Resident Evil 4: Wii Edition Review

While Resident Evil: 4 is not a new game by any stretch of the imagination (released originally in 2005 for the Gamecube), it’s recent release for the Nintendo Wii has stirred up fans and newcomers alike, putting it at the top of sales charts everywhere its opening weekend. We got hold of a copy, sat down and played it, and were just as amazed as everyone else at how good this game is after 2 years.

This isn’t a full review, as the game is aging by all standards; instead, it focuses on the differences between the Gamecube and Wii versions of the game, commenting on the strengths of the wiimote as a complement to the already-engaging gameplay. The graphics and sound in the game have remained constant to the Gamecube version, which is kind of a bummer. At the same time, it means that this title is available for a cool $29.99 from most retailers, making it a great snag and a completely worthwhile addition to any Wii collection. Think of it as buying a better controller for your Gamecube version!

Without any introduction, the game starts out on the menu screen, with a noted lack of crosshair that we’re used to controlling in most Wii menus. Selection is made either with the thumb pad or with the nunchuck control stick, and confirmation is made, of course, with A.

The game itself starts out with Leon investigating a small, worn-down house in the middle of nowhere in Spain. Control is given to the player without any introduction, a strange move considering that most games coddle through the use of the controller, especially on the Wii.

The controls feel extremely natural, and the trade-off between the ability to move and the ability to shoot doesn’t seem nearly as restrictive on the Wii as it did on the Gamecube. The fluidity of the aim is another solid point: it really gives the effect of aim-and-shoot, rather than “hit the control stick and pray”. The one part of the game that I am still having trouble controlling fully is the “auto”-knife ability that is also exclusive to the Wii version. Regularly, one must press the c button on the nunchuck in order to equip the knife. The Wii edition includes the option to simply swing the Wiimote back and forth, simulating a slashing motion, which will cause Leon to perform the same move in the game. This is a very good way to do things, in my opinion; however, my problem is always that I’ve got the B button pressed down to aim, and swinging the Wiimote around in such a fashion causes my camera to look either sharply down or sharply up. Again, this is player error, but I would suspect that other people have this problem. I think I’m just a little too trigger happy.

Firing is acheived by pressing down B to aim, and then hitting A when desired. Reloading is implemented very skillfully by Nintendo: simply hold down B to aim and shake the Wiimote. Impressive.

Movement is performed using the control stick of the nunchuck, and is extremely fluid. One aspect of movement that the game (much to my dismay) does not include is the ability to sidestep, or strafe. I’ve grown rather accustomed to this type of movement during my time playing any game involving a gun, so it was sorely missed during the first hour or so of play. The Z button of the nunchuck can be used to perform a quick 180 degree turn, a complete lifesaver throughout the game, and one of the quickest ways to cover a lot of real estate with your crosshair in a short amount of time.

The inventory is accessed by hitting -, and the items within can be manipulated by pressing + and moving them around with the control stick on the nunchuck. Items can be rotated using the c button.

One important thing to note (and one of my favorite parts of the game) is the use of the Wiimote in a context-sensitive setting during cutscenes and boss fights. This is one of the things, in my opinion, that makes the game so fun and interesting. It’s like watching a movie. However, during the movie, when something is about to happen to the main character, there will be a hint displayed on screen as to the action you’re expected to perform with the Wiimote. Shaking side to side and pressing A and B at the same time are very common combinations. Successful completion of one of these combinations will result in the continuation of the scene, or maybe even the death of a boss!

Resident Evil 4 is still, in my opinion, a moderately difficult game. Much of the difficulty still comes from approaching situations in the game incorrectly, or not utilizing the world around you in your defense (or even offense). It’s intense realism will be too much for some to handle, but will keep many more engaged for the long-haul. The learning curve would be hard if it were expected to be mastered all at once, but the game does an extremely good job of easing you into character over the course of the first couple hours of gameplay.

For anyone who’s played Resident Evil before, I would recommend trying this game on the Wii. Like many other reviewers have said, and as this review hinted, the Wiimote does serve to soften the difficulty level somewhat, but it takes nothing away from the fun, and even serves to keep the player engaged. For those new to the Resident Evil franchise, don’t worry: you may be confused in the beginning, but the game will be no less engaging as you fill in the missing pieces for yourself.

Graphics: 8/10
Sound: 9/10
Gameplay: 10/10
Re-playability: 9/10
Value: 10/10
Overall: 9.2

Note: The overall score is not calculated as an average of the component parts. See our review calculation section for more information.

Console Gaming Spillovers: How the Tech Industry Feeds off of Gamers

All of the current-generation consoles (with the exception of the Wii, but that’s no surprise) are capable of producing an HDTV-quality video signal, helping to promote High-def in all of it’s un-standardized glory. This means bleeding-edge corpse explosions, pixel-by-pixel cleavage, and of course, extremely realistic terrain of a caliber previously unavailable. Or, at least that’s what they hope you’ll think so you go out and buy that $2,000 HDTV you’ve “had your eye on” for the last 7 minutes at Best Buy. Of course the image quality will be better on a High-definition TV; there’s no question that a Blu-Ray or HD-DVD will look better with twice (or higher) the resolution of your standard TV. The question is: With a $600 gaming console, and at 50% or higher prices on these High-definition DVDs, is the amount of extra money you’re paying for those pixels really giving you any advantage or status? Further, how much of the demand for High-definition entertainment equipment comes from “your buds” who need to see those extra pixels with their NFL Sunday-Ticket package versus gamers who want some illustrious “competitive edge” supposedly offered by being able to see an opponent from farther away?

Clearly this is a blog article and not an academic paper, so I don’t have the necessary data to back up my claims, but most people reading this article can likely understand where I’m coming from. We all know people who’ve gone out and dropped ridiculous amounts of money in order to make their games look better, to make their gaming experience more immersive. Everyone has a friend who found a “great deal” on some multiple-thousand dollar piece of equipment which still cost multiple-thousands of dollars. The tech industry must be loving it. If they aren’t already, there are a ton of ways these industries could capitalize off of the fleeting needs of the average gamer.

First: Re-release a High-def TV with one new feature and label it the “ultimate Halo 3 experience”. Mom’s basement would love another one of these, and there must be millions of kids nationwide who’d do anything for that new LCD screen with the 1ms-lower refresh rate.

Second: Re-release all of your old, poorly-rated (are there even any good movies that have been released on Blu-Ray/HDDVD? I think maybe the closest I’ve seen was Blue Crush or X-Men 12) movies with slightly higher quality and charge 50% more for them. This is the perfect match to step number 1, and will be highly complemented by the audio equipment you can get from step number 3.

Third: Take out some features from your $20,000 theater-quality speakers and audio subsystem and sell them in a premium audio store (since they’ve still got the brand name) for a large discount. For some reason, hearing Dolby 5.1 from five-thousand dollar speakers in 2007 sounds better than listening to Dolby 5.1 from five-hundred dollar speakers in 2000 when they introduced it. Has audio recording technology improved much since then?

While it’s hard to be sure what the actual percent of demand for these new technologies is, it’s a safe bet to say that a non-negligible portion of it is coming from today’s up-and-coming gamer generation. As long as you can make someone think that a technology will make them a little bit better playing their video games, or if you can convince them that going way past the marginal optimal spending levels for these technologies is a good then, then, well, I guess there’s no new information here.