Resident Evil 4 (remake)

I made it through the rest yesterday. It truly is the same length of the original. Anything that didn't carry-over from the original was replaced by something comparable and new. I also appreciate that the weapons are fairly balanced this time around. There are some exceptions, but if you max out the early weapons they can be just as good as the later ones. In some cases (like the Stingray), better.
Looks like there's no standard option to replay the game with unlimited ammo, which I was kinda hoping for. I always liked "getting my revenge" by hosing everything with gunfire in a 2nd playthough. Guess I'll have to settle for just nuking them with maxed out weapons.

Operation Ada?
 
Looks like the unlimited rocket launcher is available in your second playthrough...although it's also 2 million pesetas. There aren't a lot of instances where you need to make precision shots in this one, so it's feasible to sell off most of your guns to buy it almost immediately.
 
I made it through the rest yesterday. It truly is the same length of the original. Anything that didn't carry-over from the original was replaced by something comparable and new. I also appreciate that the weapons are fairly balanced this time around. There are some exceptions, but if you max out the early weapons they can be just as good as the later ones. In some cases (like the Stingray), better.
Looks like there's no standard option to replay the game with unlimited ammo, which I was kinda hoping for. I always liked "getting my revenge" by hosing everything with gunfire in a 2nd playthough. Guess I'll have to settle for just nuking them with maxed out weapons.
You need to beat the game with an S+ rank on Professional, which means beating it in under 5.5 hours with 15 saves or fewer. This unlocks the Cat Ears in the shop, which gives you unlimited ammo for all weapons while wearing them.
 
You need to beat the game with an S+ rank on Professional, which means beating it in under 5.5 hours with 15 saves or fewer. This unlocks the Cat Ears in the shop, which gives you unlimited ammo for all weapons while wearing them.

I'd rather not have to speed run the game on the toughest difficulty in order to get an item that someone who can do that clearly doesn't need. :p
 
You need to beat the game with an S+ rank on Professional, which means beating it in under 5.5 hours with 15 saves or fewer. This unlocks the Cat Ears in the shop, which gives you unlimited ammo for all weapons while wearing them.
This seems impossible.
 
You can use all the things you unlocked in previous games (i.e. Handcannon, Chicago Sweeper, Ashley metal armor, etc.)
Are you sure? I thought I read that to get S+ it has to be a new save.
 
If you start a new game with all your same gear, it also keeps your save count. In my case, I apparently saved my game 100 times, so my first new save for NG+ is save 101.
 
I'm cruising on NG+ and it's interesting how they never really let you accumulate that much ammo. I'll get gunpowder drops left and right, but no supplies to do anything with it. The various cases don't seem to affect that much. You can buy them from the merchant, but he only sells 3 at a time and he doesn't restock for long stretches. I've tried using the dart gun a little more, but it's notoriously weak. It takes 3-4 headshots to drop a normal enemy. If it's a la plaga enemy, you're probably going to get hit and still need to rifle or shotgun it. I'm not exactly running low on ammo, but I have less now than I did on my first pass and my guns are way better.
 
Finished last night.

Overall, I felt this was basically "RE4 using the current RE Engine". A few of the worst portions of the original game were revamped, but otherwise follows the original pretty faithfully. This felt like a very conservative update to an already good game, which is fine given the disaster with RE3make changing everything for the worst.

Game ran fine @4k on a 3080Ti, though the framerate was inconsistent enough (generally to a low of 90; desired is 120) where my OLED was not a happy camper (brightness shifts in gameplay due to FPS variations), so I had to turn down a bunch of settings to medium to keep the framerate more consistent. This (plus eliminating motion blur) largely solved the issue in gameplay, but it did consistently show up in cutscenes. Odd, considering the previous four entries using this exact engine didn't have this problem despite similar performance throughout, which makes me wonder if there's a potential bug that needs fixing.

In addition, the sudden shifts in lighting when moving between areas was somewhat jarring at times; it was obvious and frankly distracting. Feels like Capcom is setting lighting per-area rather then doing it organically, which is good for atmosphere but does break immersion a bit moving between areas.

On the plus side, Capcom now supports HDR in Borderless Fullscreen properly (in that you can enable the option in-game if Windows HDR is enabled); this was non-working for previous entries as of RE3make and RE Village as of the last time I played them.
 
This game is just brutal. What am I supposed to do when I run out of ammo? Just run from pitchfork lady? lol

I have played the original many times of course. Something is lost in translation here. The game feels better, but there is a a certain magic element missing that made the original so atmospheric. This just hits differently. It is a must play if you have never played this, however.
 
