Resident Evil 4: Difference between revisions
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| MC = GC: 96% (82 reviews)<ref name="MC">{{cite web|url=http://www.metacritic.com/games/platforms/cube/residentevil4|title=Resident Evil 4 (cube: 2005): Reviews |publisher=[[Metacritic]]}}</ref> <br> PS2: 96% (38 reviews) <ref>{{cite web|url=http://www.metacritic.com/games/platforms/ps2/residentevil4?q=resident%20evil%204 |title=Review: Resident Evil 4 (PS2)|publisher=Metacritic|accessdate=2010-03-16}}</ref> <br> PC: 76% (15 reviews)<ref>{{cite web|url=http://www.metacritic.com/games/platforms/pc/residentevil4?q=resident%20evil%204 |title=Review: Resident Evil 4 (PC)|publisher=Metacritic|accessdate=2010-03-16}}</ref> <br> Wii: 91% (49 reviews)<ref name="metacriticwii"/> |
| MC = GC: 96% (82 reviews)<ref name="MC">{{cite web|url=http://www.metacritic.com/games/platforms/cube/residentevil4|title=Resident Evil 4 (cube: 2005): Reviews |publisher=[[Metacritic]]}}</ref> <br> PS2: 96% (38 reviews) <ref>{{cite web|url=http://www.metacritic.com/games/platforms/ps2/residentevil4?q=resident%20evil%204 |title=Review: Resident Evil 4 (PS2)|publisher=Metacritic|accessdate=2010-03-16}}</ref> <br> PC: 76% (15 reviews)<ref>{{cite web|url=http://www.metacritic.com/games/platforms/pc/residentevil4?q=resident%20evil%204 |title=Review: Resident Evil 4 (PC)|publisher=Metacritic|accessdate=2010-03-16}}</ref> <br> Wii: 91% (49 reviews)<ref name="metacriticwii"/> |
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| GR = GC: |
| GR = GC: 96% (97 reviews)<ref>http://www.gamerankings.com/gamecube/535840-resident-evil-4/index.html</ref> <br> PS2: 96% (53 reviews)<ref>http://www.gamerankings.com/ps2/925156-resident-evil-4/index.html</ref> <br> PC: 74.24% (17 reviews)<ref>http://www.gamerankings.com/pc/931851-resident-evil-4/index.html</ref> <br> Wii: 91.5% (60 reviews)<ref>http://www.gamerankings.com/wii/938877-resident-evil-4-wii-edition/index.html</ref> |
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| agg1 = [[GameStats]] |
| agg1 = [[GameStats]] |
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| agg1Score = GC: 10/10 (125 reviews)<ref>http://www.gamestats.com/objects/015/015821/</ref> <br> PS2: 10/10 (40 reviews)<ref>http://www.gamestats.com/objects/013/013887/</ref> <br> PC: 8.0/10 (10 reviews)<ref>http://www.gamestats.com/objects/802/802410/</ref> <br> Wii: 9.1/10 (37 reviews)<ref>http://www.gamestats.com/objects/853/853595/</ref> |
| agg1Score = GC: 10/10 (125 reviews)<ref>http://www.gamestats.com/objects/015/015821/</ref> <br> PS2: 10/10 (40 reviews)<ref>http://www.gamestats.com/objects/013/013887/</ref> <br> PC: 8.0/10 (10 reviews)<ref>http://www.gamestats.com/objects/802/802410/</ref> <br> Wii: 9.1/10 (37 reviews)<ref>http://www.gamestats.com/objects/853/853595/</ref> |
Revision as of 13:00, 3 March 2011
Resident Evil 4 | |
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![]() North American box art (for GameCube) | |
Developer(s) | Production Studio 4[1] |
Publisher(s) | |
Director(s) | Shinji Mikami |
Producer(s) | Hiroyuki Kobayashi |
Designer(s) | Hiroshi Shibata Koji Kakae Shigenori Nishikawa |
Writer(s) | Shinji Mikami[1] Satoshi Yoshimatsu Haruo Murata |
Composer(s) | Misao Senbongi Shusaku Uchiyama |
Series | Resident Evil |
Platform(s) | Nintendo GameCube, PlayStation 2, Microsoft Windows, Wii, mobile phone, iPhone, Zeebo, iPad |
Release | January 11, 2005
|
Genre(s) | Third-person shooter, survival horror |
Mode(s) | Single-player |
Resident Evil 4, known in Japan as Biohazard 4 (バイオハザード4, Baiohazādo Fō), is a survival horror third-person shooter video game developed by Capcom's Production Studio 4 and published by multiple publishers, including Capcom, Ubisoft, Nintendo Australia, Red Ant Enterprises and THQ Asia Pacific. The game was originally released on January 11, 2005 in North America, and on January 27 in Japan.
