Resident Evil 7
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Resident Evil 7
Played a few hours of this.
Its quite good, but not amazing. The controls are ok for the most part, but when things get busy your juggling the menu, your weapon and movement at the same time. One boss took me 3 tries I only killed him on my last shot gun bullet which would have meant certain death if he didn't die. I am playing it on easy because of the controls which I find tedious. This boss was one of those that keeps coming and coming and coming. I am sure in the RE universe weapons are non effective against these creatures.
On the bright side the game does re-introduce you to mixing your inventory, putting things in boxes and having a door system with emblems on them. So I am enjoying the nostalgia.
But sadly this sits in the 7/10 camp for me. Its no RE4.
Its quite good, but not amazing. The controls are ok for the most part, but when things get busy your juggling the menu, your weapon and movement at the same time. One boss took me 3 tries I only killed him on my last shot gun bullet which would have meant certain death if he didn't die. I am playing it on easy because of the controls which I find tedious. This boss was one of those that keeps coming and coming and coming. I am sure in the RE universe weapons are non effective against these creatures.
On the bright side the game does re-introduce you to mixing your inventory, putting things in boxes and having a door system with emblems on them. So I am enjoying the nostalgia.
But sadly this sits in the 7/10 camp for me. Its no RE4.
This industry has become 2 dimensional as it transcended into a 3D world.
Re: Resident Evil 7
I can honestly say that I thought RE6 was dire and it damaged a lot of the faith I had in Capcom building the series. It was just too far removed from the previous games to be classed as canon.
I enjoyed the two Revelations titles, they were very much a welcome return toward the series routes, although the stories were highly convoluted even for RE, and still not as enjoyable as earlier entries in the series.
I've played the demo of 7 and have to say it looks ok, but I'm not forking out £50 for it. I'll wait a few months until the price drops down to about £30 and then use up some gift vouchers I got for Xmas... I don't think I'll be disappointed.
Still keen to hear more on the alleged RE2 remake... supposed to be fresh news coming out now, but so far, zip.
I enjoyed the two Revelations titles, they were very much a welcome return toward the series routes, although the stories were highly convoluted even for RE, and still not as enjoyable as earlier entries in the series.
I've played the demo of 7 and have to say it looks ok, but I'm not forking out £50 for it. I'll wait a few months until the price drops down to about £30 and then use up some gift vouchers I got for Xmas... I don't think I'll be disappointed.
Still keen to hear more on the alleged RE2 remake... supposed to be fresh news coming out now, but so far, zip.
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TransatlanticFoe
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Re: Resident Evil 7
Hopefully the DLC is optional to the main story, rather than chopping some of the game out and selling it back to you later. I'll wait and see how that goes as to whether I pick it up soon or wait for a GOTY edition.
It can't be worse than 6, mired in pointless QTEs and performing wrestling moves on monsters. From the reviews I've read, it sounds a bit like the first Revelations in "goodness" - brings back some of the feeling of the early games but doesn't really do puzzles or enemy variety.
It can't be worse than 6, mired in pointless QTEs and performing wrestling moves on monsters. From the reviews I've read, it sounds a bit like the first Revelations in "goodness" - brings back some of the feeling of the early games but doesn't really do puzzles or enemy variety.
Re: Resident Evil 7
Played the demo and liked it, reminded me of those spanish horror movies called REC, but I'm not going to buy the full version anytime soon...
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EmperorIng
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Re: Resident Evil 7
The "bundle" being as expensive as just buying the game normally + the DLC is pretty laughable. What's the point of a "bundle" if there isn't even a slight discount? I'm not exactly wanting to shell out $100.00 to get the game, DLC, and soundtrack all at once. I might get the base game when I get paid this week; still on the fence.TransatlanticFoe wrote:Hopefully the DLC is optional to the main story, rather than chopping some of the game out and selling it back to you later. I'll wait and see how that goes as to whether I pick it up soon or wait for a GOTY edition.
