r/REogm4ke

I know this is off topic and weird thing to post about and you can say whatever you want about TEW but in my eyes this is the true successor of RE4, not RE5.

I know this is off topic and weird thing to post about and you can say whatever you want about TEW but in my eyes this is the true successor of RE4, not RE5.

Let me explain, RE5 is too much action heavy focus, too far away from the series more than 4, fun and all but with many flaws, TEW is scarier than RE4, more closer to survival horror with mix of little bit of action,

psychological elements, gory deaths, great challenges, struggling with making decisions of using ammo or not, great puzzles and most importantly it's the same director of RE4 shinji mikami, so you can understand why i said it should've been the true RE5 instead of the RE5 we got.

yes it's separated universe and story but the mechanics, gameplay, atmosphere and horror and survival aspects all are better than 4 and that's what you expect with each new title of any franchise, which didn't happy with RE5.

u/Human_Geologist_3324 — 9 hours ago
▲ 9 r/REogm4ke+3 crossposts

Lost RE4 VR Interactive Website

Nothing from this site has been archived or even recorded by anybody else AFAIK, this recording that I took on 01/21/2025 is now the only surviving proof of this site's existence...

If anybody else happened to have archived or recorded more of the site before it shut down, please comment about it!

Still haunts me to this day that just days after I finally wanted to start archiving content from this Interactive website, it shuts down for good...

I originally did this recording to try and find where some of the ambiences/musics of the site came from cause I thought they sounded cool using some song finders (To then use said musics/ambiences for potential RE4 VR mods here)

Recording does not sound 100% natural as I recorded this with DTS Spatial Sounds...

Sadly Wayback Machine does not work with the main interactive site, but this was the original site link https://www.oculus.com/resident-evil-4/

The site now just re-directs to the main Quest store page instead...

u/Glitch5970 — 20 hours ago

Resident evil 1 remake with all it's improvements it had over the original, it failed to give us better barry Burton.

This man is comedy treasure.

him saying "I HAVE THIS" give me a smile, or "RUN AWAY FROM HIM JILL, HE'S INSANE....WHAT A MONSTER !".

And especially "JUST TAKE A LOOK AT THIS !".

▲ 73 r/REogm4ke+1 crossposts

Wait did wesker undressed jill just to wearing her in that skin tight battle suit after they both fall during their fight in lost in nightmare DLC? what a pervert 😳!

u/Human_Geologist_3324 — 4 days ago

My Resident Evil 3 map for Left 4 Dead 2

This is a project to create a 3D version of one of my favorite games.
I used creators assets:
Roku
Fishke
Blood_Wraith

u/CoolManOfTheReddit — 4 days ago

Claire Redfield drawing

Have been asked to put here here, enjoy 💜💜💜 Instagram : ART1ST1QU3

u/TacticalWelfare — 4 days ago

The "Wesker Prime" Theory

I think Albert Wesker may have survived the events of Resident Evil 5, and the Wesker killed by Chris and Sheva was actually a clone created through a secret "Project Wesker."

My theory starts with Resident Evil 6. We know that Derek Simmons and The Family possessed biotechnology advanced enough to create Carla Radames, who was transformed into an Ada Wong duplicate. This proves that human replication and identity-copying technology existed within the Resident Evil universe.

Considering Wesker's intelligence, resources, and connections to various organizations, it's hard to believe he wouldn't have been aware of research of that magnitude. Wesker was also a master strategist who always operated several steps ahead of everyone else. If Simmons was developing Project Ada, it's possible Wesker developed his own contingency plan: Project Wesker.

Why RE5 Wesker Feels Different

One thing that always stood out to me is how different Wesker behaves in Resident Evil 5 compared to earlier appearances.

In Resident Evil, Code Veronica, and Resident Evil 4's side stories, Wesker is typically:

  • Calm
  • Calculating
  • Patient
  • Manipulative
  • Willing to retreat when necessary

In Resident Evil 5, however, he becomes increasingly emotional and reckless. His hatred for Chris takes center stage, and he begins making decisions that seem out of character for someone who spent years manipulating entire organizations from the shadows.

