Resident Evil 4: Difference between revisions
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==Impact== |
==Impact== |
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''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]].<ref name=nationalpost>{{cite web|title=Decade in Review: The most influential video games since Y2K|date=December 30, 2009|author=Daniel Kaszor|work=[[The National Post]]|url=http://network.nationalpost.com/np/blogs/theampersand/archive/2009/12/30/370674.aspx|accessdate=2010-01-24}}</ref> It helped redefine the third-person shooter genre by introducing a "reliance on offset camera angles that fail to obscure the action."<ref>{{cite web|last=Dobson|first=Jason|url=http://www.gamasutra.com/news/gdc/?story=13106| title=Post-GDC: Cliff Bleszinski Says Iteration Won Gears of War|publisher=[[Gamasutra]]|date=2007-03-12|accessdate=2009-04-02}}</ref> 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 (series)|Gears of War]]'' to ''[[Batman: Arkham Asylum]]''.<ref name=nationalpost/> It has also become a standard “precision aim” feature for [[action game]]s in general, with examples ranging from ''[[Dead Space (series)|Dead Space]]'' and ''[[Grand Theft Auto (series)|Grand Theft Auto]]'' to the ''[[Ratchet & Clank Future]]'' series.<ref>{{cite web|url=http://www.gamesradar.com/gamings-most-important-evolutions/?page=7|title=Gaming's most important evolutions|publisher=[[GamesRadar]]|accessdate=2011-09-06|page=7}}</ref> |
''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]].<ref name=nationalpost>{{cite web|title=Decade in Review: The most influential video games since Y2K|date=December 30, 2009|author=Daniel Kaszor|work=[[The National Post]]|url=http://network.nationalpost.com/np/blogs/theampersand/archive/2009/12/30/370674.aspx|accessdate=2010-01-24}}</ref> It helped redefine the third-person shooter genre by introducing a "reliance on offset camera angles that fail to obscure the action."<ref>{{cite web|last=Dobson|first=Jason|url=http://www.gamasutra.com/news/gdc/?story=13106| title=Post-GDC: Cliff Bleszinski Says Iteration Won Gears of War|publisher=[[Gamasutra]]|date=2007-03-12|accessdate=2009-04-02}}</ref> 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 (series)|Gears of War]]'' to ''[[Batman: Arkham Asylum]]''.<ref name=nationalpost/> It has also become a standard “precision aim” feature for [[action game]]s in general, with examples ranging from ''[[Dead Space (series)|Dead Space]]'' and ''[[Grand Theft Auto (series)|Grand Theft Auto]]'' to the ''[[Ratchet & Clank Future]]'' series.<ref>{{cite web|url=http://www.gamesradar.com/gamings-most-important-evolutions/?page=7|title=Gaming's most important evolutions|publisher=[[GamesRadar]]|accessdate=2011-09-06|page=7}}</ref> ''Resident Evil 4'' also popularized the [[laser sight]] mechanic previously used in ''[[WinBack]]'' and ''[[Metal Gear Solid 2: Sons of Liberty]]''.<ref name="gameinformer_retro">{{cite web|last=Gordon|first=Shawn|title=Greatest "Retro" Console Games of All Time|url=http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2009/10/11/greatest-quot-retro-quot-console-games-of-all-time.aspx|work=[[Game Informer]]|accessdate=15 September 2011|date=October 11, 2009}}</ref> |
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''Resident Evil 4'' also attempted to redefine the survival horror genre by emphasizing reflexes and precision aiming,<ref>{{cite web | url = http://www.gamedaily.com/articles/features/capcoms-re4-reinvigorates-the-franchise/67572/?biz=1 | title = Capcom's RE4 Reinvigorates the Franchise| author= James Brightman | date = 2005-03-02 | accessdate = 2009-04-16 | publisher = [[GameDaily]] }}</ref> thus broadening the gameplay of the series with elements from the wider action game genre.<ref>{{cite web | url = http://www.ugo.com/movies/gateway-to-horror/?cur=gateway-to-horror-games-resident-evil-4 | title = Gateway to Horror | author = | publisher = [[UGO Networks]] | date = 2008-10-17 | accessdate = 2009-04-16 }}</ref> However, this also led some reviewers to suggest that the ''Resident Evil'' series had abandoned the survival horror genre,<ref name="extinction">{{cite web |url = http://www.destructoid.com/how-survival-horror-evolved-itself-into-extinction-114022.phtml | title = How survival horror evolved itself into extinction | date = 2008-12-08 | author = Jim Sterling | publisher = Destructoid | accessdate = 2009-04-16 }}</ref><ref>{{cite web | url = http://www.computerandvideogames.com/article.php?id=202808 | title = Resident Evil 5 | author = Matthew Pellett | date = 2008-12-06 | publisher = [[Computer and Video Games]] | accessdate = 2009-04-16 }}</ref> by demolishing the genre conventions that it had established.