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Resident Evil 4 Reloaded | Original vs Remake | Leon Animation Analysis

IbizaPocholo

NeoGAFs Kent Brockman


When Iconic video games get remade - Are they always an animation upgrade?

In this video we'll break down the differences between the original and the remake of Resident Evil 4 - And how some of the animations in the original express more character than the remakes almost two decades later.
 
the big issue with RE4 remake animations was the insane amount of useless smoothing and animation blending.

in the original, every action you make feels snappy and is easily readable by how Leon's animations react to your inputs.
meanwhile in the remake I found myself mashing the sprint button over and over, because I often could not be sure if Leon was already sprinting or just moving with his base speed. basically I couldn't tell if the character I was controlling actually reacted to my inputs.

the animation smoothing and reliance on "realistic" animations made him feel far less reactive to inputs and made it really hard to fully read what is currently happening.
 
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the big issue with RE4 remake animations was the insane amount of useless smoothing and animation blending.

in the original, every action you make feels snappy and is easily readable by how Leon's animations react to your inputs.
meanwhile in the remake I found myself mashing the sprint button over and over, because I often could not be sure if Leon was already sprinting or just moving with his base speed. basically I couldn't tell if the character I was controlling actually reacted to my inputs.

the animation smoothing and reliance on "realistic" animations made him feel far less reactive to inputs and made it really hard to fully read what is currently happening.
How do you even enjoy games? lol

And do you really need to be baby'ed... like if you just a take a second (a second is all it takes), it's not hard to differentiate between moving and sprinting.
 
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the big issue with RE4 remake animations was the insane amount of useless smoothing and animation blending.

in the original, every action you make feels snappy and is easily readable by how Leon's animations react to your inputs.
meanwhile in the remake I found myself mashing the sprint button over and over, because I often could not be sure if Leon was already sprinting or just moving with his base speed. basically I couldn't tell if the character I was controlling actually reacted to my inputs.

the animation smoothing and reliance on "realistic" animations made him feel far less reactive to inputs and made it really hard to fully read what is currently happening.
I agree. This is why gameplay wise I preffer the original still.

It looks way less realistic than Remake, sure, but it feels snappy and satisfying.

Remake looks good but doesnt feel good. And thats something that I've felt with every new RE game using RE Engine. RE 2, RE 3, you name it. Aiming doesnt feel good, too floaty. And enemy hit reaction is a joke, 'cause you never know how they will react from a well placed shot. Sometimes they will remain aggro and rushing at you, sometimes they will stop, you never know, while Original had "rules" to specific body parts.

How do you even enjoy games? lol

And do you really need to be baby'ed... like if you just a take a second (a second is all it takes), it's not hard to differentiate between moving and sprinting.
No need to be an asshole. It's a perfectly valid complaint.

Acceleration takes a second, maybe milisecond more to notice than original due to animation blending, and even if short, it impacts gameplay in a game where fast reaction is sometimes crucial.
 
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How do you even enjoy games? lol

And do you really need to be baby'ed... like if you just a take a second (a second is all it takes), it's not hard to differentiate between moving and sprinting.

audio visual feedback is quite literally the most important aspect of an action game. there's nothing even remotely as important.

"just take a second" are you one of those who plays every game on very easy with every "accessibility" assist turned to max?
if you play a game that requires quick responses to dozens of enemies around you, you don't have a second to see if the unresponsive feeling character reacted to your input.

imagine thinking good visual response means the player is being babied...
it's insane how low standards have become now that wanting good game feel and appropriate audio visual response is a controversal statement
 
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re4 og on gamecube was just so well made. classic masterpiece in every way. the gameplay was so great because it played to the strengths and weaknesses of having to hold still to shoot. the remake on the other hand is just quite good 8.8.
 
audio visual feedback is quite literally the most important aspect of an action game. there's nothing even remotely as important.

"just take a second" are you one of those who plays every game on very easy with every "accessibility" assist turned to max?
if you play a game that requires quick responses to dozens of enemies around you, you don't have a second to see if the unresponsive feeling character reacted to your input.

imagine thinking good visual response means the player is being babied...
it's insane how low standards have become now that wanting good game feel and appropriate audio visual response is a controversal statement
No, I didn't play it on easy and no assist. You seem to focus on things to an obsessive degree which makes me question how you can EVEN enjoy games. I played the same game as you and I managed to do fine and had no issues with moving and sprinting. I never said the game is "perfect" in everything but you have to remember, these are just "video games" and we shouldn't take them THAT seriously. I already know what you are going to say though lol. But still, being nit picky about "sprinting" and "moving" is a bit much, I guess that is just me.

