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Trivia / Resident Evil 4

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    Usual trivia 
  • Bad Export for You: Due to Germany's youth protection laws, the German version of the game is missing the "Assignment Ada" and "The Mercenaries" minigames. It's also brutally trimmed down in terms of violence, to the point German gamers took to importing copies from Austria instead.
  • Defictionalization: One company produces handmade replicas of both Leon's and Krauser's knives.
  • Development Hell: Counting the early proposal that became Devil May Cry, Resident Evil 4 was in development for at least half a decade. The premise was changed several times in this timeframe.note 
  • Doing It for the Art: Minor, easy-to-miss examples, but they stand out, considering the limitations of video game hardware:
    • Watch Ramon Salazar's detailed finger movements when he says "I have...absolute control."
    • Salazar again in the cutscene before his boss battle. He walks up a set of stairs, and it's perfectly modeled. Every footstep comes down exactly on a stairstep, and matches perfectly with no clipping. This is almost never done in a game.
    • Leon S. Kennedy and Ada Wong's physical interactions are almost perfectly modeled, right down to the smallest contact. Again, this is almost never done in a game. Ditto for when Ashley Graham hugs Leon after her playable section is over.
    • When Leon examines the pills given to him by the dying Luis Sera, the pills roll individually in the bottle.
    • This game is one of the few to model natural human hip sway. It's most obvious on Ada in her tight red cheongsam, but Ashley's is also noticeable. Even Luis has it in one cutscene. Leon's is a bit concealed by the objects hanging from his belt, but even they sway naturally. Some of this is likely due to the game engine originally being designed for PN03, which features a lot of hip swaying created with no motion capture.
    • Also worth paying attention to is the highly detailed and elaborate weapon reload animations, particularly the bolt-action rifle and Broken Butterfly magnum.
  • Fan Nickname:
    • Due to the way the logo is presented, the game is jokingly referred to as "4 Resident Evil" by some fans.
    • "The Merchant of Menace" for the Merchant.
    • "Super Salvador" for the giant Ganado wielding a double-bladed chainsaw in the Mercenaries mode.
  • Follow the Leader: This game was hugely influential on a number of other games that followed it, including Dead Space, Gears of War, darkSector, and many others.
  • Name's the Same: Ramon Salazar, the psychopathic terrorist dabbling in bioweapons, is even crazier than Ramon Salazar, the psychopathic terrorist dabbling in bioweapons in 24.
  • No Export for You: The NGage port was released only in Japan, the Zeebo port was released only in Brasil (as the console itself was only released there, despite being developed in America), and the Android version was released only in Korea outside of very few Samsung phones through its own store at the time of release.
  • Port Overdosed: Despite its "Only for GameCube" label in its original release from 2005, the game has been ported to PlayStation 2 (months later after the GameCube version), the Nokia NGage (2005), PC (2007, a Porting Disaster), Wii (2007), Zeebo (2009), Apple iOS (2009), PlayStation 3 and Xbox 360 (2011), Android (2013), PC again (2014, a Polished Port), PlayStation 4 and Xbox One (2016), and the Nintendo Switch (2019) being the 13th port of the game. It has seen releases across three generations of video game hardware and the only major platforms that never got a version of the game in its lifetime were the Xbox (which is probably due to Microsoft all but abandoning the system in 2005 in anticipation of the then-coming 360) and Wii U (which still ended up getting the Wii Edition ported to its version of the eShop, though the game still had to be played in Wii Mode). Capcom announced on 15 April 2021 that they would release a VR version for the Oculus Quest 2.
  • Sequel Gap: The game was released 6 years after Resident Evil 3.
  • Talking to Himself: Paul Mercier provides the voice of both Leon and the Merchant, so he's not only talking but also buying and selling things to himself.
