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The iPhone’s pick up and play nature isn’t sacrificed either with the game having no save points, instead you can just quit the game and load it back up right from where you last left. Overall then, definitely the best showcase of the hardware and for £3.99 an absolute bargain.
Despite the incomplete story mode, this is unrivaled as an iDevice 3D action shooter, and the 15 minute missions are perfectly suited for mobile play. If you're a fan of RE4 or action games in general, set your sights here.
Was bei Resident Evil 4: Mobile Edition sofort auffällt, ist dass viele Soundeffekte aus dem Original übernommen wurden. Das hilft, das Resident Evil Flair aufs iPhone und den iPod touch zu übertragen. Die beklemmende Musik lässt einem außerdem recht schnell das Blut in den Adern gefrieren. Für Rollenspieler und Aufrüster toll: Sie können das sauer verdiente Geld investieren, um jede Ihrer Waffen individuell verbessern. Allerdings fanden wir es ein wenig schade, dass auch interessante Teile der Geschichte teilweise nur über Texteinblendungen erzählt wird.
CAPCOM Mobile did a great job in this port. If you an extra $7.99 lying around, I definitely suggest picking this one up. If you don’t have an extra $7.99 then borrow it from somebody else. However you need to get that eight bucks… Get it. This game is a keeper.
If it wasn't for the frustrating gun play controls, then Resident Evil 4: Mobile Edition would be an essential download. That said, the controls may not cause problems for everyone. Before spending money on this download, it's worthwhile trying the free demo of this or Resident Evil: Degeneration, as the control scheme is identical. If you get on with that, then you'll love what Resident Evil 4 has to offer. A competent abridged version of the console version, which packs enough into the iPhone to remind us why we loved the game in the first place. I just wish I could get on with the controls.
With Resident Evil 4: Mobile Edition Capcom has managed to distil the original to its core elements of refined gunplay and brooding atmosphere, sacrificing only a solid narrative and a little attention to detail along the way
Resident Evil 4 Mobile édition est une petite prouesse technique, mais les contrôles au pad virtuel gâchent l’expérience. Les inconditionnels du titre verront peut-être midi à leur porte, mais dans tous les cas, il sera préférable de se faire la main sur la version << lite >>.
The obvious audience for Resident Evil 4 on iPhone is the hardcore gamer -- especially the hardcore gamer that is already a monster Resident Evil fan. Resident Evil 4 is an improvement over Degeneration. It looks much, much better thanks to better textures, improved animations, and the stages are not just a series of corridors and rooms. The controls, though, are a problem. The pacing is wonky because of all the virtual button tapping and lack of easy precision aiming. This is certain to disappoint a lot of gamers. I suspect the highlight reel design will also disappoint, but that's more of a problem with expectations than Capcom's design choices. At $7.99, I must resist recommending the game because it can be so frustrating to play. Should Capcom release a lite version, I suggest you try that out and see if you can manage the controls. There really is a good game in here. It's just struggling to get out.
If you're a fan, you'll enjoy the novelty of reliving a portable Resident Evil 4 and understand its flaws. Anyone else would say its trying to hard to be what it isn't.
On the positive side, none of those issues ruin the experience. It's a bit short (you can beat the game in a few hours), but for $7, Resident Evil 4 comes recommended, especially if you dig the original. Now all Capcom has to do is release additional chapters via download, and we'll be set.
It would be tempting to say that Mercenaries mode saves Resident Evil 4: Mobile Edition, but all it really does is make it slightly less annoying. It's possible to have much more fun for much less money than its £4.99 price tag on the App Store. Capcom has made all the classic mistakes of the mobile port: over-developed technology, under-developed content, and an all-too-literal approach to the licence that doesn't tailor the design to the device. Yes, it's faithful - but it's blind faith.