![]() ![]() I understand the incentive to go above and beyond the humble limits of the original GameCube release, but if I'm genuinely questioning if something is interactive or not at a distance, you've gone a step too far. The levels themselves vary from gorgeous to cluttered messes of over-detailing. This is all the more infuriating given there is an encounter midway through the game that does a much better job of tutorializing how to use the knife combat system than earlier encounters, with longer response windows than some basic enemies. Where Resident Evil 2 Remake gave you a brief moment to process sacrificing such a valuable resource, Resident Evil 4 Remake expects you to already identify each prompt and know exactly what to do. It's a necessity to max out your primary knife's durability as soon as possible. I wouldn't even mind, but adding knife degradation tied to this split-second reaction timing isn't ideal. As for the new parrying and dodge moves? They're glorified quick time events, which is hilarious given how it was advertised that the game would lack any QTEs, unlike the excessive number in the original game. Other returning mechanics, like crafting and barring windows, work perfectly fine, but won't redefine your experience. RELATED: Dead Space Remake: 10 Biggest Differences From The Original The new stealth mechanics, a new bolt weapon that's blatantly similar in function to The Evil Within's crossbow, a similar aiming system in lieu of the laser sight aiming of the original game - it all uncomfortably reminds me of The Callisto Protocol trying to one-up ideas from Dead Space's sequels. What's stranger still is whenever Resident Evil 4 Remake isn't drawing from the past, it's desperately chasing Shinji Mikami's future.
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