My explanation is that the Wesker in RE5 wasn't the original.

Instead, he was a clone that inherited Wesker's memories, abilities, ambitions, and hatred of Chris, but lacked the original's level of control and discipline.

The Volcano Incident

The strongest part of the theory is the final act of RE5.

The real Wesker usually uses people, monsters, and organizations as pawns. He rarely puts himself directly in harm's way unless absolutely necessary.

Yet during the volcano battle, Wesker seemingly abandons his usual strategic mindset. He's willing to risk everything just to kill Chris, even attempting what amounts to a mutually assured destruction scenario.

To me, that doesn't feel like the Wesker who manipulated S.T.A.R.S., Umbrella, and countless bioweapon projects over the years.

It feels like an unstable copy driven by obsession.

Requiem and Zeno

Resident Evil Requiem is what brought this theory back to mind.

Zeno strongly resembles Wesker in appearance, abilities, and mannerisms, and is directly tied to The Connections. He is also referred to as an imitation, something he appears to resent.

This raises an interesting possibility:

What if Zeno isn't the first Wesker clone?

What if he's simply the newest and most refined version of a project that began years earlier?

Under this theory:

  • The RE5 Wesker was an early clone.
  • Zeno is a later, improved clone.
  • The original Albert Wesker remains hidden.

The Family and The Connections

I also suspect that The Family and The Connections are related, or that Capcom may eventually retcon them into being connected organizations.

Both are shadowy groups with enormous influence over bioweapon development and global events. If The Connections inherited technology, resources, or personnel from The Family, it would explain how Wesker-related cloning research could continue long after RE5.

Final Prediction

My prediction is that Capcom is setting up a reveal that the "Wesker Legacy" is far bigger than fans realize.

Zeno is the clue.

The Connections are the vehicle.

And one day we may learn that the Wesker killed in Africa was never the real Albert Wesker at all.

The clone died in the volcano.

Wesker Prime survived.

reddit.com
u/Reasonable-Pea-423 — 4 days ago

First time Resident Evil players Tier List

I decided like 3 weeks ago I was going to play all the Resident Evil games because me and my friend were talking about horror games and I realized I never played any despite me playing video games my whole life. So, I thought it would be fun to have a tier list and rank them as I play them and then move on. I haven't been able to finish 5 as I'm playing it with my girlfriend and we've been pretty busy but it'll get done soon. I'm about to start 9 but just wanted to post this here and see if anyone had any different opinions or maybe even the same. I have seen some people say they didn't like Village which was weird to me because I loved every second of it and absolutely loved the ending. I replayed 4 after finishing probably about 6 times and even played the Leon Must Die mod. Anyways, let me know what you think about the list so far or where you guys would place each of the games.

u/Peyton_Stover — 5 days ago
▲ 10 r/REogm4ke+2 crossposts

Can this idea work for RE5 REMAKE?

Unlike RE4 or classic games, RE5R can mix both ideas for the first time in the series but in different ways, both characters have their own small slots for their own weapons and 1 attache case split in half for each, and you and your partner can exchange weapons and ammos together, this way it maintain the original games inventory slots while adding something different and better and add to decision making unlike the original RE5, atleast for solo gameplay, i don't know if it can work somehow for CO-OP?.

Maybe they can do this :

-a seamless HUD cycling system paired with a physical proximity hand-off.

-That is a massive distinction, and honestly, it is a much more immersive and cinematic idea than opening a menu

1-instead of a grid, you just have a sleek weapon/item icon in the corner of your screen, without stopping your movement, you press say L1 or R1 to cycle through what is currently in your attache case, You see the icon in the corner switch Handgun -> Shotgun -> Green Herb -> Sniper Ammo, and you stop on say the sniper ammo, and then You press a specific action button let's say Y for example, Your character physically alters their animation to pull the box of ammo out and hold it in his left or right hand, signaling he is ready to pass it.

