![]() ![]() Remarkably, out of the entire cast, it's Luis who has probably the best acting of the bunch - a rare boon of charisma in a sea of deadpan. ![]() There's no real middle ground, even with Ramon, who's trying way too hard to present himself as a viper waiting to strike rather than an eccentric tiny tyrant. The villains meanwhile are mostly understated or shouting. Not since Battlefront II's Takodana campaign level have I been whined at so much by someone I'm saving in the middle of a firefight. While this is initially the case, an inconsistency with her dialogue barks mid-combat tend to make her gratingly tone-deaf rather than endearing. On the flipside, the Remake tries desperately to make Ashley Graham, the president's daughter, more likable. I applaud recasting her with an Asian actor, but her delivery comes across as cold rather than what seems to be meant as aloof?ĪLSO READ: Resident Evil: The 10 Best Puzzles In The Franchise Returning femme fatale Ada's not much better. ![]() Sure, protagonist Leon Kennedy spouts one-liners, but his actor sounds like he's counting the seconds till he can leave the recording booth. ![]() I don't think I've ever seen a game misunderstand the tone of its source material harder than this. The first half of the game feels so divorced from the latter sections in tone that it's like you're earning the right to enjoy yourself, especially with regard to the narrative. Yet what remains most profound is the sheer lack of fun for significant portions of the game. You used to just be able to tell the difference. The original's barrels and crates are here, but many of them are non-interactive background material, while the only ones worth engaging with have a literal "X marks the spot" of yellow on them. It works, but it also leaves me wondering why so much visual noise was necessary. The solution? Slap yellow onto important things like it's an Uncharted game. I understand the incentive to go above and beyond the humble limits of the original GameCube release, but if I'm genuinely questioning if something is interactive or not at a distance, you've gone a step too far. The levels themselves vary from gorgeous to cluttered messes of over-detailing. This is all the more infuriating given there is an encounter midway through the game that does a much better job of tutorializing how to use the knife combat system than earlier encounters, with longer response windows than some basic enemies. Where Resident Evil 2 Remake gave you a brief moment to process sacrificing such a valuable resource, Resident Evil 4 Remake expects you to already identify each prompt and know exactly what to do. It's a necessity to max out your primary knife's durability as soon as possible. I wouldn't even mind, but adding knife degradation tied to this split-second reaction timing isn't ideal. As for the new parrying and dodge moves? They're glorified quick time events, which is hilarious given how it was advertised that the game would lack any QTEs, unlike the excessive number in the original game. Other returning mechanics, like crafting and barring windows, work perfectly fine, but won't redefine your experience. RELATED: Dead Space Remake: 10 Biggest Differences From The Original The new stealth mechanics, a new bolt weapon that's blatantly similar in function to The Evil Within's crossbow, a similar aiming system in lieu of the laser sight aiming of the original game - it all uncomfortably reminds me of The Callisto Protocol trying to one-up ideas from Dead Space's sequels. What's stranger still is whenever Resident Evil 4 Remake isn't drawing from the past, it's desperately chasing Shinji Mikami's future. ![]()
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