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Resident Evil 7 Video Series 3 & 4 : Save Stations and Knife Utilization

Are PS4 games required to use Sony's file save system? :/

REmake and RE0 don't.

I've always hated this about manual saves on PS3/PS4. It's one area where XBox represented a better experience since you got save screens consistent with that game's world, and some games have some really nice-looking save screens. Sony's universal system is just minimalist corporate OS shite.
 
............................oh My GOD, they're actually making this
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CANON NOW!

I mean, the RE6 one has always been canon. It's their cellphones.
 
Misconception. Capcom did not talk about horror roots before RE6.[/QUOTE
Oh yes they did, I was there man, I remember. That's why the early footage was from the start of Leon's campaign in the college.

As for the menu / save screen I agree that they look too clean given the type of game this. I also think the watch looks out of place. It's good that it appears to be how we can monitor health etc, but it's very hi-tech considering the environment. My guess is there will be a lab if some kind (there usually is) where it won't look out of place. These are small things though, the game is looking good so far.
 
Oh yes they did, I was there man, I remember. That's why the early footage was from the start of Leon's campaign in the college.

As for the menu / save screen I agree that they look too clean given the type of game this. I also think the watch looks out of place. It's good that it appears to be how we can monitor health etc, but it's very hi-tech considering the environment. My guess is there will be a lab if some kind (there usually is) where it won't look out of place. These are small things though, the game is looking good so far.

you should read this post

http://www.neogaf.com/forum/showpost.php?p=204025285&postcount=570

they never claimed survival horror for RE6.
 
I hate how the interactable objects for the knife are marked/ casualized with those shiny colors.. but at least they are not blinking like a lighthouse from 10 miles away
 
Ă…esop;220531477 said:
I hate how the interactable objects for the knife are marked/ casualized with those shiny colors.. but at least they are not blinking like a lighthouse from 10 miles away

Hopefully the indicators can be turned off...or they're the first ones you can smash and part of a tutorial

I only just noticed that the supposedly ,,leaked" save room theme actually isn't there. Other than that, everything is simply right. With the box smashing, you even got your damn RE4 in there, lol.



So basically, it's finally Resident Evil again.

Don't forget the 1st save room in RE1 (east store roon) didn't have music and this is supposedly eight minutes into the game

Y'know, I've only played REmake and Resident Evil 4, but are any of the others set in a Hotel like the Overlook? That would be an amazing setting for a game haha.

I've heard people compare the RE1 mansion (not REmake) to the Overlook in aesthetics
 
I still fully expect a fucking swerve for the last two chapters to turn it back into a third person action game with Leon or Chris.

Just to achieve maximum fukkery.
 
So the game is confirmed to be 100% FPS only? Will it be played only in that mansion/location?

There's been no comments saying it will ever be anything other than FPS.
Also all we know is that the House/Plantation is in the game. Though it sounds like there might be more surprises. Much like how in RE1 you go into the laboratory and such.
 
The people talking about the save menu, every PS4 title I've played where you manually save brings you into a PS4 OS menu. Does the system even allow you to manually save without something like that?

From recent releases that I've played I think:

Resident Evil 4
Persona 5
God Eater Resurrection
God Eater 2

all have their unique UI to save so I don't think it's required. I guess they didn't feel like animating it to record or something.
 
There is no mandate for that and it's up to the devs if they want to put in the extra effort. Case in point, RE:HD.
From recent releases that I've played I think:

Resident Evil 4
Persona 5
God Eater Resurrection
God Eater 2

all have their unique UI to save so I don't think it's required. I guess they didn't feel like animating it to record or something.

People have also mentioned Bioshock and some others, but it seems all of these games are ports (except Persona 5?) rather than current gen stuff created specifically for PS4. I've never had to deal with this stuff personally so I'm not sure, but I'm wondering if the real issue is that any time a game wants to write a unique "physical" save file to the PS4's OS, then it has to use the universal Sony save menu. However, if a title only uses one global save file for the entire game and then writes individual in-game saves as internal subsections of that that single file, then it sidesteps the issue.

For instance, Uncharted 4 uses the PS4 OS save manager, but if I quit the game and go check my save data, I can see every one of those individual save files sitting on the harddrive. I don't own Persona 5, but I'm wondering if at some point the game prompted you to create one main save when launching the game for the first time (using the universal PS4 menu) and then all other saves are just internal iterations of that file - in which case if you checked your save files on the PS4 OS's save directory outside of the game, does Persona 5 only show one save file instead of all the individual saves you've created?

That would seem logical, since one version is writing new data that the OS has to manage (for stuff like uploading to the PS+ cloud, USB drives, backup/restore harddrives, and generally ensure that an errant developer doesn't do something stupid that screws with the OS), while the other would make sense for ports where the game already had a save manager written and the developer is just dumping that entire system into a single file.

Anyway, this isn't really related to RE7, it just piqued my curiosity.
 
Ă…esop;220531477 said:
I hate how the interactable objects for the knife are marked/ casualized with those shiny colors.. but at least they are not blinking like a lighthouse from 10 miles away

Yes wouldn't it be so much fun having to poke the knife at every single object in the game to find out which it can affect.

so hardcore
 

my theory? people are reaching for things to complain about now they've actually seen weapons, limited save systems and inventory management...you know. the things people were complaining about being missing in the trailers and demo...i'm sure if RE7 changes it's save menu for something less "immersion breaking" they'd find something else to complain about. there's no winning with these people.
 
