
Review · 27 Apr 2026
Resident Evil 4
The remake nobody thought was necessary, and the rare one that argues with the original instead of tracing it.
DoukaWriter · Horror, adventure, narrative gamesafter 38 hours
Capcom · Survival horror · PC · released 24 Mar 2023 · Two runs, Professional cleared, Separate Ways finished
Played 138% longer than the game usually takes to finish.
Tested on RTX 4070 · 1440p · high preset, ray tracing off · 100+ fps
The 2005 original is one of the most influential games ever made and it has aged in exactly one place: you cannot move and shoot. Every remake decision here follows from resolving that, and resolving it correctly meant rebuilding the enemy design from the ground up, because the villagers were balanced around a player who had to plant their feet.
Mobility changes everything, so everything changed
You can walk while aiming now. In exchange the villagers flank harder, throw more, and close distance in groups rather than queues. The knife has durability and a parry, which converts the panic moment — someone grabbing you — from a button mash into a decision. Ammunition is scarcer and crafting means every shotgun shell is a small argument with yourself.
The net result is a game with the same shape and a different pulse. The village opening is still the village opening and it is genuinely more frightening than it was, because you now have options and they are all bad.
- Runs finished
- 2
- Knives broken
- 23
- Professional deaths
- 94
What it chose to cut
The original's tonal swerve — the campy back half, the laser corridor, most of the QTE set pieces — is trimmed rather than removed. Some of that is a loss and the review should say so: the remake is more consistent and slightly less strange, and strangeness was part of why the original endured.
The island section, historically the weakest stretch, is restructured and much improved. Ashley is now a genuine mechanic rather than a liability, with her own short playable sequence and an AI that does not require constant management.
Where it slips
The merchant's request system encourages a completionist sweep that works against the pacing, and the late-game weapon economy gets loose enough that Professional difficulty is the only setting where the resource tension holds.
Ada's Separate Ways campaign, sold separately, contains material that arguably belongs in the main game.
The verdict
Thirty-eight hours across two runs and the second was better than the first, which almost never happens in horror. This is the standard against which remakes should be measured — not fidelity, but a clear argument about what the original was for.
Play on Standard first. Then Professional, with the knife.
Accessibility
- Subtitle size, background and speaker colour all adjustable
- Aim assist with three levels, separate from difficulty
- Full remapping; quick-time events can be set to single-press
- High-contrast interaction highlighting available
Checked during play, not from a feature list. Tell us what is missing and it gets added.
❦
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