  • What Could Have Been: Before the developers settled on what would become RE4, they went through several prototype versions of the game, which are collectively known as Resident Evil 3.5:
    • Development on the first iteration of the game overlapped with that of Resident Evil 3: Nemesis (back when that game was still considered to be Resident Evil 1.9), predating Shinji Mikami's decision to switch to the Nintendo GameCube. According to an interview with, Hideki Kamiya claims that, initially, this was to be the third RE game instead of the one that came out. He is likely referring to the game featuring HUNK on a cruise ship, being called Resident Evil 3 at the time Kamiya worked on it - and before the number went to the game with Jill and Nemesis. That "RE3" that Kamiya worked on barely got past concept phase before being scrapped, and his team moved on to the next project, which is known as the first version of Resident Evil 4. The cruise ship version of RE3 got revisited twice: once with the non-canon Resident Evil Gaiden, the second with the fourth Resident Evil: Gun Survivor game, Resident Evil: Dead Aim.
    • An earlier version of the story was going to deal with the ending of Resident Evil Gaiden, which showed a B.O.W. disguised as Leon to be later confronted. However, changes to the game later resulted in Gaiden being non-canon.
    • The "Biohazard 4 2000" build, internally referred to as the "Stylish version", featured a superhuman private investigator named Tony Redgrave as the protagonist, with him and his twin brother Vergil being the G-virus mutated sons of Lord Spencer. Its development included several trips to Spain and England to study castles as the inspiration for the environments. This game was deemed to be too great a departure from the survival horror genre, and would be retooled into Devil May Cry.
    • Following this was the "Castle Version" (also known as the "Fog Version") on the GameCube, whose premise involved Leon infiltrating Umbrella's European headquarters, getting infected with an at-the-time undecided virus and fighting fog-like creatures that may or may not have been the creations of his collapsing, virus-corrupted sanity. One of the levels was to take place on an airship, and the game would've potentially ended with Leon dying of the virus, a move that was unpopular with the developers and a minor reason to why the version was scrapped. The major ones were problems with the hardware not being powerful enough and the game being too expensive to make.note  The seemingly supernatural nature of the hallucinated enemies was also something that was debated internally at Capcom, as it didn't really fit the series.

      This version was also supposed to have two big reveals: the origin of the Progenitor virus and the depiction of Albert Wesker's HCF assault against Umbrella. Wesker's assault has never been depicted in the series, since it was brainchild of late series scenario writer Noboru Sugimura and Capcom felt it wasn't right to depict it without his input. The Progenitor virus, rather than being found in the "Stairway of the Sun" flowers depicted in Resident Evil 5, was to originate from ancient human remains found by archaeologists exploring the castle, with the founding being what gave Spencer the ambition to begin his virus research. There was also a sideplot involving a woman accompanied by a B.O.W. dog exploring said castle. After this version was scrapped, Sugimura donated the scenario to Capcom Production Studio 3, who removed Leon from the equation and turned it into Haunting Ground. The hallucinated enemies concept would later appear in Resident Evil 7: Biohazard.
    • After that version was scrapped, Capcom made various short gameplay tests to decide the path that the next version would take. These gameplay tests included the "Hooked Man Gameplay," which had the same basic gameplay as the previous Castle Version and reused assets, such as the mansion environment, from the previous version to showcase the gameplay. It featured Leon exploring a haunted mansion with his biologically modified dog sidekick, while fighting what appeared to be paranormal enemies, such as medieval suits of armor,note  living dolls, a mounted deer head which jumped off a wall and attacked, and the titular, ghost-like "Hooked Man," a possessed-looking chap who wielded a giant hook on a chain.

      The quick time events and over-the-shoulder camera angles used in RE games from 4 onward first appeared here. It alternated between the "classic" fixed cameras when exploring and the OTS camera when aiming. It also featured a mechanic where shining a flashlight on the Hook Man enemy made it slow down and vulnerable to damage from firearms. The effect from this mechanic is still in the demo of the final version, despite not actually being used. Capcom decided to not go further with the Hooked Man gameplay test due to largely the same reasons the previous Castle Version was scrapped. The Hooked Man test is also not fondly remembered by at least one lead designer on it, due to not being very original.
    • The last version before the released one reportedly featured zombies again and was discarded for being too formulaic. It was known as the "Umbrella Takedown" version, and would've continued on from Resident Evil 2, 3 and Code: Veronica's endings about the main characters taking on Umbrella.