First hinted at in early December 1999, Resident Evil 4 underwent a long development time during which four proposed versions of the game were discarded. Initially developed for the PlayStation 2, the first attempt was directed by Hideki Kamiya after producer Shinji Mikami requested him to create a new entry in the Resident Evil series. Nevertheless, it was decided to start development over again. The game was intended to be a Nintendo GameCube exclusive, but a PlayStation 2 version was announced before the game was released for the GameCube. Resident Evil 4 was subsequently released in full for PC (Microsoft Windows) and Wii, and in heavily condensed versions for other platforms, including the iOS, Mobile phones, and Zeebo.
Resident Evil 4 has garnered great critical acclaim, averaging a score of 96 on Metacritic.[2] It has received stellar reviews from various video game magazines and websites. The game was considered by most critics as a top contender for Template:Vgy's Game of the Year, and was seen as a successful crossover hit; the new gameplay alterations and immersive style appealed to many not previously familiar with the series.[3]
Gameplay
The player controls Leon S. Kennedy from a third-person, over-the-shoulder perspective during a mission to rescue the daughter of the President of the United States, Ashley Graham. The gameplay focuses on action and shootouts involving crowds of enemies in large open areas. The camera is focused behind Leon, and it zooms in for an over-the-shoulder view when aiming a weapon. The addition of a laser sight adds a new depth to the aiming, allowing the player to aim in various directions and easily change their placement at any time. Bullets now affect the enemies specifically where they are shot: shots to the feet can cause enemies to stumble, while shots to the arms can cause them to drop their weapons.
![An image of a young man defending himself against a hoard of humanoid enemies in a village setting. The camera is behind the man's shoulder, placing him in the bottom left corner and the attackers in the background of the picture.](http://upload.wikimedia.org/wikipedia/en/thumb/4/42/Resident_Evil_4_Ganado_village.png/220px-Resident_Evil_4_Ganado_village.png)
Another new aspect of Resident Evil 4 is the inclusion of context-sensitive controls. Based on the situation, the player can interact with aspects of their environment: kicking down a ladder, jumping out of a window, or dodging an enemy attack. There are also dynamic cut scenes, in which the player must press buttons indicated on-screen to execute actions such as dodging a falling boulder or wrestling an enemy to stay alive. These are often incorporated into the game's many boss battles, where the player must avoid one-hit kill attacks. The Wii version expanded on this concept slightly by including a quick Wii Remote shake as a possible context sensitive action.
The main enemies are parasitically-controlled humans referred to as Los Ganados ("The Cattle" in Spanish). Significantly smarter and quicker than the zombies from previous games, Ganados are a very different sort of foe. These new enemies dodge, wield melee and projectile weapons, and are capable of working collectively and communicating with each other. Once simple farmers, these Ganados are the product of an infestation of Las Plagas ("The Plague" in Spanish).
The inventory system of the game features a grid system, represented by an attache case, that has each item take up a certain number of spaces. The case can be upgraded several times, allowing for more space. Weapons, ammunition and healing items are kept in the case, while key items are kept in a separate menu. Items may be bought from and sold to a wandering merchant that appears in various locations throughout the game. He sells first aid sprays, weapons, allows for weapons to be upgraded and buys various treasures that Leon finds. The various weapons each have their own advantages and disadvantages.[4][5] One major goal for the game design was to increase weapon diversity to improve player freedom and gameplay depth.[6]
Capcom added new content made specifically for the PlayStation 2, which was later incorporated into the PC and Wii releases. The largest addition is "Separate Ways", a minigame which revolves around Ada Wong's involvement in Resident Evil 4 and her connection to Albert Wesker, a former member of STARS, who is now attempting to revive Umbrella. "Ada's Report", a five-part documentary, analyzes Ada's relationship with Wesker and his role in the plot. Other unlockable content in all versions included the minigame "The Mercenaries", "Assignment Ada", a small minigame using Ada to retrieve plaga samples, new costumes for Leon and Ashley, new unlockable weapons and a Movie Browser.
