for being helpless and forcing the players to divide their focus between protecting her and fighting enemies. With [[https://www.youtube.com/watch?v=HQhkR1AFaBA&ab_channel=RapidCrafter leaks]] of Resident Evil 4 Remake ''VideoGame/ResidentEvil4Remake'' removing most of the tension in escorting and protecting Ashley by having her hide in the safe room during combat, some fans admitted that the tension of escorting Ashley actually enhanced their gaming experience and that the change was completely unnecessary, arguing that her AI was actually quite good, given she knew how to duck, hide, and follow Leon accordingly.
* SugarWiki/VisualEffectsOfAwesome: For a UsefulNotes/NintendoGameCube game, this one has gotten a lot of milage in the visuals department.department:



** The [[https://www.re4hd.com/ RE4 HD Project]] is one of the most polished fan-updates to a game ever made. After the unsatisfying release of the Ultimate HD Edition on Steam, a team of fan modders went back and gave the game an unbelievable facelift. Pretty much every single texture, model, effect, and location were given a number of touchups, or in some cases outright revamps, to better match modern visual quality. For instance, several 2D textures and model elements were made fully 3D, while several models were updated to use higher-quality versions. [[https://youtu.be/iEsFcVdJ0uA The result is an incredible visual improvement nearly across the board.]] It's so impressive that ''Capocom themselves'' pinned the mod to the top of the [[https://steamcommunity.com/app/254700/discussions/ Steam Discussion forums]] for the game, essentially making it an officially promoted mod.

to:

** The [[https://www.re4hd.com/ RE4 HD Project]] is one of the most polished fan-updates fan updates to a game ever made. After the unsatisfying release of the Ultimate ''Ultimate HD Edition Edition'' on Steam, a team of fan modders went back and gave the game an unbelievable facelift. Pretty much every single texture, model, effect, and location were given a number of touchups, or in some cases outright revamps, to better match modern visual quality. For instance, several 2D textures and model elements were made fully 3D, while several models were updated to use higher-quality higher quality versions. [[https://youtu.be/iEsFcVdJ0uA The result is an incredible visual improvement nearly across the board.]] It's so impressive that ''Capocom themselves'' pinned the mod to the top of the [[https://steamcommunity.com/app/254700/discussions/ Steam Discussion forums]] for the game, essentially making it an officially promoted mod.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


** The HD Edition, released on UsefulNotes/PlayStation3 and UsefulNotes/Xbox360, has higher native resolution, added shadows and colored lighting in many locations. The PC port of the HD release, dubbed ''Ultimate HD Edition'', is playable at even higher resolutions than its console versions, has an added hi-res texture pack, has controls comparable to the Wii version thanks to supporting mouse and keyboard controls, and can run at 60 frames per second; the HD Remastered version on [=PlayStation=] 4, Xbox One, and to a lesser extent, the Switch are also comparable to the ''Ultimate HD Edition'' in terms of visual fidelity and frame-rate. This is opposed to...

to:

** The HD Edition, ''HD Edition'', released on UsefulNotes/PlayStation3 and UsefulNotes/Xbox360, has higher native resolution, added shadows and colored lighting in many locations. The PC port of the HD release, dubbed ''Ultimate HD Edition'', is playable at even higher resolutions than its console versions, has an added hi-res texture pack, has controls comparable to the Wii version thanks to supporting mouse and keyboard controls, and can run at 60 frames per second; the HD Remastered ''HD Remastered'' version on [=PlayStation=] 4, Xbox One, and to a lesser extent, the Switch are also comparable to the ''Ultimate HD Edition'' in terms of visual fidelity and frame-rate. This is opposed to...



