![]() It's an interesting idea but negated somewhat by the ease with which you can repair it every time you visit the merchant. Once it's gone you lose those abilities until you can get it repaired or find a new one. Parrying blows and attacking stunned enemies has the least impact, while using it to get out of being grabbed can see chunks drop off the durability. The biggest probably being a new degrading knife system where your blade takes damage and can eventually break. ![]() While most of the characters, bosses, and locations are largely the same there are some changes. The original game literally set the template for modern third-person shooters, and there's less that actually needs changing compared to the static cameras and pre-rendered backgrounds that Resident Evil 2 Remake and Resident Evil 3 Remake had to do away with. Resident Evil 4 is largely a faithful remake overall, rather than an interpretation, with modern sensibilities applied to elements like controls, checkpoints, and so on. When Remake does deviate from the original framework, it does so in a way that makes sense, or at least makes things more interesting. There's plenty of space to explore, to backtrack, and to absorb the atmosphere of it all between all the screaming and running away. But while most of my immediate memories of playing are of panic and things grabbing my face, overall one of the Remake's best strengths is knowing when to leave you alone. Kennedy, the European backwater you're scoping out in search of the President's kidnapped daughter is about five parts angry murder villager to one part rotten wooden shack. The village area which opens Resident Evil 4 Remake is fairly relentless. The result, particularly in the opening hours, is a procession of fingertip grasping, running on instinct and fumes fights to buy just a few feet of space to think. They encroach, they edge around the sides step into the vague corners of your eye, or lurch suddenly and drunkenly right up to your face. Here, it's more about dealing with the constant, ratcheting pressure of an enemy mob that's always shuffling closer. The previous Resident Evil remakes have, let's be honest, really been about ammo management, as you essentially countdown to trouble with each bullet fired - every shot taking you closer to an empty mag and the problems that ultimately brings.
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