Plot
In 2004, the Umbrella Corporation's secret activities within Raccoon City have become a public affair. Following an investigation conducted by the U.S. government, several Umbrella officials are implicated and prosecuted. The government indefinitely suspends Umbrella's business, bankrupting the company.
Leon S. Kennedy was recruited by the U.S. Secret Service after they learned of his actions in Raccoon City. Leon is sent on a mission to rescue Ashley Graham, the President's daughter, who has been kidnapped by a mysterious cult. Leon travels to a rural village in Europe, where he encounters a horde of violent villagers who pledge their lives to Los Illuminados ("The Enlightened Ones" in Spanish), the cult that has kidnapped Ashley.
While in the village, Leon is captured by its chief, Bitores Mendez, and injected with a mind-controlling parasite known as Las Plagas. He finds himself held captive and tied up back to back with Luis Sera, a former Los Illuminados researcher. The two work together to escape, but then quickly go separate ways. Leon discovers that Ashley is being held in a chapel, and rescues her; despite the attempts of Osmund Saddler, the leader of Los Illuminados, to stop the two, they escape.
After defeating Mendez, Leon and Ashley take refuge inside the castle of Ramon Salazar. Although they believe it will be a safe haven from the village's Ganados, they soon find that the castle and Salazar are also infected with Las Plagas. Ashley begins to cough up blood, indicating the slow maturation of the Plaga egg in her bloodstream. In a panic, she runs from Leon, and the two are separated by Salazar's traps. While Leon and Sera meet several times throughout the story, Sera always leaves quickly, first to locate pills to slow Leon and Ashley's infection, and then to bring a Plagas sample. The two meet up again in the castle while Leon is looking for Ashley; this time Sera proudly announces that he has the sample, yet before he can finish his sentence Saddler murders Sera in front of Leon, taking the sample.
Although Leon eventually finds Ashley, she is later captured again. While in the castle Leon briefly encounters Ada Wong, a woman from his past. He then battles his way through the castle to find Salazar, who merges with one of his henchmen and a massive growth of Las Plagas in an attempt to kill Leon that results in his own death. Leon learns that Ashley has been taken to a nearby island research facility, and he happens upon Ada, who has a boat she uses to take the two to the island. The player soon learns that Jack Krauser, one of Leon's former comrades from his years of training, thought to be dead, is working for Saddler. After numerous altercations with Saddler's forces, Leon is able to rescue Ashley, however she is captured yet again.
The player then learns that Ada and Krauser are actually working together for a third party, and that Krauser intends to kill Saddler when he gets the chance. Saddler knows this, and he orders Krauser to kill Leon, knowing that no matter which one dies, he will benefit. Leon then rescues Ashley for the last time, and they remove the Plagas from their bodies using a specialized radiotherapeutic device. Leon decides that although he has accomplished his mission by rescuing Ashley and curing her of the infection, he ought to thwart Saddler. With Ada's help, Leon defeats Saddler and recovers the sample from Saddler's body, but Ada forces him to give it to her at gunpoint. She then escapes from the complex in a helicopter, leaving Leon and Ashley to escape via her jet-ski.
