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Resident Evil 4 Scares the Hell Out of Me

November 7th, 2016 | Posted by Philip J Reed in personal | video games

Resident Evil 4

THE TITLE IS THE WHOLE POST GOODBYE

…okay, of course it’s not. You know me. If I can say something in nine words, I might as well say it in nine thousand.

Anyway, there’s a big update post to come, giving you all an idea of what to expect in the coming months. In short, though, December is going to be awesome, with the Fourth Annual Xmas Bash!!!! live stream, a great Christmas-appropriate Fiction Into Film, and a major, huge surprise that’s going to make December the busiest month this blog has had in a while.

But…you’ll have to wait to find out about that.

Because I’m playing Resident Evil 4 again. Or, I’m trying to.

And I can’t. I mean, I can, of course. But I also…can’t. Because this game genuinely scares the daylights out of me.

I don’t know why. I can’t put my finger on anything in particular. In fact, I don’t think it is anything in particular. I think it’s a combination of things. I think it’s the fact that the hordes of enemies (largely) don’t look like monsters, making it more difficult to keep them at a fictional remove. I think it’s the visuals of sickly greys and browns. I think it’s the soundtrack, which keeps unnervingly quiet until it rises up and swells against you right along with the enemies.

I think it’s everything. I think Resident Evil 4 is so well built, so atmospheric, so masterfully constructed that I can’t feel safe.

Other Resident Evil games have scared me, sure. But they’ve mainly scared me through unexpectedly placing an enemy around a corner. One of my most formative scary moments in games is shared by anyone who’s ever played the original: the dogs crashing through the windows. It’s effective, it works, and it’s also kinda cheap. And that’s been Resident Evil in a nutshell for me.

Cheap makes you jump. Cheap makes you shout a bit. Cheap makes your heart race.

But it doesn’t terrify you, because cheap is over as quickly as it begins. And cheap gets old. The 50th time a zombie pops out of nowhere, it doesn’t register the same way. You no longer panic; you respond. Instinct kicks in. The dogs crashing through the window are so fucking scary because it happens so early in the game, when you don’t know what to expect, don’t know how to deal with them, and are likely still learning the controls.

The later scares in that first game aren’t as memorable, because by the time you get to them you have some idea of what you need to do. You ready your weapon. You deal with the problem. We can all agree that the dogs scared the crap out of us, but can we all agree that anything later in the game had the same effect? Probably not.

And so Resident Evil, as a series, faced diminishing returns on its horror. We got used to its tricks and its methods. We started to anticipate what should have felt unexpected. We may not have known the lyrics, but we sure as hell knew the melody.

None of which is to say that the series peaked with its first installment, or that the series shouldn’t have continued, or anything like that. It’s just that the first Resident Evil could have done anything, and we wouldn’t have known what to expect from it. In later games, we had a kind of understanding. We knew what we were getting into. We’d jump when something popped up. We’d run out of ammo. We’d cling desperately to our healing items, trying to gauge how likely it was that we’d run into a save point before keeling over. The tension was still there, and in large part so was the horror, but it was also something we understood before it kicked in. That’s what Resident Evil is: monsters and ammo issues and unknowable gaps between save points. The first time, it’s a surprise. Every other time, it’s a convention.

Which is part of what made Resident Evil 4 so great. Knowing that fans of the series already understood how it ticked, and were savvy to the series’ tricks, Capcom chose to make a fourth installment that was entirely different. If the horror didn’t work as well, that was fine; Resident Evil 4 would be an action game instead.

Shift the genre. Shake up expectations. It was a gamble, but a smart one. You might be able to find some people who don’t think Resident Evil 4 is the best game in the series, but you’d have to do some digging.

And so Resident Evil 4 succeeded. It kept the general themes of the series alive, checked in on a few of the recurring characters, and was still artfully stingy with the ammo. Players familiar with the previous games felt largely at home, while the game itself took the series in a very different direction.

All of which is to say this: Resident Evil 4 shouldn’t scare me.

I’ve even seen people say that it’s not a horror game. They’re wrong, quite clearly, but the fact that anyone could even entertain that opinion says something.

There’s more of a focus on combat, for one. If you’ve played the previous games you probably have a lot of memories of dodging enemies in a panic, but in Resident Evil 4 your memories are more likely to be of taking on throngs of enemies with little Leon, hoping to cluster them together in a way that won’t overwhelm you, yet will allow you to send many of them toppling over with a kick.