2-You then physically sprint over to your partner, Once you are right next to them, the handoff happens either automatically upon touching them, or with a quick Take prompt for the partner.

the only issue with cycling using this idea is that if you have many items, tapping a button 8 or 10 times or whatever in a panic to find a First Aid Spray might get you killed or frustrated but they can fix it this through customized linear weapon cycle, a linear weapon cycle means the player scrolls through items sequentially A → B → C rather than using a grid or a drop down menu, this way by allowing you to customize the layout order in your inventory screen beforehand, you create custom combos.

For example if you want to shoot a Shotgun, tap R1 once, and instantly it changes to shotgun, you place them where you want them to be, It also removes inventory friction, You do not have to open a pause menu mid fight, keeping the action moving at full speed.

As for the attache case problem for CO-OP during action heavy sections, it's simple to fix, you can script and make fixed locations where you're not allowed to use attache case due to action heavy focus combat but for other sections you can when you face barley to nothing.

u/Human_Geologist_3324 — 5 days ago
▲ 122 r/REogm4ke+1 crossposts

Among all enemies designs in RE4 remake which one to you was the most improved and which one was the most downgraded and why?

u/Human_Geologist_3324 — 9 days ago

My tier list after i completed all the games

I repeat again i'm not calling the action millitaristic games bad they are good to great games what i'm saying is that i think that they are bad RE games for multiple reasons like being different in genre, action arcadey shooter system instead of slow paced combat system, lack of tensions ect with a focus on fun action stories with geopolitics and metal gear/doom vibes (doom vibes for the hero who beat the crap out of everything without some vulnerability)

Also Grace sections in Requiem are peak RE experiences too, reason why i put Requiem in C is due to Leon sections with the overhall story feeling too much like a action thriller movie instead of a gothic thriller horror story and vibes

u/PrestigiousSlide6875 — 10 days ago
▲ 3 r/REogm4ke+3 crossposts

A lot of action fans say that RE was always an action-thriller, third-person dynamic tactical shooter franchise with terrorism themes in a techno-thriller genre, and that it was never a survival horror, gothic horror franchise that's a Silent Hill thing. Why personally I think it's incorrect:

So the reason why it's incorrect is due to the fact that if you look into the actual development history of Resident Evil 4, it becomes clear that the original vision was meant to be a direct continuation of the basis of RE style/structure seen in RE1, RE2, RE3, Code Veronica, and Zero. In the early prototypes, specifically the Castle and the Hookman builds from 2002 and 2003, the game retained a focus on gothic horror, slow-paced combat, and a genuine sense of vulnerability. Leon wasn’t a dynamic action super spy millitaristic hero and his behavior and the gameplay loop felt very much like an extension of his role in RE2. The entire plot revolved around Leon exploring a mysterious isolated castle while being infected by a very strange virus, which was represented by a mysterious black fog that caused terrifying projection of visions and where the arm of Leon is infected/mutated which weakened him and allowed him to shoot/defend himself with just one arm. This shows that the initial plan for RE4 was firmly rooted in traditional RE structure, rather than the fast-paced tactical shooter arcade mechanics and techno-thriller genre with terrorism and geopolitics themes with super action heroes that we eventually got in the final 2005 release. However, after the Resident Evil 1 (2002) which was a Nintendo exclusive, didn't meet Capcom's sales expectations in the GameCube a niche console system, Shinji Mikami and producer Hiroyuki Kobayashi decided to entirely change direction. They consciously pushed for a major genre shift with the final version of RE4, aiming to create a mainstream entertainment game with mass appeal focused this time on the action arcade genre and fun rather than a traditional RE experience which is survival horror in genre. This commercial and shifting genre pivot completely replaced the slow-paced, atmospheric, survival horror RE basis level design and atmosphere with a dynamic tactical combat shooting system and arcade-inspired mechanics. Here is the Shinji Mikami and Hiroyuki Kobayashi citations to prove my points: « With Resident Evil 4, I intended to make more of an action game – 5 and 6 were outside of my responsibility, of course… With Resident Evil 1, 2, 3, and all the rest of the series before Resident Evil 4, I was always saying to the staff, ‘Scaring the player is the number one thing.’ But for the first time, in Resident Evil 4, I told the team that fun gameplay is the most important thing. That’s what I said. And then the [next most important] thing is to be scary. » « "Because of the reaction to the Resident Evil remake, I decided to work more action into Resident Evil 4. Resident Evil 4 would have been a more scary, horror-focused game if the remake had sold well." » « However, our biggest goal with RE4 was ensuring that it was a fun game. Not a "fun Resident Evil game", but a fun game more generally… a top-class, mainstream entertainment experience. » so Hiroyuki Kobayashi even admitted that the final version of the 4th entry was made to be a general mainstream game to appeal large public not really strictly RE, the game being RE was a secondary thought that why the final version of RE4 is a shifting genre and not really a continuation to the RE structure/gameplay loop and atmosphere!