EDIT:
Name me an example of a game that handles "sprinting" and "moving" the way you like it and hopefully I have it, so I can compare.

EDIT:
I agree. This is way gameplay wise I preffer the original still.

It looks way less realistic than Remake, sure, but it feels snappy and satisfying.

Remake looks good but doesnt feel good. And thats something that I've felt with every new RE game using RE Engine. RE 2, RE 3, you name it. Aiming doesnt feel good, too floaty. And enemy hit reaction is a joke, 'cause you never know how they will react from a well placed shot. Sometimes they will remain aggro and rushing at you, sometimes they will stop, you never know, while Original had "rules" to specific body parts.


No need to be an asshole. It's a perfectly valid complaint.

Acceleration takes a second, maybe milisecond more to notice than original due to animation blending, and even if short, it impacts gameplay in a game where fast reaction is sometimes crucial.
Wasn't trying to be one. But I guess, I will need to compare with another game that does it better because I really didn't notice the issue you both are highlighting.
 
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Man the original RE4 reloads really are so great and iconic. RE4make really left such little impression on me. I feel like playing OG again, but not remake.
 
I like the reload animations more in the original but definitely not having to aim to reload lol.
Movement in general is way smoother in the remake.
 
the big issue with RE4 remake animations was the insane amount of useless smoothing and animation blending.

in the original, every action you make feels snappy and is easily readable by how Leon's animations react to your inputs.
meanwhile in the remake I found myself mashing the sprint button over and over, because I often could not be sure if Leon was already sprinting or just moving with his base speed. basically I couldn't tell if the character I was controlling actually reacted to my inputs.

the animation smoothing and reliance on "realistic" animations made him feel far less reactive to inputs and made it really hard to fully read what is currently happening.
That's a downside of modern graphical fidelity and realism. As things begin to look real they have to have realistic animation or will look stupid and so you have to animate transitions between movements and so it has to be less snappy.
 
youtube leon GIF

Og for ever
 
That's a downside of modern graphical fidelity and realism. As things begin to look real they have to have realistic animation or will look stupid and so you have to animate transitions between movements and so it has to be less snappy.

Well, it doesn't HAVE to be, you can still cheat animation with clever frame trimmings/popped motion emphasizing keyframes, or you can "sell" the animation with eye attractions and secondary motion to sleight-of-hand the feeling of the motion while not exactly giving you the real thing. (Even in live-action filmmaking, there are tricks of subtraction to make action pop. For example, in the movie Snatch and maybe even before that, editors figured out that if they trim out the actual frame where a punch impacts a body, it actually looks more brutal and fast since the fist doesn't slow/stop on impact.)

...But yeah, the more realistic animation has gotten, the more trickery and compromise has had to go into animation design. Back in the day, when you hit the "punch" button, your character was punching. Now, there's got to be the transition from stance/walk pose to punching movement (including puttng the feet into place for the body movement and weight shifting, something people don't think about,) and you've got to cock back and go through the whole motion, plus you need the follow-through and repositioning for the next punch or whatever comes afterwards. Something that used to take two to five frames, if that (albeit not on the 1s) now is a whole animation coordination of inverse kinematics and motion capture and keyframe targeting and even facial animation. (And that's just for one character; the opponent has to both sell the impact and assumedly set up a counter action.)

tumblr_n1cz8ptUAF1qd4q8ao1_500.gif
 
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the big issue with RE4 remake animations was the insane amount of useless smoothing and animation blending.

in the original, every action you make feels snappy and is easily readable by how Leon's animations react to your inputs.
meanwhile in the remake I found myself mashing the sprint button over and over, because I often could not be sure if Leon was already sprinting or just moving with his base speed. basically I couldn't tell if the character I was controlling actually reacted to my inputs.

the animation smoothing and reliance on "realistic" animations made him feel far less reactive to inputs and made it really hard to fully read what is currently happening.
I always wondered why some games have a small icon showing if your character is running, crouched or walking. Turns out there are people who don't know.
 
Without watching the video I had 2 issues.
Leon's run speed being too slow and an upgrade hidden behind a slot machine or something.

The hard mode was sort of ruined by making the enemies more difficult to stagger. I'm this version.
 
I really like re4 make,

But they really skimped on the leon death animations. It was very disappointing.
 
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