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[Spoilers] Resident Evil 7 Demo: "There's More, Right?" Edition

SomTervo

Member
can someone try this? post from 4chan.

"now that I think about it thought, the phone says don't let appearance mislead you. maybe things are the same in VHS world and we just can't see it?"

"Okay, so now we just have to figure out which world is the truthful one? They should have the same layout and everything even if they don't look like they do if that's the case."

"fuse dissapears from the real world once the tape is watched fully, maybe it dissapear for us but it is there for them?"

Great idea.

Anyone tried it? I.e. take the fuse while in the VHS and get into the attic? Even though it's invisible
 

Futaba

Member
Reddit is saying someone is datamining the demo:

files can be found here: https://drive.google.com/folderview?id=0BzdH5LRTWbuwX1BFV0JtbzZGNGM&usp=drive_web I have no idea what they are though so be carefull.

They are also posting pictures: http://imgur.com/VK7BGbR & http://imgur.com/KcGmjh8.

I'm skeptic though.

Legit, I did the same after network sniffing the pkg location and unpkg, but since the unpkg tool only dumps non-encrypted stuff all you get is the related images and general pacage config, no contents from the game itself since that is all encrypted.
 
Ah, the door in the pantry likely goes downwards towards the cellar, as per my maps there is a void between accessible rooms which could very well contain the route down to the cellar, at the same time the door at the end of the hallway with the broken doorknob, from outside that section of building shows a window on the external face, in between floors, suggesting that it contains a stairway that turns either 90 degrees as it goes up or a full 180.
It's unlikely to go downwards immediately, unless of course it goes downwards in a 90/180 degree angle and the floor above repeats that for the next floor up.
In which case the pantry would just be an accessible room between the livingroom and kitchen.

Regardless, the map I had seen prior to making my own assumed that there was no space between the kitchen, livingroom and first hallway, that's incorrect, while my updated maps wont be 100% accurate (give or take a few ft here and there) it's about as accurate as we're going to get without a pc version to rip apart!

Will investigate outside a little more and see if i can find evidence of the stairways direction

Random note: i've been trying to glitch past Andre in VHS, if you hold left on both sticks and rapidly tap L3/R3 the camera twitches like crazy as if its trying to break free of the forced movement.

[Edit]
Lending credence to the theory that the cellar can be entered from the end doorway, if you listen to audio as Andre walks off, after the exact length of time it takes to walk from the bottom of the stairs to the door, you hear it open then close behind him, at which point you can pass through the invisible wall in the kitchen.
I'd imagine that Andre definitely passes through that door under his own accord, and the loud crashing noise you hear while outside of the livingroom is the sound of him being attacked in the cellar.

The maps really help piece things together, really great work. Something they have got me thinking about is that empty space between the kitchen and tv room. It seems really odd that when building a house you would choose to have a windowless room with the only entry being via a small pantry, you would most likely need to duck to get in due to the stairs too. Perhaps there's a secret door into that room? Given that the living room already has a secret door switch to access the secret passage it could be possible there's something else in that room. It makes me think of Batman Begins where Bruce plays the piano to open the batcave.
 

Neff

Member

I hadn't noticed this before and I'm pretty sold on it.

Great idea.

Anyone tried it? I.e. take the fuse while in the VHS and get into the attic? Even though it's invisible

Even if you could get the fuse in VHS, it may not work because the fusebox is in a different position on the wall. It's not even connected to the wire.

You guys are ludicrous.

You have 120 posts in this thread telling us that. We get it.
 

Niwa

Member
The maps really help piece things together, really great work. Something they have got me thinking about is that empty space between the kitchen and tv room. It seems really odd that when building a house you would choose to have a windowless room with the only entry being via a small pantry, you would most likely need to duck to get in due to the stairs too.

It's most likely the original way into the cellar.
 
Well the fusebox in the VHS is not connected at all and does not light... I think even with a fuse, those stairs won't move :(
Don't let appearances deceive you, the lady says, so I do think it's worth trying.

