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I have to admit, when I first got wind of the changes Capcom was planning on for Resident Evil 4, I was a bit worried. Its not too often that a major overhaul of a beloved franchise ends up being the right move to make. Well, after having sat down with the latest build of the game I can safely say that my concerns have gone out the window. Not only is the game shaping up to be one of the best GameCube titles to date, its also shaping up to be perhaps the best Resident Evil game as well. Masterful storytelling, a menacing atmosphere, and tons of new gameplay features really vault the game into that class of top-tier experiences and we cant wait to get our hands on the final version of the game.
First of all, I wont go spoiling the entire storyline of the build that I played. But I will let you in on a few key plot points. The game starts off with Leon Kennedy being dropped off in a remote Spanish village by a couple of police officers. Leons been charged with retrieving the kidnapped daughter of the President and intelligence points to the village as the place where shes being held. But, as misfortune would have it, the villagers seem to be out of their minds and have been reduced to homicidal maniacs. After battling it out through some different village locations, including a farm and some subterranean caves, Leon learns that there seems to be a mysterious cult behind all of the incidents in the village. The village has been working with the cult, mainly through the influence of its ogre of a mayor.
Thats the plot in a nutshell of the demo I played. Im sorry if I dont disclose the entire storyline, but I really think that its something that you need to experience for yourself. There are plenty of surprises and shocks along the way, including the appearance of an ex-Spanish cop by the name of Luis and some other shadowy figures. But, for all that I dont say about the games story, I can reiterate enough the fact that the game is really pushing the limits in terms of plot in respect to a Resident Evil title. The learn as you go plot features really help to create a game that is oozing with atmosphere and mystery and that kind of experience is admittedly rare these days.
And then theres the gameplay. To say that Resident Evil 4 is breaking away from the mold of previous games is like saying that Associate Editor Jeremy Zoss only smells bad most of the time. The first thing youll notice is the new camera viewpoint in the game, which mainly adheres to an over the shoulder perspective. It took me a little time to get used to the new camera since it makes it a bit difficult to see things on the ground around you, but after some time I really began to like it. And since most of the action happens above the waist (not that kind of action!), it really doesnt become much of a problem unless youre really taking part in tons of item collection. The new 3D control, which is replacing the awkward down means forward, and vice versa, really helps to make the new perspective highly intuitive and user friendly.
While running around, Leon has a host of different moves available to him. The basics include things like running, walking, and aiming his weapons, which is mapped to the Right trigger. The coolest movement features comes in the new Action system. During key moments of the game button(s) will appear on-screen which you need to mash for a certain amount of time. This is used for things like sprinting away form danger, swimming through the water, jumping through a window, using doors, and even knocking down ladders around you. The nicest thing about the Action system is that it doesnt overwhelm you. Like I said before, it only appears every now and then, leaving the crux of the gameplay left to standard movement and actions. But, for those moments where they do appear, they really help add a sense of panic and emergency to what youre doing on-screen. The first time you have to outrun a giant boulder bearing down on you by smashing the A button repeatedly, youll really gain a better understanding of what it is to want to survive.
To compliment Leons new freedom of movement is also his heavier proficiency with firearms. When you start the game you have a standard handgun and a survival knife, which arent too shabby in keeping you alive. Along the way youll gain access to a pretty diverse assortment of other firearms, including a shotgun, rifle, machine gun, and even a rocket launcher. Each weapon comes complete with its own unique strengths and weaknesses and youll need to quickly learn which weapons are appropriate for each combat situation. Also new is the ability to upgrade your weapons in a number of different categories, including overall power, firing rate, and clip capacity. With the right tuning, the standard handgun can become a formidable weapon capable of taking down even the heartiest of enemies. Weapons can also be upgraded with various parts, such as a scope for the rifle (for some fun sniping sessions) and silencers and hilts for your handguns and machineguns. But, all of the upgrades come with a price.
Throughout your adventure youll run across little chest full of money. They range in denomination, and can be found almost everywhere including boxes, crates, and even are dropped by killed animals, but all are essential for weapon purchases and upgrades. These kinds of transactions come in the form of the merchant, a shadowy figure that youll run across every now and then.
While he doesnt sell any wares such as healing items (and admittedly, youll find plenty anyway), he does stock a nice assortment of firearms and can upgrade your weapons to be more powerful. He also stocks attaché cases, which are probably the most essential items in the game. When you start your journey you can only hold a certain number of items. In fact, your inventory screen is broken down into blocks and its up to you to arrange your items to take best advantage of whatever space you have. While in the inventory menu you can select an item by using the X button and then move it around and rotate it to try and squeeze as much room out of your carrying capacity as possible. In all respects, the inventory screen is sort of like a puzzle in and of itself and being able to maximize the space you have is vital to survival. This rings especially true when you start buying new weapons that take more space to hold, so dont find it a shock when you start having to sell old or less used firearms to make room for the new ones.