Resident Evil 4 doesn’t want you dodging…at least, not for long. It wants you running, climbing, crashing through windows, knocking ladders down behind you when you finally find the right vantage point. Soon enough you meet your companion character, and it’s her job to stay out of trouble. She plays the role of a protagonist in the previous games, in that sense; she avoids danger whenever possible. It’s your job, by contrast, to clear the trouble away.

And yet, the game scares me. It scares me more than any of the other games do, and I think I’ve played them all (outside of Resident Evil 5, Resident Evil 6, and Revelations 2*).

It’s the best of the games I’ve played. It’s the most exciting. It’s probably also the most fun.

…but I’ve never gotten far in it.

I’ve played the Game Cube version. I’ve played the Wii version. Now, thanks to a Halloween sale, I’m playing the PS4 version.

I’m going to finish it. I’m going to force myself to finish it. I feel as though I need to. But every time I’ve picked up that controller to play it — any of three controllers to play it — my heart sinks. My blood grows colder. There’s something about the game that scares me more than the others do, scares me in a way that the others do not, and I don’t know why.

Partially, I think the shift to action-oriented gameplay is responsible.

Strictly speaking, Resident Evil 4 isn’t scarier. It’s not. Like, it really is not. It’s rarely claustrophobic, ammo and healing items are not as rare as they were in previous games, save points are indicated on the map to let you know exactly how far you have left to go, a merchant pops up regularly to serve as an armory, a medic, and comic relief all at once…

But I can’t play it. I keep having to stop. I pick it up. I make some progress. I get overwhelmed with feelings of terror, and I have to stop.

Nothing’s happening, and I have to stop.

I try five times to get through a wave of attackers. I succeed, and I have to stop.

I see nothing around me. Maybe a merchant. It’s quiet. I’m in no danger, and I have to stop.

It’s confused me for years. Why can I play the other games in the series? It’s not that they don’t scare me — they often do — but I can keep going. I can push on. The scary moments are thrilling, and then I move along.

In Resident Evil 4, the scary moments are oppressive. And they’re all scary moments.

Years ago I had a friend who couldn’t sleep in the same room as the box for the first Resident Evil game. He’d have to move it out of the room before he’d be able to rest at all. That always fascinated me, but I felt something like it when, very early in Resident Evil 4, I came across a man’s body hanging over a fire pit, while deranged villagers circled around it. The game just started, and I was already chilled.

Why didn’t I have his reaction back then? Why would I have it now?

Again, I think it’s the fact that the game is an action game. For some reason, that’s scarier to me.

See, I’m not good at those. Give my character a gun, and he’s probably not going to use it very well.

I’m clumsy. I don’t think well when I have to think quickly. I end up wasting ammo and spraying the air around the enemy. If I hit my target, it’s luck, and luck runs out. My favorite example of this has to be the first time I played Half-Life 2, where my chronic ineptitude rendered the conceit of the entire game incompatible with my reality. Characters would materialize and sigh with relief that I was finally there to save them…that I was their hero…that I was the only one who could help. Which is an odd conclusion to reach about the guy covered in bullet wounds who keeps blowing himself up with grenades.

But earlier Resident Evil games were puzzle-heavy. This may have been the design result of the fact that the controls and camera angles were, to be diplomatic, fuckawful.

Players couldn’t be expected to gun down hordes of baddies because players couldn’t be expected to even move their characters around reliably. And so the experience was something more like an adventure game. You’d find a puzzle, scour the area for clues, and have to figure out the solution for yourself. Resident Evil is a game about zombies, yes, but it’s also a game about consulting journals, analyzing paintings, shoving bookcases around, and searching for keys. That’s because without those things, you’d just have the combat. And the combat was terrible.

Resident Evil 4 makes the combat better. Much better. The camera isn’t fixed, you can aim precisely rather than simply point a gun in some general direction, and Leon is more nimble than the protagonists of previous games. As such — and I doubt this is coincidental — the puzzles take a back seat. You still have to find some kind of key or other, but they’re not especially well hidden, and there’s nothing you won’t find if you simply comb the area around you. Compared to the original Resident Evil, which required a good deal of oblique thinking and pixel hunting, this is a massive difference.

