Come on. Surely you know that providing an opposing viewpoint requires much more than this grocery list. Much less one that consists mostly of descriptions and vague, unsupported statements, lol. Did you actually want that list to help your argument?
Terrible characters (excepting Ada, who somehow remained a good character throughout despite the game)
Useless characters (largely Hunnigan and Krauser)
Boring antagonists
Poor writing in general
All quite subjective on their own, for those who care for that sort of thing. Irrelevant to the quality of a game in a serious discussion, that is, assessing the quality of the mechanics and their implementation as well as the content built around those mechanics.
It is a very good comedy anyways, so it's good enough.
Instances of cheap visual effects (cardboard cutout trees and N64 quality textures abound
It would be quite a feat of revisionism to deny that this was one of the best looking games of the last generation. While recognizing that, you must also put into perspective the technology and techniques of last generation.
Every game used "cheap" visual effects as a workaround. It must also be noted that games of last generation also took into account the common display technology that the game was going to be played on. A game like RE4 does have many primitive tricks, but just about
all games last generation did. It was primitive hardware. The real problem is that it is very difficult to get these things looking correct on modern displays as games last generation had visual tricks that took advantage of the limited clarity and other shortcomings of CRT technology. Many enthusiasts are aware of how these things affect 2D games but it does not seem to carry over to 3D, which is an issue as it's just as important for games of the previous generation. Things like the commonly seen faux-bumpmappingish look painted into the textures (not to be confused with the hardware bumpmapping used on some creatures and objects) or 2D objects meant to appear 3D that rotate perspective in RE4 hold up much, much better on a CRT thanks to defocusing, color bleeding, and other quirks inherent to the technology. No amount of upressing in Dolphin will be able to fix this.
This is not only true for RE4 but true for many of the best looking games of last gen as well -- such as the Silent Hill games.
You're describing part of the game. You've told me that it has sparse environments, but you neglected to say why they are bad or give specific standout examples. Things can be sparse for a reason.
Predictable and easily dispatched enemies (which was my biggest gripe initially - a travesty when we were promised enemies that were smarter than zombies. Regenerators remain the only exception)
Another description of the game. They're predictable and easily dispatched, but why is it bad? There are a lot of factors to difficulty, so just because the enemies are predictable and easily dispatched doesn't tell me much. One could hold the view that the amount of enemies as well as the punishment for when you fail the easy dispatch could consist of the difficulty of the game, for example.
Hit the obvious weak spot bosses
Yet another description of the game. You've told me that the bosses mostly consist of hit the obvious weak spot. This does not mean they are bad, however. It's a valid approach to boss design. You must also assess uncovering the weak spot -- is it interesting? Interesting doesn't have to mean that it's some big grand thing to uncover their weak points, as you're right in that they're a bit obvious. But say, those few minutes before you figure out their weak spot? Is it interesting to fight the boss until you find their weak spot? Is hitting their weak spot interesting? Is the fight paced properly?
Another very important part of boss fights is the area in which you fight them, and the effects it has on the fight, another thing RE4 excels at. You failed to cover any of these things.
Which ones? There are a lot of QTEs in the game. Most of them are too inoffensive and straight-forward to be awful, really. QTEs such as knifing Gigante are a release for the player, a bit of a reward. It allows them to continue their fight without taking away their interactivity completely, although the degree of interactivity is reduced. With that reduction in interactivity also comes a reduced room for error, you either hit the buttons and damage the boss or you don't. You don't have to worry about not doing something right or messing it up. That's how it works as a release for the players. It's part of the pacing of the game.
Some QTEs are a bit hard to objectively defend, but I personally see things like the boulder QTEs as a way to keep the player on their toes. It also helps establish the setting of the game as a hostile environment with danger at any turn, or the "atmosphere."
A currency/merchant system (fine in other games, doesn't belong in Resident Evil. There are better ways to accommodate an upgrade system)
So you admit it's fine, but it doesn't belong in Resident Evil? Uh, okay. Is this a list of things wrong with the game or a list of stuff you just don't like in your RE games?
Scenario drops the ball starting the second third of the game
Why? What happens to it?
