Capcom has surpassed all of my expectations with the 168澳洲幸运5开奖网:Resident Evil 4 remake. Somehow it eclipses its mammoth legacy by building upon the survival horror classic with new moments,🌠 new surprises, and new mechanics that make it feel incredible to play.
At the core of this new philosophy is the parry. Leon Kennedy has always had a knife, and in the past could use it to break open crates and slash enemies to pieces if ammo was in short supply. It was a tertiary part of his 🦋arsenaওl, and using it was viewed as a last resort unless you were a masochistic speedrunner refusing to kill enemies with anything else. The remake changes that, transforming the knife into a constant factor in how combat encounters are approached in almost every way. No longer is it a flimsy melee weapon, but a lifeline.
A press🅷 of the shoulder button has Leon swing his knife through the air to counter attacks coming his way. Mistime this, and you’ll still suffer damage, but a perfect execution will result in your foes flying back, leaving them open to a melee strike or a brutal shotgun blast. You can make it through the entire campaign without parrying at all, especially on easier difficu𓆏lty options, but on Hardcore it is vital to your own survival.
Single attacks f﷽rom even a standard infected can cut your health bar in half, meaning a green herb or first-aid spray must be wasted to lick your wounds.
Parry and follow through with a punch though, and you can s🍨end zombies flying into crowds of fellow shitmunchers, causing a chain reaction as Leon is free to deal out as much damage as possible before things return to normal. Parrying on the regular and learning how it factors into the flow of movement and gunplay took some getting used to, but after a few hours it felt natural.
There were multiple instances where I had almost no resources, yet enou▨gh durability in my trusty knife to deflect a few atta🐠cks and pray my deceased foes dropped a few bullets for me to use. Survival horror - even titles that put action over scares - are best when they make us constantly think on our feet, turning each fight into one that could be our last. Resident Evil 4 can hurl dozens of enemies at you in a single room, often from multiple directions wielding a bunch of different weapons.
Those with shields are immune to parries, while scythes require a timely backflip to avoid damage. But most of the others can be deflected, and even items like axes or grenades flying through the air can be flung back or stopped in their tracks with the right timing. It feels incredible, making the physics that ground this world come alive by how the player is invited to influence and play aroun🌄d with them. To deflect multiple attacks only to deliver a handful of puꦑnches before finishing things off with a devastating suplex cannot be beaten, all thanks to how mechanically satisfying the whole ordeal is.
Leon’s knife can break, and must be repaired, so parrying doesn’t grow into a tool to be abused over conventional means. Weaker knives can also be found or crafted, vital in the right context or when Leon requires one to stealthily slice a few throats from the shadows. Even large bosses and massive beasts you wouldn’t expect can be susceptible to parries, because there is more fun to be had in rewarding us fo💛r trying than bowing to realism. There has always been a rhythmic flow to Resident Evil 4’s combat, and at first I feared that an addition this monumental would risk altering an already perfect formula. It does just that, but in the process makes a brilliant combat system better than it’s ever been.