So far all of the pieces of the puzzle seem to really be coming together well in Resident Evil 4. While it did take me some time to get used to the controls, I eventually found them enjoyable to use. The item management and purchasing systems also seem to work quite well, adding a nice dose of originality in a franchise that really needed it. But the most impressive aspect so far has to be the games visuals. The GameCube is capable of some mighty fine graphics and Resident Evil 4 could become the flag bearer of the system in this respect. Character models are incredibly detailed, right down to realistic face mapping and animations, both of which give both allies and enemies a most decidedly human look.
The game is also sporting some impressive particle effects, whether it be the sparkle of a fuse on a piece of TNT or the flash of gunfire that illuminates the walls of a subterranean cave. Levels have also gotten a lot of attention, particularly the expansiveness of the areas that youll explore. Compared to the limiting confines that you had to deal with in the first game, the degree of freedom in movement that youll have in exploration is unprecedented in terms of being a RE title.
When it comes to audio, Resident Evil 4 is also touting some impressive features. Enemies cackle and scream with startling realism and guns fire with a nice pop. While our build of the game was a work in progress and didnt have all of the final sound effects and voice-over dialogue implemented, what we did hear was pretty nice. Be sure to really crank up the volume when you face the first boss in the game, a gigantic mutated fish. The beast breaches the water and splashes about with thunderclap ferocity and will really surprise you.
Overall, my time with the latest build of Resident Evil 4 has gotten me really excited for the final product. All of the new features in the game, such as the inventory management, new camera, and item buying have really combined to form one heck of a good time. And, it doesnt hurt that the game is probably one of the most visually impressive titles on the GameCube. If Capcom can stick to its January 11th release date for the game, I expect that I may be coming down with some sort of illness on the couple of days afterwards; because honestly, its looking to be just that good.
We recently had the chance to pose some questions to Hiroyuki Kobayashi, Producer of the game.
Game Informer Online: Recently Capcom announced that in the game youll be able to buy items from shopkeepers. Could you explain this feature more fully[question_mark] What sort of currency will you use and where will you find it[question_mark] How do you track down shopkeepers and how often to they appear throughout the game[question_mark]
Kobayashi: The game uses a currency called pesetas and you can find it on shelves, in wooden boxes, or get it from enemies. Once you get far enough into the game, youll come across a weapons merchant in a cutscene. After that, theyll pop up in various parts throughout the game. There are several in the town, so youll come across them more than once.
GI: Touching on the previous question, Capcom also announced that youll be able to upgrade your weapons in the game. Does this apply to all weapons that you can find or just a select few[question_mark] For example, will I be able to upgrade a rocket launcher, or just regular weapons like my handgun or shotgun[question_mark] What sort of requirements must I meet before I can upgrade my weapons[question_mark]
Kobayashi: Although you cant upgrade the rocket launcher, most of the other weapons are upgradeable. All youll need to upgrade them is money.
GI: Capcom recently announced a new save feature that will let you save the game at any typewriter, without having to use ink ribbons. It was also announced that the game will save at the beginning of most levels. Why did you decide to make these changes[question_mark] Was it to make the game less difficult[question_mark] Will multiple difficulty levels still be a part of the game[question_mark]
Kobayashi: The rhythm for the game is much different than previous titles. The pacing is very fast this time around, so saving also serves to give the player a short break. The difficulty level will adjust automatically to the skill level of the person playing.
GI: Throughout the years, the Resident Evil franchise has managed to create a very distinct look for its games. Do you think that the new look of Resident Evil 4 will work well in evolving the game to a new level[question_mark] Do you think that the new visual presentation will turn off any gamers who are still looking for that classic Resident Evil look[question_mark]
Kobayashi: Among the fully-3D games out in the market right now, I think this ranks very high. But gone are the beautiful pre-rendered scenes like in past RE games, which I know a lot of people loved. I felt the graphics on RE (remake) and RE 0 for the GameCube were especially great. On the other hand, I think the graphics in RE 4, especially the new fully 3D engine, have a lot of great qualities as well. I am sure a lot of people will enjoy them as well.