Also the gameplay loop of Resident Evil 4 completely abandoned the core mechanics of the survival horror genre to adopt a pure action-adventure structure with heavy RPG and arcade elements. In the previous entries, killing a monster was a net loss of resources because enemies dropped nothing. RE4 completely flips this philosophy by encouraging the player to kill absolutely everything in tight, designed arena fights. Enemies now drop glowing money, ammunition, and items upon death, meaning combat is always profitable. This loop is further driven by a deep treasure hunt system where you explore areas specifically to collect gems and spinels to sell them. This leads into a quasi-RPG progression model centered around the Merchant, an entirely new shifting genre gamepley system concept. Instead of just finding weapons on the ground, you collect cash to buy an extensive arsenal and upgrade their power, firing speed, and reload time. The tension of RE puzzle items and inventory restrictions disappears. There are no more item boxes or stressful backtracking across interconnected maps just to store a key item. Instead, you carry an massive briefcase that can be expanded, transforming inventory management into a simple organization mini-game rather than a survival horror vulnerability limitation. Furthermore, the game is linear in structure. Unlike the pure RE experience of the previous games where the level design was completely interconnected, RE4 moves forward in a straight line through sequential chapters. Exploration no longer serves the purpose of finding essential progression items like specialized keys or hidden tools to open new paths. Progression is straightforward, and the files or notes you find are no longer mechanical tools designed to help you solve riddles or figure out how to advance or the situation that you are in. Instead they are just narrative flavor text. The combat itself functions as a dynamic crowd control shooter rather than a fight for survival. Heavily inspired by early tactical third-person games like WinBack and Kill Switch, RE4 introduces a precise red laser sight for surgical aiming. The gameplay relies on stunning enemies by shooting their heads or knees, then rushing in to perform highly choreographed melee attacks like suplexes or roundhouse kicks. When you remove the puzzles solving as a core part, remove complex backtracking, remove non-linear progression, remove non-tactical slow paced combat and resource scarcity/item box + resource/inventory management + exploration for finding weapons and resources like ammo, health items, ect and replace them with linear arena combat, reward systems, and weapon upgrades, linear progression structure, tactical dynamic combat system, ilimited inventory, and where you can buy every resources and weapons at your merchant partner. You are no longer playing a survival horror escape game, but you are playing a tactical action shooter.

Not only that but the narrative and thematic shift in Resident Evil 4 represents a complete departure from the storytelling style of the earlier games. The first entries RE1, RE2, RE3, Code Veronica, and Zero were grounded in a specific blend of gothic horror and macabre science-fiction, much like the classic Frankenstein tale. They functioned as dark, localized investigations where characters started in complete ignorance, slowly uncovering corporate corruption, human trafficking, and horrific biological experiments hidden beneath gothic mansions, old training facilities, or a museum-turned-police-station ect. In contrast, RE4 instantly liquidates the overarching corporate conspiracy in a thirty-second opening monologue explaining that Umbrella simply went bankrupt. The plot immediately transitions into a global espionage techno-thriller. Leon is no longer a vulnerable survivor uncovering a macabre biological secret like what the intial RE4 version was supposed to be; instead he is a highly trained government agent on a linear military rescue mission to save the U.S President's daughter. The antagonists are no longer mad scientists or organisation conducting rogue experiments in laboratories, facilities, ect but instead a medieval religious cult utilizing ancient parasites excavated from a mine. With this change, the horror itself is no longer taken seriously, and the protagonist shows absolutely no vulnerability in the face of danger. Instead, the narrative embraces bombastic, campy action tropes, such as Leon performing dramatic backflips to dodge lasers or running away from a giant mechanical statue that chases him through a castle.The final third of the game completely sheds any lingering horror atmosphere to become a military action-thriller heavily reminiscent of franchises like Metal Gear Solid. The stakes shift toward bombastic geopolitics, where the main villain openly states his goal is to infect and control the United States government. The primary antagonist of this section, Jack Krauser, is quite literally a Metal Gear villain. He is a rogue former brother-in-arms obsessed with military power, and his combat style relies on highly choreographed knife fights that mimic CQC, complete with philosophical battlefield dialogue. Leon even communicates via a radio device that functions exactly like a Codec screen, where villains regularly hack the frequency to mock him. By replacing the localized macabre science-fiction and gothic mystery with global espionage, action-movie set pieces, and tactical military tropes with geopolitics themes, the narrative framework of RE4 completely aligns with the techno-thriller genre rather than survival horror.

