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

Mr. Desu

Member
Yeah, so, if it turns out that the phone endings are indeed different endings I'm not buying RE7. Sorry, but if you can clearly see thousands of people struggling online because you strung them along, thinking there's something to find and you refused to give a hint, you've literally wasted time.

Sure, it's a game, but at least everything else we play we can finish or progress in.
 

Venom Fox

Banned
Yeah, so, if it turns out that the phone endings are indeed different endings I'm not buying RE7. Sorry, but if you can clearly see thousands of people struggling online because you strung them along, thinking there's something to find and you refused to give a hint, you've literally wasted time.

Sure, it's a game, but at least everything else we play we can finish or progress in.
You'd be perfect in my new thread! I'm wanting opinions on how Capcom messed up / or didn't mess up.
 
Has anyone tried completing the VHS tape 7 times in one playthrough?

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kc44135

Member
Yeah, so, if it turns out that the phone endings are indeed different endings I'm not buying RE7. Sorry, but if you can clearly see thousands of people struggling online because you strung them along, thinking there's something to find and you refused to give a hint, you've literally wasted time.

Sure, it's a game, but at least everything else we play we can finish or progress in.

Yeah, I totally agree. This is complete BS on Capcom's part.
 

Moofers

Member
Why are people saying we're done here? We got a picture of a Facebook chat and everybody is convinced that's it? We got no confirmation that's even legit, right? Why would they even be responding to a chat on there?

Nah, son. I'm not believing it.
 

Jawmuncher

Member
Why are people saying we're done here? We got a picture of a Facebook chat and everybody is convinced that's it? We got no confirmation that's even legit, right? Why would they even be responding to a chat on there?

Nah, son. I'm not believing it.

It is possible it could be fake. You could make a Facebook profile that looks the same.
 
Why are people saying we're done here? We got a picture of a Facebook chat and everybody is convinced that's it? We got no confirmation that's even legit, right? Why would they even be responding to a chat on there?

Nah, son. I'm not believing it.

We're all exhausted and this just reassures what has been eating at us for days

I'll still be here if anything comes out though that maybe there is some more.
 

Ludens

Banned
I'm telling you since the release of this demo, this is not PT, just a lazy and poorly designed demo, and Capcom is playing on going viral with YouTube, social media etc. by telling nothing about it, because there's nothing to say really. I also told devs consider even a different line of dialogue as an additional ending, they did it with Heavy Rain, Dragon Age, Witcher so yeah, you got 4 endings.
 
I've packed it up because this is simply ridiculous at this point. If there was anything, someone would have found it by now, and if there is still something hidden away in this demo, then they made it way too fucking obscure to the point of aggravation. It'd be different if the demo contained more possible things to do in it, but there is so little to actually interact with that I feel like we have just been banging our head against the same wall for days. That's not fun, and it hasn't raised my hype or anything. I had originally hoped that maybe if there was some "true" ending, we'd unlock a real full trailer for the actual game. At this point, I don't think there is, and with capcom being coy about it, that has just made me pissed at them for leading us on.
 

Dusk Golem

A 21st Century Rockefeller
I'm telling you since the release of this demo, this is not PT, just a lazy and poorly designed demo, and Capcom is playing on going viral with YouTube, social media etc. by telling nothing about the it, because there's nothing to say really. I also told devs consider even a different line of dialogue as an additional ending, they did it with Heavy Rain, Dragon Age, Witcher so yeah, you got 4 endings.

I wholeheartedly disagree, but I also liked the demo my first run before I knew there was anything more.

>But I also think P.T. is overrated and reminded me of a few indie horror games I played around when it came out, so is what it is. I actually think RE7 stands to be a bit more unique in the horror market, though I will agree that P.T. was scarier, but I don't measure my fully enjoyment on a horror game of how 'scary' it is, but I found it less interesting and maybe not as creative outside of the mystery element solved quickly due to eating this genre right up.
 

kc44135

Member
I'm telling you since the release of this demo, this is not PT, just a lazy and poorly designed demo, and Capcom is playing on going viral with YouTube, social media etc. by telling nothing about the it, because there's nothing to say really. I also told devs consider even a different line of dialogue as an additional ending, they did it with Heavy Rain, Dragon Age, Witcher so yeah, you got 4 endings.

Yeah, that wasn't as cool or as exciting as the finger, tho. :(
 

Moofers

Member
I still think that fathers day on Sunday will unlock something.

I refuse to believe that is it.

I set my PS4's clock on 6/19 already and didn't see anything different. The 4th mannequin, the secret room, and the idea of the 7 World States has me thinking there's more to find. I'm not giving up hope.
 

brau

Member
I set my PS4's clock on 6/19 already and didn't see anything different. The 4th mannequin, the secret room, and the idea of the 7 World States has me thinking there's more to find. I'm not giving up hope.

