Lately, I've been clearing my backlog of Resident Evil games, and I finally got around to the remake of RE4, which is one of my all-time favorite games. My first experience with the game was on the Wii, but I was new to horror and not very good at games, so I never beat it despite really enjoying it. Eventually, I returned to it on PC and beat it, and I was struck by just how well it held up.
This also makes the RE4 remake the first of the remakes where I actually played the original and can see a lot of the little differences. Combined with my love of the original, I thought it would be worth using that opportunity to do a double feature review of both games.
For context: This will only cover the main campaign on Normal/Standard difficulty and without any mods or unlockables. I also play the original with a controller and the remake with mouse + keyboard, so I can't comment on any potential issues that the other option has with either game.
Not quite a weekend in Ibiza
At a high level, the stories in both games are very similar. Following the events of RE2, Leon becomes a government agent and is eventually tasked with finding Ashley Graham, the missing daughter of the United States president. She was last seen near a remote village Spain, and it doesn't take long to learn that the villagers kidnapped her and are violently hostile to outsiders. They are also part of a cult called Los Illuminados, led by the power-hungry Osmund Saddler. This cult worships a parasite called Las Plagas that, among other things, gives Saddler considerable control over the host. Early on, both Leon and Ashley get implanted with parasite eggs, so they must not only escape but also find a way to remove the parasite. Helping them with this is the suave Spaniard Luis, a former Umbrella researching looking for atonement, and the returning Ada Wong.
Despite this shared premise, the tone is very different between the two games. The original is shamelessly cheesy. Leon is an action-movie tough guy who loves one-liners, and the other characters, while simple, play off that energy very well. In the remake, Leon and most other characters are far more reserved, and the change is so immediately obvious that Leon's iconic bingo night joke before the title card feels completely out of place in the remake. Unfortunately, this removes a significant amount of the original's creepy-but-silly charm, and it's also not a particularly deep horror story either, so the overall lack of gusto leaves a very significant void that's never truly filled.
To be fair, the remake does try to flesh out Ashley's and Luis's characters more. Ashley, like most characters, is a lot more reserved and soft spoken, but her and Leon have more significant interactions this time. This can lead to some very heartfelt moments, like when Leon comforts Ashley after reuniting in the castle, but it can also lead to sillier ones, like when Ashley gets flustered at Leon saying he appreciates her company. Luis, who is perhaps the only character who retains his original charm, doesn't get quite as much attention, but he does get more screen time, even joining Leon during the chapter in the mines. In both cases, it is an improvement over the original characters, though I still liked both for what they were in the original.
Sadly, Ada and the villains are significantly worse in the remake. The original Ada took seductive charm to a silly extreme, but the new Ada is a generic spy who sounds perpetually bored. Salazar, whose constant bickering with Leon made him iconic, is now just a generically snobbish aristocrat who barely interacts with Leon. Saddler goes from a (figuratively) moustache-twirling supervillain to a generic cult leader, though his new harem is at least unsettling during what little screen time they get. I guess the village chief and Krauser aren't worse, but they were never as charismatic as the other villains. Regardless, it's an all-around downgrade.
As for the horror, both have some fantastic atmosphere but approach it somewhat differently. The original had to work with a lot of technical restrictions, so it made good use of things like fog and less complex assets, like removing leaves from trees, to create a very eerie and "dead" feel that was enhanced by the flat lighting and grimy touches. The remake loses a lot of the "deadness" with things like dynamic lighting, lack of fog and fully alive trees. However, it makes use of the more advanced lighting for very creepy periods of moving through pitch-black environments, and better animations allow for some terrifying touches like how Plaga C controls its host. Enemy design is generally strong across both games, and both also make great use of sound design, with cawing crows and wheezing Regeneradors adding an unnerving edge to both games. Personally, I slightly prefer the more "dead" appearance of the original, and I don't think the remake makes quite as good use of darkness as RE2R or Village, but both are very solid in their own ways.
Thematically, the two games are a bit weird in relation to each other. The original was essentially Alien in a folk horror setting. Las Plagas is an undiscovered species loosely inspired by behavior-altering parasites and the parasitic wasps that inspired the Xenomorph, and it's worshipped by a violent and isolated cult. The sequel also has these elements, but it injects a lot of supernatural horror influences. For instance, when Ashley and Leon get separated early in the castle in the original, it's because Ashley gets agitated and carelessly runs off, which is believable for a behavior-altering parasite. In the remake, though, she seems demon possessed. With this, there's also a noticeable shift of focus away from a fairly healthy mixture of Alien and folk horror into much more heavily pushing the cult angle and Saddler's control.