<ref name="fear101">{{cite web | url = http://retro.ign.com/articles/880/880202p1.html | title = Fear 101: A Beginner's Guide to Survival Horror | publisher = IGN | author = Jim Sterling | date = 2008-06-09 | accessdate = 2009-04-17 }}</ref> Other major survival horror series followed suit, by developing their combat systems to feature more action, such as ''[[Silent Hill Homecoming]]'',<ref name="extinction"/> and the 2008 version of ''[[Alone in the Dark (2008 video game)|Alone in the Dark]]''.<ref>{{cite web | url = http://www.eurogamer.net/articles/ataris-phil-harrison-interview | title = Atari's Phil Harrison Interview | author = Ellie Gibson | publisher = [[Eurogamer]] | date = 2008-05-29 | accessdate = 2009-04-16 }}</ref> These changes represent an overall trend among [[console game]]s shifting towards visceral action gameplay.<ref name="leigh">{{cite web | url = http://kotaku.com/5056008/does-survival-horror-really-still-exist | title = Does Survival Horror Really Still Exist? | publisher = Kotaku | accessdate = 2009-04-16 | date = 2008-09-29 }}</ref> |
''Resident Evil 4'' also attempted to redefine the survival horror genre by emphasizing reflexes and precision aiming,<ref>{{cite web | url = http://www.gamedaily.com/articles/features/capcoms-re4-reinvigorates-the-franchise/67572/?biz=1 | title = Capcom's RE4 Reinvigorates the Franchise| author= James Brightman | date = 2005-03-02 | accessdate = 2009-04-16 | publisher = [[GameDaily]] }}</ref> thus broadening the gameplay of the series with elements from the wider action game genre.<ref>{{cite web | url = http://www.ugo.com/movies/gateway-to-horror/?cur=gateway-to-horror-games-resident-evil-4 | title = Gateway to Horror | author = | publisher = [[UGO Networks]] | date = 2008-10-17 | accessdate = 2009-04-16 }}</ref> However, this also led some reviewers to suggest that the ''Resident Evil'' series had abandoned the survival horror genre,<ref name="extinction">{{cite web |url = http://www.destructoid.com/how-survival-horror-evolved-itself-into-extinction-114022.phtml | title = How survival horror evolved itself into extinction | date = 2008-12-08 | author = Jim Sterling | publisher = Destructoid | accessdate = 2009-04-16 }}</ref><ref>{{cite web | url = http://www.computerandvideogames.com/article.php?id=202808 | title = Resident Evil 5 | author = Matthew Pellett | date = 2008-12-06 | publisher = [[Computer and Video Games]] | accessdate = 2009-04-16 }}</ref> by demolishing the genre conventions that it had established.<ref name="fear101">{{cite web | url = http://retro.ign.com/articles/880/880202p1.html | title = Fear 101: A Beginner's Guide to Survival Horror | publisher = IGN | author = Jim Sterling | date = 2008-06-09 | accessdate = 2009-04-17 }}</ref> Other major survival horror series followed suit, by developing their combat systems to feature more action, such as ''[[Silent Hill Homecoming]]'',<ref name="extinction"/> and the 2008 version of ''[[Alone in the Dark (2008 video game)|Alone in the Dark]]''.<ref>{{cite web | url = http://www.eurogamer.net/articles/ataris-phil-harrison-interview | title = Atari's Phil Harrison Interview | author = Ellie Gibson | publisher = [[Eurogamer]] | date = 2008-05-29 | accessdate = 2009-04-16 }}</ref> These changes represent an overall trend among [[console game]]s shifting towards visceral action gameplay.<ref name="leigh">{{cite web | url = http://kotaku.com/5056008/does-survival-horror-really-still-exist | title = Does Survival Horror Really Still Exist? | publisher = Kotaku | accessdate = 2009-04-16 | date = 2008-09-29 }}</ref> |
Revision as of 18:48, 23 September 2011
Resident Evil 4 | |
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![]() North American box art depicting main protagonist Leon S. Kennedy | |
Developer(s) | Capcom Production
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Publisher(s) | |
Director(s) | Shinji Mikami |
Producer(s) | Hiroyuki Kobayashi |
Writer(s) | Shinji Mikami 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 PlayStation 3 Xbox 360 |
Release | January 11, 2005
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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 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 for the Nintendo GameCube on January 11, 2005 in North America, and on January 27 in Japan.
