I havent been keeping up with this game but are RE fans actually excited for it?
GI: What were some of the team's inspirations for this title?
He should have just answered PT.
Good lad, For me it has ruined first person games on the TV. The sense of presence Resi gives in VR is the best on offer yet.
Only way to experience this game is in VR. On the TV just is another first person game.
In more recent entries (like RE6) the risk might've not been that high all the time but still there were moments with high tensions in them that felt extremely satisfying when you had managed to clear out an area with your knowledge of the combat and weapons that you were carrying.
Everyone get's mad when people call RE7 a indie horror, outlast clone.
I get tired when people call RE4-6 run of the mill third person shooters.
Both classifications are just grossly wrong.
I'm still waiting for that mythical Call of Duty game that plays just like RE6, since everyone kept mentioning it!
Everyone get's mad when people call RE7 a indie horror, outlast clone.
I get tired when people call RE4-6 run of the mill third person shooters.
Both classifications are just grossly wrong.
Good lad, For me it has ruined first person games on the TV. The sense of presence Resi gives in VR is the best on offer yet.
Only way to experience this game is in VR. On the TV just is another first person game.
Why can't they just be honest and say it's only called Resident Evil because it will help it sell more? It's Silent Hill 4 all over again.
Why can't they just be honest and say it's only called Resident Evil because it will help it sell more? It's Silent Hill 4 all over again.
Oh wow.
-Playstation Magazine UK says if the rest of RE7 can match-up with the five hours they played of the game, we're looking at the next 10/10 game they'll be rewarding.
true, the game is trying to be old school( with a few twists) RE so much its mind blowing fans lolIgnoring the fact that this is the most like RE game we have had since RE4 would you want that mentality for RE4 and beyond. This franchise changing formulas is why it's been so successful.
Here it is (although it's not a direct quote)
http://www.neogaf.com/forum/showthread.php?p=226732694
The impressions from that press build were pretty much across the board super positive. It really just seems like a matter of whether they can keep that up for the duration of the game. I don't think Capcom have said how long it'll be. And we know that the press demo takes place around an hour or so into the game, so no one knows how it starts. So, it seems like it'll be one of the longer entries in the series.
Ignoring the fact that this is the most like RE game we have had since RE4 would you want that mentality for RE4 and beyond. This franchise changing formulas is why it's been so successful.
true, the game is trying to be old school( with a few twists) RE so much its mind blowing fans lol
Cryptic puzzles, exploration, solo play, atmospheric, unknown horrors,ammo conservation, item managment, old abandoned house/complex, etc.lets see how it turns out
The sense of exploration is so great. In the room with the VCR I found myself getting low on the floor just to see what the inside of the chimney looked like. LOL
The leak definitely has me worried.makes me think we won't be getting anywhere close to the series's standard levels of replay value.Very few enemies beyond the Bakers mixed with a very linear progression
Since I don't have a PSVR I hope the game isn't to VR-centric.
I have PSVR and I'm so scared to play this game like that haha. Are the VR and regular settings two separate modes or can I switch between them on the fly? As in use the same save file to play both styles.
we could say it was time for Capcom to try something different and they wanted to explore the series roots after all these years of going all out on action and there is nothing wrong with that, action RE wont go anywhere with Chris and co. returning in the cheesy new movie and Wesker on a little girls body.They said about 15 hours for a first time playthrough. So definitely won't be longer than say RE6, unless the player really does decide to explore every nook and cranny. So it'll be on the longer side of games like RE4. Which really was the first long RE game, not counting for skill level of the classic games. Which so long as you knew the jist of things were never longer than 10 hours really.
This just goes right back to what RE means to people. It's not like the series did one title like RE4 and then went back to horror. The series has at this point just as long been about coop, action, and what not. That at this point, that is RE to people. Regardless of factoring in roots. You also need to factor in the movies as well, which further push the action concept of the series to more casual fans. Hell when you google Resident Evil, the movies are the first thing that come up. I've been singing the same tune for awhile now. It's all RE, and no one camp is right on the 100% de fact answer on what RE is, or should mean to people.
The leak definitely has me worried. Very few enemies beyond the Bakers mixed with a very linear progression makes me think we won't be getting anywhere close to the series's standard levels of replay value.
