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  • Most Wonderful Sound: The soft clarinet music you hear in some saving rooms is incredibly relaxing, especially when you just went through a hellish survival sequence. This is pretty much the only music of the game that tells you "Don't worry, it's safe here".
  • Older Than They Think: Quite a few new fans of the series don't seem to realize what the "4" in the game's title actually denotes.
  • Porting Disaster: The PC version, which took a lot of patches to make it good.
  • Rescued from the Scrappy Heap: The knife was the most useless weapon in the series (save for showoff gamers). This game turns it into one of the most useful weapons, including making it the best way to take out Krauser.
  • That One Level:
    • Level 4-1 certainly makes up for the Breather Levels that are 3-3 and 3-4. Proceeding properly (if you didn't backtrack to get the Broken Butterfly):
      • You have to retrieve the last piece of a puzzle key in a room with fire-breathing horse heads to unlock a door to progress further.
      • Then, you have to obtain 2 Grails to unlock a door, one of which is protected by 2 sets of 3 suits of armor with Plagas controlling them.
      • Then, after Ashley gets kidnapped (again), you have to survive an onslaught of flying insects.
      • Then, you have to head to a clock tower and get it running, while surviving flaming rocks catapulted at you, and the Zealots that swarm the tower inside and out. And when you leave the tower, you have to deal with another crowd (the leader of which has a freaking rocket launcher), then try to simply survive a locked room with TWO Heavy Duty Garradors (the other Zealots in the room are the LEAST of your worries!).
      • And, should you survive that, as well as a Press X to Not Die cutscene,[1] the last thing to do is simply survive the encounter with Salazar's 'right hand' until the elevator shows up! Count on spending at LEAST an hour playing through this nightmare. The single hardest part of this level (if not the entire game) is between the start of the clock tower to surviving the cutscene, since there's no typewriters in between, and thus, no opportunities to save. In the Playstation 2 version, the programmers at least had the mercy to put a typewriter right after the clock tower, making the fight with the 2 Garradors much easier to prepare for.
    • The Castle Tower, especially on Professional Mode. When you get to the elevator, be prepared to have saved your ammo, because otherwise, prepare for much frustration. You're in a horribly enclosed space, and if as few as two enemies get on the elevator, it stops. That, along with several other reasons, makes it one of the most annoying parts of the game.
  • Too Cool to Live: Luis Sera.
  • Uncanny Valley
  • Unfortunate Implications: Yahtzee turned many of the cries about Unfortunate Implications in Resident Evil 5 around to make some about this game, stating that nobody appeared to find any problem with Caucasian Americans shooting Caucasian Spanish people while saying stuff like "Aye-yi-yi".
  1. although the button prompts are the same every time


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