*starts rubbing hands*HBAO+
Literally my favourite PC graphical feature.
*starts rubbing hands*HBAO+
The best thing for me is "all that stupid shit" is still canon in this universe. So might not be here for this game, but it still happened.
I don't need to quote articles for the puzzles because there is a video already showing that you rotate 3D objects to match the shadow on the wall. Then again, that's not really a puzzle, you're just hoping something eventually happens. It's similar to this dumb puzzle. Both games involve holding the object in front of you, rotating them to "fit". The older RE had puzzles with actual environment interaction like moving a statue or using mathematical skills to adjust dials or some machine numerical capacity to reach a certain number.
And we don't yet know that the Bakers are the Nemesis/Lisa Trevor. Besides, in Resident Evil 3 you could actually kill Nemesis during regular gameplay. In Resident Evil 2 you could kill Mr. X during regular gameplay (albeit, super difficult to) and in REmake you killed Lisa Trevor as the story permitted. RE7? NOPE! Can't kill the Bakers because plot armour.
As someone who thinks that RE4 is among the best games of all time, RE7 hasn't managed to get me interested in it at all so far.
What are the best videos or trailers which portray what the game is about? So far all I think of is stuff like Alien: Isolation from what I saw. Which is absolutely nothing I'd like to see from a RE game.
Let's look at this article from just 4 months ago, around the time when the trailers for the game were releasing.
Let's look at another article here, describing one of the VHS segments.
Still not convinced somehow? Let's look at one from just 2 weeks ago.
I guess these are all utterly false descriptions of the game, though.
The best thing for me is "all that stupid shit" is still canon in this universe. So might not be here for this game, but it still happened.
As a fan of both classic and action RE, I gotta say no, it's not looking good at all IMO. From what I've played, and from what I know of the final game thanks to the previews, the game looks completely unappealing to me.
The look and feel of the game are so different from every other game on the franchise that it seems like it happens in a completely diffrent universe, which I hate. The gameplay feels like shit (painfully slow slow movement speed, awful gunplay, etc) and the new style is boring and derivative AF (at least with RE4 they tried something new and different)
RE is my favorite videogame franchise, but I really don't want to see it heading in this direction, so RE7 is gonna be the first mainline game I skip (vote with your wallet and all that)
It's ok though, I still have high hopes for the RE2 Remake, and I also think we'll see more action RE in the future (a stand alone Mercs+Raid game would be amazing) so I'm not too worried (yet)
Why did you take issue with me calling it a "modern horror game?" You seem to attach your own opinion on what that means, I never said anything about it being a "walking simulator." Y'all need to stop with the whole "It's classic RE but just in a different perspective!" It's not.It's a modernized version of classic "old" Resident Evil and has nothing to do with modern walking simulators, unless you judge it solely on the fact that it has a different POV now. RE7 takes the only advantage of said titles (potentially bigger immersion) and for the first time uses it for a AAA real survival horror game.
It is, it's actually part of the reason why I think RE7 might do better in sales than some think. It is the first big PSVR title and full-fledged game designed will full VR support at launch. It's also the first really big game to come out for PSVR, and as PSVR has been a success (apparently it's sold over 500,000 units in Japan alone, and getting into the millions worldwide), RE7 is probably going to benefit a lot from being in the right place at the right time.
The best thing for me is "all that stupid shit" is still canon in this universe. So might not be here for this game, but it still happened.
Why did you take issue with me calling it a "modern horror game?" You seem to attach your own opinion on what that means, I never said anything about it being a "walking simulator." Y'all need to stop with the whole "It's classic RE but just in a different perspective!" It's not.
Yeah, the gunplay in the classic RE games was nothing to write home about, but it never bothered me. Probably because the expectations are completely different when it comes to a first person game. Maybe the final game will be better, but the (little) gunplay present in the RE7 demo felt like complete shit.Are you sure you are a fan of classic RE's? Classic RE's had tank controls and the gunplay is nothing to write home about either.
Seriously.Why did you take issue with me calling it a "modern horror game?" You seem to attach your own opinion on what that means, I never said anything about it being a "walking simulator." Y'all need to stop with the whole "It's classic RE but just in a different perspective!" It's not.
Does it? Jake going toe to toe melee with the Ustanak isn't canon, but done for gameplay and cool factor. Becca and Billy didn't actually go to the Raccoon City lab, despite visiting there in RE0. There was one missile to the city, not multiple like in Outbreak. Stuff happens in gameplay and even cutscenes that doesn't stick when all is said and done.
It's a lot closer to the classic style than any modern horror game and the past few RE titles, so no, people don't have to stop.