Development
First hinted at in early December 1999,[7] Resident Evil 4 underwent a long development time during which four proposed versions of the game were discarded.[8] Initially developed for the PlayStation 2, the first attempt was directed by Hideki Kamiya after producer Shinji Mikami requested him to create a new entry in the Resident Evil series.[9] Around the turn of the millennium,[10] regular series writer Noboru Sugimura[11] created a scenario for the title, based on Kamiya's idea to make a very cool and stylized action game.[12] The story was based on unraveling the mystery surrounding the body of protagonist Tony,[13] an invincible man with skills and an intellect exceeding that of normal people, his superhuman abilities explained with biotechnology.[10] As Kamiya felt the playable character did not look brave and heroic enough in battles from a fixed angle, he decided to drop the prerendered backgrounds from previous installments and instead opted for a dynamic camera system.[9] This new direction required the team to make a trip to Europe where they spent eleven days in the United Kingdom and Spain photographing things like Gothic statues, bricks, and stone pavements for use in textures.[14][15] Though the developers tried to make the "coolness" theme fit into the world of Resident Evil, Mikami felt it strayed too far from the series' survival horror roots and gradually convinced all of the staff members to make the game independent from it.[16] Kamiya eventually rewrote the story to be set in a world full of demons and changed the hero's name to "Dante".[10] The cast of characters remained largely identical to that in Sugimura's scenario,[17] although the hero's mother[18] and his father,[19] the latter an early version of Umbrella founder Lord Spencer,[20][21] were written out of the story. The game's new title was revealed as Devil May Cry in November 2000,[22] and development on Resident Evil 4 started over at the end of 2001.[23]
The first official announcement of the game was made in November 2002, as one of five games exclusively developed for the Nintendo GameCube by Capcom's Production Studio 4.[24] This revision, commonly dubbed the "fog version", was directed by Hiroshi Shibata[25] and was 40 percent finished at that time.[26] The game saw Leon S. Kennedy infiltrating the Umbrella headquarters in Europe and featured traditional Resident Evil monsters such as zombies.[8][27][28] During the course of the new story which was again written by Sugimura's scenario creation company Flagship,[29] Leon became infected with the Progenitor Virus and possessed a hidden power in his left hand.[8][30][31] The producer of the final version also pointed out that Ashley did not appear back then, though there was a different girl who was never revealed to the public.[8]
![An image of a young man aiming his gun and flashlight at a hostile male figure wielding a large hook. The whole scene is marked by a bluish hue, giving the mansion environment an otherworldly feel.](http://upload.wikimedia.org/wikipedia/en/thumb/b/bc/Re3.5hookman.png/220px-Re3.5hookman.png)
Nevertheless, it was decided to start development over again.[8] At E3 2003, another revision was revealed that is widely known as the "hook man version" now, though officially titled Maboroshi no Biohazard 4 (幻の「バイオハザード4」, lit. "Hallucination Biohazard 4") on the Biohazard 4 Secret DVD.[32] During Mikami's introduction of the trailer, he assured that development was proceeding very smoothly and claimed the game to be the scarier than ever before, warning gamers with the quote "Don't pee your pants!"[32] The story was set in a haunted building where Leon contracted a bizarre disease and fought paranormal enemies, such as medieval suits of armor, living dolls, and a ghostlike man armed with a large hook.[27][32] The game had an otherworldly feel to it, containing elements like flashbacks and hallucinations that were marked by a bluish tint and a shaking camera.[8] It also displayed various gameplay mechanics that carried over to the final release, like the over-the-shoulder camera for aiming in battles.[32] Other features, such as dialogue choices, were removed later.[8] Though ultimately scrapped, five minutes of gameplay footage for this version were released on the Biohazard 4 Secret DVD, a Japanese preorder bonus given out in January 2005.[33] After this attempt, the last canceled revision featured zombies again, but was discontinued before it was shown to the public as the developers felt it was too formulaic.[8]
Following that, it was decided to change the game's genre to reinvent the series.[27] Mikami took over directorial duties from Shibata and began working on the version that was released.[34] In a later interview, he mentioned that he was put under enormous pressure by Capcom, threatened with the series' cancellation if the game did not sell well.[35] According to newly-assigned producer Hiroyuki Kobayashi,[34] the development team felt depressed and was hard to motivate after the focus of the game shifted from horror to action.[23] Although Mikami demanded the camera system to be completely revised, the staff members had reservations about making big changes to the series he had created.[36] Eventually, Mikami intervened, explained his proposed changes, and wrote a new story for the title that, unlike previous installments, was not centered on the Umbrella Corporation or its exploits.[1][36][37] The communication script was provided by Satoshi Yoshimatsu.[38] To go along with the new gameplay and story, a new type of enemy called "Ganado" was created, as opposed to using the undead creatures from previous Resident Evil games.[37] Furthermore, producers expended additional detail to modify and update characters that had previously appeared in the series. In a documentary explaining the conception of the game's characters, a game designer stated he intended to make Leon Kennedy "look tougher, but also cool".[39]
The game's English voice actors recorded their parts in four sessions, over three to four months.[40] Capcom hired Shinsaku Ohara as the game's script translator and voice over coordinator.[38] In an interview with IGN, Carolyn Lawrence, who provided the voice for Ashley Graham, described her character as "vulnerable, because Leon has to come to her rescue all the time".[40] She also described Kennedy's character as "more brawn, perhaps than brain".[40] In addition to the voice acting, the game's designer detailed each cinematic sequence so that each character's facial expressions matched the tone of their voice actor.[39]
Along with Resident Evil: Dead Aim and Resident Evil Outbreak, two side story titles that did not fall under the exclusive policy, it was announced on October 31, 2004 that Resident Evil 4 would come to the PlayStation 2 in 2005, citing increased profit, changing market conditions, and increased consumer satisfaction as the key reasons. The PS2 version included new features, primarily a new subgame featuring Ada Wong. On February 1, 2006, Ubisoft announced that they would be publishing the game on the PC for Microsoft Windows.[41] On April 4, 2007, a Wii version was announced, and was launched later in the year. The game features all of the extras in the PS2 version, along with other additions, including a trailer for Resident Evil: The Umbrella Chronicles.