From what I can tell, people have only been taking information from the tape and using it in the real world. Maybe we should try more to take information from the real world and use it in the tape?
 

Mr. Desu

Member
Sitting in a restaurant and someone walks behind me and I hear someone else go "Hey Skip!"

Dad is here and I'm about to get familied irl. Wish me well, folks.
 

ZAMtendo

Obliterating everything that's not your friend
Good morning guys! I'm gonna try this next! Maybe you can somehow transfer your inventory to VHS world...
 

Fatal Error

Neo Member
not sure if it has any meaning but there is a slight light change (glitch?) on top to the house at the beginning of the Tape
https://youtu.be/QrSD8MyM8zw?t=5m15s
I think that would be the room behind near phone room that glitched, or we can get through there from the door downstair that has burnt handle, I think this door is interesting as it is the only door that is locked but not barricaded maybe it has something to do with the burnt finger.

also, door magically closes at 6:46
 
There is no button command for the fuse in vhs world though?
EmF2KX.png


However i think they key to progressing forward is in the vhs world. For example in vhs world you get this
mRu9UC.png


It's clearly interactable. My guess is you have to drop the bolt cutters in the real world so you can pick it up in vhs world. Maybe the fuse is in there?
 

BroBot

Member
So in the VHS tape, upstairs on the table there is a set of headphones. Has anyone tried saying "Welcome to the family son" into their headset while standing in front of those headphones? Haven't tried it yet.
 

Skab

Member
So in the VHS tape, upstairs on the table there is a set of headphones. Has anyone tried saying "Welcome to the family son" into their headset while standing in front of those headphones? Haven't tried it yet.

Again, I'm certain those are not headphones. They're ear muffs.
 

SomTervo

Member
It's clearly interactable. My guess is you have to drop the bolt cutters in the real world so you can pick it up in vhs world. Maybe the fuse is in there?

Not a bad idea! Don't think you can drop any items, though.

Any way to do the VHS without picking up the bolt cutters? I didn't think so...

Well the fusebox in the VHS is not connected at all and does not light... I think even with a fuse, those stairs won't move :(

I don't think you can

Even if you could get the fuse in VHS, it may not work because the fusebox is in a different position on the wall. It's not even connected to the wire.

Dagnabbit
 
Further evidence that the footage from the trailer could indeed be from the demo. Capcom said these characters won't appear in the final game right? If so, the guy being dragged by Family Man (who's also carrying "not so ghost" girl on his shoulder) is definitely the character you play as, he's wearing the same clothes...


I tried recreating the disappearing door glitch to no avail, so I'm not really sure what else I can do :/
 
Didn't Capcom say that the demo has no correlation to the main game? Pretty sure everything in that trailer is playable, we just have to figure out how.
 
^ Yes, but people were saying that while the demo itself might be unrelated the house might be featured in the final game, thus explaining the existance of possibly unused rooms.

The fact the trailer clearly shows the demo character being dragged might debunk this idea though. Unless of course the main character of the full game buys clothes at the same clothing store :p
 

Dantooine

Banned
Jeez, I've been out if this for a day... Numbers! I'm not seeing some of these numbers. Don't forget it's RE, I think things are a bit more straightforward.

When I last played it I noticed a noise coming from upstairs, like something being shifted around. Perhaps the aim is not to trigger family man by keeping him upstairs. There could also be something missed in the VHS which alters in the present, but this also applies to altering something in the present which will effect the VHS. Doesn't one of the phone calls mention not trusting memories?

One rep has confirmed it's possible to get out if the house - which technically you do when you open the door - you can clearly see outside, the swing etc. but no one else has confirmed this.

I'm thinking something timed now, the hate will flow. Well done for everyone keeping at it.
 
Didn't Capcom say that the demo has no correlation to the main game? Pretty sure everything in that trailer is playable, we just have to figure out how.

if you look at 1:40 on the trailer you walk into the tv room and the secret hatch is closed and on the table where the bloody stuff is there is a photo. not seen that in the demo.
 
I think triggering the piano will open the secret room in the attic, and that's the situation where you need the axe.
If you don't have the axe, you probably get dragged away by family man, like shown in the trailer.