Couple that with the combat looking pretty bland (forget the shooting, I hate how many times I've seen the player get backed into a corner and pounded on in gameplay trailers/demos) and it just doesn't seem worth grabbing Day 1, even at $45.
I'd be singing a different tune if Nioh, Horizon and Nier weren't so close as well.
As if RE1 didn't do this, either. Iterating on what has come before it how masterpieces are often made.
Wait, people are hating on this game just because it's first person???
When RE1 released there really wasn't anything to copy so this is a false statement. The only slightly comparable thing was Alone in the Dark which was very different to say the least.
Compared to RE7 where we've seen nothing not seen in plenty of other games already and so far has yet to show anything unique or original.
Can we not talk about the leaks here? Especially not without spoiler tags.
Don't ruin a game that hasn't even come out for people. Thank you.
Keep in mind the demo didn't have all the enemies listed in the files, there was no direct mention of theThe leak definitely has me worried. Very few enemies beyond the Bakers mixed with a very linear progression makes me think we won't be getting anywhere close to the series's standard levels of replay value.
Couple that with the combat looking pretty bland (forget the shooting, I hate how many times I've seen the player get backed into a corner and pounded on in gameplay trailers/demos) and it just doesn't seem worth grabbing Day 1, even at $45.
I'd be singing a different tune if Nioh, Horizon and Nier weren't so close as well.
It's not about having precision aiming , esp for resident evil 7. For me FPS games take me out the game, instead of becoming that character. I feel like I'm a pair of fists, or a floating gun.
Unless it's VR I prefer Third person for single player/action games. Multiplayer is another story.
There is good reason, straight away as seen from all gameplay videos and the demo visuals are screwed with, purposely making it hard to see and need use the flashlight. Straining to see just to play a game is not fun, and despite the series often being at night and in the dark, actually seeing has never been an issue in the RE series with clarity always being the same if in a dark alleyway or well lit room.
It's a shitty overused and frustrating mechanic in first person horror games and isn't even needed for a good atmosphere, Alien Isolation let you see fine.
It's also a totally different type of horror experience, seeing an enemy chasing you as you run and then grabbing you in third person is not the same as just knowing it is behind you somewhere and then getting a red marker or whatever.
Keep in mind the demo didn't have all the enemies listed in the files, there was no direct mention of theenemies we know are in the game from previews for example. They transcript was based off of objective triggers, so it'd only include enemies mentioned in triggers.spider, centipede, and bee
From the the files we know ofsix 'main' enemies including Jack and the like, and we know of four types of Molded. We also know from previews about the insect enemies. It's also notable the Bakers don't stay humanoid, they mutate into monsters. And there were notable things missing from the files we know about, such as said insect enemies, and some mentioned deeper in the files not in a transcript, like the ocean crustaceans and gun turrets.
I also don't know what you're meaning by linear progression. It seems like the standard "explore the place and get X crests to open the next area" of the series which makes more open bits, and we already know from previews there's optional areas, side quests, optional back-tracking to open optional areas, etc. Also randomized elements to change things between playthroughs ala RE3 according to the Capcom guy on the Game Informer preview, and we know Madhouse Mode changes at least one gameplay element on replay to go to classic RE styled saving system.
I just think it's silly to look at a list of progressive objectives with no emphasis on anything but objective triggers and think the whole game is an A to B affair even if we know otherwise. It's short sighted thinking. It's like looking at a map and seeing where you start and your destination, you ignore everything in-between the starting point and destination and judge the whole trip before going on it from that, not any of the actual travelling part or anything in-between.
There has been only one place in the in game footage where it's dark like that, which was our first look at the moulded. One dark area, with nothing else being like you described.
From all indications, there's also no marker or anything to designate an enemy off screen. You have to rely on sound for their positioning. The one exception may be the, but we haven't seen how that works and it only lasts seconds.stimulant shot
You're not wrong, but I prefer to take a "glass-half-empty" approach to this sort of thing. There could be a lot missing from the leak that we're unaware of, and the game definitely could be way less scripted and linear than what we've seen/played suggests.
