What To Expect From The Resident Evil 4 Remake
In 2019, Capcom released the Resident Evil 2 remake, and it is evident that the studio learned its lesson when it comes to the importance of platforms this time around. RE2 remake was released to the PC, PS4, and Xbox One. Given the wide variety of platforms available, the Resident Evil 2 remake was able to reach every single Resident Evil fan, except for the Nintendo Switch, which is understandable given that the franchise isn't that popular with most Nintendo players. However, apart from releasing the game on the right platforms, the Resident Evil 2 remake was heralded for staying true to the essence of the original game. Interestingly enough, the RE2 remake is not a shot-for-shot re-imagining of the original, but it was still able to keep the essence of the first game even if it's not as faithful as the 2002 Resident Evil rem
There are also some other possibilities in the direction Resident Evil 4 may take, given the direction of the recent two Resident Evil remakes. For example, it has been speculated that spiders were cut from both Adventure games missions because Capcom wanted the series to take on a more realistic approach. If being more realistic is the trajectory Capcom wants to maintain in developing more Resident Evil remakes, including its fourth game, there are some obvious stand-out features in Resident Evil 4 which defied the franchise's more realistic traditions previously, and were more akin to third-person action games at the t
There are countless ways to tackle the majority of combat encounters and puzzles, while exploration offers the same level of malleability as the world around you shifts and changes with the day/night cycle. It isn’t perfect, and I’ve expressed annoyance at rain grounding my heroic himbo on more than one occasion, but I’d be a fool to ask for its removal. Countless games have taken inspiration from Breath of the Wild’s revitalisation of the open world formula, with Genshin Impact and Immortals Fenyx Rising being the most notable, and guess what - they both let you climb in the rain. Mihoyo and Ubisoft likely recognised the occasional frustration of this and decided to make things easier for you, while also secretly knowing that it sacrifices something in the process.
The real wildcard is the new landmass that floats in the sky, a location that could throw everything we know out the window and incorporate a playstyle that is completely different from anything we’ve seen before. Link ( or could it be Ganon or Zelda? ) is capable of morphing through solid objects and flying through the air, so perhaps the need for climbing is obsolete in these circumstances. There are so many questions, but even now it seems Nintendo is acknowledging some of the previous game’s flaws and instead of removing them, is introducing diverse new gameplay ideas that provide other avenues of movement and traversal. Don’t just ditch the encumbrance of climbing in the rain or fragile weapons - instead, provide alternate ways of movement and combat that force you to rethink previously frustrating moments in a new way. Blatant removal feels like cowardice.
You also can’t climb in the rain, with Link being encouraged to find another route up a mountain the moment a drop of water falls from the sky. These are all polarising mechanics, and for good reason, but they also help define Breath of the Wild as a special experience that always changes things up, seldom having you repeat the same tasks in order to complete your objective. If it wasn’t different, it wouldn’t be Zelda.
Suffice to say, Resident Evil 4 has definitely shown its age. Given that Resident Evil 4 was both a unique detour for the Resident Evil series, as well as one of the best overall action games of that era, a Resident Evil 4 Remake certainly has some big shoes to fill if it is to ignite the necessary nostalgia, while also creating something refreshingly
Breath of the Wild is so special because every moment feels like a discovery you made on your own terms. A mixture of basic yet impactful abilities like stopping time and lifting metal objects allows you to play with the game’s definition of physics in ways that are still being discovered to this day. You can build a chain of metal weapons and charge them with lightning to activate a distant switch instead of following the traditional solution, showing that the game’s systems are built to be toyed with and taken advantage of in ways that have near limitless potential. Nobody will play Breath of the Wild in the same way, and given the open world genre largely remains defined by chasing down icons and completing repetitive objectives, this is a breath of fresh air that remains unmatched. You could argue "it doesn’t feel like Zelda" because its dungeon design abandons tradition, but the rewarding discoveries of Breath of the Wild are intentionally spread throughout the entirety of Hyrule.
There are a few things that always come up when you talk to someone about The Legend of Zelda: Breath of the Wild . Weapon degradation is one of the defining discourses around the game, with fans either despising the fact your equipment bursts into nothing after a handful of strikes or adoring how it forces you to think outside the box and constantly adapt your strategy to a changing inventory.