Resident Evil 4 is a genuine classic and a fantastic game. I know that. You know that. For me, the question isn’t: Original or Remake? Because there’s really no wrong answer and I think you’ll have a great time either way. That’s why this review will focus on a more contentious debate: does this 2023 remake of Resident Evil 4 capture what made the original so special?
I seem to have played quite a few remakes recently, but this was the one I felt most conflicted about. I played the demo prior to its release and there was something about it that didn’t feel right to me – I just couldn’t put my finger on why.
Spin on to 2026 and I finally picked up this remake in a sale. The time had come to be brave, get off the fence, get stuck in and make a judgement. Buckle up, kids, because this one’s gonna be a bumpy ride!
Resident Evil 4 is a game of three locations – the Village, the Castle and the Island. For those of us old enough to have played the original at release, the Village is probably the part we recall the most clearly (and fondly) because it’s the part we replayed the most. Because it’s the part we’d get our friends to play when they came over.
Because that opening in the Village is pure, terrifying joy! What begins with a slow, atmospheric build up suddenly explodes into a frenzy of violence, panic and genuine fear. It’s heart pounding, sweaty, and incredibly tense. Sadly, I think it’s the part of the original that this remake – perhaps unsurprisingly – struggles to live up to the most.
It’s important to recognise that the way we experienced the original at release can’t be replicated today. Huddled close to a small TV with fuzzy visuals and a very narrow field of view made the game feel claustrophobic in a way sharp HD visuals and widescreen monitors do not. Leon couldn’t turn, shoot or reload with ease due to the more restrictive controls, making it hard to track enemies as they slowly surrounded you.
Using the GC controller to line up a shot took precious seconds you didn’t feel you had, forcing you to decide between running, shooting or reloading. Call it a ‘nostalgia factor’ if you will, but the limitations of the time enhanced the experience in a way that’s impossible to recapture today.
But now, in 2026, with a wide field of view and the precision of mouse aim, I was running around headshotting the villagers with ease. I never felt any sense of panic. Of being overwhelmed. I didn’t even really feel at risk. One of the most memorable gaming moments of my life fell completely flat in this remake. But as I said, you can’t replicate the original experience in such a manner. It’s simply not possible and frankly, I doubt modern audiences would appreciate it if you tried.
That said, I don’t think the ‘nostalgia factor’ is entirely to blame here. There are design choices, cuts and changes that were made in this remake that in my eyes, fail to capture the magic of the original experience. In the original game, the village itself was more open and desolate looking. In the remake, it’s more cluttered and closed in. It’s an attempt at making the player feel more penned in with less escape routes. The problem is, it doesn’t quite work because you really don’t need them.
Which leads me onto the new parry system whereby Leon can now deflect attacks – most attacks, in fact – with his knife. In the original, when the ‘Chainsaw Guy’ arrived, he was fast, brutal and relentless and if he made it close to you, you knew you were utterly f**ked.
I was so disappointed when, in the remake, the Chainsaw Guy lumbered into view and even when he got close, that ‘parry’ prompt appeared, rendering what was one of the most terrifying encounters in video game history into an entirely trivial one. I don’t even dislike the parry system! It’s a smart modern addition, as is the new ‘stealth’ system. But I don’t feel it should work for every enemy or nearly every attack.I also have to address how they handled the villagers in this remake. In the original, the villagers behaved like an angry mob. They worked together, spoke to one another, coordinating their attacks as they slowly surrounded you. It made Resident Evil 4 feel completely different to what came before in the series. You weren’t dealing with mindless monsters but thinking, planning and very determined individuals trying to murder you.
In the remake, the villagers just act just like dumb, mumbling zombies slowly lurching towards you. In the original they’d shout and laugh and taunt you. They had personality! That’s sadly been lost here. You could also shoot through doors in the original! You can’t here – likely a limitation of the new RE Engine and that’s something I’m going to touch upon later.