I am interested in the game, as it looks to be a step forward from RE6's tedious design (or rather decent shooter mechanics mired in tedious design), even if I remain a little skeptical of the switch to first-person. I think what won me over to the "I'll play this" camp are the the twin novelties of a high-budget horror title (which we haven't got in some time) and the surprising implementation of a much-needed-reduction in the RE formula (return to a house, solve puzzles, etc.). Though I hear ammo is more plentiful in this game.

DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality
Re: Resident Evil 7
From what I saw the game reminds me more of games like Condemned: Criminal Origins with some resource management. I already heard others saying it's a good game, but not a (good) Resident Evil game.
The first boss looked jank as all hell though, I didn't even hear any music playing in the video during that fight and the chainsaw dueling ordeal seemed rather buggy.
The first boss looked jank as all hell though, I didn't even hear any music playing in the video during that fight and the chainsaw dueling ordeal seemed rather buggy.
Xyga wrote:Liar. I've known you only from latexmachomen.com and pantysniffers.org forums.chum wrote:the thing is that we actually go way back and have known each other on multiple websites, first clashing in a Naruto forum.
Re: Resident Evil 7
I found the hillbillies more comical than scary... and the regenerating enemies annoying after awhile.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
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evil_ash_xero
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Re: Resident Evil 7
The boss fight with the car had me laughing out loud.Strider77 wrote:I found the hillbillies more comical than scary... and the regenerating enemies annoying after awhile.
My Collection: http://www.rfgeneration.com/cgi-bin/col ... Collection
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EmperorIng
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Re: Resident Evil 7
So I did end up buying the game and played the first two hours last night. The whole "genre" of first-person horror is more or less unknown to me, outside of dabbling in the System Shock games, so I can't really say how this compares to titles like Amnesia or the like. I'm also not amazing at first-person games, so the combat is taking me a good deal of time to get used to (circle-strafing is a bit hard to pull off for me).
While the approximate opening hour is mostly scripted, there are a great deal many nice touches that I appreciate. The sound design is superb; the sheer amount of ambient noises constantly puts me on edge. Thus far there seems to be a clear delineation between combat and puzzle-solving with the two not intruding on one another; I wonder if that will keep true as the game assumes my familiarity with the controls.
The tension of hiding from the family members is pretty nice; I must have hid behind the couch like a little baby for a whole 10 minutes while Pa Baker was looking for me. Just seeing the tip of his head and hoping he didn't notice me - now there was a good fright. During his unexpected return after the garage scene, I ran out of the room and closed the door behind me and the AI took a generously long time to figure out how to kick it open. I wonder if this will work to my advantage in the future. However, it did take me out of the horror a bit to see his weapon clipping through the door before his routine decided to run the "kick open door" script. Not long afterwards I finally encountered my first of what I assume this game's version of the zombie is. I do have a good deal of ammo thus far (but I haven't really used it on anything up to this point).
Thus far I am left with a promising impression. I hope the game can maintain some of this tension and momentum.
While the approximate opening hour is mostly scripted, there are a great deal many nice touches that I appreciate. The sound design is superb; the sheer amount of ambient noises constantly puts me on edge. Thus far there seems to be a clear delineation between combat and puzzle-solving with the two not intruding on one another; I wonder if that will keep true as the game assumes my familiarity with the controls.
The tension of hiding from the family members is pretty nice; I must have hid behind the couch like a little baby for a whole 10 minutes while Pa Baker was looking for me. Just seeing the tip of his head and hoping he didn't notice me - now there was a good fright. During his unexpected return after the garage scene, I ran out of the room and closed the door behind me and the AI took a generously long time to figure out how to kick it open. I wonder if this will work to my advantage in the future. However, it did take me out of the horror a bit to see his weapon clipping through the door before his routine decided to run the "kick open door" script. Not long afterwards I finally encountered my first of what I assume this game's version of the zombie is. I do have a good deal of ammo thus far (but I haven't really used it on anything up to this point).
Thus far I am left with a promising impression. I hope the game can maintain some of this tension and momentum.

DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality
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EmperorIng
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Re: Resident Evil 7
I beat the game the other night (after a 2+ hour marathon session... well, the 2nd 2+ hour marathon that day!), clocking the experience in at about 12 hours in-game time (to say nothing of whether or not my deaths/restarts added to the timer).
The game for the most part kept up a pretty consistent pace as well as my interest. The final areas were a little too linear and a bit too much of a shooting gallery, but they stood out particularly because what had come before it was so enjoyable.
I think the best aspect of the game were its first few acts when you had less resources to deal with the game's threats. Its version of the zombies are frustratingly bobble-headed, meaning that they really like moving their craniums around enough so that you can't get a clear shot. Given how difficult they are to kill otherwise, it makes waiting to line up a shot (and the inevitable charge they do on account of you just standing there) makes many of these "Molded" a tense encounter. Especially when what I like to call "licker" varieties are introduced mid-game, which are far quicker, more mobile, and more deadly. On top of these encounters, evading the Baker family was, as I intimated in my post above, another highlight. While I guess you could say this almost "forced stealth" aspect of the game is a little cheap, it nonetheless is effective in ratcheting up the tension, since trying to incapacitate these guys just won't be worth it. However! The fact that you can if you so choose is a wonderful admission on Capcom's part that not everyone will play a game the same.
For example: when I started exploring the mansion's second floor, and ran into Jack, after running around a shitload trying to find a hiding spot, I somehow was able get him off my trail, and sneak by, crawling around on the floor and hiding behind closed doors and furniture to grab supplies and keys and get out of there. I was watching my older brother play this same segment, and he (being far less proficient and perceptive, ho ho ho), nonetheless tried to evade Jack, failed, and proceeded to lead him around and pop him with enough bullets to put him down so he could explore for a little bit in peace. Playstyles! They're important!
In typical RE fashion, at a certain point it decides that YOU are no longer the hunter but the hunter, and gives you enough ammo to trivialize the final act of the game (remember mowing down waves of zombies in RE2's laboratory? It's kinda like that*). While that's disappointing (considering the tense early parts are always the most enjoyable in a Resident Evil game), it's far from unexpected. At the very least, there are a few "twist" moments to strip your character of your equipment in a few areas to ratchet the tension back up as you try to run from enemies and regain your stuff. The glut of ammo (and the fact that the final boss feels mostly scripted) makes the game conclude on a slightly down note; however, despite the overlong credits (10+ minutes!) I was pretty darn satisfied with the whole package.
I enjoyed the emphasis on careful exploration of environments for precious ammo and healing items, the fact that combat and movement were slowed-down to increase their impact, and the game, for at least 2/3 of its experience was gleefully trying to unnerve me with gore, unsettling environmental storytelling, and some interesting twists and turns in the plot.
I started up Madhouse Difficulty, which is unlocked after beating the game (I also unlocked a new weapon and a DEF stat-booster). Madhouse is no joke. Despite my familiarity with the game, I embarassingly lost to the first boss 15 times in a row before I figured out new strategies for dealing with the chainsaw crazy. It made me appreciate how many different variables go into the boss scripting: not only will she chop down support beams, but doors (allowing for a few easy hits) - however, hiding behind a 3rd or 4th door will make her shift gears and surprise you in a way I did not see coming. It's the little things.
One thing I will have a hard time with: it's impossible to outrun Jack in this mode. He will always catch you even at a sprint. I'm not sure yet how I will deal with that.
One thing I don't like: I can't skip cutscenes. The game, despite giving a blanket "here are your new game+ weapons" to me, nonetheless assumes this is my first time (Madhouse is a pre-order bonus, so for some it might have been their first time). I suppose because the cutscenes happen in "real time" there is no good way to "skip" them, but it's frustrating to die (with limited saves, a la ink ribbons) and have to watch these long cutscenes over again.
*or RE3, which up to that point treated magnum bullets as precious, rare "get out of danger immediately" commodities, suddenly dumped magnum ammo on you before the final Nemesis encounters.