If we are going with the 4 endings theory, I can see 1. going out the back door. 2.Answering the phone. 3. Dragged away by family man. 4. Fending him off with the axe, true end?
 

Ferr986

Member
P.T. trailer (not the concept but the actual trailer for the demo) wasn't also 100% the same as the actual demo. Dunno if it's worth obsessing too much onto the trailer. It may be different builds from the demo, or something.
 

Arkeband

Banned
I think the helicopter photo and "saying goodbye" are the two biggest clues we currently have toward the next ending, if there is one.

Clearly the Family Man has the house bugged. He also walks into frame in the cellar when Andre falls on you not from the ladder but from somewhere else in the cellar. So he probably has a monitoring/safe room somewhere in the house that can get to the cellar. "Are they watching us from that helicopter" might be alluding to being surveilled.

Another thing that might deal with numbers is the stopped clock in the hallway. Usually escape the room type puzzles that involve a clock make use of it. In my game the clock was stopped at 10:37. I probably should have been checking the clock after certain events to see if it ever changed times.

Just throwing my thoughts out there after playing this for a few hours last night.

edit: Had a thought, maybe helicopter = ceiling fan?
 
Is it possible to press the attic button again once the stairs have come down? Maybe there's a way to trap the old man after answering the phone, thus preventing him to grab us when we leave through the back door?
 
P.T. trailer (not the concept but the actual trailer for the demo) wasn't also 100% the same as the actual demo. Dunno if it's worth obsessing too much onto the trailer. It may be different builds from the demo, or something.

I just want this demo to have more secrets :(
Besides, are you talking about the ~55 seconds teaser for PT? Because that's pretty much identical to the final game, other than Lisa slowly turning around instead of just being there
 

Xpliskin

Member
You are gonna try that order of events people were talking about earlier?


I've tried a few and trying to work out some inconsistencies.

But following one specific order does nor get you family'd after picking up the phone, that's that.




By the way, datamining PS4 games is not (yet) possible
 

Ferr986

Member
I just want this demo to have more secrets :(
Besides, are you talking about the ~55 seconds teaser for PT? Because that's pretty much identical to the final game, other than Lisa slowly turning around instead of just being there

Hallway was different (lots of shit around). Just pointing out if there's any difference in the house between the trailer and the actual demo (didn't really examine the RE7 trailer much).
 
Usually escape the room type puzzles that involve a clock make use of it. In my game the clock was stopped at 10:37. I probably should have been checking the clock after certain events to see if it ever changed times.

Is the clock showing hours, minutes and seconds? If it is, are all six numbers individual and lower than seven? For example 12.46.53. Could that be the sequence to get the objectives finishing with the piano for the seventh?
I know that it shows the seconds on the video, but having to get and watch the vhs could may break the sequence needed. But that could be countered by being welcomed then getting the objects in the order shown in the previous playthrough.
 
Just watched someone's run and for some reason the phone call conversation where she says "you have the power to choose" keeps popping in my head...

Btw, I'm not very good - took me forever just to find the axe!

Has anyone tried to drop/discard the cutters in the draw next to where you use the lockpick/axe?
 

Neff

Member
Interesting that you can be family'd by the door with the broken doorknob...

By the way, datamining PS4 games is not (yet) possible

I have a feeling that's why the demo is only on PS4 right now. There's clearly more to it and Capcom wants to ride this viral train for as long as possible.

People repeatedly mention 'dropping' items. In the 20 or so hours I've played I don't see it possible to do this.

Yeah for those suggesting dropping who haven't played the demo, there's an option to 'discard', but since its defined by a trashcan icon, I'd say it's for consumables only, since the option itself is greyed out for key items.
 

ZAMtendo

Obliterating everything that's not your friend
People repeatedly mention 'dropping' items. In the 20 or so hours I've played I don't see it possible to do this.
 

ZAMtendo

Obliterating everything that's not your friend
Interesting that you can be family'd by the door with the broken doorknob...