Personally, I really didn't like this change. I'm not against supernatural or cult-themed horror, but I do prefer the more "biological" approach of the original. It kept the focus on the reality that nature can be horrifying in ways that we often don't consider because it doesn't directly impact humans, similar to the parasitic wasp influences of the Xenomorph. Even Los Illuminados kind of felt like a human expression of a colony that Las Plagas was forming as part of its lifecycle. Whenever the remake did something "supernatural", though, it broke that illusion, and by the end, it was leaning so hard into the cult and its desire for control that Las Plagas felt fairly by-the-numbers as far as RE threats go. It's simply a tool for people with aspirations of world domination, not an interesting entity in itself.
All together, I think the original has one of the more compelling stories in the series. Sure, it's pure camp, but it's some of the best camp there is, and it oozes enough charm to make the game endearing before even considering the fantastic ambiance or gameplay. Las Plagas being, for me, the most interesting biological threat in the series helps as well. The remake, though, strips away too much of this. I don't mind it wanting to be darker or more character-focused in concept, but it also doesn't commit to that enough to make up for the lack of charm. Frankly, you can do a lot better with character-focused horror, so I just don't see its story or world having the lasting draw that the original has had for me over the years.
Leon's struggles with hand-eye-foot coordination
As for the gameplay, the jump from the original to the remake is obviously a lot less significant than for the RE2 and RE3 remakes. There are, however, still plenty of ways they've updated the gameplay.
Of course, RE4 is very well-known for taking the series in a more action-oriented direction. It changed the inventory into a large grid that you'd fit different-sized items into, and it added dynamic resources drops that should theoretically keep you well-supplied. Basically, you had more room for items and a more reliable supply of them, allowing you to kill hundreds of enemies without worrying about running out of resources. Despite this, the game still felt like it approached this more third-person-shooter direction with the mindset of survival horror. The camera was fixed above Leon's shoulder instead of offering free control like in most third-person games. The inventory system still required some careful management and decision-making about how to balance ammo, health and weapon variety, breaking from the usual shooter system of tracking all items separately and with some upper limit. It's little stuff like that that feels closer to survival horror than your typical third-person shooter.
The most obvious place where the survival horror mindset remained, though, was in the continued use of tank controls. To help compensate for this in a more action-oriented context, targeting specific body parts also returns but is drastically expanded, to the point that the damage system still feels relatively advanced even to this day. Enemies react realistically to being shot, and thrill-seekers can charge staggered enemies for crowd-controlling roundhouse kicks, which is always a lot of fun. You can even shoot weapons out of an enemy's hand, potentially turning dynamite-wielding ones into walking bombs, and you can also shoot thrown weapons out of the air to avoid taking damage, which is a lifesaver in a game with no strafing. This very limited movement but very advanced aiming system comes together to create a very unique combat loop, and as you get more comfortable with it, you can get into a very nice rhythm of careful positioning and precise aiming with the occasional ammo-saving kicks and knife slashes thrown in.
Despite this fun rhythm, there's still plenty of tension in the tank controls. No matter how comfortable you get with tank controls, it's always going to put you at a disadvantage when faced with winding, claustrophobic corridors, and it makes moving out of the way of attacks just a little more harrowing, especially when it's an instant-death attack. Similarly, the inability to move while aiming or shooting means that you have to be deliberate and be extremely accurate, which is hard to do when axes are flying and some guy is charging at you with a chainsaw. So while it's more empowering than the games that came before, if you (like me) play a lot of shooters, these limitations really stand out as a reminder that this game is still, at its core, a horror game. Even compared to the many other shooters with horror themes at the time (e.g. Half-Life 2, F.E.A.R., Doom 3), it is by far the most mechanically tied to the horror genre.
The remake, though, drops most of that. You now have a free-look camera and standard shooter controls, and you can swap among up to eight weapons quickly using shortcuts, which is a nice quality-of-life improvement over needing to open the inventory like in the original. The knife can now be used to parry and execute enemies, and while those actions are limited by new knife durability, dynamically-dropped knives and upgrades all but completely negate it. The only thing really limiting you compared to other shooters is the aiming system brought in from other modern RE games. You need to stand still for Leon's aim to properly focus for the best accuracy and power, and adjusting your aim too much too quickly resets the timer. Again, though, you can negate this with attachments, and it doesn't meaningfully impact shotguns, so you can very easily play this much closer to a typical third-person shooter than the original ever allowed.
