How Capcom Should Remake Resident Evil 4
5. Don't Modernise EVERYTHING
Speaking of interactive moments (great segue, I know), get rid of the quick-time events. Bin them. Out the window. Smell ya later.
Alright, so, obviously the QTEs are a huge part of Resident Evil 4, with the game helping popularise a feature that ostensibly made cutscenes more interactive. They're nowhere near as intrusive as they would become in later releases but, with so much technological advancement since launch, there are ways now to build on these sequences.
Instead of tapping a button and watching Leon comically speed up and slow down to escape a boulder like the player has hit fast-forward, make these fully controlled sequences. It's a small change, but would allow for a more seamless play experience (as would eliminating load screens between different areas altogether, now I mention it).
One thing they shouldn't change, however, is the resource management. Despite being a huge part of the originals, inventory management in Resi 2 and 3's remakes is almost an afterthought. The system doesn't require much thought: you either have enough space or you don't, if you drop items you lose them forever, and you can put pretty much put anything in the lock box to use later.
Resident Evil 4's suitcase system, though, is perfect as is. Playing a game of Tetris in the menu might be off-putting for those just looking for action, but it's a fully-fledged mechanic in an of itself, and smart, thoughtful use of it pays off in combat preparedness.
Don't streamline it just for the sake of it.