Why did you take issue with me calling it a "modern horror game?" You seem to attach your own opinion on what that means, I never said anything about it being a "walking simulator." Y'all need to stop with the whole "It's classic RE but just in a different perspective!" It's not.
Yeah, the gunplay in the classic RE games was nothing to write home about, but it never bothered me. Probably because the expectations are completely different when it comes to a first person game. Maybe the final game will be better, but the (little) gunplay present in the RE7 demo felt like complete shit.
The movement in the classic RE game has always felt great to me (tank controls FTW) The movement in the RE7 demo, on the other hand, feels unresponsive and slow as fuck (and again, the expectations are not the same for a first person game)
Demo is 90% walking simulator, we've been promised that is not the case for the final game.You played the demo and you don't know if you like it or not?
This is strange, movement felt exactly like a classic RE game to me, slow, sluggish but accurate. All the way to a "turn back" action and not so fast run! Even the tank control is still there, but I guess that's every FPS ever! ;pThe movement in the classic RE game has always felt great to me (tank controls FTW) The movement in the RE7 demo, on the other hand, feels unresponsive and slow as fuck (and again, the expectations are not the same for a first person game)
AFAIK there's no way to change the movement speed in the demo, sluggish and unresponsive is the only available setting. You can change the aim sensitivity, but the gunplay feels like shit no matter what.Felt fine to me, maybe adjust the turning sensitivity in the options a little but its far from unresponsive. Its not COD, so the slower speed is more deliberate, just like how the tank controls in the original games were slow and a little clunky.
I love the original games and didn't have a problem with the controls either but they are still slow and clunky.
I'm pretty sure you can strafe in RE7 (thank god, because tank controls would feel awful on a first person game)This is strange, movement felt exactly like a classic RE game to me, slow, sluggish but accurate. All the way to a "turn back" action and not so fast run! Even the tank control is still there, but I guess that's every FPS ever! ;p
Looks like a good game but not like Resident Evil
AFAIK there's no way to change the movement speed in the demo, sluggish and unresponsive is the only available setting. You can change the aim sensitivity, but the gunplay feels like shit no matter what.
By far the best experience I have had with VR and absolutely incredible in its own right.
RE is the return of the franchise for me.
AFAIK there's no way to change the movement speed in the demo, sluggish and unresponsive is the only available setting. You can change the aim sensitivity, but the gunplay feels like shit no matter what.
The classic games never felt unresponsive or clunky, in fact, they are still a joy to play (and tank controls will never not be perfect for fixed camera angles)
I'm pretty sure you can strafe in RE7 (thank god, because tank controls would feel awful on a first person game)
That's the problem.
It's a game built directly after the success of first person horror games and focused for VR experience/Youtubers reaction videos.
None of this things existed when classic RE kicked asses back in the day. So NO. It's not a return of the franchise in any case, it took another very different course "with classic elements of the series" of which I am not interested at all. Because is not classic RE.
Amnesia, Outlast and RE7 are all first person horror games that focus on a single protagonist "trapped" inside their environment. Amnesia popularised the whole running around in first person running into trigger box scares every 10 seconds to artificially build a hollow atmosphere, in other words no matter how many times you play the game or how you feel, those jump scares will always play.
It also included a generic monster that you're forced to run away from and and hide from. No combat. The "puzzles" the game had largely involved holding an object in 3D and moving it around until something happens since the way the game's framework is there isn't much logic to be had on the player's side since the game limits the amount of possibilities due to the restrictions of said puzzle.
You've listed a bunch of things that were in some or all of the previous Resident Evil games. What the heck is 'forced walking' anyways? You can run in RE7, just as you can in the other games. The environment seems to open up very much the same way it did in the original game, rather than being something linear like Outlast.Outlast... pretty much the same thing, forced walking, going into some spooky place getting trapped, forced to run, generic enemies saying random crap to you, trigger box scripted scares. Shoving NPC faces in front of the player cam to get dem YouTube reaction views up, instead of building atmosphere, a sense of dread and doom and isolation (ala old Silent Hills (heh, get it?)) it's lazier, cheaper and easier just to shove some models in front of the camera and play a loud noise.
RE7 again pretty much the same thing, just tweaked a bit to make sure it all happens with VR! Forced walking, scripted triggerbox scares, shoving models in front of the player camera, rotating 3D objects until something happens, all in first person of course. Also you're playing as a literal faceless character like in Amnesia and Outlast. Also, you're forced to run away from spooky scary generic monsters saying random crap to you and you have to hide from them. Yes that is a mechanic in the game, hiding, straight from the mouth of Capcom.
So in fact all three games are very similar, just portrayed under different graphics.
