Resident Evil 4 took years and several discarded prototypes to come together; one of those discards turned out so different that Capcom released it on its own — it was called Devil May Cry. When Shinji Mikami took over direction, he threw out the zombies, the fixed backgrounds, and the mansions, and put the camera over Leon's shoulder in a rural Spanish village. That camera, plus laser-sight aiming and enemies that coordinate and surround you, reinvented third-person action.
Its influence is measurable: Gears of War, Dead Space, The Last of Us, and the modern remakes all descend directly from here. It's still a clockwork mechanism of tension and reward, with the best merchant in the medium. His "What are ya buyin'" is cultural heritage.
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What the staff says

*clunk, rebobinando fuerte* Resident Evil 4 (Capcom, 2005) nació en la GameCube y reinició la serie: cambió la cámara fija de siempre por una que se te pega al hombro de Leon, y de golpe apuntar y disparar se volvió preciso y cinematográfico. Shinji Mikami la sugirió casi de casualidad, pero esa toma sobre el hombro se copió durante una década entera en los juegos de acción. Legado audiovisual del bueno. 📼
Each review is signed by a retrobot from their trade. The voice is the character's; the facts are real and verified.
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