Released in 2017, Resident Evil 7 was a landmark survival horror title that reignited interest in the franchise and re-established the prowling-around-a-house-counting-your-ammo kind of gameplay for which the series had originally been known. However, in a somewhat unexpected twist, Capcom also saw fit to release a PlayStation-exclusive VR port of the title. The VR version took the intense horror aspects of the title to new heights. Playing Resident Evil 7 in virtual reality was an enthralling experience that has yet to be replicated.
Yet, as surprising as the release of RE7’s VR conversion was, what’s arguably more surprising is the recent announcement of RE4 VR, an adaptation of the sixteen-year-old seminal horror shooter developed exclusively for Facebook’s Oculus Quest 2. While it’s definitely an interesting concept, Oculus, Capcom, and Armature Studio have their work cut out for them, as recreating such a dense and action-packed game in VR won’t be easy in the slightest.
Though we’ve already been treated to snippets of gameplay, we’re still left with some major questions in regard to how the game will play. The Oculus Quest 2 may be one of the most versatile and accessible VR headsets on the market at the moment, but it’s still hard to believe that it’ll be able to handle a title that almost seems impossible to port to the medium.
As mentioned in a late April Oculus Gameplay Showcase, the team behind the Resident Evil 4 VR port has done quite a bit of tweaking and fine-tuning to make RE 4’s gameplay more approachable in VR. With free analog movement, an inventory screen that works in real-time, and a change to enemy movement patterns, things should arguably be even smoother than they were in the game’s original release.
However, so much of the game’s combat was built around the title’s admittedly awkward third-person controls that changing things even slightly could cause problems. For instance, if we no longer have to pause in place and line up deliberate headshots, the game’s pace and difficulty may be ruined. Conversely, frequently turning 180 degrees to confront enemies may result in some serious motion sickness for some players.
Beyond that, first-person movement in VR has always been an issue, as our unrefined senses of equilibrium haven’t quite adapted to having our eyes move when our feet do not. Those who’ve earned their VR legs won’t have an issue with this, but a lot of the player base likely will, and the game’s teleportation system looks particularly troubling. Rather than fading out and in when moving like most games or zipping forward quickly as you do in Half-Life: Alyx, Leon runs to the spot indicated by the player as the camera awkwardly rushed along behind him. Hopefully, this will be changed before the game releases, as this is guaranteed to nauseate more sensitive players.
It’s mentioned in the Oculus Showcase that the team developing the VR port of Resident Evil 4 either upscaled or re-created many of the textures seen throughout the game. Yet, the gameplay shown off doesn’t appear to look much better than the HD versions of the game that already exist—though, of course, the build we’ve thus far seen is a pre-alpha version.
Obviously, state-of-the-art graphics aren’t necessary to gameplay, and VR can add a surprising amount of verisimilitude, but RE4’s grainy, blotchy textures aren’t likely to hold up all that well, even in VR. As time-consuming and costly as it would be, it seems like a worthwhile RE4 VR port would need to be made from scratch rather than borrow assets from the original release. What’s more, the game will apparently be utilizing unedited cutscenes from the original release, which look particularly rough by today’s standards.
Resident Evil 4 is a masterpiece for many reasons, but many who remember it fondly likely have a soft spot for the title’s first half, in particular. Investigating the village and questing through the castle can be great fun, but the game begins to lose some of its identity during some of the later sequences.
Will most players be able to handle the action-packed, movement-intensive military island? What about the split-second QTE dodges found in some of the mid and end-game boss fights? How will the developers handle the infamous minecart section, or the ending jetski section, or any of the dozens of moments that could potentially induce nausea? The obvious answer is to either turn them into cutscenes or remove them entirely, but, if that’s the case, then how much of the original RE 4 experience will we be sacrificing in order to play the game in VR?
It seems like a huge gamble at the moment, but Capcom’s eagerness to embrace VR gaming is commendable. Worthwhile virtual reality experiences are few and far between, and even if it’s an inferior version when compared to the original, getting to experience this fan-favorite Resident Evil title in an all-new way will be thrilling.
It’s a big year for the franchise; the long-awaited follow-up to Resident Evil 7, titled Resident Evil: Village, is due out at the end of the week, the multiplayer title Re:Verse will release over the summer following a delay, and it’s the twenty-fifth anniversary of the original 1996 PlayStation title. There’s a lot for RE fans to celebrate at the moment, and I hope RE4 VR is just one of many positive additions to the franchise to come in the next few months.
NEXT: Resident Evil Village Preview: One Hour With Capcom’s Survival Horror Blockbuster