The story follows Leon S. Kennedy, who is sent on a mission to rescue Ashley Graham, the President's daughter, who has been kidnapped by a mysterious cult. Traveling to a rural village in Europe, he encounters a horde of violent villagers who pledge their lives to the cult.
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 GameCube exclusive, but a PlayStation 2 version was announced before the game was released for the GameCube. Resident Evil 4 was subsequently released for Microsoft Windows and Wii, and in heavily condensed versions for other platforms, including the iOS, Mobile phones, and Zeebo.
Resident Evil 4 garnered universal critical acclaim. 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.[1]
Gameplay
The player controls Leon S. Kennedy from a third-person, over-the-shoulder perspective in 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.[2] 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.[3]
![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.[4] 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). They are significantly smarter and quicker than the zombies from the previous games in the series. Los Ganados can dodge, wield melee and projectile weapons, and are capable of working collectively and communicating with each other. They were once simple farmers until becoming the product of an infestation of Las Plagas ("The Plague" in Spanish).[5]
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.[6][7] One major goal for the game design was to increase weapon diversity to improve player freedom and gameplay depth.[8]
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.[9] "Ada's Report", a five-part documentary, analyzes Ada's relationship with Wesker and his role in the plot.[10] 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.[11]
Plot
The game is set in the year 2004, with Racoon City having been destroyed under orders from the U.S. government, after the company Umbrella set an experiment that caused major incidents. Leon S. Kennedy was recruited by the U.S. Secret Service after they learned of his involvement within Raccoon City. Leon is sent on a mission to rescue Ashley Graham, the President's daughter, who has been kidnapped by a mysterious cult.[12] 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.[13] He finds himself held captive and tied up back to back with Luis Sera, a former Los Illuminados researcher.[14] 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.[15] They both escape from the chapel after Osmund Saddler, leader of the Iluminados, reveals his plans to use the Las Plagas they injected on Ashley to cause a disaster in the United States once she is back.[16] Leon and Ashley try take refuge inside the castle of Ramon Salazar, a servant from Saddler, but are attacked by more Iluminados.[13] Both of them are separated by Salazar's traps. Meanwhile Sera searches for the pills to slow Leon's and Ashley's infection, and then to bring a Plagas sample. He brings the two items to Leon but is killed by Saddler, who takes the sample, while the pills to suppress the infection remain in Leon's hands.[17] While in the castle, Leon briefly encounters Ada Wong, a woman from his past that supports him across his mission. He then battles his way through the castle until killing Salazar.[18] Leon learns that Ashley has been taken to a nearby island research facility, and goes to find her.