I think I've been family'd there before. I've been family'd in so many different places that it's making me think it's possible to be family'd anywhere
 
Great idea.

Anyone tried it? I.e. take the fuse while in the VHS and get into the attic? Even though it's invisible

Tried that. I think we need to dial it back here. The VHS world and the Real World are the same. I say this because the VHS world directly effects the Real World. We know this because the drawer you unlock in the VHS world unlocks the drawer for the VHS world and thus you get the axe.

Going into VHS world with items doesn't do anything because you are stepping back in time.

What I still think is that the VHS World still has one more interactable we're missing which will unlock a new area. Think how moving a box or a kitchen chair may reveal a keyhole in the VHS world which means we can use the Dummy finger. I'm also very much on the side that the Dummy finger is a key and puttibf it near a piano wouldn't do anything.

I have a question though, how do you get the ghost girl to spawn? I have seen her in The first 3 locations but not after. Is there a series of events you have to do to get her to spawn?
 

ZAMtendo

Obliterating everything that's not your friend
Interesting that you can be family'd by the door with the broken doorknob...



I have a feeling that's why the demo is only on PS4 right now. There's clearly more to it and Capcom wants to ride this viral train for as long as possible.



Yeah for those suggesting dropping who haven't played the demo, there's an option to 'discard', but since its defined by a trashcan icon, I'd say it's for consumables only, since the option itself is greyed out for key items.

But are you suggesting we can drop the lock pick because it's a consumable? I have never seen the option to discard ungrey.
 
Whoa. I have gone nowhere near as deep down the rabbit hole as the good folks in this thread, but I did try the demo last night. I see a lot of potential. Despite it feeling very new, it kind of felt very familiar as well. Like playing the first Resident Evil for the first time again.

I'm excited.
 
Just watched someone's run and for some reason the phone call conversation where she says "you have the power to choose" keeps popping in my head...

Btw, I'm not very good - took me forever just to find the axe!

Has anyone tried to drop/discard the cutters in the draw next to where you use the lockpick/axe?
You can't drop/discard items.
 

Neff

Member
I think I've been family'd there before. I've been family'd in so many different places that it's making me think it's possible to be family'd anywhere

Aside from the back door, which seems to be an instant fail for attempting to leave the 'easy' way at any point in the demo regardless, the ones I know of after answering the phone are

- Between door and phone in phone room (can be avoided by wall-hugging)
- Between both sets of stairs (can be avoided by wall-hugging)
- Shelf side of kitchen table (can by avoided by going round the window side)
- Outside broken doorknob door (can be avoided by wall-hugging)
- Entrance to secret door in TV room (can be avoided by wall-hugging)

You can reset all of these to my knowledge after triggering them by watching the tape to the end and getting the key.

But are you suggesting we can drop the lock pick because it's a consumable? I have never seen the option to discard ungrey.

I don't mean like a one-time use key item, I mean like ammo and health, which I presume we'll see in the main game (or maybe later in the demo if we're lucky).

It seems to be that there's no way of letting go of key items at all.
 
Aside from the back door, which seems to be an instant fail for attempting to leave the 'easy' way at any point in the demo regardless, the ones I know of after answering the phone are

- Between door and phone in phone room (can be avoided by wall-hugging)
- Between both sets of stairs (can be avoided by wall-hugging)
- Shelf side of kitchen table (can by avoided by going round the window side)
- Outside broken doorknob door (not sure if escapable)
- Entrance to secret door in TV room (again not sure)

You can reset all of these to my knowledge after triggering them by watching the tape to the end and getting the key.
You're not supposed to escape those. That wall hugging shit is just breaking the game to avoid the family man because there isn't room for the cutscene to happen. Otherwise he would be punching you through a wall.
 

Niwa

Member
I don't think so. I'm 99.9% sure that the entrance to the cellar is the boarded-up door under the stairs, in the straw doll room.

Well rather than "I don't think so" you should say "I think so too". Because that door is the one leading to the empty space between the TV Room and the Kitchen.

So we are on the same side on this, hahaha.
 
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