Overall, I felt this was basically "RE4 using the current RE Engine". A few of the worst portions of the original game were revamped, but otherwise follows the original pretty faithfully. This felt like a very conservative update to an already good game, which is fine given the disaster with RE3make changing everything for the worst

is the RE2 remake still considered the best one?
 
This game is just brutal. What am I supposed to do when I run out of ammo? Just run from pitchfork lady? lol

I have played the original many times of course. Something is lost in translation here. The game feels better, but there is a a certain magic element missing that made the original so atmospheric. This just hits differently. It is a must play if you have never played this, however.
Generally, the game gives you what you are short in. If you are out of healing items and in the red, expect to see herb drops. Ammo was *tight* throughout, but I always had enough on hand to get through each encounter. Except for Krauser because my knife broke making the fight much harder, but that was an exception.

EDIT

If I played through a second time, I would probably not bother with the TMP. Its nice, but between the Handgun, TMP, Sniper, and Shotgun I never really was able to stock up on ammo for any particular gun (the Shotgun especially). In other words: Having four different ammo types spreads everything thin. Don't bother with the TMP, and you stop seeing TMP ammo, allowing you to stock up on everything else a bit more.
 
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is the RE2 remake still considered the best one?
I give it to Village.

The RE2 remake has some issues that are the result of it being a remake of RE2. We *really* didn't need A and B routes for both characters. The .45 ACP gun/ammo tries to solve the question of "how is there ammo if the A person took it all", leading to the halarious situation of Claire B where she has THREE separate handguns. And while changing the puzzle answers in the B scenario was a nice touch, it would have been better if they each visited entirely separate areas with different bosses rather then do 80% of the same stuff again. Also, the interaction between both characters is somehow LESS then the original version.

Nitpicks for sure, but I certainly felt by staying too close to RE2 Capcom missed a chance to make something truly special, instead of just "really good".
 
I give it to Village.

The RE2 remake has some issues that are the result of it being a remake of RE2. We *really* didn't need A and B routes for both characters. The .45 ACP gun/ammo tries to solve the question of "how is there ammo if the A person took it all", leading to the halarious situation of Claire B where she has THREE separate handguns. And while changing the puzzle answers in the B scenario was a nice touch, it would have been better if they each visited entirely separate areas with different bosses rather then do 80% of the same stuff again. Also, the interaction between both characters is somehow LESS then the original version.

Nitpicks for sure, but I certainly felt by staying too close to RE2 Capcom missed a chance to make something truly special, instead of just "really good".

I meant in terms of the remakes is RE2 considered the best one? (not the new games like Biohazard or Village)
 
I meant in terms of the remakes is RE2 considered the best one? (not the new games like Biohazard or Village)
I honestly still consider REMake (The GC one) the best, since it updated the original RE while adding enough that was new and doing just enough to throw off people who played the original. Of the modern ones, RE2 is *much* better then RE3 since RE3 totally lost the plot.
 
If I played through a second time, I would probably not bother with the TMP. Its nice, but between the Handgun, TMP, Sniper, and Shotgun I never really was able to stock up on ammo for any particular gun (the Shotgun especially). In other words: Having four different ammo types spreads everything thin. Don't bother with the TMP, and you stop seeing TMP ammo, allowing you to stock up on everything else a bit more.

The SMGs aren't particularly good. The replacement for the TMP (the LE5) is a little better, but both burn through ammo on normal enemies and take up too much space. Even when I keep one in my inventory, I don't see many ammo SMG drops, either. It's basically been akin to magnum ammo. It's worth getting a magnum pretty late in the game (and lugging ammo around) to make a couple encounters easier. Otherwise, I think the best combination of guns is the Blacktail, Striker, and Stingray. The dart gun's explosives are pretty nice, but it otherwise isn't that good. Even totally maxed out it takes at least 3 darts to kill anything.
 
The SMGs aren't particularly good. The replacement for the TMP (the LE5) is a little better, but both burn through ammo on normal enemies and take up too much space. Even when I keep one in my inventory, I don't see many ammo SMG drops, either. It's basically been akin to magnum ammo. It's worth getting a magnum pretty late in the game (and lugging ammo around) to make a couple encounters easier. Otherwise, I think the best combination of guns is the Blacktail, Striker, and Stingray. The dart gun's explosives are pretty nice, but it otherwise isn't that good. Even totally maxed out it takes at least 3 darts to kill anything.
The TMP was a beast in the original. I started using it because the game wouldn't stop dropping ammo for it, even though I didn't own it. Turned out to be a permanent replacement for every pistol once you got the stock.
 
With this remade version, I feel like they use dynamic damage with certain enemies. "Oh you have 50 handgun rounds? It would be a shame if this normal enemy took 10 of them to the dome and didn't die."
"Only have 3 shotgun rounds? You're going to 1-shot 3 of those giant head enemies in a row and they're all going to drop more ammo."
 
