something that isn’t big on realism and relies on well-worn gaming tropes to deliver the action.
#Resident evil 4 chapters skin#
While some of the game’s narrative is told through found notes, RE4 relies heavily on 2D cutscenes to serve up the sort of melodrama that you’d expect from an early ’00s thing that is very comfortable in its own skin as a gamey game, i.e. Image courtesy Capcom, Oculus, Armature Studio Lord Saddler, the game’s main antagonist, is truly a sight to behold when its his turn to shine. Still, even if the formula isn’t terribly clever according to today’s standards, all of them are beautifully grotesque in their own special ways that especially pop in VR. RE4 offers up a bunch of varied bosses, although killing them is usually just a matter of spraying them with bullets and revealing a specific weakness-patently classic boss battles. It’s rare to get a perfect one-shot kill without a high level weapon like a sniper rifle or maxed-out shotgun, so enemies can be frustratingly hard to dispatch when they start ganging up-especially when its a mixed group of all enemy types, which include standard, armed, explosive, heavy, and mutated baddies. Baddies typically take multiple headshots to kill, so you need to think more tactically by doing things like leading the mindless goons down hallways, tripping them, and attacking when they’re down. If you approach it linearly and pump away wildly, you’ll find that all of those precious bullets you scrounged up are as good as useless. That doesn’t mean you won’t easily get overwhelmed though.
#Resident evil 4 chapters full#
RE4 is pretty slow from a shooter perspective since most enemies don’t run at full clip or jump out from around a corner to attack you. More on inventory and holstering in Immersion. You’ll find the overall pace of the VR port much more plodding than the flatscreen version since reloading, healing, and switching weapons isn’t abstracted away with single button presses. Being able to manually reload and shoot each of the game’s iconic weapons (scopes included) at endless hordes of zombified villagers and cultists feels great. Shooting is a giant part of the game, so it’s nice to see that the Quest 2 port has done it justice. It’s not a perfect VR transplant, since its has a ton of 2D cutscenes presented on a virtual screen and abstracts away some movement stuff that detracts from immersion, but those things would have to be entirely re-imagined to position it closer to VR-native territory. It has tactical shooting that requires accuracy, puzzles that translate pretty well to VR, and a vast world to explore that will take you between 15 – 20 hours to complete. It’s easy to see why RE4 is a good candidate as a VR port. You’ll like playing it in the first-person in VR.
It shaves off enough of the hard edges encoded in a shooter of its time (a third-person game at that) whilst giving it just enough graphical fidelity to make it feel like how your mind’s eye remembers it. If you’ve played before on flatscreen, you may be happy to stop right here when I say that RE4 on Quest 2 is a pretty straight forward VR port that is a very competent translation of the 16 year-old game. As RE4 crosses the threshold into VR though, there’s an opportunity to see the game in a new light-pick through the good, the bad, the timeless, and the obsolete to get a fuller picture of what this game is for us today.
#Resident evil 4 chapters upgrade#
I remember playing Resident Evil 4 on GameCube back in the mid-2000s and marveling at its cinematic flair, memorable bosses, extensive weapon upgrade system, cutscene quick time events… all of it made for a potent experience that few games have lived up to in my memory since.
Despite leaning on what have now become well-worn gaming tropes, RE4 for Quest proves to be an expert VR port that still manages to deliver a lot of fun. Resident Evil 4 for Oculus Quest 2 definitely shows its age-it would be impossible not to given its lineage as a groundbreaking survival horror game initially launched on GameCube in 2005.