Leon later learns that Jack Krauser, one of Leon's former comrades from his years of training, is alive and is responsible for Ashley's kidnapping.[19] Both Ada and Krauser are actually working together for a third party related with Umbrella, and that Krauser intends to kill Saddler when he gets the chance.[20] Saddler knows this, and he orders Krauser to kill Leon, knowing that no matter which one dies, he will benefit.[21] After Krauser's defeat, Leon rescues Ashley, and they remove the Plagas from their bodies using a specialized radiotherapeutic device. Leon confronts Saddler after seeing Ada as his hostage. With Ada's help, Leon kills Saddler, and Ada takes the sample.[22] She then escapes from the complex in a helicopter, leaving Leon and Ashley to escape via her jet-ski as the island explodes.[23]
Development
First hinted at in early December 1999,[24] Resident Evil 4 underwent a lengthy development time during which four proposed versions of the game were discarded.[25] 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.[26] Around the turn of the millennium,[27] regular series writer Noboru Sugimura created a scenario for the title,[28] based on Kamiya's idea to make a "cool" and "stylish" action game.[29] The story was based on unraveling the mystery surrounding the body of protagonist Tony,[30] an invincible man with skills and an intellect exceeding that of normal people, with his superhuman abilities explained with biotechnology.[27] 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.[26] 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.[31][32] 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.[33] Kamiya eventually rewrote the story to be set in a world full of demons and changed the hero's name to "Dante".[27] The cast of characters remained largely identical to that in Sugimura's scenario,[34] although the hero's mother[35] and his father,[36] the latter an early version of Umbrella founder Lord Spencer,[37][38] were written out of the story. The game's new title was revealed as Devil May Cry in November 2000,[39] and development on Resident Evil 4 started over at the end of 2001.[40]
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 Production Studio 4.[41][42] This revision, commonly dubbed the "fog version", was directed by Hiroshi Shibata[43] and was 40 percent finished at that time.[44] The game saw Leon S. Kennedy infiltrating the Umbrella headquarters in Europe and featured traditional Resident Evil monsters such as zombies.[25][45][46] During the course of the new story which was again written by Sugimura's scenario creation company Flagship,[47] Leon became infected with the Progenitor Virus and possessed a hidden power in his left hand.[25][48][49] 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.[25]
![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.[25] 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.[50] During Mikami's introduction of the trailer, he assured that development was proceeding very smoothly and claimed the game to be scarier than ever before, warning gamers with the quote "Don't pee your pants!"[50] 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.[45][50] 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.[25] It also displayed various gameplay mechanics that carried over to the final release, like the over-the-shoulder camera for aiming in battles.[50] Other features, such as dialogue choices, were removed later.[25] Though ultimately scrapped, five minutes of gameplay footage for this version was released on the Biohazard 4 Secret DVD, a Japanese preorder bonus given out in January 2005.[51] 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.[25]
Following that, it was decided to change the game's genre to reinvent the series.[45] Mikami took over directorial duties from Shibata and began working on the version that was released.[52] In a later interview, he mentioned that he was put under enormous pressure by Capcom, threatened with the series' cancellation if the game had not sold well.[53] According to newly-assigned producer Hiroyuki Kobayashi,[52] the development team felt depressed and were hard to motivate after the focus of the game shifted from horror to action.[40] 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.[54] Eventually, he intervened, explained his proposed changes, and wrote a new story for the title that, unlike previous installments, was not centered on the company Umbrella.[55][54][56] Inspired by Onimusha 3, a game Mikami had enjoyed playing but felt could have been better with a different view, he decided to place the camera behind the playable character.[57] 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.[56] 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".[58]
The game's English voice actors recorded their parts in four sessions, over three to four months.[59] Capcom hired Shinsaku Ohara as the game's script translator and voice over coordinator.[60] 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".[59] She also described Kennedy's character as "more brawn, perhaps than brain".[59] 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.[58]
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.[61] 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.[62]
Versions