Mind-bogglingly pedestrian puzzles
Mostly a description of the game. You fail to assess if simple puzzles are suited to the game's pacing or not (considering the fast action pace of the game, obtuse puzzles would just bog down the game, really), if they are designed well (yes, simple puzzles do not suddenly materialize out of nothing, they still must be consciously planned out and implemented by the developers), and if they complement the level design well.
A focus on shooting/action (not bad by itself, but again, doesn't belong in Resident Evil anymore than it does in a Metal Gear or Castlevania game)
Again, you even say it's not bad for me! Who cares about what your subjective perception of Resident Evil is? I mean "who cares" on a "we are speaking of RE4 as a game, not how well it blends in with the rest of the franchise" level. It's irrelevant.
Ties to previous games incredibly poor
Another irrelevant line. What does this have to do with the quality of the game? I respect the opinions of the fans who have a personal dislike of RE4, even if I disagree, because they feel it's far removed from what the series was prior, but in a discussion of the quality of the game itself, it absolutely does not belong.
Saying it's forgettable is subjective. If you had the knowledge to do so, you could objectively criticize the music on a musical level (sorry, not too familiar with music terms) and point out its failings I suppose. But saying it's forgettable... This has to do with the music's lasting power on a person and is really hard to measure objectively.
Utter lack of tension or scares
Subjective. Plenty of people have found the game to be quite tense/scary simply due to the nature of its encounters and also due to the atmosphere. Objectively it can't be said that it's tense and scary, but you can also not claim that it is objectively not tense and scary.
Overly abundant ammunition and herbs
Sort of a cross between vague non-criticism and a description of the game. You should assess if the abundance of ammunition and herbs suits the pacing and encounter design or not. Since this game is much more focused on action and combat than previous RE games, it would make sense that it would have a lot of ammo and herbs.
It must also be noted that there are several iterations of the game's economy and item balance between regions, platforms, rereleases, etc. While not required, tackling all of them would make things much more interesting if one were to make a nice write-up of the game.
Game gets easier the longer it goes on
Once more, you're describing it. This is a valid approach to pacing a game and balancing its difficulty curve so long as it's done right.
Unbelievably terribad typewriter placement (some immediately following the after-chapter save)
Not a very detailed or convincing criticism, with only one vague ("some" -- how many? which ones?) example. And really, I disagree with your example. The ones usually right after the chapter save are in spots where you will be backtracking, so the placement makes sense. As far as I remember anyways, I won't make a factual claim on that quite yet.
You are describing something we have to do in the game. You do not criticize it. Is the escorting bad? Does the character you escort inhibit you? Alternatively, perhaps the escorted character forces you to formulate new battle strategies to ensure you defeat the enemies and ensure the escorted character takes no to minimal damage, etc. It can be a positive.
Level design is severely hit or miss
Well, which parts are hit and which are miss? Why? Am I just supposed to guess?
Game overstays it's welcome a small bit
Why? How? Does the pacing diminish toward the end? Do the mechanics not warrant the length of game time it takes up? You don't tell me.
The camera, when aiming a weapon, is too close, forcing a majority of the player's left peripheral vision into Leon's head (it's fine when you are being approached from the right. But there remains a noticeable blind spot to the left that can result in unnecessary hits. Unless it's somehow canon that Leon is blind in his left eye and I just never knew it)
woah something i can respond to
I think that, in the case of the camera angle, it's a tradeoff. The left orientation feels quite natural and gives players a great, although not complete, field of view. There's that blindspot in the left, but in exchange you get greater precision to work with anything outside of that. The precision is rather necessary considering the combat in the game; limb/headshots etc. As a result, one of the strategies of taking out groups of baddies is making sure you're aware of your surroundings, and uh, surrounding enemies.
Stiff animation (except during cutscenes or when reloading)
Which animations, specifically? All of them except those two cases? I can't really agree with that. The animation is quite good, especially the enemy reaction animations.
Overall this is not a very interesting or well-founded opposing viewpoint. For somebody who derides the fanbase of this game for not realizing subjectivity, you sure fall victim to that a bit yourself, just in a different way. Moving along to other posts in the thread...