But it could also be totally accurate. TheThere's still nothing that indicates the kind of variety we've grown accustomed to in the past few entries.insect enemies might not count as NPCs, but "swarm" effects more akin to stepping in fire than fighting actual creatures.
My biggest fear is that the game will prioritize setpieces and scares over rewarding core gameplay, and I think the leak goes a long way in supporting that. It's absolutely not an Outlast/Amnesia/PT clone, but I think the core DNA of the game will be more of an even split between those games and Resident Evil than RE fans are expecting.
big writes
I can pretty much disregard that Polygon dude's writing about the combat because of that first sentence. RE6's guns felt very good.
And yet 6 looks more impressive for the most part, especially the PS4 port.
They didn't. It wasn't so much the guns but the enemies; they often didn't react to your bullets, and having such poor feedback makes the combat unsatisfying. Zombies would often just disintegrate without any indication that they were already dead, you'd often keep firing without even knowing if your shots were hitting or passing right through... it was a pretty huge regression from 4, which really emphasized targeting different body parts for vastly different effects. In RE6... you mostly just shoot to set up a melee.
The whole game just felt like one long fight against a giant bullet sponge. Leon's handguns were practically worthless; you could hardly keep them filled because it took nearly a whole ammo pickup just to kill one zombie. If you like running around meleeing zombies to death for 35 hours straight, that's probably right up your alley, but I thought the guns felt pretty awful compared to 4 and even 5, where your weapons were actually an effective way to kill things on their own. So more or less, yeah gunplay and the like was "weaker", but it's always overboard how people describe it.
I haven't even mentioned the bosses, which even Capcom themselves acknowledged were tediously unresponsive slogs by shortening the kill times in the remaster. The gunplay was truly awful, like you had equipped BB guns by mistake.
It doesn't. It just absolutely doesn't. Especially if you're talking about interior spaces, which RE6 handled especially poorly. Everything looked like it was being swallowed by black crush and the assets were almost invariably low quality rushjobs when you got up close. It wasn't a game designed for looking around and taking in scenery, it was a massive 4 campaign action game with corners cut all over the place. RE7 has a big emphasis on realism and intimate detail and it shows; the difference in the amount of care seen in the environments couldn't be any clearer.
The whole game just felt like one long fight against a giant bullet sponge. Leon's handguns were practically worthless; you could hardly keep them filled because it took nearly a whole ammo pickup just to kill one zombie.
The Hydra alone is a good example.
It doesn't. It just absolutely doesn't. Especially if you're talking about interior spaces, which RE6 handled especially poorly. Everything looked like it was being swallowed by black crush and the assets were almost invariably low quality rushjobs when you got up close. It wasn't a game designed for looking around and taking in scenery, it was a massive 4 campaign action game with corners cut all over the place. RE7 has a big emphasis on realism and intimate detail and it shows; the difference in the amount of care seen in the environments couldn't be any clearer.
I'm bummed they mostly ditched the dynamic exposure from the sunlight they promised from the first few trailers for the overcast, color-graded look of the final game. Still nice and sharp, though!
We didn't play the same RE6. The reactions are there. Now I can agree that the guns themselves did feel weaker. The Hydra alone is a good example. In RE5 it felt like it had a lot of weight, in RE6 it didn't. But that was partly due to pushing the melee forward. Which is where my reaction comment is aimed at. You can easily tell when you can run up and do a contextual melee attack on the majority of the enemies.
I still say a big reason over the divide in RE6 is how people played it. If you put melee over gunplay you're gonna be in for a better time than just trying to use guns and nothing else.
I see it as
1. 6 to me looks bettter texture and such.
2. 7 looks good because it had a lot of extra added "clutter" that does however make environments look better.
Is the Steam version still getting Vive support?
Here it is (although it's not a direct quote)
-Playstation Magazine UK says if the rest of RE7 can match-up with the five hours they played of the game, we're looking at the next 10/10 game they'll be rewarding.
http://www.neogaf.com/forum/showthread.php?p=226732694
The impressions from that press build were pretty much across the board super positive. It really just seems like a matter of whether they can keep that up for the duration of the game. I don't think Capcom have said how long it'll be. And we know that the press demo takes place around an hour or so into the game, so no one knows how it starts. So, it seems like it'll be one of the longer entries in the series.