Tanks can strafe too, so could you in a lot of games with tank control(see classic Tomb Raider). Strafing doesn't negate the tank controllness of the game. ;pI'm pretty sure you can strafe in RE7 (thank god, because tank controls would feel awful on a first person game)
When was Jake going against Ustanak non-canon?
Plus a lot of the smaller things such a chris punching a boulder aren't worth going out of their way to retcon.
Think Newsbot said in the past that Jake doesn't actually have that strength, but done that way for a fun fight.which it was
Demo is 90% walking simulator, we've been promised that is not the case for the final game.
The RE7 demo is a walking simulator?
I've officially lost sight of what is and isn't a walking simulator.
PC Demo goes live on the 19th. All they've shown is the PC options, courtesy of wbacon:
Graphics Options:
Screen Resolution self-explanatory here, but the game will list arbitrary resolutions supported by your monitor and Windows desktop environment.
Refresh Rate adjustable to frequencies supported by your monitor. Also supports 144Hz high refresh monitors including Nvidia G-Sync.
Display Mode Full screen, Windowed, and Borderless Window modes are supported
Field of View FOV angle can be adjusted here
Frame Rate supports 30, 60, and Variable (uncapped)
V-Sync ON/OFF
Rendering Method Two options available - Normal and Interlaced
Resolution Scaling controls the games internal rendering resolution. This is akin to upscaling and downsampling of the final video output. Selectable option ranges from 0.5X to 2.0X. 1.0X is 100% 1:1 native output. The higher the number, the better the image quality and more GPU oomph required, while lowering it below 1.0 makes the image softer (but also reduces GPU overhead and increases frame rate).
Texture Quality option ranges from Very Low to Very High. Higher quality requires additional local video memory.
Texture Filtering option ranges from Very Low to Very High. Internally, this is essentially your Trilinear to Anisotropic filter that goes all the way up to 16X.
Mesh Quality option ranges between Low to Very High. This option also affects Level-of-Detail (LOD) quality.
Anti-Aliasing Selectable options include FXAA, TAA, FXAA+TAA, and SMAA.
Motion Blur ON/OFF toggle
Effects Rendering Selectable between Low, Medium and High. This controls the intensity and density of certain visual effects.
Depth of Field ON/OFF toggle
Shadow Quality option ranges from Very Low to Very High.
Dynamic Shadows ON/OFF toggle
Shadow Cache ON/OFF toggle. When set to ON, shadows for static objects will be cached in video memory.
Ambient Occlusion Selectable options include OFF, SSAO (Variable), SSAO, and HBAO+. Note HBAO+[www.geforce.com] is an Nvidia-specific feature.
Bloom Effect ON/OFF toggle
Lens Flare ON/OFF toggle
Volumetric Lighting Quality Selectable between OFF, Low, and High. This option controls intensity and quality of dynamic lighting including light shafts piercing through window panes and vents.
Reflections Selectable between ON, OFF, and Variable. Affects fidelity and quality of screen-space reflections.
Subsurface Scattering ON/OFF toggle
Chromatic Aberration ON/OFF toggle
Color Space Selectable between SRGB and BT.709
---
And they claim that's just the graphics options, much more PC exclusive options for the game as well we'll see when the demo hits on the 19th, as they'll all be in the demo.
What the fuck does walking simulator even mean? Is that term referring to games like Outlast and Amnesia? Even if it does that doesn't make any sense.
As someone who was pretty lukewarm on the demo, reading this thread is getting me pretty excited despite not liking any of the recent trailers.
But the over the shoulder view and the melee brawler switch ups were not? That just seems like a very shallow take on what makes a game the game it is.
As for the mood, it's like a hybrid of RE1 and REmake. The camp is there, though we've only seen it evidenced in the Baker dialogue and Ethan's quips. Instead of of Romero zombie films, Die Hard, The Rock, and Black Hawk Down, this game is taking inspirations from The Evil Dead and The Texas Chainsaw Massacre. We haven't seen much of the other NPCs, including returning cast, to gauge how things will match them.
The OP quite clearly doesn't want to know any of this stuff
Yes, OP it's looking fantastic. It's looking like the closest to 1,2,3 and 4 we've had since (although i think Revelations 2 is pretty damn good, personally).
What you're saying is true of the Resi 7 demo. Not the whole game.
Evidently the whole game has loads of weapons, puzzles, more obvious enemies and a labyrinthine adventure like the early games. The perspective does not a game make.
The DEMO was like PT because it was a very short proof of concept, going for atmosphere over gameplay mechanics.
Why people base an entire game on a tailor-made demo is beyond me