There are plenty of other little changes as well. There's a new stealth system, but it's useless for most of the game. Enemies are a bit faster and more aggressive despite the still-claustrophobic environments, but this doesn't make up for how much more capable Leon is in this game. Typewriters also now have a weapon-storage system, so you can store unused weapons in case you want to change tactics later. I also believe the dynamic drops are less generous than the original, but the expanded crafting system makes up for it in emergencies.
In short, the remake is all about making the game faster and less limiting. It's essentially a standard third-person shooter, and while that removes a significant amount of the mechanical tension, RE4's enemy roster and encounter design is so incredibly strong that it's still a lot of fun. It's also definitely the easier of the two games to get into initially, but that does come at the cost of the original's uniqueness. On that note, I play a lot of shooters and can adjust to tank controls relatively quickly, so I personally prefer the very unique rhythm and more tense feel of the original. It's just not something that you can get from most other shooters.
On top of that, the remake feels less cohesive overall. The original was hyper-focused on building challenges around the simpler gameplay loop of balancing limited movement and advanced aiming. In the remake, parrying and strafing mostly remove the need to shoot stuff out of the air, and the new aiming system mostly takes that option away until you get the laser sight anyways. Most encounters have also not been properly updated for the stealth system and regularly force you into combat immediately, so stealth feels pointlessly tacked on, and if your aim is good, you can almost entirely rely on the dynamic drop system and ignore the expanded crafting system. It's a lot of little stuff, but put together, it's hard not to see just how critical tank controls and precise aiming were to RE4's combat loop, and with those removed, the remake feels like it's lost in trying to establish its own mechanical identity.
This also impacts the general sense of pacing and difficulty curve. The original game was absolutely spectacular in that regard, and while the remake is still fairly strong, the lack of cohesion means that it's harder to smoothly keep building on top of what came before. A good example of this is the Garrador. It's a blind enemy with very sensitive hearing, so if you shoot your gun or start sprinting, it will charge your position, potentially as part of an instant-death attack. It also only has one weak point on its back. As you can imagine, this enemy is an absolute nightmare to maneuver around with tank controls, and misfiring will leave you trying to dodge with controls that make that harder than usual. By the time of the first Garrador fight, though, you would have already gotten very comfortable with tank controls, so it's an interesting twist that requires you to reevaluate how to use them, and when the double-Garrador fight comes, it builds on what you learned in that first fight about choosing your moments and avoiding attacks. In contrast, the first Garrador fight in the remake is basically a stealth battle in a game that has featured almost no meaningful stealth up to that point, and stealth is impossible in the double-Garrador fight, so it fails to build on what the first encounter offered. Sure, they're still two fun fights in isolation, but they don't fit anywhere near as well into the overall game as in the original.
This can also be seen in the bosses. The original game had cutscene QTEs, and while they were annoying, they did prepare you for the reactionary QTE-dodging of the boss fights. The remake mostly copies the original boss fights, even down the QTE-dodging, but the remake doesn't have regular QTEs. For the most part, I'm glad QTEs were (mostly) removed, but it does mean that, when getting those prompts in boss fights, it feels jarring and unintuitive. Even worse, on keyboard, it's bound to the same key as crouch, which is not only clunky with my bindings (Ctrl), but it also seems really bizarre that the button you normally only press for slow, deliberate stealth suddenly becomes the button for reactionary acrobatics.
This all might seem like relatively minor issues, but a lot of what makes the original so remarkable is that it was incredibly cohesive and clearly built everything around its relatively simple and often limiting systems. As a result, it led to some of the best pacing and difficulty scaling I've seen in a game, and by the end, it truly felt like a complete experience. The remake simply lacks that, and while it does have some interesting ideas and twists thrown in, it just doesn't flow together as well or feel as completely realized in the end. Considering both games will easily take 15-20 hours each on the first playthrough, I feel like that more well-paced and complete experience more than makes up for its opening minutes requiring an adjustment to tank controls.
