RESIDENT EVIL 4 GAME FOR ANDROID 75MB
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The castle area in Resident Evil 4 was sucha stark change to what we were used to while going through the village and countryside. As I mentioned in previous videos, it justfelt a lot more intimate since combat took place in much closer quarters. However, there were still massive areas inthe castle that flipped this feeling completely.
And in this video, we’re going to be focusingon one room in particular: The Crank Room, and the strange things we can find out ofbounds that hint at how this room was changed. So first and foremost, what I call the crankroom, others may refer to as the water hall, and in other instances like in strategy guidesit’s called the Hall of Worship. Either way, it’s that big beautiful roomin the castle that you encounter right before you get separated from Ashley. Normally Leon and Ashley enter this room andthey must work together to clear all the parts within it. This involves standing on two pressure platesin the lower section which spawns the first crank within the room, and then turning thatcrank to gain access to the upper floor of the room.
Once we’re up there, we’re supposed toboost Ashley to top walkways so that she is can turn the cranks that are on each side. This is a section where you typically utilizeyour rifle to snipe baddies who are looking to take her away. Upon completing one crank a platform spawnsin the water and she heads to the other side to start turning the other. Once both of these cranks are turned, thewalkway to the room’s exit is restored and you’re free to leave. And like I mentioned earlier, right afterthis room is where you get separated from Ashley. But let’s turn our attention back to thisroom because there’s a lot of neat things within it. For starters, something I found pretty interestingwhile navigating this space was that Ashley actually doesn’t need the paths to be restoredin order to cross the water.
If Leon is granted free mobility through ahack and walks across the water, Ashley will actually jump across the platforms as if theyare still present. It’s quite interesting. It seems Leon is really the only person whoneeds these platforms to cross. Everyone else simply floats upon the wateras if they are standing directly on the reflection below… Which brings us to our next thing I wantedto quickly touch on. I absolutely love what I call “mirror worlds”within video games. And this room is one of those mirror worlds. The entire map is inverted and placed beneaththe level to simulate a real reflection - because actually simulating a real reflection wouldbe insanely taxing on the game itself.
There’s no way the gamecube would have beenable to handle it, honestly - given the rippling effect of the water. So this is their workaround. By displacing Leon’s normal positioning,we can actually explore this mirror world in its entirety. It’s pretty bizarre navigating it becauseall of it is basically forbidden territory and is out of bounds. The only thing that ever gets down here isthe occasional enemy body that falls into the water, but even then it would be unloadedbefore ever getting down this far. It’s a beautiful off-limits world that onlyexists in a reflection, and honestly I find that pretty darn cool. So naturally, while exploring this room, Iof course wanted to see everything it had to offer. Exploring the reflection is cool and all butit’s all within the mindset that I know nothing will truly be down there.
That’s why I was pretty darn excited totry to get up top to where Ashley goes. Normally Leon does not have access to thisarea at all, but with some modifications we can get ourselves up there. It’s also really easy since Leon retainshis vertical position unless something acts on him, like a slope in terrain, so with awall hack we can simply walk from the room’s exit straight across to the upper platforms. But that’s when I encountered somethinga bit unexpected, and it made me wonder about this room in its entirety. So while up there I decided to try some basicthings. Do the enemies come after me? Nope. Can I turn the crank as Leon? Nope. Where do the hallways lead that they takeAshley to? Absolutely nowhere. Also, the enemies will just spawn right infront of you while you’re inside them.
It’s kind of strange. Now, I was already familiar with these typesof hallways because lots of areas utilize them. If you’ve watched my video about the strangedoors in Resident Evil 4, you’ll know that sometimes these areas also have real doorswithin them. In that instance, we could use them to accessAshley’s solo dungeon area. But in most cases, there isn’t anythingto be found. I had already explored the similar set ofdoors at the bottom of the level and they are essentially the same thing. They are a hallway used to spawn enemies inthe game so that the enemies cannot be seen when they instantly appear. They also serve as a place that enemies cantake Ashley to when she is captured. They’re essentially a blank hallway. But while navigating these hallways, that’swhen I realized there was something strange next to them. It turns out that the paintings that are hangingup alongside these crank areas are hiding additional hallways. You can tell which ones have the hallwaysbecause they are way darker than the other paintings.
I found it super odd because I’m prettysure these hallways are never used in the normal game or even in New Game Plus. At first I was thinking - well maybe thesewere used when the difficulty was increased. But that’s not the case at all. So this got me thinking. Remember when we first enter this room? There’s a giant painting staring us in theface that eventually becomes a staircase. The painting literally folds down and thenbecomes the area we use to climb up. It’s actually more so the painting combinedwith the archway that is engraved into the wall. This whole thing just bends. Now connecting the two concepts together,I strongly believe these used to be utilized as additional enemy spawns, or perhaps wheretougher enemies emerged from. I can imagine more archers popping out ofhere to make this section more difficult, similar to the two archers that spawn in thisroom on New Game Plus. Beyond what I’ve already mentioned, on theback of the painting is actually the floor tile itself, which would make sense giventhat once collapsed, it would serve as a walkable bridge over to the cranks. The collision for these walkways is actuallystill in the game itself too - as Ashley can walk across the floating gap with ease. She can pass through the painting too. So at one point, these were utilized.
It’s interesting because even if you walkout of bounds and into the void, it also appears that the collision for the staircase extendsfar out of bounds. This can be used to walk from one hallwayto the other as Leon gradually takes the staircase upwards. So all in all, it makes me wonder if the difficultywas toned down for this crank room before the final game came out. Perhaps there were too many enemies for theaverage player to handle? It makes you wonder.
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