Maybe Sunday we get the "Familied Patch" that unlocks the truth.
 

Permanently A

Junior Member
So after pretty much playing a solid 8 hours a day since it's release (Yey wasted vacation!) I figure I'd do a little write-up for everyone interested and for the masses that every day seem to be suggesting things to help out or possibly solve stuff, despite them already being explored in depth, so let's start:

Things you CAN NOT do:
  • Drop, Scrap or otherwise dispose of any item once it's picked up.
  • Access any of the following items in the VHS recording: Dummy finger, Bolt cutter, VHS tape, Axe, Fuse, or Back door key.
  • Access the following items while in present time: Lockpick.
  • Destroy or interact with the group of three Mannequin's on the second floor
  • Interact in any meaningful way with any Mannequin, static or movable/destructible.
  • Interact with the headphones on the second floor during the VHS recording.
  • Access the headphones while in present time.
  • Use the fusebox at all in the VHS recording (The box is moved to the left, disconnected from power).
  • Move said fusebox in the VHS recording.
  • Reliably see the ghost in a particular spot every time.
  • Obtain the fuse if you complete the VHS recording fully.
    (You can however exit after unlocking the drawer, and access the Axe, the fuse will also still be there but you cannot obtain the back door key without completing the recording)
  • Interact with the sink in the VHS recording
  • Interact more than once with: Sink, Cooking pot, Secret door release handle, Fusebox.
  • Keep the Lockpick within the same VHS playback after unlocking the locked drawer.


Engine notes:
1) Exiting the phone room without being attacked is a glitch, any approach you take that uses this will not yield any new results.
2) The dark markings on the far wall of the phone room are a result of overlapping faces in the UVW lightmap, not a secret code of solution, evidenced by the fact the black marks appear on the side faces of the vertical beams too.
3) Some walls not displaying damage decals or allowing dynamic objects to clip through (Pantry) aren't a sign of potential routes or hidden doorways, these are just geometry issues and blocking volume mixups.
4) Items disappearing when pushed about is an engine glitch, the house is built up from different sections each with different volumes, objects placed or spawned within one volume will only show while still in their parent volume, this leads to situations where the object will vanish from view along with it's collision if you switch volume along with the object, this is 100% an engine issue and not a solution.
5) When moving between volumes (as mentioned above), especially on the first-load of the map, you will occasionally encounter a situation where certain elements of the map do not load in, we've seen this as glitches in a few videos, as follows:
Japanese uploader who opened the back door but doesn't get attacked - Engine failed to trigger the sequence of turning you around and showing the father model attacking you.
Loft door missing - I've had this happen on the phone room door and seen multiple videos of the other loft door being missing, this is again just the engine having a hickup and failing to load the asset.
6) Clicks - This has been assumed to be a part of the soundtrack, and for the most part it is, but also some light sources play the asset when spawning in too, coming down from the loft you will notice in the corner to the left of the mannequins a triangle of light that flicks on, along with the associated click when you switch zones (also evidenced by the engine fading between one zones post processing configuration and the next zones (color shifts, brightness, saturation, etc).
Unfortunately the clicks have nothing to do with any sort of solution.
7) Voices when listening only to voice track "Breathing", the low pitch voices heard over the players breathing were rumored to only occur when stood by the headphones, leading many to think it was coming from them, however it's just unintended audio captured while recording the breathing, likely direction being given to the VA
8) A range of canned sound effect loops are played on various triggers, sounds of drawers sliding open, locks being used, doors opening and slamming, walking, etc, some are ambient and some are attached to timed triggers, such as the sound of a doorway opening triggering as you move down the stairs from second floor to ground floor, these are ambient and not intended to indicate that your actions have caused something.
9) The chase - If you run after family man when you see him walk past the livingroom doorway, you will note that he disappeared, however if you continue to chase and run towards the back door, you'll notice tuns being knocked over and/or chairs pushed out of the way, this is done as the game assumes that once you have obtained the back door key the first thing you would want to do is run to the back door and get out - this is also why the mannequin only spawns as you exit the kitchen running to the back door, when you have obtained the key.
10) Attacked - After using the phone the game waits for you to be in an area with enough room to spawn in family man and enough space to play back the attack animation, if you leave the room with your back to the wall and walk to the second floor, walking directly through the middle of the room allows for enough space, thus you will be attacked, equally walking through the kitchen, livingroom or in the center of the area by the front door will get you attacked when facing in a direction that allows enough room for the spawn-in, the only way to prevent this is to make it back to the livingroom at watch the VHS tape, this works because when entering the VHS tape all character entity triggers are reset and only key-item flags are retained, such as 'have fuse?' 'fuse used?' 'Stair switch used?' 'Phone used?' hence why no matter how many times you watch the tape, if you have escaped the phone room after using the phone, you will only ever hear a tone - This means that you can only ever hear one voice message per play through as the game intends for you to die and trigger the end of the demo if you use the phone.
Likewise, the status of 'end demo' is flagged if you try to exit the back door, where family man will spawn in regardless of any other flags or phone use, this nearly ties up the situation where in the current game build only has two possible outcomes - Attacked while leaving the back door, or attacked after answering the phone.

