Jawmuncher
Member
They're going to go with a huge reveal about just who Ethan is.
I hope. Capcom has one chance to redeem that guy in my eyes. Going from the datamine, his face isn't looking like any big Revelation ATM.
They're going to go with a huge reveal about just who Ethan is.
The ship is as high as it is for me becuase apart from the main house it has the best, most fleshed out, level design. The atmosphere is pretty good too. But visually it lacks identity for all the parts of the ship and the lack of enemy variety hurts it.
The ship and even mines would have benefitted from new enemies ,especially cause no more unique enemies stalking you. I think RE8 is going to knock it completely out of the park with locations, boss battles, and puzzles. Could be wrong but just a feeling this was but a taste.
It could also go RE5-6 route. It seems capcom learned all the wrong lessons move from RE4... so it could go either way.
The main two being the final Jack fight and Kids room.
The old lady being Evie the whole time I figured out pretty early in the game since none of the other family members ever mention a mother or grandmother.
I don't remember anything significant happening in the kids room besides finding the Happy Birthday tape.
Ok so I've played RE7 almost 3 times to completion and currently on a 4th play through with unlimited ammo. I honestly love the game, but here is a list of some things I hope to see improved upon with RE8 and ways I think encounters or scenarios could have been a bit better. Please notes, I'm not a developer of games nor do I have the talent to make my own awesome video game, that said I'm not here to put down any of the hard work done on RE7, as it's quality shines in all aspects.
Resident Evil 7 starts with a bang and the tension keeps up throughout. The early moments are loved by many but the later half seems to be a mixed bag.
The Bakers - They seem to be a very huge part and aspect that makes the game so damn creepy and enthralling. Especially early on. Them chasing you, or popping up, before eventually confronting them was an excellent idea and one I'd love to see used again. The fact that Lucas wasn't encountered or chasing you at any point was a bit of a bummer. The fact that the later half of the game removes this completely is also a shame. I'm not saying it should have been constant and through the entire game duration, but having breaks, and come and go moments would have done wonders on tension.
Boss battles - These were fairly great to experience the first time. Exciting. Even the first fight has two ways of handling the encounter. The second fight has a similar interesting gimmick to fighting it. Afterwards, the fights loose the gimmicks. Marg had a great boss battle and location, but there was not special way of handling it or getting a helping hand like there was with the chainsaw and the car. Baker 3rd fight, same thing, nothing that really stuck out as being a optional thing to enable in the battle. Which is a shame as the first two really felt a bit dynamic in that sense. The final boss is mostly an interactive experience, which I don't mind but wish it was a bit more flashy then. Perhaps have Eve chase you through the house in that format, destroying walls, pushing Ethan around, until finally blowing him out of the house and into the final sequence. As is, it's a visual amazing moment but very lacking in giving the player any sense of actual accomplishment.
Locations and enemies - The starting location and creepy, add into it the puzzles and key finding aspects, this places reeked of reminding me of the older RE games. Once hitting the secondary main location, the ship, this takes a different turn as it becomes more action based. At this point there is no longer any enemy giving chase and honestly no new enemies. It becomes more of a shooter and survival in ammo versus scares. The scares still come as now your dealing with way more molded at a time, but you do have the fire power to stop them mostly. The level design is still fairly good with needing to find a way to get the elevator working and it all comes back around, but the ship is a bit lacking in atmosphere and the lack of any new enemies or chasing characters seem to hurt this section more then anything. The reveal of story and more beats is very welcome though. Then we come to the final location, the mines, where the design of the location become extremely linear. There is no way to get lost, nothing to truly solve, and it's literally a point A to B affair. With tons of enemies to fight, the only interesting element moment really comes from pushing a cart through a barrier and finding the lab which drops a TON of story all in one deliver moment. To make matters worse, once you get to the end of the mines, you get a map for it. Why? No idea. This all ties back into the original house that has some more interesting story beats and the final and that's it.
