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biohazard 4 (バイオハザード4):
Wii Edition Review
"The Definitive Version of a Classic"
Since its release over
two years ago, fans of Resident Evil 4 never had what could be
considered the "ultimate version" of the game. The two versions
released for consoles were on GameCube and PlayStation 2. The
GameCube version, released first, contained superior visuals,
audio and controls, but it lacked the extra features that were
only in the PlayStation 2 version, released nearly one year
later with inferior graphics, sound and controls. Depending on
one's desire for either graphics and sound, or content extras,
both versions were just about as good as the other and which was
the better version was debatable.
The Wii Edition of
Resident Evil 4 (indeed as has been renamed) solves the debate
and takes the title as the definitive version of this classic
game by Capcom. Capcom's taken the best aspects of both versions
of Resident Evil 4 and combined them into one neat package at a
discounted price ($30 in the U.S.) with new Wii Remote controls
that work very well. So in Resident Evil 4: Wii Edition, you'll
get GameCube quality visuals and audio with all the extras
features of the PlayStation 2 version.
As an overview,
Resident Evil 4 is an action game and a departure from the
previous games in the series. Rather than adopt the pure
survival horror elements characterized by third person angles,
zombie shootouts, slow movement and puzzle solving, Resident
Evil 4 begins after the off-screen (until Umbrella Chronicles,
that is) destruction of the Umbrella Corporation and is much
more action oriented and takes a behind-the-character
perspective. Controlling Leon S. Kennedy, protagonist from
Resident Evil 2, we search through villages, castles, and island
fortresses for the U.S. president's lost daughter, Ashley
Graham, while wading through violent formerly-human creatures
called Ganados. These creatures, more intelligent, aggressive
and faster than the old zombies, will do anything to stop Leon:
wield weapons, strangle him, blow him up and electrocute him. As
the game progresses and Leon meets other people (or creatures),
the story of the game's circumstances unfolds. You won't find a
brilliant storyline like you might in the Silent Hill games, but
Capcom's gone to lengths to make sure the B-story is coherent
and well written.

Leon has an array of
weapons, available both throughout the game's worlds and through
a mysterious merchant; he can upgrade the speed, power, reload
speed and bullet capacity as he progresses and earns PTAS, the
game's currency, by killing monsters or finding them about. All
Leon has to do is survive and move throughout the game worlds,
progressing from area to area. Occasionally he'll be accompanied
by Ashley, which turns the game into a bit of an escort affair,
but the game's well-programmed AI and availability of hiding
spots makes escorting Ashley no trouble at all. Movement is a
bit slower than other action games, but a step up from survival
horror games. The enemies are killed by aiming an equipped
weapon, which causes the camera angle to move up behind Leon,
and shooting them. The game recognizes areas of the enemy's body
that are shot and enemies, most of the time, react
appropriately. Still, shooting doesn't become predictable, as
the game is designed so that you don't go for damaging headshots
or crippling leg shots the whole time, forcing you to take on a
variety of shooting tactics. The environment can help or hinder
Leon; if sees a barrel full of oil, he can shoot it to explode,
taking out a group of enemies, but he may get injured himself if
he is too close. The whole gameplay dynamic of Resident Evil 4
works very well and makes for a fun experience with a reasonable
difficulty.
Leon S. Kennedy
isn't the only controllable character. You'll control Ashley for
a short segment, and you'll have two different adventures to
control Ada Wong, a female agent also from Resident Evil 2. One
of the adventures is a mini game collectathon with the same
gameplay as the main game, Assignment Ada as it's called is a
fun and short experience, but Separate Ways, the name of the
other adventure and previously exclusive to PlayStation 2,
offers five chapters, some short, some a little longer. Ada is
faster and more versatile than Leon, being able to access
different areas, operating under different objectives. Another
mini game called Mercenaries is also included, which focuses on
the action. Points are rewarded for killing many enemies within
a time limit. The availability of a Professional difficulty mode
after beating the game once, unlockable weapons, and all the
side games gives Resident Evil 4 tons of replay value, although
not nearly as cool as the previous games in the series with
different endings and multiple paths as an incentive of replay.
