Resident Evil 4 Remake: 15 Biggest Changes We've Seen So Far

Resident Evil 4 Remake: 15 Biggest Changes We've Seen So Far
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It’s been 18 years since the release of Resident Evil 4 on Gamecube, and the world of Resident Evil and its design philopshies have evolved dramatically since Leon’s original roundhouse kick-filled escapades. As we inch closer to the release of the highly anticipated remake, we figured it was worth highlighting what’s different in this horror classic, from graphical changes, to QTE differences, and even story elements! Here are 15 of the biggest changes we’ve seen so far in Resident Evil 4.

00:00 – Intro
00:39 – Combat Knife Parry
01:14 – Simply Smashing
01:33 – Get Low
02:02 – Moving AND Shooting?!
02:33 – Almost No QTEs
03:00 – Leon Speaks Spanish
03:33 – Side Quests
03:58 – Ashley Overhaul
04:27 – Customizable Attache Case
04:53 – Enhanced Crafting
05:16 – Salazar’s Hairdo
05:48 – Scarier Ambiance
06:19 – Modernized Typewriter
06:39 – Even More Luis
07:00 – Revamped Gore
07:33 – Outro

#IGN #Gaming #RE4Remake

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50 Comments

  1. The fact Leon couldn't speak Spanish is what made the game more frightening due to the fact he can't translate anything anyone says or talk to anyone.. why they did this, It's ridiculous

  2. This is one of the best games ever. I've reserved it for 70 euro and hope that it doesn't disappoint me like the pathetic and half finished dying light 2. Roll on Friday and my shiny steel book edition🏴󠁧󠁢󠁳󠁣󠁴󠁿💪

  3. In the part where they mentioned crafting, the narrator said that you could always mix herbs, so technically it always had crafting. What about ammo though?

  4. The re2 remake is so not the gold standard for remakes. No B scenarios? Great. You took the entire appeal of the game away. REmake is and forever will be the gold standard

  5. 2:16
    Correction. The first Resident Evil game that allowed you to move and shoot was Resident Evil Outbreak, released in 2003, and was an ability tied to Kevin, the RPD officer to reflect the different level of training between standard citizens, and trained police officers. Additionally, Resident Evil: Operation Raccoon City came out half a year before RE6 did, and it was built entirely around the mechanic of tactical moving and shooting, built in the engine used for the SOCOM franchise, developed by Slant Six Games. Resident Evil 6 was the first NUMBERED Resident Evil game to let you move and shoot at the same time, but was the third game overall to allow it, unless you also count the on-rails Umbrella Chronicles and its sequel, Darkside Chronicles which also did not force you to stop to be able to shoot, in which case RE6 would be the fifth game to allow moving and shooting.

  6. Am so please to witness Capcom be on top of their potential. That japanese/ American company has one of the most original game libraries ever. Rival only by Kunami, Nintendo, Sega

  7. For me, the best and biggest improvement is the weapon cycle feature with the D-Pad instead of opening the attach case every single time to change weapons.

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