Overall, I highly have enjoyed my time with RE7, it's a return to more horror form and I feel they did an amazing job. For a sequel, I'd love to see more variation in enemies, perhaps just a bit more to the puzzles, and maybe a tinge of a bigger scope. Nothing huge, but imagine if the game started somewhere similar to the Bakers and just when you thought it was over, you came upon Dulvey, the town itself, leading to a whole new area with perhaps new enemies.
Once again, bravo on a well done game, from level design to monster designs, game play, visuals, and that audio atmosphere! Capcom put more effort back into making the franchise scary again, if even keeping some elements of action in play. Looking forward to the season pass content and the new free DLC in Spring.
I only didn't care for the mines. I thought everything else was fantastic. It didn't ever dip in quality for me.
What I want to know is where the fuck is Aunt Rhody
You're contradicting yourself bro
I only didn't care for the mines. I thought everything else was fantastic. It didn't ever dip in quality for me. Mines were too short for me to care that it wasn't great.
One thing I never used was the toy handgun. I must have missed a puzzle.
I used the toy shotgun to grab the broken shotgun again.
It could also go RE5-6 route. It seems capcom learned all the wrong lessons move from RE4... so it could go either way.
One thing I never used was the toy handgun. I must have missed a puzzle.
I used the toy shotgun to grab the broken shotgun again.
I think that's what a lot of people forget. Once Shinji Mikami left the series lost direction. 5 and 6 would probably be completely different games if he was still there.
I'm happy with 7 and I love mercenaries in 5 and 6 so I'm good.
Posting my more critical thoughts from reddit earlier.
You mean the toy axe. You use it on a shadow puzzle outside of the main house, you get a stabilizer IIRC.
How much more difficult is madhouse and what are main changes?
Is the enemy placement and numbers radically different?
That's what it was for. Though most people now just skip in entirely. Since you can get the broken shotgun and the repair kit one right after the other. Which is a better thing to do than the pistol upgrade first.
I'm not good. It's been 5 years since the last mercs. I need a new mercs now to be stated.
Seems like a done and dusted job to me.Ethan... oh.... Ethan. Will you have more to your story or is that all thats left.
Question: Was there a way to backtrack to the baker's house areas after the shipwreck? I finally got enough coins to get the magnum (found on the shipwreck) but the game just went shipwreck -> mine so I never had the chance to get it. How do you buy all three coin items?
Question: Was there a way to backtrack to the baker's house areas after the shipwreck? I finally got enough coins to get the magnum (found on the shipwreck) but the game just went shipwreck -> mine so I never had the chance to get it. How do you buy all three coin items?
And what the hell was up with Chris?
Why is Zoe not crazy like everyone else?
Why is Zoe not crazy like everyone else?
Chris has looked different in every RE game he has been in, aside from the 5/6 changeover. Can't say I'm a fan of the new design but it's better than the boulder-punching roid rage Chris.
I mean yeah the design was different beyond that... he's with Umbrella?
We don't know it's Chris for sure.And what the hell was up with Chris?
I didn't really think at the time but who was the corpse you take the arm from? Just an unnamed test subject?
We don't know it's Chris for sure.
And what the hell was up with Redfield ?
Why is Zoe not crazy like everyone else?
There's two general schools of thought. One, that this "Redfield" is an imposter, posing as Chris to fool Ethan. (And that it's probably actually HUNK.) This is due to his appearance, the clothing he's wearing, his odd self introduction, the fact that's he's part of the Umbrella Corps, and that he's here to clear up BOWs. (All facts that suit HUNK.) He also has a different English voice actor. This is my personal belief.wuuuut
We don't know it's Chris for sure.
But as I said above, the counter to that is if this is supposed to be a false identity twist, they aren't going to show their hand immediately after establishing it.The voice actor credits list as Chris Redfield so if it was a imposter you think it would have just said Redfield. Who knows
So apparently the corporation that made Eveline is called Tentsu? It's the label on the D-Series box and apparently it corresponds to the same number of letters that are crossed out in the files in the Mines. Umbrella trying to steal their invention then.