Versions
Special editions
The GameCube version featured two different collector's versions of the game. The first was available as a pre-order from the official website that included the game, Prologue Art book, and a white t-shirt with a black logo of game's title on the front and the website address on the back. GameStop offered another limited edition that was packaged in a tin box with an artwork book about the story of the series, a cel of Leon, and a soundtrack CD.[42] Australia received an exclusive collector's edition that comes with the game, and a bonus disc with interviews and creator's footage for both the game and previous Resident Evil installments.
The PlayStation 2 version featured two standard and collector's bundles from pre-orders on the official website. The standard package included the game and a dark blue t-shirt that featured a small Capcom logo on the front, and the game cover and website on the back. The collector's bundle included the game, t-shirt, a Leon S. Kennedy figurine, sculpted by NECA, and a black Biohazard Sound Chronicle Best Track Box, that contains six discs in solid black cases and a CD booklet with information on lists of selected songs. This quickly sold out, and a second pressing was released that included an Ada Wong figurine. Another, called the Resident Evil 4: Premium Edition, was packaged in a Steelbook media case, along with the artwork book, a documentary DVD, and a cel art of Ada.[43]
PlayStation 2 version
Resident Evil 4 was ported to the PlayStation 2 after Capcom stated that it did not fall under the exclusivity deal with Nintendo. It was released in America on October 25, 2005. Critics said that the PS2 version's graphics were inferior to the graphics in the GameCube version. However, some felt that the large number of exclusive features made up for these shortcomings.[44] The largest addition to the game is "Separate Ways", a new scenario for Ada written by Haruo Murata.[38] The port was later included with Resident Evil Code: Veronica X and Resident Evil Outbreak as part of the compilation Resident Evil: The Essentials.
PC version
Minimum | Recommended | |
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Windows | ||
Operating system | Windows 2000 | Windows XP |
CPU | Pentium 4 or AMD Athlon 1.4 GHz (single core) | Pentium 4 or AMD Athlon 2.4 GHz (single core) |
Memory | 256 MB | 512 MB |
Free space | 7 GB of free space | |
Graphics hardware | DirectX 9.0c compliant card with 128 MB RAM, must support Pixel Shader 2.0 | DirectX 9.0c compliant card with 256 MB RAM, must support Pixel Shader 2.0 (Nvidia GeForce 6/7 families, ATI Radeon X Series) |
Sound hardware | DirectX 9.0c compliant card |
Resident Evil 4 was developed for PCs by SourceNext. It was first released in Hong Kong on February 1, 2007, published by Typhoon Games, and it was later released in Europe and Australia on March 1, 2007.[45] The port contains the bonus features from the PlayStation 2 version, such as "Separate Ways", the P.R.L. 412 laser cannon and a second set of unlockable costumes for Leon and Ashley, as well as an Easy difficulty level. It also supports multiple widescreen resolutions.