** The UsefulNotes/PlayStation2 port is inferior compared to the original [=GameCube=] version in various ways. While it was the first version to feature Ada's additional story campaign and the P.R.L. 412 for completing Professional mode, eliminated the need to swap discs at the last third of the game, a proper widescreen mode[[note]]the original [=GameCube=] version's game screen is displayed at 16:9 letterboxed to a 4:3 viewport, while the [=PlayStation=] 2 version features an option for widescreen presentation, provided the player has a widescreen television that can stretch the video output to fullscreen[[/note]], and some minor fixes that are exclusive to this port, the graphics and audio were downgraded in order to run on the console despite being released in DVD format. Downgrades includes lower resolution textures, simplified models and environments, missing details, compressed sounds and voice overs that can sound muffled, and introduces some glitches and loading issues. The cutscenes where also noticeably replaced with low resolution pre-rendered [=FMVs=], rather than rendering them in-game engine.

to:

** The UsefulNotes/PlayStation2 port is inferior compared to the original [=GameCube=] version in various ways. While it was the first version to feature Ada's additional story campaign and the unlockable P.R.L. 412 for completing Professional mode, eliminated the need to swap discs at the last third of the game, a support for proper widescreen mode[[note]]the presentation[[note]]the original [=GameCube=] version's game screen is displayed at 16:9 letterboxed to a 4:3 viewport, while the [=PlayStation=] 2 version features an option for widescreen presentation, provided the player has a widescreen television that can stretch the video output to fullscreen[[/note]], and some minor fixes that are exclusive to this port, the game's graphics and audio were downgraded in order to run on the console despite being released in DVD format. Downgrades includes lower resolution textures, simplified models and environments, missing details, compressed sounds details and effects, sound effects and voice overs that can sound compressed so badly it sounds muffled, and introduces some glitches and loading issues. The cutscenes where also noticeably replaced with low resolution pre-rendered [=FMVs=], rather than rendering them in-game engine.



** The Switch port is also another downplayed example. While it is based off the HD Remastered ports like the Xbox One and [=PlayStation=] 4 versions, it exhibits frame-rate problems more frequently than the original [=GameCube=] version or its [=PlayStation=] 2 port despite rendering the game at 600p in handheld mode and 900p while docked. Also not helping matters was the game initially retailed for $29.99 without any additional features nor the ability to use the Switch's gyro motion controls[[note]]although it does supports [=GameCube=] controllers like in the Wii version through USB-to-[=GameCube=] adaptors[[/note]] whereas every other digitally available port was cheaper.

to:

** The Switch port is also another downplayed example. While it is based off the HD Remastered ''HD Remastered'' ports like the Xbox One and [=PlayStation=] 4 versions, it exhibits frame-rate problems is prone to performance more frequently than the original [=GameCube=] version or its and [=PlayStation=] 2 port versions did despite rendering the game at 600p in handheld mode and 900p while docked. Also not helping matters was the game initially retailed retailing for $29.99 without any additional features nor the ability to use the Switch's gyro motion controls[[note]]although it does supports [=GameCube=] controllers like in the Wii version through USB-to-[=GameCube=] adaptors[[/note]] whereas every other digitally available port at the time of release was cheaper.cheaper than the Switch version.

Added: 1639

Changed: 1629

Removed: 322

Is there an issue? Send a MessageReason:
None


** The original 2007 PC port, which claimed it has the graphical quality of the [=GameCube=] with all of the UsefulNotes/PlayStation2 version's content. It was a buggy product with visuals that are ''much'' less detailed than the [=PlayStation=] 2 version with missing lighting and visual effects, and needed to be patched (and [[GameMod modded]]) frequently to even be playable. As with many PC ports of Japanese console games at that time, it's designed for gamepads, with no native mouse support and rather clumsy keyboard controls. The in-game button prompts only refer to buttons on a gamepad, not the keyboard controls, which would be forgivable if it wasn't for the game's ''extensive'' use of quick time events. What's also {{iron|y}}ic is that the PC port of ''[=RE4=]'' was handled by [=SourceNext=], the very same company behind an improved (and unfortunately Japan-only) PC port of ''VideoGame/ResidentEvil2''.

to:

** The UsefulNotes/PlayStation2 port is inferior compared to the original [=GameCube=] version in various ways. While it was the first version to feature Ada's additional story campaign and the P.R.L. 412 for completing Professional mode, eliminated the need to swap discs at the last third of the game, a proper widescreen mode[[note]]the original [=GameCube=] version's game screen is displayed at 16:9 letterboxed to a 4:3 viewport, while the [=PlayStation=] 2 version features an option for widescreen presentation, provided the player has a widescreen television that can stretch the video output to fullscreen[[/note]], and some minor fixes that are exclusive to this port, the graphics and audio were downgraded in order to run on the console despite being released in DVD format. Downgrades includes lower resolution textures, simplified models and environments, missing details, compressed sounds and voice overs that can sound muffled, and introduces some glitches and loading issues. The cutscenes where also noticeably replaced with low resolution pre-rendered [=FMVs=], rather than rendering them in-game engine.
** The original 2007 PC port, which claimed it has the graphical quality of the [=GameCube=] with all of the UsefulNotes/PlayStation2 [=PlayStation=] 2 version's content. It was a buggy product with visuals that are ''much'' less detailed than the [=PlayStation=] 2 version with missing lighting and visual effects, and needed to be patched (and [[GameMod modded]]) frequently to even be playable. As with many PC ports of Japanese console games at that time, it's designed for gamepads, with no native mouse support and rather clumsy keyboard controls. The in-game button prompts only refer to buttons on a gamepad, not the keyboard controls, which would be forgivable if it wasn't for the game's ''extensive'' use of quick time events. What's also {{iron|y}}ic is that the PC port of ''[=RE4=]'' was handled by [=SourceNext=], the very same company behind an improved (and unfortunately Japan-only) PC port ports of ''VideoGame/ResidentEvil2''.''VideoGame/ResidentEvil2'' and ''[[VideoGame/ResidentEvil3 3]]''.



** The Switch port is also another downplayed example. While it is based off the HD Remastered ports like the Xbox One and [=PlayStation=] 4 versions, it exhibits frame-rate problems more frequently than the original [=GameCube=] version or its [=PlayStation=] 2 port despite rendering the game at 600p in handheld mode and 900p while docked. Also not helping matters was the game initially retailed for $29.99 without any additional features nor the ability to use the Switch's gyro motion controls[[note]]although it does supports [=GameCube=] controllers like in the Wii version through USB-to-[=GameCube=] adaptors[[/note]] whereas every other digitally available port was cheaper.



** The original [=PS2=] port also was inferior in many ways. While it was the first version to feature Ada's additional story campaign, the graphics were inferior to the Gamecube version, with cutscenes noticeably being FMVs, rather than rendered by the in-game engine, and suffered from some glitches and loading issues.
Is there an issue? Send a MessageReason:
None


** The original PS2 port also was inferior in many ways. While it was the first version to feature Ada's additional story campaign, the graphics were inferior to the Gamecube version, with cutscenes noticeably being FMVs, rather than rendered by the in-game engine, and suffered from some glitches and loading issues.

to:

** The original PS2 [=PS2=] port also was inferior in many ways. While it was the first version to feature Ada's additional story campaign, the graphics were inferior to the Gamecube version, with cutscenes noticeably being FMVs, rather than rendered by the in-game engine, and suffered from some glitches and loading issues.
Is there an issue? Send a MessageReason:
Not YMMV. Moved to Trivia.


* ColbertBump: A minor example for the Zeebo. This Brazilian video game console would've likely flown under the radar internationally had Resident Evil 4 not had a port for it. The port is essentially another point in favor of the game's PortOverdosed status.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ColbertBump: A minor example for the Zeebo. This Brazilian video game console would've likely flown under the radar internationally had Resident Evil 4 not had a port for it. The port is essentially another point in favor of the game's PortOverdosed status.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** After overpowering Ada in a cutscene, Leon snarks "next time, use a knife", emphasizing that they are better for melee combat. Jump forward to the Resident Evil 2 Remake, and the knife has been made exceptionally useful against both Lickers and the final Super Tyrant fight due to its unique properties in that game.
Is there an issue? Send a MessageReason:
None


* GermansLoveDavidHasselhoff: The prominence of the Spanish language in the game ensured a thriving Latin American fanbase for ''[=RE4=]''. However, the Brazilian fan community appears to be the most noticeable of these- despite being from a Portuguese-speaking country. At any rate, expect to see lots of Brazilian in [=YouTube=] comment sections of videos about the game.

to:

* GermansLoveDavidHasselhoff: The prominence of the Spanish language in the game ensured a thriving Latin American fanbase for ''[=RE4=]''. However, the Brazilian fan community appears to be the most noticeable of these- despite being from a Portuguese-speaking country. At any rate, expect to see lots of Brazilian Brazilians in [=YouTube=] comment sections of videos about the game.

Top