So much of the village location feels . . . quiet. The original had much stronger ambient audio and musical stings. The remake goes for a more sombre, serious tone but loses a lot of the atmosphere of the original as a result. Arriving at the church to free Ashley is a good example of this. In the original, a storm has begun and it’s loud – thunder booming overhead as heavy rain falls. In the remake, the rain is more like a smattering and the thunder feels distant. It’s oddly . . . relaxed. It doesn’t build the same sense of foreboding.
Even without the ‘nostalgia factor’ at play I still think the worst fumble this remake makes is the opening Village section. It completely fails to capture the tension, panic and atmosphere of the original. That said, I do think the remake improves significantly once you progress, most notably in the Castle and Island locations.
And yes, undoubtedly that’s likely because those sections aren’t so imprinted on my memory in the same way the opening is. But I do think by the time you arrive at the Castle, you’ve become more accustomed to how this remake feels to play and you’re more willing to go with the flow.
It does feel like they’ve cut a fair bit of the ‘silliness’ of the original. Because Resident Evil 4 could get very, very silly! I’ve always thought of it like the ‘Commando’ (the 1985 Schwarzenegger classic) of video games in terms of its escalating silliness. But moments where you’re being chased by a giant mechanical statute, for example, are totally cut from this remake.
And I get it. And I don’t even mind the shift to a more serious tone but it does, once again, make the game lose some of its original personality, particularly for the villains. In the original, they’d banter back and forth with Leon over video calls. All gone! But they did make Leon quip (badly) a lot in what feels like a misguided nod towards the original’s silliness . . . which then somewhat jars with the more serious tone.
Ashley, I must say, is less annoying as a character in this remake, but she is also a little more annoying as a partner. Unlike the original, you can’t order her to wait, only ‘keep her distance’ and she has a tendency to wander into trouble – or your line of fire – more frequently as a result.
We also need to talk about YELLOW PAINT. I really don’t mind yellow paint. I get it! When visuals are more busy, more detailed, it makes it harder to tell what you can or can’t interact with. But RE4 is excessive with the yellow paint to the point that it’s completely ridiculous. It’s everywhere and rather spoils the aesthetic of various locations when there’s a massive patch of yellow paint splashed up a Castle wall, for example.
Despite thinking that it fumbles the opening, there is a lot to love about this remake, and I can’t deny I had a good time playing it – but I also think it brings to light an issue I have with the modern Resident Evil games in general.
As I said at the beginning of this review, Resident Evil 4 redefined Resident Evil. It became a series that was consistently . . . inconsistent, with each new title feeling and looking and playing differently than before. But now, with all the games using the new RE Engine, these remakes and even the new games in the series all have the same look and feel. They’re now consistently . . . consistent.
Which, from a development point of view, I can understand the appeal – less development time, less cost, less risk. And I understand the appeal for new players who want a consistent feeling when playing through the series.
Resident Evil has become ‘safe’ if you will. It’s more streamlined, it’s more accessible. It smooths out all the rough edges – but those rough edges sometimes give a game a little more . . . dare I say it – soul.
And for Resident Evil 4, a game that redefined a series and inspired a new generation, to be reduced to such a homogenised experience that falls neatly in line just doesn’t feel right. It’s lost something special – something unique – in the translation to the new engine and the modern design choices they’ve made.
I guess you could say that the original and remake are both products of their time. The original came at a time when big publishers were more willing to experiment, innovate and take a risk. That’s not so much the case now in an industry relying on ‘safe’ sequels and established franchises and Resident Evil 4 Remake is a perfect example of that. It’s just a shame that a game that was famous for breaking the mould now sits neatly inside it.
It’s still fantastic to play because Resident Evil 4, at its core, is still fantastic. But I don’t think this is a fantastic remake. I think, overall, it’s a good one, but I also think it misses the mark too often for me to love it. There are ways in which it can’t hope to replicate the original experience, but there are ways in which it could have, but chose not to – to its detriment, in my view.
Nevertheless, I still had a great time playing it and I’m glad I did. And it’s not like the original isn’t widely available. If you’re new to Resident Evil 4 this really isn’t a bad way to experience it. And honestly, it would be hard to recommend the original to a new player when this version is available. But if you do enjoy this, maybe give the original a look? You never know, you might be quite surprised!
7/10
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