The ratings of the PC port were not as high as for the other versions. It was heavily criticized for no mouse support and frustrating keyboard controls, low-quality FMV cut scenes, choppy graphics rendering (lacks shadows and proper lighting) and requiring a gamepad controller for better aiming and gameplay. The shadow and lighting issues were fixed in Version 1.10 patch of the game. The mouse support however, was added in by an unofficial patch. Despite the frustrating control scheme, the game still got positive reviews that praised the gameplay. GameSpot has given the game a 7.8 out of ten,[46] while IGN gave it a 7.7 out of 10.[47]
Wii edition
Resident Evil 4: Wii edition was released for the Wii on May 31, 2007 in Japan and on June 19, 2007 in the US. It features new controls involving the Wii Remote and Nunchuk, along with the ability to use the GameCube controller or Classic Controller instead.[48] The Wii Remote is able to aim and shoot anywhere on the screen with a reticle that replaces the laser sight found in the other versions. It can also be flicked to use the knife. The Wii edition also includes the extra content from the PlayStation 2 and PC versions, and a trailer for Resident Evil: The Umbrella Chronicles.[49]
The Japanese magazine Famitsu reviewed the game, with two editors giving the game a perfect 10 score, and the remaining pair giving it a 9, resulting in a score of 38 out of 40. The reviewers noted that the game's improved controls offer something fresh and different. One reviewer said that the game offers the feeling of being closer to the action as well as upping the tension. Multiple reviewers agreed that even those who own the original will find something fun and enjoyable in this version.[50]
British magazine NGamer gave the Wii edition a score of 96%,[51] slightly lower than the 97% given to the GameCube version. They praised the visuals, controls and features and commented on the fact that such an "exceptional package" was on sale for a low price; however, when writing about the Wii controls, they said "if you've played the GC version this won't be as special". Official Nintendo Magazine gave the game 94%, 3% less than the original due to it simply not having the same impact it did back then.[52] IGN gave the game a 9.0 out of 10, stating it is the superior edition, but does not push the Wii like it did with GameCube and PS2.[53] The Wiire gave the version an A-,[54] and an "Editor's Choice" award.
GameSpot gave the Wii edition a score of 9.1 out of 10, praised the new controls, but commented on the lack of exclusive Wii features.[55] The Next Level awarded the game a 5 out of 5, citing the Wii version of Resident Evil 4 as "the pinnacle of its existence".[56]
Mobile edition
Biohazard 4 Mobile edition was released in Japan for au's BREW 4.0 on February 1, 2008. It was first announced by Capcom at TGS 2007.[57] Differences from the original include changing the flow of the story from being continuous to being divided into sections such as "Village", "Ravene", "Fortress" and "Subterranian Tunnel". There is also a more challenging Mercenary Mode.[58][59] The game uses the MascotCapsule eruption engine[60] and was adapted to the Zeebo and iOS platforms.
iOS version
On July 13, 2009, without any formal announcement, Resident Evil 4: Mobile edition was released by Capcom for the iOS platform via the App Store in Japan, but was quickly removed.[61][62] Despite the quickness of removal, some players were able to purchase and download the game. The game has since been officially released in Japan and North America.[63] Later, Capcom made an update that had different difficulty levels and highscores.
Recently, Capcom released a new separate version called Resident Evil 4 for Beginners, which offers the first two levels (three counting a training level) of both Story Mode and Mercenary Mode. However, the rest of the levels are available for purchase in-game as downloadable content. This version goes for 99 cents.
Due to the release of the iPad, Capcom recreated the iPhone version of Resident Evil 4: Mobile edition and updated it to HD graphics thus creating Resident Evil 4: iPad edition.[64]
Merchandise
In addition to BradyGames's Signature Series strategy guide for the PlayStation 2 version, various figurines based on the characters and enemies were created. Two were based on the likenesses of Leon and Jack Krauser.[65][66] Agatsuma Entertainment has also created various miniature collectibles based on several main characters and enemies from Resident Evil 4.[67]
Two special controllers designed to resemble chainsaws were designed by NubyTech for the GameCube and PlayStation 2 versions.[68]
Musical score
An album titled Biohazard 4 Original Soundtrack, bearing the catalog number CPCA-10126~7, was released in Japan on December 22, 2005, for the retail price of ¥2,500. It contains 62 compositions from the game and the 48-page Visual Booklet with liner notes from composers Shusaku Uchiyama and Misao Senbongi.
