Resident Evil 4 remake gets the full digitalfoundry tech review treatment:
Resident Evil 4 is one of the most influential video games in the history of the medium, a game that perfectly balances tense third-person gunplay, varied set pieces and impeccable pacing to deliver something truly unique at the time of its release. That made me regard the prospect of the 2023 remake with equal parts anticipation and apprehension.
These problems knocked off the lustre of what was otherwise a compelling demo, but as of launch day, only one of these issues has been corrected: RT on PS5. This now behaves like the Xbox version, but all of the other major issues we noted remain. That means choosing between a softer-looking game on PS5 with aliasing and shimmering or a frustratingly worse-controlling game on Xbox Series X/S... plus frame-rate inconsistency and visual bugs on all current-gen versions to a certain extent.
The evolution of the game's environments is perhaps even more interesting. Prior remakes in this series were based on games that used prerendered backgrounds, but RE4 was always fully 3D. Thus, the development team needed to balance familiar scenes and building something entirely new. Overhauling the game's mechanics to suit more modern sensibilities without losing their essence is another crucical test for the remake, given how much RE4 innovated in this space. In the original, the mechanics initially feel similar to any classic RE game - Leon controls like a tank, planting his feet while aiming and restricting movement. However, the move to a full 3D world allowed the designers to introduce tons of options for interaction.
Yet, judging this remake has proven rather difficult - I think Capcom has done just about all they could to recreate this game but there's no way it could have ever left the same impact as the original. The remake basically brings the game up to modern standards - at least in terms of mechanics - but it doesn't redefine the genre either. I'm not sure it needed to, really.
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