Extensive mapping of game area
Cellar (Present)
Cellar (VHS)
Ground floor (Present)
Ground floor (VHS)
Second floor (Present)
Second floor (VHS)
Loft (Present)

Separated Present time from VHS playback since there are minor differences to obstacles and movable items (eg, the chairs and crates are missing in the VHS playback and other such stuff), also changes to interactive objects are noted.
Got a few fiddly bits to add such as the spawn locations for baby toy, and hallway doll when triggers are active but overall should be fairly complete.


Ghosts
This ones a bit touchy, the one thing nobody has been able to accomplish yet is to have all 7 ghost sightings occur in a single play of the tape, the best I have had is 4 (porch, first hallway, stairs, ladders), playing through countless times the sightings seem odd, I initially thought it would be linked to the players position, then the position of the AI characters (When they're not looking in the direction of where the ghost appears).
But it's seemingly a combination of both, for example the porch ghost appears as pete and andre are looking at the back door, the second just after pete says "what's that?" and turns back around as andre says "Nothing", the third occurs in the window behind the sink when both pete and andre are looking at other portions of the room, the fourth, late in the kitchen i've not been able to trigger.
The fifth occurs when pete is midway between the bottom of the stairs and the doorway, and the sixth occurs just after peter stops shining his light into the pantry, the seventh and final sighting occurs after pete asks you to go first and is busy looking down the hole into the cellar.

In all instances the ghost appears after a clean obstruction between you and the ghost is moved (turning around and bringing the ghost into view, or adjusting location so that the position the ghost is in, is no longer obscured by another object). I've been able to get the stairway and first hallway ghosts to spawn fairly reliably, but the other 5 are somewhat temperamental and sometimes spawn or don't spawn when the conditions, timing and locations are virtually identical.

Multiple videos of each ghost need to be analysed and a solid pattern of sightings mapped out in order to see all 7, but I suspect that ultimately even when all 7 are finally seen in one shot, that it won't really change anything - Partly because you already see Andre dead against the pipe before you descend the ladders and see the final ghost, so Andre's death will not be effected by whatever, if anything, results from finding all 7 in one run.


Tested methods
The following arrangements have been tried and tested, only difference has been the message on the phone, Only texted 'endgame' solutions, so using the backdoor once obtaining the key, or answering the phone.

Cycle 1 --
Fuse > Fusebox > Stairs > Phone
Fuse > Fusebox > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Stairs > Phone

Cycle 2 --
Fuse > Fusebox > Bolt cutter > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Stairs > Phone

Cycle 3 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Stairs > Phone

Cycle 4 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Finger > Stairs > Phone

Cycle 5 --
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Back door

None of the above yielded any notable change conducive with progressing further, so i'm inclined to assume that the order in which the items are used doesn't make a major difference beyond obvious ones such as limitations (must use fuse to access phone, must use bolt cutter to access tape, must complete tape to use key, etc).
I've tried many other situations such as waiting to use the fusebox until later on, or waiting to use the fusebox and get the finger and so on, still no difference.


Item viewer and why it has nothing to do with a solution
Simply put, the only interaction we have is rotate, no zoom, no physical interaction, and when in the item viewer the item viewer contents are overlaid over the game world as a separate plane, evidenced by walking right up to a wall and viewing your bolt cutter - there is no clipping to surrounding geometry.
Additionally the inventory box allows you to assign items to quick select (dpad) however the only item that can be used from quick select is the axe, all other items show darkened, even if you assign the lockpick to a quick item direction and press that direction in front of the locked drawer, it does not use it, quick item selection is therefor intended only for weapons, or not complete.
Likewise, "Use" and "Discard" options are inoperable at any point, the engine relies on an interaction point in order to call up your item list to pick an item to use, manually calling up the item list to attempt to use one does not work even when contextually near an object that CAN be used with the item, thus the only way to use the finger would be to find a location that asks you to press X and call up your item list, then select the finger.

Summary
And with that, I'm pretty much certain that we have exhausted the current potential in the software as it currently sits, my assumption is that if there is indeed any more to this, they are likely going to push it in a future update, likely coinciding with the PC or Xbox demo release as so not to spoil the experience for those users with extensive coverage of solutions already all over the internet. Assuming they even plan on allowing further exploration, that is.

