![]() Dr Salavador can now destroy wooden structures to block your paths, enemies will flank you from every corner, and some even grab and hold you from behind for their fellow Garnados to attack you from the front. The gaps between houses are smaller, the area is tighter, and it feels overwhelming in the best possible way. But this time the process is extremely intensified. In a flash, I was not only able to resist the full power of the chainsaw, but the deflect also managed to shut down his tool for a few seconds, opening up a window for me to make a run for it.įor those familiar with the opening village attack from the original Resident Evil 4, you’ll know what to expect here. I didn’t get time to explore the depth of this system, but it did come in handy when confronted head-on by the chainsaw-wielding, burlap sack-faced maniac himself, Dr Salavador. Leon also now has a light parry system with his knife, being able to resist or deflect attacks with a well-timed button press. I don’t suspect stealth will play a huge part in the full game, but it’s great to have that variety. You can also now perform stealth attacks from behind on the unsuspecting locals with your trusty knife. It wasn’t particularly advertised to me through a tutorial or anything, but with the addition of a crouch button, it became apparent that I could avoid the attention of nearby Garnados by silently creeping my way around the village, gathering resources before the onslaught began. Beyond the expected update to aiming that now allows you to move (which although a staple of the genre now, wasn’t allowed in the original) there’s also some light stealth gameplay. That’s not to say the combat doesn’t have any new inclusions, though. The muscle memory instantly kicked in and it all felt extremely satisfying. ![]() It was only a matter of seconds before I instinctually began shooting at kneecaps and lining up roundhouse kicks, knocking down anyone in proximity. Controlling Leon still feels exactly like you’d expect, and he even maintains some of his iconic moves from the original. As mentioned previously, with Capcom remaking its classic library based on the ideas pioneered by Resident Evil 4, it was only inevitable that this game would feel the most familiar. Where Resident Evil 4 does feel incredibly familiar though is in its combat. Did I not reach him in time? Or was this a signifier of the noticeable shift towards a darker tone for this remake? Either way, this brief moment laid the groundwork for a game that is not necessarily going the way I expected. This time around, though, the dog is still there, but he’s already dead. You may also remember his triumphant return (if you saved him) when he assists Leon to defeat an El Gigante. Fans of the original will fondly remember the opening chapter’s unfortunate dog trapped in a bear trap, and how the game gave you the option to release them. With the Resident Evil 4 remake, I experienced similar twists in my short playthrough, one of which also related to a dog. A highlight in that remake of the original was the early fake-out that preyed on fans’ memory of the dogs smashing through the window, which doesn’t happen when you expect it to. Much like in 2002’s Resident Evil remake, elements were strategically organised to subvert my expectations. Despite my experience with the original, I still found myself nervously tip-toeing around every corner, with the anticipation that at any moment something unexpected could happen. The sequence of events was almost identical, but the graphical and design improvements made locations feel noticeably more lived in, claustrophobic, and haunting to explore. During my play session, which began at the very start of the game and concluded just after the villager onslaught, everything felt equal parts incredibly familiar and unsettlingly different.
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