We Can Now Breakdown Some Of The Gameplay For Resident Evil 4 VR

Resident Evil

The gameplay is finally here for the announced Resident Evil 4 VR and we can see how it will keep the traditional Resident Evil feel with the new setting

The announcement for Resident Evil 4 heading into the VR space caught some of all by surprise and left us asking questions. That is kind of how it always goes when we get just a quick reveal and then told by Capcom to wait to get further explanations. I guess it was a good call that the further explanations were only a few days away from the announcement, as we know have a few of the basics on how Resident Evil 4 VR is going to shift from what we knew before but still try to give us the experience we might have wanted. Even if it does seem like some of the action segments will be a nightmare to pull off in a VR setting here. No matter the case, we have a new breakdown to see what we might be expecting in the coming months for this one.

It is easy to assume that we will be getting that first-person view in Resident Evil 4 VR because it is VR. What many might not have expected is that it looks like we will be getting the use of both hands in the game this time and not just one weapon or item as we had in the original game. This will have some benefits and negatives, sure, but now we can have our knife at the ready for when our handgun runs out of ammo. That or get better accuracy with the shotgun by holding it with both hands. The drawback is that we will have to go through the motions of reloading and can possibly drop ammo and items along the way if we are not careful. Given the jumps of Resident Evil 4 from before, this could happen more often than expected. It is just good to know what to look for.

When it comes to the controls, it looks like Resident Evil 4 VR will be going the path of some of the better VR titles out there and give us all of the options. We will have the teleport option (that will still have a watch Leon walking), the thumbstick/freedom-of-movement option, and then the room-scale option for those that have the ability to do just that. I have a feeling that could be more useful in some of the fights, like the chainsaw guys, as it does not look like much of those have shifted with the new view and controller schemes. Given how action-heavy Resident Evil 4 can be, I have a feeling we might need to shift between all of them at some point to help us survive and make it to the story's end. All so we can watch the events play out again with the classic animations we loved before.

Resident Evil 4 — VR Gameplay Breakdown

In Capcom’s Resident Evil Showcase digital program last week, fans learned that Resident Evil 4 is coming to VR, exclusively for the Quest 2. Today, we shared some thrilling new footage and additional details about the game.

Building off the core systems from the original and ratcheting up the suspense as only VR can, Resident Evil 4 on Quest 2 will let you play from Leon’s first-person perspective. The Touch controllers will let you interact with the world in a fundamentally new way from how it’s played on console. Weapons and items have been re-engineered as physical objects you can pick up and interact with. You’ll also be able to switch weapons by grabbing them off your body instead of going into a menu, and you can wield separate weapons with each hand.

You’ll still move in first-person by using the analog stick, but Armature has added a full upper-body rig on top of Leon’s character to combine his movement with the dual-handed interactivity achieved with Touch controllers. They’ve even added support for teleportation and room-scale movement, so you can explore the environment however you choose. With plenty of comfort options at your disposal, you can also play through the game comfortably while seated.

Armature is using core elements from the original Resident Evil 4 to drive gameplay and systems, but they’ve remastered art—over 4,500 textures have either been repainted or had their resolution increased. Character animations have been faithfully converted to Unreal Engine 4 and remain untouched from the original source material, and all cutscenes will be presented in their original format.

Stay tuned for more Resident Evil 4 updates on the road to its launch on Quest 2 later this year.

Do you have a chosen motion scheme that you think will work best or will you need to be able to switch between them all as needed? Do you like the fact that we can dual-wield in a Resident Evil title here or will that add in more difficulty than we think? How do you think some of the QTE and stealth mechanics will work in the later parts of the game and will the Room Scale be the way we have to master these? Let us all know down in the comments and then feel free to discuss it all as you wish. When we have more to share for Resident Evil 4 VR, know we will share it all with you here. Just be sure to keep checking back in for all of that and everything else we might have to offer up for you.