The game for the most part kept up a pretty consistent pace as well as my interest. The final areas were a little too linear and a bit too much of a shooting gallery, but they stood out particularly because what had come before it was so enjoyable.
I think the best aspect of the game were its first few acts when you had less resources to deal with the game's threats. Its version of the zombies are frustratingly bobble-headed, meaning that they really like moving their craniums around enough so that you can't get a clear shot. Given how difficult they are to kill otherwise, it makes waiting to line up a shot (and the inevitable charge they do on account of you just standing there) makes many of these "Molded" a tense encounter. Especially when what I like to call "licker" varieties are introduced mid-game, which are far quicker, more mobile, and more deadly. On top of these encounters, evading the Baker family was, as I intimated in my post above, another highlight. While I guess you could say this almost "forced stealth" aspect of the game is a little cheap, it nonetheless is effective in ratcheting up the tension, since trying to incapacitate these guys just won't be worth it. However! The fact that you can if you so choose is a wonderful admission on Capcom's part that not everyone will play a game the same.
For example: when I started exploring the mansion's second floor, and ran into Jack, after running around a shitload trying to find a hiding spot, I somehow was able get him off my trail, and sneak by, crawling around on the floor and hiding behind closed doors and furniture to grab supplies and keys and get out of there. I was watching my older brother play this same segment, and he (being far less proficient and perceptive, ho ho ho), nonetheless tried to evade Jack, failed, and proceeded to lead him around and pop him with enough bullets to put him down so he could explore for a little bit in peace. Playstyles! They're important!
In typical RE fashion, at a certain point it decides that YOU are no longer the hunter but the hunter, and gives you enough ammo to trivialize the final act of the game (remember mowing down waves of zombies in RE2's laboratory? It's kinda like that*). While that's disappointing (considering the tense early parts are always the most enjoyable in a Resident Evil game), it's far from unexpected. At the very least, there are a few "twist" moments to strip your character of your equipment in a few areas to ratchet the tension back up as you try to run from enemies and regain your stuff. The glut of ammo (and the fact that the final boss feels mostly scripted) makes the game conclude on a slightly down note; however, despite the overlong credits (10+ minutes!) I was pretty darn satisfied with the whole package.
I enjoyed the emphasis on careful exploration of environments for precious ammo and healing items, the fact that combat and movement were slowed-down to increase their impact, and the game, for at least 2/3 of its experience was gleefully trying to unnerve me with gore, unsettling environmental storytelling, and some interesting twists and turns in the plot.
I started up Madhouse Difficulty, which is unlocked after beating the game (I also unlocked a new weapon and a DEF stat-booster). Madhouse is no joke. Despite my familiarity with the game, I embarassingly lost to the first boss 15 times in a row before I figured out new strategies for dealing with the chainsaw crazy. It made me appreciate how many different variables go into the boss scripting: not only will she chop down support beams, but doors (allowing for a few easy hits) - however, hiding behind a 3rd or 4th door will make her shift gears and surprise you in a way I did not see coming. It's the little things.
One thing I will have a hard time with: it's impossible to outrun Jack in this mode. He will always catch you even at a sprint. I'm not sure yet how I will deal with that.
One thing I don't like: I can't skip cutscenes. The game, despite giving a blanket "here are your new game+ weapons" to me, nonetheless assumes this is my first time (Madhouse is a pre-order bonus, so for some it might have been their first time). I suppose because the cutscenes happen in "real time" there is no good way to "skip" them, but it's frustrating to die (with limited saves, a la ink ribbons) and have to watch these long cutscenes over again.
*or RE3, which up to that point treated magnum bullets as precious, rare "get out of danger immediately" commodities, suddenly dumped magnum ammo on you before the final Nemesis encounters.

DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality
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Re: Resident Evil 7
Not beat it yet. Done the exploding room puzzle for real and saved it.