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 have stated 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.[63] The largest addition to the game is "Separate Ways", a new scenario for Ada written by Haruo Murata.[60] The port was later included with Resident Evil Code: Veronica X and Resident Evil Outbreak as part of the compilation Resident Evil: The Essentials.[64]
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 |
A PC port of Resident Evil 4 developed by Sourcenext was first released in Hong Kong on February 1, 2007, published by Typhoon Games. It was later released in Europe, North America, and Australia in March 2007 and was published by Ubisoft.[65] 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 shadow and lighting issues were fixed in the first and only patch for the game, Version 1.10,[66] while remaining issues were addressed by mods released by the gaming community. The mods released include addition of mouse support and visual upgrades to the interface text, textures, and cut scenes.[67]
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.[68] 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.[69]
On March 23, 2011, high definition remastered versions of both Resident Evil Code: Veronica and Resident Evil 4 were announced to be in development for the Xbox 360 and PlayStation 3, as part of the Resident Evil Revival Selection.[70] The ports are to feature all the bonus content from the previous releases, including Separate Ways. On July 23, 2011 Capcom announced at Comic-Con 2011 that Resident Evil 4 would be released on September 20, 2011. Code: Veronica X will be released on September 27, 2011 for the PlayStation Network and Xbox Live Games on Demand. [71] In Japan, Resident Evil 4 and Resident Evil Code: Veronica were released on a single disc with the title Biohazard Revival Selection on September 8, 2011.[72] For North America and Europe, both titles will be only released as downloads on Xbox Live Games on Demand and PlayStation Network.[73]
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.[74] 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.[75]
Mobile phone versions
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.[76] 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.[77][78] The game uses the MascotCapsule eruption engine[79] and was adapted to the Zeebo and iOS platforms.[80][81]
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.[82][83] 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.[81] 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.[84]
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.[85][86] Agatsuma Entertainment has also created various miniature collectibles based on several main characters and enemies from Resident Evil 4.[87] Two special controllers designed to resemble chainsaws were designed by NubyTech for the GameCube and PlayStation 2 versions.[88]
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.[89]
Reception
Aggregator | Score |
---|---|
GameRankings | GC: 95.75%[94] PS2: 95.77%[95] PC: 74.24%[96] Wii: 91.45%[97] iOS: 80.00%[98] |
Metacritic | GC: 96/100[90] PS2: 96/100[91] PC: 76/100[92] Wii: 91/100[93] |
Publication | Score |
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1Up.com | GC: A[99] Wii: B+[102] |
Famitsu | GC: 38/40[103] Wii: 38/40[104] |
Game Informer | GC/PS2: 10/10[108][109] Wii: 9.5/10[110] |
GamePro | GC/PS2: ![]() ![]() ![]() ![]() ![]() Wii: ![]() ![]() ![]() ![]() ![]() |
GameSpot | GC: 9.6/10[111] PS2: 9.3/10[112] PC: 7.8/10[113] Wii: 9.1/10[114] |
GameSpy | GC/PS2/Wii: ![]() ![]() ![]() ![]() ![]() PC: ![]() ![]() ![]() ![]() ![]() |
GameTrailers | GC: 9.6/10[119] Wii: 9.3/10[120] |
IGN | GC: 9.8/10[121] PS2: 9.5/10[122] PC: 7.7/10[123] Wii: 9/10[124] iOS 7/10[125] |
Nintendo Power | GC: 10/10[126] |
Official Nintendo Magazine | GC: 95%[127] Wii: 94%[128] |
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.[129] 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.[130]
Resident Evil 4 was critically acclaimed and received an overall score of 96/100 on Metacritic for the GameCube and PlayStation 2 versions.[90][91] 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".[111] Yahoo! Games' Adam Pavlacka and GameSpot's Kevin VanOrd acclaimed Capcom for adding great amounts of detail to the game's characters.[114][131] 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.[121] 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".[121] 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,[132] while IGN awarded the game the "artistic design" award in its the "Best of 2005" segment.[133] The International Game Developers Association nominated Resident Evil 4 for their best "visual arts" award,[134] but lost the award to Sony's Shadow of the Colossus.[135] Hyper's Jonti Davies commended Resident Evil 4: Wii Edition for its "visual improvements" but criticised it for having "no new content".[136]
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 more precise aiming and gameplay. Despite the issues, the game still got positive reviews that praised the gameplay.[113][123]