The game is far too long to do an entire dissemination on the level design here and now. Perhaps sometime, when I have time off, I'll do it. It would certainly generate some worthy discussion.
So you have no issues saying that there is a problem with some of the level design, but when asked as to what you're talking about, you're going to have to wait until you have some time off? Don't you at least have a few examples off the top of your head? No? One?
The merchant is a bad element for a handful of reasons. My biggest peeve with him, however, is that his presence is not explained and comes across as shoe-horned in to merely accommodate the upgrade system. This guy walks all around the enemy grounds supplying their primary foe with support, and sometimes within close proximity to the enemy themselves, yet nothing is made of it. Just lazy.
So the reason he's bad is because you think he makes no sense? What effect does the sense of a merchant character make on the quality of the game?
Perhaps atmosphere, but he's well placed and low-key to the point where it's very hard to say he remotely effects the atmosphere. His nature is kept a mystery so you can make up your own explanation for him.
Hate on Resident Evil 5 all you want, but at least it's upgrade system ditched this pointless character and relegated all activity to between chapter breaks. Nonsensical as well, but doesn't come across as nebulous in practice.
Why is nebulous necessarily bad, even if this did matter? He's a merchant character; does he need a detailed backstory and purpose other than being a merchant?
One could argue that if he doesn't have a purpose other than being a merchant, then you could replace him with anything and it wouldn't change. But I think a merchant character works for having a shop and upgrade system accessible mid-level, being able to backtrack to him rather than having to restart the level, and not as dumb as like a vending machine or something. I much prefer him to RE5's uninspiring menu.
Believe me. I would dearly love to live in this awesome phantom dimension where the game is everything it's claimed to be.
You do.
Liking the shooting? That's cool. I actually like the shooting in the game, too. I just don't think that's what Resident Evil should ever have been about.
And I don't think Resident Evil should have ever been about being a 4-pack of glorified Simple 2000 games, but RE6 still exists. You'll never see me use "it's not resident evils!!!" in criticism of it, though.
I can't imagine liking the QTEs. They are among gaming's worst. Little variety in button usage, none of which correlates to the action being taken. God of War does it better in just about every way, and God of War has pretty bad QTEs, too. But hey, I like pixelated sprites, so I guess we all have our weird little quirks.
No, they are great. Button usage and variety is a bizarre complaint, but they are obviously mostly used to relieve and reward the player without just giving them a cutscene, while bringing some of the strengths of cutscenes, such as camera angles that give you a visually satisfying view and more contextually relevant animations that wouldn't be possible during normal play.
They are pretty forgiving with the checkpoints on any QTE that kills you on failure, so that's not an issue either.
If you liked how it had little connection to the rest of the series, then it stands to reason that you really only like Resident Evil 4 for what it is, not because it "breathed new life into the series" or whatever other Camelshit people spew. And if so, that's cool. Really. But I am a huge fan of Resident Evil. So imagine my disappointment when the newest installment of one of my favorite franchises just takes a big steamy dump on it's history, and then adds insult to injury by turning it into a half-baked shooter. Is it even possible for anyone to see my point of view?
Uhh, okay. I like Resident Evil too and Resident Evil 4 is a good Resident Evil game because it is a game in the Resident Evil series and is a good game. Actually it's the best. Do you see my viewpoint?
Not a lot to work with here.
Enjoying the escorting? Eh. Most people hate that shit. But again, it may be one of your quirks. I'd think that for escorting to be enjoyable, I'd have to have a greater control over my instructional capabilities, and a better AI in place for the unit being escorted. Ashley doesn't have any damned AI except for ducking when I aim at her, which I did praise.
What more control do you want over her? You can tell her to wait, tell her to follow you, and tell her to hide in trash dumps where it'll be as if you're not even having to escort her for as long as she's in there.
It's a great solution to escort missions.
Lastly,
So if they are subjective to me, then they are subjective to everyone else. And the game cannot be considered "perfection" or "flawless" objectively. It can be a "favorite game ever" or "most enjoyed game ever", however.
this hurt my brain
This reply took awhile because it was a lot to tackle so I just put it in Notepad and chipped away at it on it on and off.