Reception
Aggregator | Score |
---|---|
GameRankings | GC: 96% (97 reviews)[72] PS2: 96% (53 reviews)[73] PC: 74.24% (17 reviews)[74] Wii: 91.5% (60 reviews)[75] |
Metacritic | GC: 96% (82 reviews)[69] PS2: 96% (38 reviews) [70] PC: 76% (15 reviews)[71] Wii: 91% (49 reviews)[51] |
GameStats | GC: 10/10 (125 reviews)[76] PS2: 10/10 (40 reviews)[77] PC: 8.0/10 (10 reviews)[78] Wii: 9.1/10 (37 reviews)[79] |
Publication | Score |
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1Up.com | GC: A[80] Wii: B+[83] |
Famitsu | GC: 38/40[84] Wii: 38/40[50] |
Game Informer | GC/PS2: 10/10[88][89] Wii: 9.5/10[90] |
GamePro | GC/PS2: ![]() ![]() ![]() ![]() ![]() Wii: 4.8 out of 5[87] |
GameSpot | GC: 9.6 out of 10[91] PS2: 9.3 out of 10[92] PC: 7.8 out of 10[46] Wii: 9.1 out of 10[55] |
GameSpy | GC/PS2/Wii: ![]() ![]() ![]() ![]() ![]() PC: ![]() ![]() ![]() ![]() ![]() |
GameTrailers | GC: 9.6 out of 10[97] Wii: 9.3 out of 10[98] |
IGN | GC: 9.8 out of 10[99] PS2: 9.5 out of 10[100] PC: 7.7 out of 10[47] Wii: 9 out of 10[53] |
Nintendo Power | GC: 10 out of 10[101] |
Nintendo World Report | GC: 10/10[102] Wii: 9.5/10[103] |
Official Nintendo Magazine | GC: 95%[104] Wii: 94%[52] |
PALGN | GC: 10/10[105] Wii: 9/10[106] |
Play | GC/PS2: 9 out of 10[107] Wii: 9.5 out of 10[108] |
X-Play | GC/PS2: ![]() ![]() ![]() ![]() ![]() Wii: ![]() ![]() ![]() ![]() ![]() |
The Nintendo GameCube version sold over 320,000 copies in North America during the first twenty days. The European release sold its entire 200,000 units during the first month. By January 2006, over 3,000,000 copies of the GameCube and PlayStation 2 versions had been shipped worldwide.[112] According to January 17, 2007 sales figures provided by Capcom, the GameCube version of Resident Evil 4 has sold a total of 1.6 million units worldwide, while the PS2 version has sold over 2 million units.[113]
The characters and story generally received positive commentary. GameSpot's Greg Kasavin praised the game's voice acting, but claimed that it was betrayed by "some uncharacteristically goofy dialogue".[91] Yahoo! Games' Adam Pavlacka and GameSpot's Kevin VanOrd acclaimed Capcom for adding great amounts of detail to the game's characters.[55][114] IGN's Matt Casamassina went into further detail in his review for Resident Evil 4, praising not only the detailed character design, but also the fight choreography and three-dimensional modeling within cinematic sequences.[99] Casamassina also complimented the game's voice actors, especially Paul Mercier, commenting, "For once, the characters are believable because Capcom has hired competent actors to supply their voices. Leon in particular is very well produced".[99] IGN and Nintendo Power specifically recognized Resident Evil 4's character design and voice acting. Nintendo Power acknowledged the title's voice acting in its 2005 Power Awards,[115] while IGN awarded the game the "artistic design" award in its the "Best of 2005" segment.[116] The International Game Developers Association nominated Resident Evil 4 for their best "visual arts" award,[117] but lost the award to Sony's Shadow of the Colossus.[118] Hyper's Jonti Davies commended Resident Evil 4: Wii edition for its "visual improvements" and criticised it for having "no new content".[119]
The increased variety of weapons has been praised by gaming publications such as GamePro[120] and Game Over Online Magazine.[121] The makers of Resident Evil 4 worked on various innovations associated with the use and inventory of weapons.[122] Thomas Wilde explains that players can use the vast array of weapons to "go for headshots now".[121] Game Informer explains that ammunition is more plentiful in Resident Evil 4 than in other games in the series, making the game more action-oriented.[123] Game Informer ranked Resident Evil 4 #1 on their list of Top 25 GameCube games.[124] Game Informer also ranked Resident Evil 4 #3 on their list of Top 25 PlayStation 2 games.[125]
Awards
The game has received dozens of awards from various organizations and stellar reviews from various video game websites. Nintendo Power named it their 2005 Game of the Year, ranked it number 1 on their list of the "Top 20 Best GameCube Games of All Time" in their 20th anniversary issue[101] and ranked it second on their list of the best games of the 2000s.[126] The readers of PlayStation Official Magazine voted it the 10th greatest PlayStation title ever released[127]. The Official U.S. PlayStation Magazine named it the Game of the Year for the PlayStation 2.[citation needed] Game Informer gave both editions of Resident Evil 4 a perfect score, and along ranking number one on their list of "Best GameCube Games of All Time" they named it their 2005 Game of the Year.[88] It tied with Kingdom Hearts II as Famitsu's Game of the Year 2005[128] and was named Game of the Year at the 2005 Spike TV Video Game Awards.[129]
The G4 TV show X-Play named it the greatest game since the beginning of the series in April 2003.[111] In 2008 Resident Evil 4 was ranked number 1 on IGN's list of Top 99 Games of All Time.[130]
