The fearful adaptation with a reason to exist. Get a glimpse of it here.
Capcom teams up with Armature Studio to focus on translating a third-person console shooter into a first-person headset-based game using the Oculus Quest. This nostalgic game has been given an enhanced tune-up with being gifted the innovation of putting VR with this game. This is a horror game that allows those playing it to now be within the realm of zombies. You are still playing as Leon S. Kennedy, now a U.S. government agent in rural Europe to rescue the president’s daughter while fending off hordes of infected villagers and monsters. From grabbing guns and shooting them to interacting with how fast you are running and various obstacles to jump/climb. combat is tactile and satisfying without being punishingly difficult or complicated. It uses the original’s familiar outlay of handguns, long guns, and a knife for close-range fighting.
Though entertainment is the main push for the remake of this game, this is one of the first games by the company that made a VR version of this game. Those who are fans of this franchise know that RE4VR (Resident Evil 4 VR) is only an escalation for horror game scene. The overwhelming graphics and interactions create a more intense setting, making for the user to feel the full potential of being scared. It's a vital use of VR by the way the game drags you into the setting of the game, making you feel like you're really there. Moreover, the game has different scenes where you, the player (named Leon) are put in front of crucial decision making scenarios. Whether its different puzzles to be completed or doing coop teammwork with the AI within the game, there are various physics in the game where normally doing with a controller doesn't help to feel the full effect. Armature has added a full upper-body rig on top of Leon’s character to combine his movement with the dual-handed interactivity achieved with Touch controllers. They’ve even added support for teleportation and room-scale movement, so you can explore the environment however you choose. Having VR incorporated within a game such as this will be able to capture the player's intended actions based on behavior. Meaning if a user is truly scared in a certain situation, they may turn around and run. Or maybe they may get frozen in fear, not knowing how to react quickly enough, giving it a more realistic response to the game. You won't really be able to turn away when something might frighten you. It will only add to the immersiveness. The creators want you to feel like this is your reality. The more important reasons for this game being made into VR is to give a new twist to their games. After switching the POV of the player and remaking several games into different types of campaigns, Capcom felt the need to create something entirely different for the players. Bringing back one of the fan favorites, RE4 will now be a total immersion of a zombie ridden town having you fight for your survival with critical decision making.
Not only are the fans of Resident Evil pysched about the addition of VR, but so are VR gamers that are into horror games looking to get a good jump scare in. The audience has expanded solely due to the new implementation of the old game, enhancing the entertaintment altogether. Those who seem to find themselves enjoying a good scare and horror games in general will end up really liking this one. The rated Mature game targets the older teen/20 year olds that are able to handle the gore that it provides. With the occasional cussing and remarks made throughout the game, the audience is expected to be professional in this setting, considering now YOU are the one retreiving the president’s daughter, not a third-person version of you... the stakes are much higher. The game has hidden treasures throughout it, and someone who has a keen eye or sharp sense of decision making would be well fit for the task at hand. Players are expected to solve riddles and in-game puzzles in order to have them progress within the game, so pay attention to your surroundings. Also, this game involves quite a bit of detective-like work when finding high priced items hidden within the game. Alongside this, there is a strategy that takes place when thinking of the best way to get around the enemies. Whether that’s conserving ammunition by running around the zombies or shooting the least amount of bullets by aiming at the head, or solving specific puzzles that are meant to be found out throughout the game, those who are in for clues to be revealed will have a pleasure playing this game. The VR aspect will shape the audience into being someone that is prepared for any danger. Quick thinking will help you escape to safety, so be smart on top of your game.
Player has more responsibility with the actions they take.
More freedom for controlling what to do with character.
New additions such as dual wielding weapons creates new gaming experiences.
