Summary
- The controversy surrounding Resident Evil 4's game design highlights the debate over immersion-breaking mechanics and hand-holding in games.
- The introduction of Ada Wong's I.R.I.S. Lens in Separate Ways could have provided a solution by offering optional guidance for players instead of relying on visual cues.
- The positive reception of the I.R.I.S. Lenses in Separate Ways suggests that they could have been used more prominently in Resident Evil 4 to enhance the gameplay experience for different types of players.
The release of Resident Evil 4's latest DLC has reignited discourse around developers' holding players' hands through immersion-breaking game design, but this controversy could have potentially been avoided had Capcom capitalized on Ada Wong's I.R.I.S. Lens introduced in Separate Ways. In early October, shortly after Separate Ways was released, a stir was caused within the gaming community across social media after a Twitter post went viral regarding Resident Evil 4's overuse of yellow paint on a ladder. However, though this design trope was also seen and scrutinized in the base game, many felt the Separate Ways' ladder incident went too far and ultimately undermined the gameplay experience.
But while both sides have valid arguments about developers guiding players through game design, such as how best to balance immersion with accessibility for inexperienced or disabled players, Resident Evil 4's Separate Ways might already have a solution that will make everyone happy thanks to its I.R.I.S. Mechanics. The latest high-tech gadget introduced in Separate Ways comparable to Batman: Arkham's own Detective Mode allows the players to track enemy movements, grapple ledges, and more. Crucially though, these AR contact lenses could have also been used as an optional guide for players if they wanted help instead of resorting to the yellow paint road.
The Challenge of Balancing Game Design and Immersion
Though the recent controversy put Resident Evil 4 in the crosshair of online discourse over what is good and bad game design, the particular trope of developers using bright, eye-catching colors to guide players instead of just using prompts to direct them while breaking immersion in the process. Just as game development figures like Inner Voices creator Pedro Braga or Boss Fight's creative director Damion Schubert weighed in on the online debate, the common sentiment from the development side is that these visual cues are an unfortunate necessity. Even beyond games like Resident Evil 4, other studios such as Naughty Dog also utilize yellow to guide players.
But based on the initial post and subsequent response from other users agreeing with the criticism, it's just as clear that Resident Evil players are tired of what they believe is intrusive hand-holding by the developers that may be seen as insulting a player's intelligence. Resident Evil's most recent games, from Resident Evil 7: Biohazard to the recent Resident Evil 4 remake, have increasingly used yellow-colored visual cues, which could explain why the recent backlash found as much traction as it did. But since players remain opposed to what game developers argue is completely necessary, then perhaps Separate Ways could provide a compromise thanks to Ada's I.R.I.S. Lens.
Resident Evil 4's Separate Ways Offers A Way Forward
Similar to Resident Evil 2's remake that featured Ada Wong as a playable character in certain sections of Leon Kennedy's story campaign, Resident Evil 4's Separate Ways DLC takes note of both this and other games she's appeared in, such as Resident Evil 6. Among her returning arsenal of gadgets like her grappling hook, Ada's new AR contact lenses are a new addition that, in their own unusual way, appear to fit seamlessly into the broader universe of Resident Evil and the Umbrella Corporation. So, unlike the supposed immersion-breaking yellow-painted ladder, Ada's I.R.I.S. Lenses were welcomed alongside the positive reception the Separate Ways DLC received.
But based on the recent controversy, these lenses could have played a more crucial role in Resident Evil 4's Separate Ways and ultimately avoided the need for heavy-handed visual cues. Just as Ada's lenses could map out enemy pathways or identify places they could grapple to, these lenses could have also highlighted key points akin to how UV light reveals hidden paint as a way to help players if needed. As an optional mode that could be turned on at their discretion, newer or casual players could use the lenses to improve their experience, while others can disable this if they don't want to break immersion.
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OpenCritic Reviews
- Top Critic Avg: 92 /100 Critics Rec: 98%
- Released
- March 24, 2023
- ESRB
- M for Mature 17+ due to Blood and Gore, Intense Violence, Strong Language
- Developer(s)
- Capcom
- Publisher(s)
- Capcom
- Engine
- RE Engine
- Franchise
- Resident Evil
- Platform(s)
- PC, PlayStation 4, PlayStation 5, Xbox Series X, Xbox Series S
- Genre(s)
- Survival Horror
- How Long To Beat
- 16 Hours
- Metascore
- 93
- PS Plus Availability
- N/A