Legacy
Resident Evil 4 is regarded as one of the most influential games of the 2000s decade, due to its influence in redefining at least two video game genres: the survival horror and the third-person shooter.[131] It helped redefine the third-person shooter genre by introducing a "reliance on offset camera angles that fail to obscure the action."[132] The "over the shoulder" viewpoint introduced in Resident Evil 4 has now become standard in third-person shooters, including titles ranging from Gears of War to Batman: Arkham Asylum.[131] It has also become a standard “precision aim” feature for action games in general, with examples ranging from Dead Space and Grand Theft Auto to the Ratchet & Clank Future series.[133]
Resident Evil 4 also attempted to redefine the survival horror genre by emphasizing reflexes and precision aiming,[134] thus broadening the gameplay of the series with elements from the wider action game genre.[135] However, this also led some reviewers to suggest that the Resident Evil series had abandoned the survival horror genre,[136][137] by demolishing the genre conventions that it had established.[138] Other major survival horror series followed suit, by developing their combat systems to feature more action, such as Silent Hill Homecoming,[136] and the 2008 version of Alone in the Dark.[139] These changes represent an overall trend among console games shifting towards visceral action gameplay.[140]
References
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- ^ "Feature: Resident Evil 4 - Weapons of Mass Destruction Guide]". GamePro. 10/05/2005.
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Die ersten Arbeiten an Resident Evil 4 haben bereits Ende 2001 begonnen. Die Teamgröße fluktuiert je nach Entwicklungsstand, derzeit arbeiten etwa 60 Mann an dem Titel. [...] Hiroyuki Kobayashi: Es war nicht einfach, das Team bei Laune zu halten, nachdem wir die Richtung des Spiels so radikal verändert hatten. Als die Entscheidung getroffen wurde, das Spiel actionlastiger zu gestalten, war die Stimmung im Team schon sehr gedrückt. / The first work on Resident Evil 4 already begun at the end of 2001. The size of team varies depending on the stage of development, about 60 people are working on the title at the moment. [...] Hiroyuki Kobayashi: It was not easy to keep the team going after we changed the direction of the game so radically. When it was decided to make the game more action-oriented, the team felt really depressed.
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The game the whole world has been waiting for will finally be unveiled. The story takes place deep inside the very heart of Umbrella, the evil company responsible for the progenitor virus. The main character of Resident Evil 2, Leon S. Kennedy, is back in the game. What will Umbrella have in store for him this time? That "surprise" will push Leon to the very limits of his being for one purpose...the STRUGGLE to survive. Director / Hiroshi Shibata
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Chris's Diary: We talked it over, and have decided to fly to the main Umbrella HQ in Europe.
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Mikami: Ja, Flagship hat die Story dazu geschrieben. Mehr über Teil 4 werde ich aber nicht verraten (lacht). / Yes, Flagship wrote the story for it. But I won't reveal anything more about part 4 (laughs).
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Shinji Mikami: Dieses Mal ist es einfacher, da ich die ganze Verantwortung nicht alleine trage. Bei Resident Evil 4 zum Beispiel war das ganz anders. Ich stand durch Capcom unter einem enormen Druck. Hätte sich das Spiel nicht gut verkauft, wäre Schluss gewesen und die Serie eingestellt worden. / This time, it is easier because I am not the only one responsible. With Resident Evil 4, for example, it was completely different. I was under enormous pressure by Capcom. If the game had not sold well, it would have been the end, and the series would have been discontinued.
- ^ a b "New Evil". Nintendo Power (180). Nintendo of America, Inc. June 2004.
The Umbrella Corporation is no more. "It's the only thing that makes sense, if you think about it," explains Resident Evil 4 producer Hiroyuki Kobayshi. "Why would the U.S. government allow a company that developed the T-virus, and in the end forced them to destroy an entire city, to continue to exist? They wouldn't. Hence the rationale for Umbrella going away after RE3." [...] "Right from the start, we wanted to do something new and innovative for the series, so Mikami issued an order to the team: 'I want to totally re-create how the polygons, the camera, everything looks.' But, every time the staff tried to do it without his direction, they only came out with little minor changes. Nothing major. Perhaps they were too afraid to take this series that he created and totally change it. But anyway, he stepped in and showed what he wanted."
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External links
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