Ă…esop;220531477 said:
I hate how the interactable objects for the knife are marked/ casualized with those shiny colors.. but at least they are not blinking like a lighthouse from 10 miles away

It does seem like it might kill the thrill of discovery a bit and I hope you can turn them off.

my theory? people are reaching for things to complain about now they've actually seen weapons, limited save systems and inventory management...you know.

Just because the game now has things people initially wanted it doesn't negate further criticism or expectation.

Nobody wants this game to be bad. Expectations are high and a lot is riding on it.
 
Based on the all the grounded stuff we've seen so far I half expected him to have an animation for opening the box.

Actually half chuckled when he just smashed the box with the knife and it broke down completely.
 
I'm interested in seeing how the combat works. You get lots of weapons in this game, but the only enemies featured seem to be the swamp monster family. I wonder if there will be several enemy types like with previous games, or if there are lots of other swamp zombies, or if the swamp zombie family are just really strong and all you do is use weapons to fend off their attacks temporarily or what.
 
Just because the game now has things people initially wanted it doesn't negate further criticism or expectation.

Nobody wants this game to be bad. Expectations are high and a lot is riding on it.

Right. I hated it initially. For me RE is about exploration, resource management, puzzle solving and the decision of fight or flight as game design is concerned, and initially it looked like a generic horror game where you avoid patrolling enemies to progress.

A lot have changed since last week. The item box and shotgun, the tape recorder, the knife utilization, all indicated that this game could very well be a first person version of RE1.

I'm an action game fan, everyone who knows me knows that, and while I personally prefer action RE, i'm first and foremost a RE fan. A fanatic. And while I would personally prefer an action RE, i have no problem enjoying REmake, as much as i enjoy RE6.

RE7 still hasn't convinced me entirely. I still would love to see a basic enemy/infected and a little gunplay to seal the deal, but right now, RE7 is in a far better place compared to initial reveal, as far as i'm concerned at least.

I wrote this whole thing because i want to express that not all of us who were/are critical about the game are driveby shitposters, nor are we salty about FP perspective as some will say.
Above all, as Neff said, no one wants this game to be bad. There are people who love everything about RE, and they are (and please forgive the characterization, as it often is used for shitposting) concerned that this game has/had trouble convincing it is a RE game.

For the time being, I'll show some faith that Capcom knows what they are doing, and hope the next few mini vids will pump me up even further like those last few did.
And hope.
 
The game looks awesome so far but i hope we can turn off these icons,kinda ruins the immersion and the thrill of exploring an area when you know exactly what you can interact with.

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The thrill of hitting Cross on everything

I now what you mean.

hahaha
 
The game looks awesome so far but i hope we can turn off these icons,kinda ruins the immersion and the thrill of exploring an area when you know exactly what you can interact with.

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To me, it's no different than item sparkles in some RE titles. But I think there's an option to turn that off regardless.
 
The game looks awesome so far but i hope we can turn off these icons,kinda ruins the immersion and the thrill of exploring an area when you know exactly what you can interact with.

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The thrill of hitting Cross on everything

I now what you mean.
 
The game looks awesome so far but i hope we can turn off these icons,kinda ruins the immersion and the thrill of exploring an area when you know exactly what you can interact with.

Wouldn't surprise me if this is some option in-game or related to difficulty setting.
 
Right. I hated it initially. For me RE is about exploration, resource management, puzzle solving and the decision of fight or flight as game design is concerned, and initially it looked like a generic horror game where you avoid patrolling enemies to progress.

A lot have changed since last week. The item box and shotgun, the tape recorder, the knife utilization, all indicated that this game could very well be a first person version of RE1.

I understand why you were cynical Lernaean, but honestly these signs were there within the 'Beginning Hour' demo. There were simple puzzles, simple inventory management and even a usable early-survival-horror-style weapon. This was a 'lite' taster of what the full game would be like. You had to read between the lines but it was clear they are going back to RE1's principles.

I'm interested in seeing how the combat works. You get lots of weapons in this game, but the only enemies featured seem to be the swamp monster family. I wonder if there will be several enemy types like with previous games, or if there are lots of other swamp zombies, or if the swamp zombie family are just really strong and all you do is use weapons to fend off their attacks temporarily or what.

I'm hoping we get a great progression of enemies like in RE1 and RE4.

Like
> the (infected) family
> infected wildlife
> infected scientists
> infected soldiers
> infected experiments

Or something. I think we're going to see a similar progression to this, especially if they're going back to 'core Resident Evil'.

So the game is confirmed to be 100% FPS only? Will it be played only in that mansion/location?

We don't know. 100% FPS is very likely, but only being in that mansion is unlikely (IMO). As said above, if they're really harking back to early Resident Evil, it's likely we'll go 'under'/through the mansion and into facilities or other more varied locations in a big, interlinked way.

I don't envy the Outlast guys making another southern-set sci-fi-horror.
 
To me, it's no different than item sparkles in some RE titles. But I think there's an option to turn that off regardless.
The Beginning Hour HUD option turns off the button prompts, I'm sure there'll be at least that, if not a greater breakdown for different types of HUD icons like local points of interest, destination markers etc.

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To me, it's no different than item sparkles in some RE titles. But I think there's an option to turn that off regardless.

It's different because now there's item sparkles on the scenery you can use items with too.

The Beginning Hour HUD option turns off the button prompts, I'm sure there'll be at least that, if not a greater breakdown for different types of HUD icons like local points of interest, destination markers etc.

I'd say it's likely.
 
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