The mere combining
of the two versions alone does not make the Wii Edition the
definitive one. Rather, it's the inclusion of the well-executed
Wii Remote controls that push this version over the top. The new
Wii Remote controls feel much more natural and accurate than the
old control pad. The Wii Remote, combined with the nunchuck, is
used for multiple functions.
The first and most
obvious change is aiming. In the GC and PS2 versions, aiming was
done with the analog stick guided by a laser, which was somewhat
accurate but not completely so. Now, just move the Wii Remote
around, pointed at the TV screen where the Wii sensor bar should
be located, and guided by the new crosshair that's replaced the
laser, shoot enemies by holding B and pressing A. The result is
much more accurate aiming and less lag time between targeting
enemies. While aiming wasn't truly a problem in the original
versions, the Wii controls make them seem rather archaic and
clumsy in comparison.
That's not all the
Wii Remote adds. From the controller's speakers, you can hear
weapons as they are reloaded (by holding B and shaking the
remote lightly), a subtle but welcome addition. Also, by holding
no button and shaking the Wii Remote, the knife is automatically
called and targets the nearest enemy, a very seamless transition
from gun to knife. In Resident Evil 4, some cutscene and action
sequences required buttons to be tapped either repeatedly or
within a very small timeframe in order to avoid dying, for
example mashing the A or X buttons in the previous versions to
avoid a rolling boulder from running Leon over. The Wii Edition
keeps a few of the button presses, but replaces most of them
with side-to-side shaking of the Wii Remote, which isn't
necessarily a better change but certainly not a worse one
either. The Wii Remote also rumbles when the reticule targets an
enemy or object (along with the reticule turning red), which is
good so the gamer will know when to shoot.

The Wii controls are
very natural and accurate, and allow for the best possible
immersive experience. Unlike many other games in which Wii
Remote controls were tacked on that were otherwise traditionally
controlled, Resident Evil 4 is quite a natural fit. The stunning
accuracy provided by the Wii Remote and the surprisingly
interesting functions with the knife are a welcome addition.
Despite the
excellent Wii Remote controls, there are small imperfections
that prevent them from being 100% perfect. The game does become
considerably easier thanks to the super-accurate aiming, despite
Capcom's efforts to offset this by adding more enemies than were
in the previous versions. In a few segments that required the
accuracy of a sniper rifle in the previous versions, in the Wii
Edition's accuracy precludes the necessity of a sniper rifle in
this version, bringing the difficulty down somewhat. In gameplay
segments that built themselves on the limitations of button
schemes, such as the mashing of buttons periodically to defeat
an enemy with the knife, the Wii Remote's swings register far
more than button presses did, adding to the decreased
difficulty. In portions in which the gameplay difficulty was
based upon an enemy's distance, once again the Wii Remote
eliminates that difficulty. Weapons such as the sniper rifle,
for whatever reason, are still controlled with the analog stick,
providing a slight inconsistency in accuracy. Still, the Wii
Edition's exclusive controls are quite fitting of the game and
it's still quite enjoyable. While the game does become
considerably easier, new players will find a reasonable
challenge, a lengthy (in a good way) and entertaining
experience. If anything, these difficulty changes caused by the
Wii Remote signal the change of difficulty driven by controller
limitations to ones based purely on good AI.
For those who want
to continue using the traditional controls, the Wii Edition is
still right for you. Just plug in a GameCube or a Classic
Controller and the game will automatically detect them (assuming
you don't have a nunchuck plugged into the Wii Remote). The
game, in that respect, controls just like the GameCube version,
using the laser to aim. The Classic Controller works nicely,
especially for those gamers who prefer to use a D-Pad to move
the characters, but there is no rumble capability in the Classic
Controller.