    • It seems fairly obvious that the Chicago Typewriter was, at one point, envisioned as a standard weapon as it comes with maxed-out stats (as opposed to being explicitly overpowered; the stat bars even indicate it has an Exclusive upgrade installed by the gold, 10.0 "Firepower" stat) and has a reload animation despite having Bottomless Magazines (as the PlayStation 2 version came later, they took advantage of this and gave it a unique animation when Leon attempts to reload it while wearing the mafia costume). This is likely because too much of its function overlaps with the TMP to make it worth adding to the standard lineup but the Rule of Cool factor of being able to wield the iconic submachine gun was too great to cut it out entirely.
    • Right before they settled in Not Spain, the game location was a village in Eastern Europe. This would later be revisited in Resident Evil Village, which also takes several design cues from Resident Evil 4.
  • Unintentional Period Piece: The game is set in Autumn 2004, but wasn't released until January 2005, missing its intended setting by a few months.

    Franchise Call backs 
  • The franchise's fondness for helicopters [getting blown up] continues.
  • The one water control valve in the sewers of the Castle is a continuity nod to the many valve handles in Resident Evil's history.
  • On the elevator ride in the tower in Chapter 4-4, when Leon has to keep zealots from overloading the elevator in order to rise, one of the whiteheaded zealots in red robes is marked like a zombie. A continuity nod to when a Resident Evil game wouldn't be complete without a zombie.
  • The opening cutscene contains footage from cutscenes in the early games:
    • The missile used to destroy Raccoon City, which appeared at the end of Resident Evil 3.
    • The oncoming zombies, which use the zombie models from the old game engines, and look both crude and more than a little out of place.
  • In Separate Ways, one of Ada's reports references Luis sending an email for help to a college friend he was unaware had passed on. Ada intercepted it, which got her and Wesker involved. Apparently this friend was John, Ada's internal contact when spying on Umbrella in Resident Evil.
  • Leon tells Ashley "We're sandwiched all right" at the Cabin intro is call back to Barry's "You were almost a Jill sandwich" in the first Resident Evil game.
  • At the end of Separate Ways, Ada's helicopter flies off into the rising sun, just as the surviving members of the team do at the end of Resident Evil.
  • The stag's heads mounted on the wall in various places in the Castle seem a callback to the stag head in the aquarium room in the first Resident Evil.
  • Salazar becoming a giant plant thing that Leon must fight is a call back to Plant 42 in the original game. "Looks like we got to the root of the problem. - Chris.
  • Del Lago is a combination of the giant snake Yawn in Resident Evil and the giant crocodile in Resident Evil 2.
  • The dining hall with the paintings and clues is a call back to the previous painting puzzles in the first Resident Evil and Code: Veronica games. This really helps set the player up for the ambush.
  • The flying Novistadores around the hive are an improved remake of the bees and beehive in the first Resident Evil game.
  • The "dam blocking the waterfall to let the player access a secret entrance behind the waterfall" in Chapter 2-1 is the same in concept as what the player does to advance past in the barracks in the first Resident Evil game. The execution is vastly better. Perhaps a case of "this time we have the hardware to do this scene right."
  • Garradors are blind, dangerous, and hunt by sound. They can hear you if you run, but not if you walk. Just like lickers from Resident Evil 2.
  • Shooting the crates down to form a series of platforms across the water at the waterfall/dam reprises the crate pushing to form a platform across water in both Resident Evil and Resident Evil 2
  • The Cabin brawl in Chapter 2-2 with Luis is a much improved version of Leon travelling with Ada through the tunnels in Resident Evil 2. Ada will even kill all the zombies if Leon lets them get close enough.
  • The fight with U3 on the hanging rigs is a lot like the boss fight with William Birkin's dog form towards the end of Resident Evil 2. Birkin/It leaps up and down onto the tops of tall containers while Leon runs through the corridors between them.
  • The Separate Ways minigame, with the sequences and actions that are impossible to reconcile with the main game, is a shoutout to the same problems with the different character scenarios in the first two games.
  • The many rampaging trucks are a reference to the runaway truck in the opening cutscene of Resident Evil 2.
  • The gondola ride is a callback to the gondola ride in Resident Evil 2.