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With this remade version, I feel like they use dynamic damage with certain enemies. "Oh you have 50 handgun rounds? It would be a shame if this normal enemy took 10 of them to the dome and didn't die."
"Only have 3 shotgun rounds? You're going to 1-shot 3 of those giant head enemies in a row and they're all going to drop more ammo."
I definitely don't remember having a difficult time with ammo in the past, but that's probably because I was stunning with a head or leg shot and then knifing. I'm on normal/default difficulty and I seem to have just enough ammo to get around. Seems like I'll be low on ammo, get anxious and craft more, then clear an area and find ammo in a barrel in that area.
 
I definitely don't remember having a difficult time with ammo in the past, but that's probably because I was stunning with a head or leg shot and then knifing. I'm on normal/default difficulty and I seem to have just enough ammo to get around. Seems like I'll be low on ammo, get anxious and craft more, then clear an area and find ammo in a barrel in that area.

That's been my experience. I still find myself crafting shotgun shells and rifle rounds when I have the supplies, but the game starts dishing out ammo when you run low. I think it also dishes out less and makes enemies more spongy when you have an excess, too. In my first pass through the game (playing on normal) I was only fearfully low a couple times. Once after the cabin/chapter 1 bosses and again after the room where you have to defend Ashley with the cranks.
 
They really need to stop with the dynamic difficulty in these games, or at least have it as an option.
 
If the RE4 remake isn't dynamic, there's a RNG hiding in the background with an absolutely giant range. I know there are critical hits and bonuses for accuracy, but the amount of damage you do (with the same weapon and placement) is all over the place.
 
You guys don't play like a kickboxer?

I remember there were parts of the game you couldn't and had to snipe and stuff, but for the most part in the original IIRC my playstyle was:

📣👏BE👏AGRESSIVE👏BE👏BE👏AGRESSIVE👏📣
 
If the RE4 remake isn't dynamic, there's a RNG hiding in the background with an absolutely giant range. I know there are critical hits and bonuses for accuracy, but the amount of damage you do (with the same weapon and placement) is all over the place.
Which I'm fine with; in theory, the difficulty comes mainly from the base stats of the enemies and what drops you get (which is largely determined by how well you are doing).

I do think a mistake a made was crafting too much ammo after fights, so when the next one came I got almost no ammo drops. Great for purchasing upgrades, not so great when you are low with no supplies to craft late in a fight. Definitely craft ammo ONLY when needed.
 
microtransactions have been added to Resident Evil 4...players are now given the option to purchase weapon exclusive upgrade tickets that are redeemed at the in-game merchant shop, instantly unlocking a weapon's exclusive upgrade regardless of its level...the microtransactions are $2.99 each...

https://twitter.com/Wario64/status/1644190633027072000
 
They should also have the option to get early in-game upgrades by collecting points in Mercenaries. I'm not interested in playing Mercenaries, but I'd probably grind it if I thought I could get an early advantage in the game story. Not gonna pay real money for upgrades.
 
I never found money to really be an issue in the game. Just playing the game normally (and snagging the obvious treasures on your map), I still maxed out 3 top-tier weapons on my first pass. I was only 1 upgrade away from another, too. That's not even trying to maximize the $ you get for certain gem combinations. On my 2nd pass, every gun I have (pistol, shotgun, SMG, magnum, dartgun) = maxed out and have been for a while. If they're going to give out goodies from Mercenaries, I'd want some kind of exclusive gun or, like I keep wanting, an easier path to unlimited ammo. I don't even care if it's weapon specific. That worked great in Village.
 
For anyone playing NG+, the best advice I can give you is to do whatever it takes to get the unlimited rocket launcher immediately. Sell everything you have except one gun. It'll only be used for escort mission levels in close quarters. The other guns don't matter 95% of the time. The rocket launcher nukes everything in its path and fires rapidly with no reloading needed, too. It kills basically anything in 1 shot, too. It even kills Sadler himself in 2.
 


In spite of them claiming Ashley would be less of a liability in this one, I found her to be way worse. Probably because they keep staging scenarios where she gets attacked while you're distracted with more powerful enemies. Even when you can tell her to hide, it doesn't work for very long. Either she makes a bunch of noise in the locker or she gets bored and leaves it after a few seconds.
 
In spite of them claiming Ashley would be less of a liability in this one, I found her to be way worse. Probably because they keep staging scenarios where she gets attacked while you're distracted with more powerful enemies. Even when you can tell her to hide, it doesn't work for very long. Either she makes a bunch of noise in the locker or she gets bored and leaves it after a few seconds.
This is why I didn't understand the removal of the garbage bins from the original when they were talking it up as if it was a good thing.
 
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