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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 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.

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.
 
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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