And the final and most glaring double standard among some action fans being mostly 4 fans is how they blame Resident Evil 5 and Resident Evil 6 for ruining the franchise by turning it into a bombastic action fest, while refusing to admit that both games are the direct, logical continuation of what RE4 established. Capcom didn't randomly change directions after 2005; they simply doubled down on the tactical action foundation. The producers themselves openly confirmed this trajectory. For Resident Evil 5, producer Jun Takeuchi stated that they naturally looked at RE4 as their starting point to refine the core gameplay mechanics and make the tactical action elements even better. Later, during the development of Resident Evil 6, executive producer Hiroyuki Kobayashi explained that because the action-focused direction of RE4 and 5 resonated with a massive global audience, their goal with RE6 was to push those dramatic action dynamics to their absolute limit to create the ultimate entertainment experience. Once a franchise introduces a combat economy, upgradeable weapons, and agile melee moves, the slow-paced horror naturally fades to make room for escalation. You cannot praise RE4 for inventing this specific action framework and then act surprised when the subsequent titles followed that exact trajectory. Here is the Jun Takeuchi and Hiroyuki Kobayashi citations to prove it: « "For Resident Evil 5, we naturally looked at Resident Evil 4 as our starting point. We wanted to take the core gameplay mechanics that worked so well in RE4 and refine them, making the tactical action elements even better and adapting them for a broader experience." » « "We saw that the action-focused direction of Resident Evil 4 and 5 resonated with a massive global audience. With Resident Evil 6, our goal was to create the ultimate theatrical action entertainment on a massive scale. The game was designed to push those dramatic action dynamics to their absolute limit." »

This brings us to Capcom’s ultimate historical acknowledgment. By 2017, the developers themselves realized that the action path started by Resident Evil 4 had led the franchise entirely too far away from its identity. This is why Capcom had to issue a massive creative course correction with Resident Evil 7: Biohazard. For the release of RE7, the production team explicitly used the term "return to roots" during their marketing campaigns. They intentionally stripped away the bombastic military scale, the weapon merchants, and the dynamic action heroes to bring back isolated locations, first-person vulnerability (fun fact RE1 (1996) was supposed to have a first person camera system) and severe resource management. The very existence of RE7 as an apology tour proves that Capcom recognized the 2005-2012 era as a massive departure from traditional survival horror. Defending the idea that Resident Evil was always an action techno-thriller isn't an opinion; it's a denial of the franchise's mechanical history, its narrative themes, and the explicit statements of its own creators. Here is the Jun Takeuchi and Shinji Mikami citations to prove it: « After our sixth Resident Evil, we got a lot of feedback from fans. I think a lot of [people] loved the game. Of course at the same time, we know there’s feedback that people thought we’re going too far down the road of action horror rather than survival horror.

That was great timing because, internally, we also felt this is the time for us to just take a step back and re-evaluate what survival horror and Resident Evil means to us. » « "I was leaning forward to see how the creators who received the baton from me would try to recreate the experience of the first game, which was about returning to the series' roots." » so again after all those facts and evidences how you guys can deny and say RE was always a tactical bombastic action franchise?

u/PrestigiousSlide6875 — 9 days ago