The combination of there being no further progression aside from glitches in the past few days, with the obvious limitations of the item management, and the fact thousands of people have spent days going over the game with a fine toothcomb and not come up with any other items or interaction points tells me that the game, as it sits on our drives right now, has nothing left to give, and only and update from Capcom will change that (Sorry to be the bearer of bad news to all of you hoping to discover more).

Last but not least on the topic of Capcom, in the few interactions with us regarding the demo, they have been purposely vauge and given answers that only really suggest there is more to the game if that's what you want to take from it, otherwise they could easily be dismissed as 'stating the obvious' the Capcom email stating 'you just have to get out by a door or window' this is stating the obvious, they do not state whether or not getting out of the house to freedom or getting out and being caught by family man has any distinction.
Equally many of the 'hints' given by Capcom either turn out to be misunderstandings or flat out fabrications, too., and with the game explicitly stating that no support for the title is available, it's a tough call.
As such I am forced to assume that the only reason they are not coming forward with any solid, reliable statement regarding peoples progression is because doing so would put an end to the free buzz and PR of thousands of people endlessly searching, streaming and talking about the game, and putting an end to that free advertising with a clear statement is just setting fire to money for them.

Ultimately, I think we're basically done with the demo as it sits, I likely won't be booting it again aside from making amendments/updates to my maps or if I see the demo has received an update at which point it'll be worth investigating to find what they changed.
Sorry if it's a downer for people, just felt I should get it off my chest seeing as I have spent a mountain of time on this. To everyone that will continue onward regardless in the hopes of finding something, good luck to you! I'd love to be proven wrong.

Tag worthy.
 
Why are people saying we're done here? We got a picture of a Facebook chat and everybody is convinced that's it? We got no confirmation that's even legit, right? Why would they even be responding to a chat on there?

Nah, son. I'm not believing it.
Perhaps, but the reality is that we've made no progress since the first day. We found glitches and formed theories and so on, but we're still no further than we were on Monday. We still don't know if the axe does anything else. We still don't know of a use for the finger.

Even if the image is fake, it's probably a good time to step away. Better to put the ball squarely back in Capcom's court than to keep banging our heads against the wall.
 

kc44135

Member
Yeah, I'm think I'm done with this now, guys. I will say that this has been the most fun I've had on GAF (or any other forum ever), for what that's worth.
 

Imbarkus

As Sartre noted in his contemplation on Hell in No Exit, the true horror is other members.
Guys.. pack it up...

http://www.noelshack.com/2016-24-1466183639-capture-d-ecran-2016-06-17-19-03-18.png

"The 3 different calls are different endings"

emma-stone-no-no-no-no-no-gif-bgod.gif


Why does the icon for the demo show the door open a crack? Because we're supposed to give up on getting out? Nah...

Listen, Kojima wanted to make P.T. so it would take weeks to be solved. Yet it was toppled in a few hours, and that was some obscure stuff.

There's more to this, I keep hearing clicks when I do certain things... there's things going on here we haven't yet mapped or uncovered. It's just made to be near-impossible to solve because otherwise, we would have done it in a day.

I mean, what about that guy that was hinting you'd actually find the exit on the second floor...
 

a harpy

Member
What sucks is that if there is nothing else to this demo, it's just simply not a very good demo. It doesn't really do anything particularly interesting, isn't particularly scary, and doesn't even look very good (although we know this is because it's a VR title, so I'm willing to give the pass on that.)

If that's all this demo is, I really hope Capcom doesn't think being VR alone will make RE7 special.

But let's not pretend it's Capcom's fault that FingerGaf ran away into the wind with the possibilities of this demo. We wanted to believe in something that wasn't true.
 

Imbarkus

As Sartre noted in his contemplation on Hell in No Exit, the true horror is other members.
One of the ways I've been able to semi-reliably trigger the "click" sound effect is standing still in certain areas, on the second floor by the desk, for example.

I disagree with the big post's assertion of the nature of the clicks. There's soemthing more to the clicks.
 

kogasu

Member
The thing is, there may be more... who knows, but I think we've pretty much run out of conceivable methods to try at this point. The only things left really are methods like the end of PT where you walk 10 steps, do this and that and there haven't really been any indicators that such a method would even work or exists in the game. There would be too many variables to even think about trying. On top of that, how do we know that at some point, they're aren't going to like silently patch in RE Ambassador connection or something. Could be the missing piece but that's something we can't really do anything about.

I think maybe we could just wait for Capcom to officially say something. Assuming they'll eventually say something...
 

gafneo

Banned
This is what I got from google translation.

all made Benedict, each message is a different end. There are therefore 4 possible endings.

.......

So there are 4 message endings or 3 messages and one meet the fam at the door ending?
There might be a 4th dialogue message on the phone we didn't get.
 
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