Japanese game magazine Famitsu reviewed the Wii version of 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.[104] British magazine NGamer gave the Wii edition a score of 96%,[93] 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 Wii version 94%, 3% less than the original due to it simply not having the same impact it did back then.[128] IGN praised the Wii version, stating it is the superior edition, but does not push the Wii like it did with GameCube and PS2.[124] GameSpot praised the new controls of the Wii edition, but commented on the lack of exclusive Wii features.[114] The Next Level cited the Wii version of Resident Evil 4 as "the pinnacle of its existence".[137]
The increased variety of weapons has been praised by gaming publications such as GamePro[138] and Game Over Online Magazine.[139] The makers of Resident Evil 4 worked on various innovations associated with the use and inventory of weapons.[140] Thomas Wilde explains that players can use the vast array of weapons to "go for headshots now".[139] 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.[141] Game Informer ranked Resident Evil 4 #1 on their list of Top 25 GameCube games.[142] Game Informer also ranked Resident Evil 4 #3 on their list of Top 25 PlayStation 2 games.[143]
Awards
The game has received several awards from various organizations from various video game websites. Nintendo Power named it their 2005 Game of the Year, ranked it number one on their list of the "Top 20 Best GameCube Games of All Time" in their 20th anniversary issue[126] and ranked it second on their list of the best games of the 2000s.[144] The readers of PlayStation Official Magazine voted it the tenth greatest PlayStation title ever released.[145] Game Informer gave the GameCube and PS2 editions of Resident Evil 4 a perfect score, and along with ranking it number one on their list of "Best GameCube Games of All Time", they named it their 2005 Game of the Year.[108] It tied with Kingdom Hearts II as Famitsu's Game of the Year 2005[146] and was named Game of the Year at the 2005 Spike TV Video Game Awards.[147] In April 2003, the G4 TV show X-Play named it the greatest game since the beginning of the series.[148] In 2008 Resident Evil 4 was ranked number one on IGN's list of the "Top 99 Games of All Time".[149]
Impact
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.[150] It helped redefine the third-person shooter genre by introducing a "reliance on offset camera angles that fail to obscure the action."[151] 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.[150] 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.[152] Resident Evil 4 also popularized the laser sight mechanic previously used in WinBack and Metal Gear Solid 2: Sons of Liberty.[153]
Resident Evil 4 also attempted to redefine the survival horror genre by emphasizing reflexes and precision aiming,[154] thus broadening the gameplay of the series with elements from the wider action game genre.[155] However, this also led some reviewers to suggest that the Resident Evil series had abandoned the survival horror genre,[156][157] by demolishing the genre conventions that it had established.[158] Other major survival horror series followed suit, by developing their combat systems to feature more action, such as Silent Hill Homecoming,[156] and the 2008 version of Alone in the Dark.[159] These changes represent an overall trend among console games shifting towards visceral action gameplay.[160]
References
- ^ Brightman, James (2005-03-02). "Capcom's RE4 Reinvigorates the Franchise". GameDaily BIZ. Retrieved 2007-01-28.
- ^ Stanescu, Alexandru (2007-02-01). "Resident Evil 4". Softpedia. Retrieved 2011-09-01.
- ^ "Resident Evil 4 - Gamecube Preview at IGN". IGN. 2004-03-17. p. 2. Retrieved 2011-09-01.
- ^ "Resident Evil 4 Secrets Revealed". IGN. 2004-03-23. p. 1. Retrieved 2011-09-03.
- ^ Schedeen, Jesse (2009-02-26). "Resident Evil: The Many Looks of the Infected". IGN. p. 7. Retrieved 2011-09-03.
- ^ Mike, Major (2005-10-05). "Feature: Resident Evil 4 - Weapons of Mass Destruction Guide". GamePro. Retrieved 2011-09-05.
- ^ Stratton, Stephen (2007). "Weapons and Items". Resident Evil 4 (Wii version): Prima Official Game Guide. Prima Games. ISBN 0761557016.
- ^ Cukier, Jérôme (2006-06-09). "Some thoughts on Resident Evil 4 - Revolution or Evolution?". Gamethink. Archived from the original on 2008-04-24.
- ^ "Resident Evil 4: Separate Ways". IGN. 2005-09-26. Retrieved 2011-09-03.
- ^ Williams, Bryn (2005-09-26). "Previews: Resident Evil 4". GameSpy. Retrieved 2011-09-03.
- ^ "Resident Evil 4 Cheats & Codes". IGN. Retrieved 2011-09-03.
- ^ Capcom Production Studio 4 (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
Leon: It was right before I was to take on my duties of protecting the President's daughter when she was abducted. That's the ultimate reason I'm in this lonely and rural part of Europe. According to our intelligence, there's reliable information of a sighting of a girl that looks very similar to the President's daughter. Apparently she's being withheld by some unidentified group of people. Who would have thought my first job would be a rescue mission?
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ a b Capcom Production (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
Leon: We decided to lay low in a castle, but it looks like it was a bad move. / Hunnigan: Meaning? / Leon: Well it appears that this castle's also connected with the Los Illuminados. They must not get many visitors cuz they're giving me one hell of a welcome. / ... / Saddler: Oh, I believe I forgot to tell you that we gave you the same gift. / Leon: (When I was unconscious.)
