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As expected, it’s much easier than doing it over a traditional controller. These life-sized replicas of Resident Evil 4’s weapons are incredibly satisfying to hold, aim and fire. VR puts these weapons in the hands of VR players to fight Los Illuminados cultists. Lending from Oculus’ own experiences for shooters like Robo Recall, Dead & Buried and Stormland. Resident Evil 4 VR offers some of the best gunplay hands-down. Every motion in Resident Evil 4 VR has been tweaked with just the right amount of physics and weight for believability.
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Scavenging for ammo comes with opening drawers and cabinets as you literally would. Players can expect doors to be as easy as gripping the knob and pushing it. Resident Evil 4 VR throws most buttons away for naturally interacting with the world. Obviously, the biggest VR extensions are your hands. It’s an effect that comes with careful considerations for turning the human body into a controller. Thanks to a damn near perfect optimization on Oculus Quest 2, physics and interactivity. The game feels like it was originally built for VR. I can’t emphasize how Oculus’ involvement in Resident Evil 4 benefitted players. Thanks to VR’s requirement for higher frame rates, players see and react to this world fluidly. An invitation to tour the Village, Castle and Island sections. In a way where Resident Evil 4 feels like a dreamscape. Armature and Oculus have done an immense job of scaling everything inside the Oculus Quest 2. Even getting vertigo from looking up at large castle halls. Peering down the corner of a hallway for surprises. Naturally turning your head as Leon would. Appropriately, Resident Evil 4 VR relies on you for everything. Or pushing an analog stick to look around. Players aren’t just passively starting at a screen. Here, the world of Resident Evil 4 feels truly immersive. It’s the biggest game-changer after plenty of carbon copy remasters. The VR version for Resident Evil 4 reinvents everything from a first-person perspective.