Review

NG4’s Movement and Dodge Issues Explained

  • Updated October 23, 2025
  • Felix Craig
  • 0 comments

While NG4 has exceeded my expectations in many ways, a few design choices detract from the experience. The dodge and block functions being mapped to the same button is particularly frustrating, as it requires the control stick to be perfectly still to block—otherwise, you inadvertently dodge. An option to separate these actions, such as pressing jump while blocking to dodge, would resolve this. Additionally, the auto-sprint feature that activates after a few seconds of running is an annoyance I’d prefer to disable. The sprint animation itself feels overly fast and cartoonish, as do other movements like wall jumps in shafts, which lack the realism seen in earlier titles.

Another letdown is the limited wall-running mechanics. Unlike previous games, you can only traverse designated yellow walls and can no longer jump off any surface during combat, which was a beloved feature. While it’s possible to run up certain walls and jump back, the fluidity of bouncing off a wall for an immediate attack is missing. On a positive note, the game offers a surprising range of customization options, including adjustable camera distance, and performs excellently on my 6950XT at maxed native 4K HDR settings. I did switch to FSR Quality, however, since native resolution requires TAA instead of FSR for anti-aliasing.

Overall, NG4 is impressive, though I’m disappointed that Ryu isn’t the protagonist. The current character’s design and personality feel out of place, and I look forward to modding Ryu back in when possible. It’s a shame to see classic, strong characters replaced by less appealing archetypes. Still, the game has been a pleasant surprise.

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