Suffice to say then, the game has moved on great deal from the traditional survival horror template. Overall, Resi 4 is a much slicker, more refined game than its predecessor, and feels nowhere near as ponderous.
Loading times are barely noticeable and there certainly aren't any stair climbing or door opening animations between areas of significance.
The introduction of the context sensitive action button - which triggers animations like vaulting, ladder-climbing and dodging - occurs with very little fuss.
It's as though Capcom has made a point of tearing down many of the obstacles, some of the series' odd little quirks and eccentricities that may have prevented people enjoying its previous instalments.
The omission of the Ink Ribbons is one example of this. Now you can save as many times as you like.
True, much of the tension you used to get from limping back to a save point after completing a key objective has now disappeared - but with it goes the frustration of having to replay an entire section because you didn't quite make it past that last enemy.
There's also an abundance of ammo to be found too. Encounters that drain your ammo reserves, more often than not, replenish themselves through pick-ups dropped by enemies. In fact, on our first run through the game on normal - we hardly ever found ourselves running out.
The consequence of this is that Resi 4 is a much more accessible title and one that feels as much an action game as it is a survival horror. Not that it's a criticism in any way, but, well, that's just the way it is.
Doubtless there will be people who will moan - but we, feel it's a change for the better. Surely it's better for a series to forge new ground rather than remain stubbornly rooted in it's past.
Still, that's not to say Capcom has stabbed Resi devotees in the back - far from it.
Despite some radical changes, this still feels very much like a Resi game. There's plenty of fan service here, the puzzles all feel distinctly Resi - if disappointingly unimaginative as a result - and the backing story is, as always, very well told and engaging throughout.
Which leaves us with that final burning question, that everyone seems to ask - it's going to be short lived isn't it? Actually, no. Not at all.
The first run through took us just under 30 hours - and that was being pretty meticulous about finding treasure. As far as we're concerned, that's a perfectly respectable length for an action game.
One thing that's worth noting is that all the time we were playing it, a part of us wanted, or rather craved, to go back to the beginning and try and do things better. Which we did. Twice.
The simple fact is, the game is so satisfying to play that you will want to play it again - there's no doubt about that. And just to put the icing on the cake, Capcom hasn't skimped on those special little extras that we've come to know and love either...
The complete package (spanning two disks), easily matches Gamecube's top tier of games. It's as well produced as Nintendo's Wind Waker and Retro's Metroid Prime - and deserves to stand alongside both of them as the finest examples of entertainment that Gamecube can provide.
Resident Evil 4 is out for Gamecube on 18 March



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