‘Resident Evil 4’ Mistakes You’ll Never Be Able to Unsee

No matter how you’ve experienced ‘Resident Evil 4‘ – whether on the original GameCube, a more recent console, or the remake – players consistently discover small, interesting details. These range from funny glitches used in speedruns to minor AI errors or strange things happening in the game world that can break the tension. Here are ten of these recurring mistakes and overlooked details that fans continue to find.

The Ditman Speed Glitch

A glitch with the Striker shotgun allows Leon to run much faster than normal after quickly canceling the weapon’s loading animation. This makes him move more quickly through areas, cuts down on travel time, and can even mess up how some interactions play out. It’s especially noticeable in the village and castle sections, where running back and forth becomes surprisingly fast. Players who speedrun the game use this glitch to avoid or bypass enemies and challenges that are meant to slow them down.

Enemies Looping On Ladders

Ganados often get stuck repeating the same climbing attempt after being knocked off ladders, making their movements predictable. The AI tends to take the most direct route to the player, Leon, and doesn’t bother trying different paths if a ladder is blocked. This allows players to easily and safely knock them down repeatedly while more enemies gather below. Ultimately, this reduces the intended pressure in arenas with multiple levels, where enemies should be moving around to flank the player.

Ashley Getting Pinned In Doorways

Ashley sometimes struggles to keep up with Leon, especially in tight spaces. This can cause her to get stuck or even reopen doors you’ve already closed. The game prioritizes keeping her close to Leon, which makes these issues more common in narrow areas. This can alert enemies or prevent you from effectively controlling the flow of combat. This problem was more frequent in earlier versions of the game due to less refined companion movement.

Capacity Upgrades Refilling Ammo For Free

Okay, so I figured out this crazy thing in the game. If I upgrade a weapon’s ammo capacity, it instantly fills the magazine, even if it was totally empty! It doesn’t take ammo from my reserves, either – it just magically fills it up. I’ve been timing my upgrades to get out of tight spots when I’m low on ammo, and it’s awesome because I can basically refill a powerful gun for free. It’s been like this forever, through all the game updates, and it totally changes how I manage my resources.

The Merchant Ignored By Every Enemy

The Merchant strategically places his shop near battle areas, and surprisingly, enemies completely ignore him. Entering his shop creates a safe zone, often causing enemies to stop chasing you. The game never offers an explanation for this convenient behavior – why would hostile creatures overlook a trader selling powerful weapons? It’s a helpful feature, but it doesn’t quite fit with the game’s realistic danger system.

Dynamite Throwers Nuking Their Own Squad

Villagers often accidentally harm teammates or detonate explosives near allies when throwing them, leading to friendly fire and chaotic chain reactions. The game calculates where a thrown explosive should land safely, but doesn’t always register moving teammates who happen to walk into the blast radius. Things in the environment, like fences and beams, can also cause explosives to blow up too early. In large battles, a single misthrown explosive can quickly wipe out a group of friendly players who were meant to protect you.

Shield Enemies Eating Bullets Through Planks

Players using shields sometimes incorrectly register shots as blocked, even when aiming at exposed limbs. The game seems to give the shield a slightly larger hit box than its visual size, causing it to absorb bullets that clearly pass by the edges. This results in players wasting ammunition trying to hit gaps that aren’t always recognized by the game. Close-combat attacks and staggers still work as expected, but certain shooting angles feel unfairly ineffective.

Bodies And Items Clipping Through Geometry

Sometimes, when enemies are defeated or items dropped, they can fall into walls, stairs, or railings, making them unretrievable. The game’s physics, combined with angled or narrow surfaces, can also cause bodies to get stuck inside objects, especially in narrow areas like castle hallways. Losing money or ammunition this way can disrupt the flow of the game, particularly in sections where resources are limited.

Cutscene-To-Gameplay Gear Jumps

As a big fan of the game, I’ve noticed something kinda weird sometimes with the transitions between cutscenes and actually playing. It’s like, Leon will be holding a pistol in the cinematic, but then when you regain control, it’s suddenly holstered – or the opposite! It doesn’t actually affect gameplay, thankfully, but it’s definitely noticeable and a little jarring when you’re in a tense situation and want everything to feel smooth. Apparently, it’s because the animations don’t always check what weapon you have equipped or where you’re aiming, so there’s a disconnect.

Stun Locks That Cancel Boss Attacks

Hitting large enemies repeatedly can interrupt their attacks, stopping them from using their full range of moves. Landing accurate shots on their weak spots causes them to stumble repeatedly, preventing them from completing their attack sequences. This is especially noticeable with powerful weapons that exploit brief moments where enemies are vulnerable, creating endless loops of interruption. Ultimately, this makes the fight easier but less dramatic, diminishing the intended impact of the encounter’s design.

Hey everyone, I’m always finding little glitches and funny errors while playing ‘Resident Evil 4’, and I was thinking it’d be awesome if we all shared them! Let’s post any mistakes we spot in the comments so we can all have some fun looking for them on our next playthroughs.

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2025-10-22 05:15