Intro:
Presented directly against the backdrop of the previous games, RE4 starts with an in-engine cutscene that introduces Leon and the mood wonderfully, establishing how out of place he is and the "there's something in the woods" feeling. The game allows the player to learn how to move and interact before forcing the player into threatening situations.
Getting Going:
From the start, the player can pause and read a manual if there is any confusion, but the player isn't interrupted involuntarily. Context sensitive commands are clearly displayed, so there's little confusion as to how those are used. The gameplay introduced in the first few minutes is really the same gameplay used throughout the game, so if a player can fight past the first Chainsaw Guy, he or she is fully prepared for the rest of the game (especially since this opening sequence is difficult without careful strategy and patient aim).
Fun:
As in the previous Residnet Evil titles, the oppressive atmosphere and army of ruthless enemies create a highly stressful environment. Some players are so stressed that they can't bring themselves to play more than a little at a time. The shakey aiming also hieghtens the players stress, and forces the player to keep calm durin stressful situations. The story is engaging and progresses without lulls or moments where the objective is questioned. As the game progresses, the zombie-like hordes grow in size and skill and along side that escalation the player is allowed to upgrade to more destructive weapons, making the collection of money and jewels much more rewarding. Between shakey aiming, the "new" over-the-shoulder camera, context sensitive controls, a seperate button for the knife, more intellegent enemies, and the expanded suit case, the game's emphasis on action is very clear and enjoyable.
Visuals:
While this is the best showing on the Gamecube, I noticed there wasn't too much in the way of dynamic lighting; when dynamic lighting was used, it was appropriate and limited, instead of making everything glow needlessly. The graphics look best in the traditional departments of skillfully constructed and animated models and accomplished textures. Held together by a desaturated colorscheme, the graphics are powerful more by their unified feeling of misery and decay with dim lighting and high detail. This way, moments where everything is coming together are far more dramatic (such as the first time the infected villagers start with their tentacle heads in the dark, with rain, and lightning, and torches).
Intelligence:
Enemies in RE4 are highly intellegent and react appropriately. Choosing to aim at the right places produces reasonable and realistic responses (be that the enemy stepping out of the way, or recoiling in pain in the proper way). They find their way across maps, fan out when they get very near, replace ladders, open doors, climb through windows, and whatever else is necessary to reach the hero. Even Ashley ducks out of the way when appropriate.
Immersion:
The tension from the gameplay would have been enough, but the game is relentlessly cohesive and what little loading is barely enough to distract a player. The enemies change and grow in direct relation to how deep into the story the player is, and the travel through out the game makes the player feel more and more trapped and claustrophobic.
Cameras:
The camera stays over the shoulder, making the action feel very close while also allowing the player to remain seperate from Leon and creating a more aesthetically pleasing frame. Wall collision pushes the camera. The only first person occurs on the scoped weapons while the player aims, and the moment the player releases aim the view returns to the over-the-shoulder position.
Control:
The controls are very easy to use and learn. Context sensitive commands were a natural match for the Gamecube's over-sized A button. Moving is smooth and natural and much more free than Resident Evil games allowed before. Aim waver helps the immersion a lot. Fast access to maps and inventory are helpful. Against the game are the hazy melee rules and the sometimes awkward context-zones.
Ideas:
Streamlining the controls and letting the camera follow the player allowed for a lot more action, while making the enemies more numerous and more intelligent counteracted the player's new freedoms, allowing the terrifying atmoshpere to remain against the "action flick" feel of the gameplay. Bringing old characters back also helps maintain the Resident Evil feel.
Memory:
One of the best games I've ever played with a tight and unified world and wonderful feeling action and amusing characters. "LEEEEOOOOON! Help me, Leon!"