As with the PC version before it, however, the original code was not designed to play at 60fps and there are some minor issues that can crop up as a result of this.Ĭertain animations, such as the rifle reloading, still play back at 30fps and appear jarring in contrast to the rest of the game. While we haven't had an opportunity to actually complete the game in its new iteration, we have played through the first few chapters on each platform and have yet to run into a single hitch. Thankfully, image quality woes are somewhat offset by a focus on performance - both versions turn in a rock solid 60 frames per second. Unfortunately, this is missing on the new releases. On the GameCube, this approach was likely taken in order to avoid blurring caused by trilinear filtering, but on modern consoles, it's possible to perform anisotropic filtering on mip-maps enabling sharper but cleaner results. When combined with the lack of mip-maps (textures generated to combat surface aliasing) the game suffers from noticeable shimmering throughout.
While both versions operate at a full 1080p, neither port features anti-aliasing of any description - even something as lightweight as FXAA could have made a difference here. That said, once you jump in, it quickly becomes apparent that image quality isn't quite what we would have expected here. However, while the overall image appears somewhat less rich, the majority of the experience is intact and the higher resolution helps to make up for the deficiencies. These criticisms apply to every conversion of the game - and that includes these new PS4 and Xbox One remasters. Certain effects, such as high intensity fire effects, depth of field and dust particles in the air are absent while the overall colours are desaturated, eliminating the contrast between light and shadow. Despite the age of the game, none of the many ports have quite matched every aspect of the original release. It's an important distinction as the original 2007 PC port is actually based on the inferior PlayStation 3 conversion. This is based, in turn, on the original GameCube codebase.
This week's new PS4 and Xbox One releases are based on the PC version dubbed the Ultimate HD Edition. Has an iconic release finally been revisited, revised and remastered to the fullest extent? Or is it simply a port based on existing work? So when it was announced that Resident Evil 4 was being ported to Xbox One and PlayStation 4, we were interested to see how these new versions stack up.
Hopefully, Capcom will patch in proper PS4 controller support to the PC version as soon as possible, but for now, this fix should work fine.Resident Evil 4 is more than ten-years-old now, and despite myriad ports, we've still yet to receive a definitive edition, a remaster that matches and exceeds the quality of the GameCube original in every way. This can be downloaded from NexusMods here.
Modder boycalledjames has created the PS4 button mod which adds PS4 button prompts and the correct DualShock image on the main Controls screen. Instead, modders have created their own fix for this issue which can be downloaded now, at least until Capcom patches in the option. However, all the button prompts and the main menu screen defaults to an Xbox controller with no apparent option to change to PS4 pad prompts, which can be confusing. Plug in the PS4 pad before starting Resident Evil Village (or any other game with controller support) and it should work fine. In order to enable a PS4 pad with Steam, open the client, go to ‘Steam’ in the top left and ‘Settings,’ then open ‘General Controller Settings.’ This will open up the Steam Big Picture Mode menu, where the option for ‘PlayStation Configuration Support’ needs to be checked. Resident Evil Village can be played with a PS4 controller by changing the option in Steam, although in order to fix the button prompts and the controls on the main menu screen a mod will need to be downloaded.