Through many alterations in terms of design and how someone is now able to play the same game differently, there arises newer critiques of things that weren’t yet observed. One of them being interacting with items in the game. There is overall positive feedback regarding picking up items and being able to inspect them. People have complimented how the controllers react with the grabbing radius of the items. Mentioning how it happens with ease and is generally effortless to do so. But there lies an underlying issue that many players have noticed. One of these negative feedbacks was how some actions don’t occur when the computer (being zombies) walks or hits one of the colliders associated with something, for example a bear trap within the game. If you were to walk over one of these traps, you would get caught and have to get out of it. But when a zombie walks over it, nothing happens to them, which seems like an unfair characteristic within the game. There is another portion of the game that is considered to be heavily critiqued, and that is regarding placement of items and using those items. What I mean by this, is that before this game came out, in order to open your menu with all your items in it, you are now able to simply withdraw those items without pausing the game and selecting them. You just do it by knowing where the items are located on your vest or holster and grabbing them as you are playing. One of the positive highlights regarding this feature is that it is quick and accessible at all times. In intense situations, one can take out the necessary equipment and use them. There’s no more pausing the game, switching items around, and then resuming the game when you are in a situation where it’s best to have a constant flow of gameplay. Moreover people will increase their muscle memory performance by having this new feature in the game, and that’s always a plus. However where this goes wrong sideways is where in an article, it was written by a female gamer that in certain situations, such as pulling a knife out from the chest area, was leaving her hitting herself in a sensitive area. It may sound a bit funny, but this was a concern that was taken into consideration by the developers and seems to be looking to update the game in the future (the article is listed on the website). Perhaps an approach can be to allow the gamer to choose what parts of themselves they can retrieve certain items from. One last thing that has made an impact on the performance of the game is how players are now able to move while shooting. As this is a new feature, players are experimenting with it to see how well it treats them. One positive aspect of this is that players are now able to somewhat “back-off” or strafe (moving side to side quickly to avoid gunfire or being attacked) when attacking their enemies. It’s a good thing to be able to dodge them more easily and work out in the players’ favor. However, as we all know, every pro comes with a con. One of those being the inaccuracy of the shots you shoot as you move. Players have noticed when being stationary and shooting, that their shots to the head are easier to hit. As playing in the headset, it’s generally going to be difficult aiming with a slight movement in your shot, since you’re now the one holding the gun. But that’s why it’s exciting! You have to practice hitting your targets in a new way that excites those playing. When you are walking around and firing shots though, sure you can avoid enemies better, but you also better have a good shot. That’s one of the main drawbacks that were noticed.
There has been a recent complaint regarding one of the features for using a knife or grendade. This is mainly for women since it was one that made a post about it, saying that her 'dilemma' had her in certain situations that were intense to accidently punch herself in the chest area, slightly bruising her upper chest. As this issue seems irrelevant to most, it's important to notice the extreme graphic updates. There's been an update to over 4,000 textures within the game that has enhanced the gaming experience. Other tweaks would make sense in any remaster. Armature has made enemies less likely to target your partner Ashley, who you’ll spend a lot of time protecting in either version of the game. With that, players are now able to interact with and pick up almost anything in the game and inspect it, as prior with the controller it was not available. Something else that may not be instantly noticable is how you are going from third-person gameplay to first-person. This perspective shift allows for the ability to freely run around during combat and much more. But don't be discouraged if you can't be up on your feet with the headset all day, because being seated and playing this game is said to be just as thrilling. The two modes that are set up as a feature make for an all around great experience. Another interaction feature that has made an impact on the performance of the game is how players are now able to move while shooting. As this is a new feature, players are experimenting with it to see how well it treats them. One positive aspect of this is that players are now able to somewhat “back-off” or strafe (moving side to side quickly to avoid gunfire or being attacked) when attacking their enemies. It’s a good thing to be able to dodge them more easily and work out in the players’ favor. However, as we all know, every pro comes with a con. One of those being the inaccuracy of the shots you shoot as you move. Players have noticed when being stationary and shooting, that their shots to the head are easier to hit. As playing in the headset, it’s generally going to be difficult aiming with a slight movement in your shot, since you’re now the one holding the gun. But that’s why it’s exciting! You have to practice hitting your targets in a new way that excites those playing. When you are walking around and firing shots though, sure you can avoid enemies better, but you also better have a good shot.
"Resident Evil 4 VR is a must-play if you're a fan of the original. It fundamentally changes the experience in meaningful ways, adding new depth, strategy, and tension to a video game most people know like the back of their hands at this point"
"Resident Evil 4's frightening world is amplified through the lens of VR; combat is versatile and invigorating, while still feeling tense and stressful. However, controlling mobs of enemies can feel a bit clumsy and overwhelming."
"Resident Evil 4 VR is a breath of fresh air for one of the most ported entries in Capcom's long-running series. While the game is missing modes like Separate Ways or The Mercenaries, Armature has crafted one of the best versions of Resident Evil 4 to date."