21st January 2023: Resident Evil Chore
A few years ago I tried to get an old copy of Resident Evil 4 up and running, but couldn't get it to work the way I wanted it to, which was basically to have mouse support. For whatever reason, the mouse patch just wouldn't have it.
More recently, I'd been having plans to try and install an older Windows on one of my more modern machines, to see if the mouse patch would work on that, while still having enough grunt to run the game with the HD patch.
Luckily, before I started mucking around with all that, I learned that the HD version of the game from 2014 already has mouse support built in. Unfortunately, it meant having to buy it again on Steam. Again, I got some luck, as when I went to check how much it cost, a sale was in full effect and I swiped it for a few quid.
With the remake coming out soon, I thought it was about time I got through this at last, so I can at least see what is the same and what has changed about the new game.
Though it has to be stated, I'm pretty annoyed that Code: Veronica is not getting a remake, when it needs it the most.
Even though I could finally use my mouse to tackle this, I also used the re4_tweaks add on, which pumped the raw mouse input into the game, without any of that acceleration crap. As well as this, it allows the mouse to turn the character in addition to turning the camera, so it would feel like a much more modern game. The only thing that was missing was strafe, and it felt weird moving around with what are essentially still tank controls.
I was much more comfortable being able to aim this way, but there were still a few little weird issues with the control scheme. Firstly, whenever I went in and out of aim mode, the camera would point in a different direction. Though I found some options in re4_tweaks that were supposed to fix this, they only partially relieved the issue. And when using the rifle, the problem was worse than with any other gun. For example, if I wanted to target an enemy who was up on a ledge, or down on a lower level, I would point my camera roughly in that direction, then activate aim mode. Rather than already be pointing in the desired direction, the camera would always reset to point straight ahead, no matter what. Annoying, but this is what we have to put up with when a game that was never meant to have mouse support gets it added at a later date.
The other slight issue with the mouse is that the activation button, in this case E, would not work at all if there was even the slightest movement on the mouse. The amount of times I would have to press that button sometimes just to open a door or pick up an item. I quickly learned to just spam the damn thing any time I needed it.
Back in the day, this game marked a big change for the franchise. Not only did it switch from a fixed camera perspective to an over the shoulder one, it also switched the franchise away from a more tense, "scary" feel, to a more action oriented one. Whereas in the past, you could learn to slip by enemies and conserve ammo, here the game makes you fight. There are so many times where a door will lock and it's only possible to open it again if you kill everyone. I've not watched anyone speed run this, but I bet it pisses some runners off having to do this all the time.
This constant need to fight brought up another problem, and this was available ammo. In old games, if you hunted for it all, there was more than enough ammo to kill every enemy in the game and have tons to spare. And in those games, you didn't even need to fight most of the time. In this game, I always felt low on ammo. I never fully ran out entirely, but there were always moments where I only had ammo in a single gun and the others were empty. I even ended up with something like an 82% accuracy over the whole game, which is not great on a mouse, but would have been much worse on a controller. I just would not have had enough ammo to get through this if I had not been able to aim the way I did.
The prime example of this ammo issue was a boss fight against two giants, which I got through with a single shotgun shell remaining. And this was after dumping the first giant into a pit of molten steel. I don't know if the game is designed this way, to just about give you enough ammo to get through things, but I didn't like it.
It didn't help that I often saw items dropping while I was in the middle of a big fight. But when I'd killed everyone and turned around to look for the items, they had all disappeared. The fact that this happened so many times fucking sucked. What the hell, game?
The other main thing that made this so different from earlier games was the step away from zombies and Umbrella. I guess Capcom thought those games were getting old, but I really missed them here. This game, with all of its differences, just doesn't feel like Resident Evil to me, and that's at least partially why I found it so tiresome to get through.
Games in this series have always had really strange settings, but this one was the most bizarre of any I've played. The puzzles and locks in this game made no sense. For example, there's one point where a villain runs away from you out of the room and sets a trap. Then when you escape the trap and follow them, the next door is locked. But it's not locked from the other side. Instead there's a pad lock on this side that you have to shoot off. How the hell did they get out then put that lock on?
There are also multiple times where you have to go through a maze of rooms and enemies to find an item that will open a door somewhere else. But the villains, Ada, and the merchant for that matter, can seemingly just waltz through these doors whenever they want.
There's one point where you emerge from a castle, to see two little islands, each with their own buildings on them. You, as Leon, pick up some binoculars to see Ashley being led away into the building on the second island. Now, the method of crossing onto these islands is a swing bridge, which can pivot around from its anchor point on the first island to reach either the main castle or the second island. For some reason, even though the villains and Ashley must have just crossed the bridge from the first to second island, the bridge is now back pointing towards us as we emerge from the castle. That was very thoughtful of the bad guys, don't you think? I mean, if they'd not sent the bridge back to me, I wouldn't have been able to cross, and the game would be over.
What's doubly confusing is, going into the first island's building, we see that the villains have tried to stop us from using the bridge by jamming wood into all the gears that operate it. Can't lie. I face palmed. Nearly knocked my glasses off too.
And holy crap, the game was so long and tedious. I don't even think I spent as long making all those maps for Resident Evil 2 as I did just playing through this one a single time. Fair enough, if you're a fan of this game you'd probably be happy to keep playing it, but I was fed up with the constant cycle of saving Ashley, only for the next villain in line to capture her again, and so I would have to save her again, and so on...
Urgh.
I know I probably should have played this years ago, but I guess it makes sense that I'm so late when you think I didn't even fully complete the original game until 2011.
One thing's for sure: I won't be playing it again any time soon. Talk about a drag.