  • The Butler's letter Ashley finds isn't so much a call back as a near identical copy of the one in Code: Veronica.
  • Using an eyeball to unlock an entrance is a callback to Code: Veronica, where Claire uses an artificial eye in an anatomical mannequin to open the entrance to the cellar of the Prison Area.
  • Shooting out the first searchlight on the Military Base on the Island is a call back to Claire shooting out the searchlight when she first meets Steve in Code: Veronica.
  • Leon and Ashley counting to three then activating the switches simultaneously to unlock the door to the bulldozer/truck path is a reference to Chris and Claire counting to three and releasing the locks simultaneously to release the lock on the Linear Launcher in Code: Veronica.
  • Ashley uses a turnstile to open a hidden doorway to a secret area in Chapter 3-4, just as Claire does in the basement of the Prison area in Code: Veronica.
  • The flying robots in the boss battle with Krauser are a self reference to the little robots in Code: Veronica, where they summoned Hunters if they detected Chris.
  • The re-writable electronic door keys are a callback to the re-writable MO disks used to open the cell in the secret laboratory final level in Resident Evil.
  • Ada throws Leon a rocket launcher, from on high, for the final boss fight. Just like Resident Evil 2.
  • Leon's shoulder sheathe for his knife is a callback to Chris and Claire's (non-functional) shoulder-mounted knives in Resident Evil 1 and 2.
  • Leon boosts Ashley up to get into the room with the Broken Butterfly, much as he did Ada in Resident Evil 2.
  • Saddler's "mouth eye" is a callback to William Birkin's first form in Resident Evil 2, which had an eye embedded in upper arm muscles. Neither is a suitable place for an eye, as it would be constantly deformed by changing pressures, leading to heavily distorted vision.
  • When Leon and Ashley do their slow motion leap out of the stained-glass windows in a cutscene in the church, it's a callback to Steve's slow-motion leap in through a window in a cutscene in Code: Veronica.
  • In the cutscene in the church, Leon's "Sounds more like an alien invasion" is a reference to the movie Invasion of the Body Snatchers, where humans are replaced by identical copies under alien control.
  • The typewriter save points are a major continuity nod with the early games, but their placement frequently makes no sense. This subverts one of the usual qualities of a save point, which is that they're usually placed at some kind of traveling nexus, after/before major fights, new equipment, etc. Resident Evil 4 has typewriters in place with no strategic places at all.
  • When Ada faces Krauser in Separate Ways, the cutscene opens with a view of a giant muscular arm wrenching loose a steel girder to use as a weapon. This is a callback to when Birkin's first form wrenched loose a metal pipe handrail to use as a weapon vs Leon in Resident Evil 2.
  • Enemies that throw projectiles like hatchets, sickles, scythes, etc. only do so if they're in Leon's line of sight. This can be useful at the top of a ladder while knifing enemies as they climb up. Simply reposition Leon a little, turn 90 degrees and start knifing. Facing a wall can also help.
  • Before his final confrontation with Leon, Krauser raises his razor sharp steel strong mutant arm high vertically like a swordblade, saying "Witness the power!" By the Power of Grayskull! indeed.
  • In the cutscene with Ada in Ch. 5-4 on the Island, Leon temporarily succumbs to the plagas in him. The camera cuts to a close-up of his face as his eyes burn red. There's an almost identical shot of William Birkin, right down to the burning red eyes, in Resident Evil 2 as he succumbs to the virus he had just injected into himself.
  • Verdugo, the inhumanly quick and tough enemy with blindlingly fast melee attacks, is only weak to liquid nitrogen. And Verdugo's not all that weak even then. This is a callback to Resident Evil 3, where Nemesis is an inhumanly quick and tough enemy with blindingly fast melee attacks, and his main weakness is to freeze (liquid nitrogen) grenades. And it's not much of a weakness, merely a short slowdown, much as Verdugo is slowed for a bit.
  • The optional crane in Chapter 5-1 (after the first Regenerators) is a callback to the short crane section in Claire's run in Code: Veronica.
  • When Krauser dies, he has soft tissue swell out of his chest and pulse, just like the weak spot in the first Tyrant battle in Resident Evil.