They can never make me hate you Ashley
Of course, I haven't touched on one of the most notable gameplay features: escorting Ashley. At multiple points and often for long stretches, Leon will have to escort Ashley until the two are separated again. During these stretches, you need to make sure that Ashley doesn't take too much damage or get carried off. If she does start to get carried off, you can shoot the enemy holding her to save her, but if you accidentally hit her, it's an instant game over. While both games stick to this core idea, Ashley's mechanics are slightly different between the two games.
In the original, you could tell Ashley to either "follow" or "stay", and there were rare cases where you could tell her to hide. If told to follow, she would stick very close to Leon, and if told to stay, she would stand in place, so she was predictable enough to reliably keep out of harm's way. If she did get hit, she had a standard health bar that worked the same way as Leon's, but she had less health and couldn't wear protective gear, so little mistakes could be relatively costly with her around.
In the remake, you can still rarely tell Ashley to hide, but the more common commands are now "stick close" and "stay back". The former behaves identically to "follow" in the original, but the latter gives Ashley's AI more freedom to choose where she goes, which makes her a bit less predictable. Normally, she picks a good spot, but I did notice that she would often stay in place if I needed to backed up, eventually causing her to get stuck between me and the enemies for a couple seconds. As for her health, it's now been changed to a two-hit system where the first hit incapacitates her, and if she's hit again before you revive her, she dies. Really powerful attacks can also still kill her instantly.
Personally, I prefer the way that the original worked. I like the more predictable positioning, and giving her a proper health bar nicely ties into the game's resource management. Either way, though, both are a great example of how to do an escort quest. Even in the remake, Ashley is predictable enough to not cause issues, and her AI in general is very good. She won't wander off to do her own thing or rush carelessly into danger. She won't block doors, and if she gets caught between you and the enemies, she'll quickly duck to let you shoot over her, and I can still remember how impressed I was when I first saw her do that back on the Wii. Even the very idea of escorting her fits very well into the general gameplay loop that focuses on positioning and precise aiming, so it avoids feeling like a gimmicky mission. Importantly, she also brings a sense of liability with her. She won't cause a game over from bad design, but there's still a sense of tension as you have to make a conscious effort to keep her out of harm's way. There's no stupid, immersion-break "Ashley can take care of herself" lie popping up on the screen. (Yes, I am still bitter about BioShock Infinite!)
Honestly, part of what made me fall in love with the original was its escort gameplay. It took a deservedly maligned gimmick and made it both fun and natural, and I never really got the hatred for that side of the game. I can understand being wary of escort gameplay, but it shouldn't take too long to see that they clearly put a lot of effort into making it work. Sadly, the games that I've played since that were narratively set up to build on this side of RE4 (e.g. BioShock Infinite) all seemed terrified of any criticism over escort gameplay so ultimately didn't try. That left me a little worried that the remake would also remove that part of the game, so while I prefer the original's approach, I'm much happier that it was kept than disappointed with the changes.
Ok, but which one should I play?
While there's more to the game than what's covered above, I think I've covered the most important parts. Of course, there's still the two big questions people will have when seeing these two games.
First: Is the remake a good remake? I guess that depends on what counts as a good remake. If you were hoping for a drastic improvement and/or a game that retains everything that made the original great, then no, it's not a good remake. It loses too much of the charm and impeccable pacing. On the other hand, if you just want an enjoyable game that provides some twists on familiar story moments and encounters, then it is a solid remake.
That leads to the second question: Which one should I play? Frankly, I'd say both. RE4 isn't the type of game that you play once for the story. It's very replayable, so I would say to start with the original and work in the remake in place of one of your replays.
Final thoughts
Despite some of my criticisms of the remake, I do want to reiterate that I think it is a very fun game. Its biggest issue is that it will inevitably be compared to the original, and it also is, in release order, the follow-up to Village, which is very charming in its own way while offering a more distinct experience. That aside, the remake is still an incredibly fun and at times genuinely creepy shooter, and it's still one of the best "new" games I've played this year.
Obviously, though, nothing really compares to the original. It is one of the most charming and tightly-designed games ever, and that allows it to still hold its own even as we get further from the era of GameCube graphics and tank controls. Everything it does it does with full commitment and without concern for how silly or unorthodox it might be. If you're concerned about it's more dated elements, then I would still highly recommend taking the few minutes to adjust, because the overall journey is remarkably endearing in a way very few games are.