- ^ Capcom Production Studio 4 (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
Sera: That is the incident with the viral outbreak right? I think I might have seen a sample of the virus in the lab at my department.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Capcom Production Studio 4 (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
Leon: Calm down. Everything's going to be just fine. My name's Leon, I'm under the President's order to rescue you. / Ashley: What? My father? / Leon: That's right, and have to get you out of here. Come with me.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Capcom Production (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
Saddler: If you must know, my name is Osmund Saddler, the master of this fine...religious community. / Leon: What do you want? / Saddler: To demonstrate to the whole world, our astounding power, of course. No longer will the United States think they can police the world forever. So we kidnapped the President's daughter, in order too give her our power, and then send her back.
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: line feed character in|quote=
at position 72 (help) - ^ Capcom Production Studio 4 (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
'Saddler: Now that I have the sample, you serve me no purpose. / Leon: Saddler! / Saddler: My boy Salazar will make sure you follow the same fate. / Leon: Stay with me, Luis. / Sera: I am a researcher...hired by Saddler. He found out what I was up to. / Leon: Don't talk. / Sera: Here. It should suppress growth of the parasite. The sample...Saddler took it. You have to get it back.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Capcom Production Studio 4 (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
Leon: You, working with Wesker. / Ada: I see you've been doing your homework.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Capcom Production Studio 4 (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
Krauser: I died in the crash two years ago. Is that what they told you? / Leon: You're the one who kidnapped Ashley! / Krauser: You catch on quick. That's expected. After all, both you and I know where we come from. / Leon: What do you want? / Krauser: Hmph. The sample Saddler developed, that's all.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Capcom Production Studio 4 (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
Krauser: Saddler's got it. It seems he's sniffed out our little game. / Ada: Perfect. / Krauser: Just so we understand each other clearly, I don't trust you. Nor does Wesker. If you try to do anything clever, I will kill you. / Ada: Is that so? You know, I met Wesker long before you.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Capcom Production Studio 4 (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
Leon: Wha? What are you talking about? I thought he was with you. / Saddler: What are you talking about? Did you really think I'd trust an American? To tell you the truth, I was contemplating how to get rid of him. But thanks to you, that's no longer necessary. / Leon:You were just using him right from the start.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Capcom Production Studio 4 (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
Ada: Sorry, Leon. Hand it over. / Leon: Ada, you do know what this is.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Capcom Production Studio 4 (2005-10-25). Resident Evil 4 (PlayStation 2). Capcom.
Leon: We have to get off this island now! It's gonna blow any minute.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Perry, Douglass (1999-12-03). "Resident Evil Series to Haunt PlayStation 2". IGN. Retrieved 2010-07-17.
- ^ a b c d e f g h Kevin Gifford, Mark MacDonald (2005-04). "Afterthoughts: Resident Evil 4". Electronic Gaming Monthly (190). Ziff Davis Media Inc.: 51–52.
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(help) - ^ a b Hideki Kamiya (2001-07). "新しいバイオ". Devil May Cry Column. Capcom Co., Ltd. Retrieved 2010-07-17.
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(help) - ^ a b c Hideki Kamiya (2001-07). "The Story of the Scenario". Devil May Cry Column. Capcom Co., Ltd. Retrieved 2010-07-17.
{{cite web}}
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(help) - ^ Minoru Funatsu (2001-04-11). "カプコン、深作欣二監督を招き「クロックタワー3」を制作". GAME Watch. Impress Watch Corporation. Retrieved 2010-07-08.
- ^ Devil May Cry Graphic Edition. Kadokawa Shoten. 2001-12. ISBN 9784047070714.
{{cite book}}
: Check date values in:|date=
(help) - ^ Hideki Kamiya (2010-09-19). "Twitter". Archived from the original on 2010-10-19.
- ^ Hideki Kamiya (2001-07). "背景". Devil May Cry Column. Capcom Co., Ltd. Retrieved 2010-07-17.
{{cite web}}
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(help) - ^ James Mielke (2006-08-18). "Retro/Active: Hideki Kamiya -- The Okami Family Tree". 1UP.com. UGO Entertainment, Inc. Retrieved 2008-07-20.
- ^ Douglass C. Perry (2001-05-17). "E3 2001: Interview with Shinji Mikami". IGN. Retrieved 2008-07-20.
- ^ Hideki Kamiya (2010-09-22). "Twitter". Archived from the original on 2010-10-19.
- ^ Hideki Kamiya (2010-10-19). "Twitter". Archived from the original on 2010-10-19.
- ^ Hideki Kamiya (2010-10-19). "Twitter". Archived from the original on 2010-10-19.