Now that you can be expected to kick zombie ass, in other words, the game might as well let that become the focus.

Here’s the thing, though: I’m good at puzzles. And I’m bad at combat.

And I think the lesson here is that horror, like beauty, is in the eye of the beholder.

My friend who couldn’t sleep in the same room as Resident Evil was probably better at combat than he was at puzzles, so the game frightened him in a way that it didn’t frighten me. Resident Evil 4 scares the pants off of me, but not off of so many others…at least most of whom, I’m sure, are better at video game combat than I am.

See, fear only sets in when you believe you’re in danger. Puzzles — lateral thought, process of elimination, research — are my element. Yes, it would be scary to be locked in a mansion with zombies, or to have to find some way out of a city infested with them, but if the main thing standing between me and salvation was a complex puzzle with some esoteric solution…well, I’d stand a chance. Because that’s how I work. I can do that.

I’m in a relative minority, and I think that’s what made Resident Evil so scary for so many people; they knew they were in danger, but escape required a level of knowledge — or at least an ability to find knowledge — that they didn’t have.

Resident Evil 4 switches the focus to combat. I’m out of my element there. Suddenly, I am in danger.

Others see this as less scary. They’ve been shooting moving targets in the head since at least Goldeneye. They’re ready for this. The big door with the puzzle embedded in it is replaced with some guns and ammunition. Now they stand a chance. That’s how they work. They can do that.

For me, the change to a better control scheme actually made things harder, because the game now expected me to use it. My capacity for abstract thought no longer serves me well. I need fast reflexes. I need precision married to speed. I need to actually fight.

And so the action game is actually scarier to me than the horror games ever were. Because fear is being forced into a situation that you don’t feel you can escape.

Puzzles were challenges. Not always fair challenges, as anyone who played those games can attest to, but they were able to be solved. Resident Evil 4, though, is war. If anything, a capacity for abstract thought is a detriment. If you’re taking time to think, you’re already dead.

I find this interesting. We all have different fears, of course. I don’t mind spiders, or heights, or most of the things that traditionally scare people. But put a gun in my hand and tell me I need to fight my way out, and I’ll be terrified. That isn’t me.

Fear really is in the eye of the beholder. Because we’re all comfortable with different things, we’re all afraid of different things. That’s why, for example, I can fight my way through Bioshock and trudge my way through Fallout with no problem, but I’ll never as long as I live touch Silent Hill, because as a man who struggles with mental health issues every day, I already know that’s a series — however good — that I can’t handle.

So I’m a few games behind. I love the Resident Evil series, as cheap and cheesy and unfair as it is. But the game that so many believe isn’t scary at all is the one that scares me so much I can barely even play it.

I’ll get through it. That’s a goal of mine. I’ll push through, because the game is good enough that it deserves that I push aside my fear.

But for now, I find it interesting that as the team was developing a game that they knew would shift away from horror, they were crafting, expertly, my worst nightmare…one in which my survival hinged on something other than my brain.

—–
* Are any of these worth playing? I heard 5 is awful, but beyond that…I really don’t know much. I adored the first Revelations, which I think is what’s keeping me from bothering with the sequel. It was so good that I’m really not sure what another game could bring to the experience.

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2 Responses

  • Jerod says:

    Great write-up! This is one of my favorite RE games; I hope you can make it through to the end this time. It maintains its quality the whole way through in my opinion.

    As for the other games, I played quite a bit of 5, and enjoyed it. It’s much more action-oriented than 4 and the protagonists are worse, but it was still a good time. Co-op can be fun if you have someone to play with; my now-wife rage quit in the middle of a boss fight after a long battle with the controls, so I had to go it alone most of the way and did not have too much of a problem with the partner AI. 6 is a damn mess. I bought it once for $10 with the intent of have a fun “so bad it’s good” playthrough but ended up quitting an hour later, more annoyed than anything and with a headache. It plays much worse than any of the other games. I haven’t played Revelations 2 (or finished 1 yet), but they’re on the to-do list.

    • Philip J Reed says:

      Huh, maybe it’s 6 I heard was terrible. I could be conflating it with the blacklash to the troubling racial implications of 5. This is good to know; I’ll have to give 5 a spin when that goes on sale.

      Progress: I finished the castle area. I’m officially beyond (significantly, I think) my previous stopping point. I can do this!



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