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In the days that followed the release of Resident Evil 4, a line in the sand was drawn. Many major developers stood on one side pursuing the profits of Resident Evil 4’s lucrative new design.

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The cynical mind is a patient one. A well-honed cynic knows that with enough time, good things will eventually come to an end. It’s why on even the brightest days they’ll say, “Don’t get too excited. It’s going to rain.” It’s also why a small group of gamers didn’t share in on the festivities when Resident Evil 4 was released on January 11, 2005. While the rest of the world was busy celebrating the debut of what was considered by nearly everyone to be an instant classic, these gamers stood on the sidelines shaking their head at how this latest installment was a mockery.

'It's not even a true Resident Evil title,' they said. Or, as of the game more elegantly put it, 'We're not entirely convinced though that the long-term adventurer will appreciate having the need for lateral thought replaced with action.' Those that doubted Resident Evil 4 insisted they didn’t want to rain on everyone else's parade, but they also couldn’t help but point to those clouds on the horizon.

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At the time, everyone else laughed. Resident Evil 4 wasn’t just a great game, it was a genuine revolution. Capcom’s desire to revitalize the Resident Evil franchise may have gone through several failed incarnations during development (one of which eventually became Devil May Cry), but the studio knew that the fourth Resident Evil title needed to destroy most of the conventions the series had created. Video of Resident Evil 4 Walkthrough Part 4 - No Commentary Playthrough (PC) How did they intend to accomplish that? Well, as in most cases when one is trying to solve a particularly stubborn problem, they realized that they needed a change in perspective. Heavily influenced by how the fixed camera style and pre-rendered backgrounds of the Resident Evil series impacted the action in Onimusha 3, producer Shinji Mikami decided to experiment with a dynamic new camera system that would hover just behind and above the player’s shoulder during action sequences. It seems like such an irrelevant alteration, but it meant the world.