- ^ Hideki Kamiya (2010-10-19). "Twitter". Archived from the original on 2010-10-19.
- ^ Hideki Kamiya (2010-10-19). "Twitter". Archived from the original on 2010-10-19.
- ^ "New From Capcom: Devil May Cry". IGN.com. IGN Entertainment, Inc. 2000-11-15. Retrieved 2010-07-17.
- ^ a b "Resident Evil 4 Entwickler-Tagebuch – Teil 1: Die Entstehung". N-Zone (in German) (12/2004). Computec Media AG: 76–77. 2004-12.
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.
{{cite journal}}
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(help) - ^ "Production Studio 4" (in Japanese). Capcom Co., Ltd.
{{cite web}}
:|archive-url=
requires|url=
(help); Missing or empty|url=
(help)CS1 maint: unrecognized language (link) - ^ "Capcom's Fantastic Five". IGN. 2002-11-13. Retrieved 2010-07-17.
- ^ "Director's comment: biohazard 4". Production Studio 4 Announcements. Capcom Co., Ltd. (via Internet Archive). 2002-11-14. Archived from the original on 2002-11-16. Retrieved 2010-07-17.
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
- ^ "Neue Infos zu Biohazard 4". GAMEFRONT Online. GAMEFRONT Verlagsges. (via Internet Archive). 2002-11-20. Archived from the original on 2004-05-05. Retrieved 2010-07-17.
- ^ a b c Heidi Kemps (2004-09-27). "Hiroyuki Kobayashi on Resident Evil 4 & Killer 7". GameSpy. Retrieved 2010-07-18.
- ^ Capcom Co., Ltd. (1998-01-21). Resident Evil 2 (PlayStation). Capcom USA, Inc.
Chris's Diary: We talked it over, and have decided to fly to the main Umbrella HQ in Europe.
- ^ "Im Gespräch mit Shinji Mikami". Play (in German) (05/2001). CyPress GmbH: 27. 2001.
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).
{{cite journal}}
: Unknown parameter|month=
ignored (help) - ^ "Resident Evil Series Profile". IGN. 2004-06-25. Retrieved 2010-07-17.
- ^ "Interview with Paul Mercier". unWIRED TV. 2009-09-21. Retrieved 2010-07-17.
- ^ a b c d Travis Fahs (2009-03-11). "IGN Presents the History of Resident Evil". IGN. Retrieved 2010-07-17.
- ^ Juan Castro (2005-01-26). "RE4 Bonus Disc Footage". IGN. Retrieved 2010-07-18.
- ^ a b "Interview: Resident Evil 4". IGN. 2004-03-17. Retrieved 2010-07-18.
- ^ Jenny Rossberg (2010-03-04). "Vanquish: Interview mit Shinji Mikami". GamePro.de (in German). IDG Entertainment Media GmbH. Retrieved 2010-07-18.
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. 2004-06.
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."
{{cite journal}}
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(help) - ^ "biohazard4". Capcom Co., Ltd. Archived from the original on 2004-12-28.
- ^ a b "E3 2004: Resident Evil 4 Interview". IGN. 2004-05-13. Retrieved 2008-05-27.
- ^ De Matos, Xav (2011-03-09). "Shinji Mikami on Shadows of the Damned and inspiring a new generation of competition". Shacknews.com. GameFly, Inc. Archived from the original on 2011-03-13. Retrieved 2011-03-13.
- ^ a b The Making of Resident Evil 4 (DVD). Capcom. 2005.
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- ^ "Resident Evil 4, Onimusha 3: Demon Siege and Devil May Cry 3: Dante's Awakening Special Edition coming to PCs beginning February 2006". Ubisoft. 2006-02-01. Retrieved 2007-01-28.
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- ^ Makuch, Eddie (2011-07-23). "Resident Evil 4, Code: Veronica X HD lurch to US in September". GameSpot. Retrieved 2011-09-04.
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{{cite journal}}
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{{cite journal}}
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(help) - ^ "PlayStation 2: The Games That Defined a Generation". Game Informer.
{{cite web}}
: Missing or empty|url=
(help) - ^ "The Best of the Decade". Nintendo Power (252): 76. 2010.
{{cite journal}}
: Unknown parameter|month=
ignored (help) - ^ PlayStation Official Magazine issue 50, Future Publishing, October 2010
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