GI: Do you think the new open environments will be a benefit or an advantage for Resident Evil 4[question_mark] Previous games used tight quarters to create a more claustrophobic and tension filled mood. Will the new open environments detract from this experience[question_mark]
Kobayashi: Although there are still some tight, close-quarters areas in RE4, the more open environments present their own new sense of horror and tension, which I think will come across when you play. Itll make you more excited and more tense than ever before.
GI: In this latest installment, the controls seem to be quite a bit more responsive and intuitive than they have been in the past. Why did Capcom wait so long to change them[question_mark] Was it a technology issue or one more focused on convenience[question_mark]
Kobayashi: The controls are still the same as before. Whats changed is that we have changed the camera for RE4, which has made it easier to control. This was more a matter of the style chosen for each game, rather than anything technological.
GI: The Resident Evil franchise is known for having lots of bonus content, whether it be extra playable characters or challenging mini-games and quests. Will we be seeing any of these features in Resident Evil 4[question_mark]
Kobayashi: Yes, there will be plenty to enjoy.
GI: Lately more and more details about Ashley have been coming out, especially those dealing with controlling her and keeping her safe. Could you explain this system a bit more in-depth[question_mark] What sort of actions is she capable of performing and can she actually fend for herself, or will we be babysitting her most of the game[question_mark]
Kobayashi: You can only control Ashley for one section, but its a lot of fun. But the thing is, shes just a college student, so she cant really wield firearms or anything. What she does is use her environment to avoid the enemy. For the majority of the game where she appears, shell be following Leon around, and there are a lot of situations where, as Leon, you will have to protect her and save her.
GI: A lot of press around the game has been centered on the new Action response system of performing moves and other maneuvers. What sort of things will the Action system include besides jumping through windows, opening doors, and avoiding enemy attacks[question_mark]
Kobayashi: You can run as a giant boulder tumbles down after you, move down from high places, attack enemies in certain ways, and more.
GI: The Umbrella Corporation has been a mainstay of the Resident Evil series, but it appears so far that theyre going to not be a part of Resident Evil 4. Do you think that this omission will affect how gamers react to the game[question_mark] Do you consider Umbrella to be an integral part of the game series or a feature that has worn out its welcome[question_mark]
Kobayashi: If you want to know about Umbrella, youll have to play the game. These new enemies are interesting because they are strange and unknown, so unlike with Umbrella, you never what could happen next, or whats lurking behind the door.
GI: What are your thoughts on the current crop of Resident Evil feature films[question_mark] Have you seen any of them and if so, what did you think[question_mark] Do you consider them to be legitimate entries in the Resident Evil universe[question_mark]
Kobayashi: I was involved with Resident Evil 2: Apocalypse a little, working as Associate Producer. It was definitely more of an action movie, with Jill and the Nemesis, so it ties in more with RE 3. Personally I would have liked to see Jill have a bit of a bigger piece of the action.
GI: Regarding the Resident Evil franchise as a whole, how do you feel the series has evolved throughout the years[question_mark] What sorts of things from the series have had a major impact on the video game industry, either in function or practice[question_mark]
Kobayashi: The big change or evolution is with RE4. There were a lot of RE titles not in the actual numeric series, and it was more scattered than showing some kind of drastic evolution. Well, I guess you could say that RE is an established brand, almost a genre of its own. When it comes to survival horror, RE is still on top.
GI: Concerning other survival horror games, do you have any favorites that you like to play in your spare time[question_mark] What sorts of other horror games in the market have caught your attention lately[question_mark] Do you think the genre has moved forward in the past few years[question_mark] Also, what sort of things to do you want to see in future survival horror games[question_mark]
Kobayashi: I dont really pay attention to the other survival horror games out there. I mean, I know there are horror games out there and there are a lot of games that really do a good job of pulling off the horror part well, which is good. But for RE, I think its a great game, not just a great survival horror game, and I plan on keeping it that way in the future.
GI: How do you feel about the Nintendo DS and the Sony PSP[question_mark]
Kobayashi: It will be interesting to see how the systems sell and how each company acts. Im very impressed. It makes me want to make something for them.
GI: What are your thoughts on taking the Resident Evil universe to handheld gaming devices[question_mark] If so, which system do you think would be the best fit, the DS or the PSP[question_mark]
Kobayashi: I think if youre going to go portable, you have to think about how to craft the experience into something that you cant do at home on a console. Its all up to how you handle it.
GI: What sort of plans do you have for Resident Evil after the release of Resident Evil 4[question_mark] Will another game be coming along quickly or do you plan on taking a break for awhile[question_mark]
Kobayashi: We havent decided anything on it yet, so we have a long way to go on it.
GI: Thanks for taking the time to answer our questions.
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