Graphically, you'll
find almost the exact same graphics as the GC version, even in
Separate Ways, which was previously on the PS2 only. This means
the Wii Edition has the more complex geometry, far superior
lighting and lack of slowdown that were absent in the PS2
version. The game looked stunning and was easily one of the best
looking games on both GC and PS2, and even on the Wii it looks
spectacular. The characters and environments are modeled very
well, and the fire and water effects are stunning. The art
direction is top notch, and the game uses the capabilities of
the GC and PS2 well.
As
for the Wii, which is marginally but still noticeably more
powerful than the GC, the game doesn't quite push the system and
no upgrades were made to take advantage of the Wii's extra
horsepower with the exception of eliminating the very few spots
that slowdown on GC. For one, the 16-bit color that lowered the
image quality of the GC version is back, and in 2007 is more
noticeable than ever; on an HDTV the 16-bit color really sticks
out, making the game's textures dither. It's unfortunate Capcom
couldn't, for whatever reason, bring the color depth up to
24-bit like the PS2 version to eliminate dithering; therefore,
the PS2 version still has the best image quality of all
versions, despite the better graphical prowess of the GC and Wii
versions. The Wii Edition, like the PS2 version, runs natively
in widescreen, unlike the faked widescreen on GC, but there
doesn't seem to be any visual optimization for true widescreen;
it seems as if the image was stretched to be widescreen, hence
the 16-bit color much more noticeable and annoying in the Wii
version than on GC. Still, the game looks very good, but in the
era of next-gen graphics, it doesn't quite hold up as well as it
did in 2005.

The
cutscene movies on PS2 were not realtime cutscene movies, unlike
the GC. By being realtime, cutscenes would reflect changes in
the game's environment as a result of the gameplay, such as
costume changes or environmental damage. On the PS2, the
cutscenes, alongside looking less sharp than the GC's cutscenes,
would always feature Leon in his standard costume despite the
possibility of him wearing an alternate costume. The Wii
Edition, oddly enough, uses both PS2 and GC non-realtime and
realtime cutscenes. In Leon's game and Assignment Ada, the GC
realtime cutscenes are used, so they blend seamlessly with the
game. However, Separate Ways, previously PS2 exclusive, uses the
non-realtime cutscenes just like on the PS2, so the cutscenes in
Ada's Separate Ways adventure look noticeably worse than the
ones in Leon's game or in Assignment Ada. Likewise, when using
the costumes in the main game previously exclusive to PS2, the
cutscenes won't reflect the new costumes and revert to the
standard costumes (the scenes will still be in GC quality
realtime). Oddly enough, the Movie Browser available after
beating the game once seems to use the PS2 non-realtime scenes,
thus making them look lower quality than the ones in the game
themselves. Overall, the inconsistency of the presentation in
the Wii version is a bit disappointing, but thankfully the best
possible combination or cutscenes was used.
Audio
quality is the same on Wii as it was on GC, which was, superior
to the mysteriously muted audio in the PS2 version. Therefore,
the Wii Edition is the first time gamers can listen to Separate
Ways without the PS2 audio downgrades. The game's soundtrack,
while not as memorable as the other Resident Evil games, fits
the game's theme and is well composed. The voice acting is well
done, with the voices showing the appropriate emotions, somewhat
uncharacteristic with the older games in the Resident Evil
series. Sound effects, such as bullets being shot, Ganados
screaming, grenades exploding and creatures being stabbed and
crushed, are all top quality and sound very realistic and
gruesome.
To
conclude, Resident Evil 4: Wii Edition is the best version of
one of the best games ever. Capcom solves the debate of whether
the PS2 or GC versions were superior by taking the best aspects
of both and releasing it at a low price. The new addition to
this version, the Wii Remote controls, improve the game and make
it more immersive despite slightly undesirable dips in
difficulty. The graphics and audio are high quality, although
the visuals on the Wii are disappointingly still in 16-bit color
and have aged somewhat since 2005. For only $29.99 USD,
especially if you never played Resident Evil 4, you're buying an
entertaining game at a great value. If you own a previous
version, you might as well sell those and upgrade to the Wii
Edition; the new controls are worth experiencing.
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