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Rifles are much easier to handle than the original game. Shotguns are incredibly fun to load, pump and fire at heavier enemies. Pistols handle with extra stability from two hands. Each handle as expected in VR – and that’s a great thing. Players have access to an array of pistols, shotguns, rifles and explosives. Players can even put their guns on a table for upgrades, adding more depth to an otherwise wishy-washy process. The Merchant now takes players to a room, where easy-to-read menus lay out all the descriptions and stats. Like the original game, players can buy weapons and upgrades from him. He’s life-sized and impressionable in VR. I highly encourage you to try the harder difficulties for an authentic fright fest.Īs usual, the Merchant returns to ask players what they’re buying or selling. Before, players move in for a melee attack. It’s far simpler to know enemies react easily to headshots. This was good enough for me to mow down groups of Ganados and slay giants without breaking a sweat.
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Most players will start on Normal difficulty, which might feel easier given the faster reactions and aiming in VR. Veterans for VR shooters will feel like John Wick chaining headshots. First time players might be in for tense encounters. I can’t help but mention how much easier Resident Evil 4’s combat feels in VR. Instead, VR lets players quickly point and send lead to the undead. Gone are the issues of lining up your shots in time. Unlike other past versions, including the Wii port, Resident Evil 4 VR doesn’t slow players down for aiming. Players can use the classic laser or iron sights to quickly line up their shots. Here, the VR version doesn’t make aiming a struggle. As expected, it’s much easier than doing it over a traditional controller. These life-sized replicas of Resident Evil 4’s weapons are incredibly satisfying to hold, aim and fire. VR puts these weapons in the hands of VR players to fight Los Illuminados cultists. Lending from Oculus’ own experiences for shooters like Robo Recall, Dead & Buried and Stormland. Resident Evil 4 VR offers some of the best gunplay hands-down. Every motion in Resident Evil 4 VR has been tweaked with just the right amount of physics and weight for believability. Scavenging for ammo comes with opening drawers and cabinets as you literally would. Players can expect doors to be as easy as gripping the knob and pushing it. Resident Evil 4 VR throws most buttons away for naturally interacting with the world. Obviously, the biggest VR extensions are your hands.
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It’s an effect that comes with careful considerations for turning the human body into a controller. Thanks to a damn near perfect optimization on Oculus Quest 2, physics and interactivity. The game feels like it was originally built for VR. I can’t emphasize how Oculus’ involvement in Resident Evil 4 benefitted players.
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Thanks to VR’s requirement for higher frame rates, players see and react to this world fluidly. An invitation to tour the Village, Castle and Island sections.
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In a way where Resident Evil 4 feels like a dreamscape. Armature and Oculus have done an immense job of scaling everything inside the Oculus Quest 2. Even getting vertigo from looking up at large castle halls. Peering down the corner of a hallway for surprises. Naturally turning your head as Leon would. Appropriately, Resident Evil 4 VR relies on you for everything. Or pushing an analog stick to look around. Players aren’t just passively starting at a screen. Here, the world of Resident Evil 4 feels truly immersive. It’s the biggest game-changer after plenty of carbon copy remasters. The VR version for Resident Evil 4 reinvents everything from a first-person perspective.
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