Its run of the mill for me. Some bits are good, some are so so. I like the exploring parts more than the blood and guts boss rooms. The boss with the chainsaw was really hard for me. I can't seem to aim/dodge/move all the same time. If fingers could get tongue twisted thats what happens for my fingers with these types of games.
I like the character when he says "stay dead". Because I'm sure i'm not the only one that is so pissed with these guys by the time they die that you really do want them dead.
Its run of the mill for me. Some bits are good, some are so so. I like the exploring parts more than the blood and guts boss rooms. The boss with the chainsaw was really hard for me. I can't seem to aim/dodge/move all the same time. If fingers could get tongue twisted thats what happens for my fingers with these types of games.
I like the character when he says "stay dead". Because I'm sure i'm not the only one that is so pissed with these guys by the time they die that you really do want them dead.
This industry has become 2 dimensional as it transcended into a 3D world.
Re: Resident Evil 7
RE4 was pure shit straight to Action
RE7 is the real deal for trilogy fans but in First Person
it has everything classic fans need..
Puzzles
Horror
Save Room
Special key for Doors
Unforgettable Boss = Jack = Nemesis
etc..
and that Birthday Tape..Brilliant
RE7 is the real deal for trilogy fans but in First Person
it has everything classic fans need..
Puzzles
Horror
Save Room
Special key for Doors
Unforgettable Boss = Jack = Nemesis
etc..
and that Birthday Tape..Brilliant
Re: Resident Evil 7
All this... garbage AFRE4 was pure shit straight to Action
RE7 is the real deal for trilogy fans but in First Person
it has everything classic fans need..
Puzzles
Horror
Save Room
Special key for Doors
Unforgettable Boss = Jack = Nemesis
etc..
and that Birthday Tape..Brilliant
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
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EmperorIng
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Re: Resident Evil 7
Yeah, the fight with Jack in the morgue took quite a bit of figuring out for me. Especially since the controls and strafing are a little cumbersome. I think what often works best is playing it safe with a few hits before running off to get out of the attack range of an enemy.
The whole encounter is one heck of a setpiece (one of many in the game), and using the body bags and room layout to your advantage is satisfying, especially when it triggers the MAX CARNAGE of running a chainsaw through the old geezer. STAY DEAD INDEED, motherfucker!
The whole encounter is one heck of a setpiece (one of many in the game), and using the body bags and room layout to your advantage is satisfying, especially when it triggers the MAX CARNAGE of running a chainsaw through the old geezer. STAY DEAD INDEED, motherfucker!


DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality
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EmperorIng
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Re: Resident Evil 7
So I beat Resident Evil 7's Madhouse difficulty mode last night. I suppose it says something that after beating a 12-hour single-player campaign, I immediately jumped back in to beat it again for another 12 hours.
I think the incentive of unlockables, coupled with the higher difficulty and remixed enemy/item placement offer a compelling reason to give the game another go.
This game is a great deal of fun. Madhouse makes one of the late-game areas, an abandoned ship, go from a sort of ok affair to an immensely tense encounter, thanks to the boosted enemy stats, the lack of ammo, and placement of mid-boss type Molded zombies patrolling corridors. Even the flashback tape you have to watch was nerve-wracking, given how your main weapon isn't really enough to take out more than one enemy at a time - meaning I was frequently running away with my back to very lethal enemies, scampering to close doors (as the game states, "Dumb enemies can't open doors." Ha!) and set yourself up for a safer takedown, or to more likely just keep moving.
Guns have a great sense of weight and force, even though the enemies are frequently unfazed by pistol bullets to the head. That all-important shotgun blast taking off a head is tuned to perfection. The gore makes me feel pretty squeamish; I can only imagine what it would be in VR with a character shoving a knife in your face. The environmental story-telling in this game really is excellent: everywhere is packed with an insane amount of clutter and weirdness that makes you really feel like you are there. The little non-file notes everywhere are a nice touch; I can imagine they had a field day writing all the weird and stupid stuff on them ("WHERE'S MY MOWER???").
I think the incentive of unlockables, coupled with the higher difficulty and remixed enemy/item placement offer a compelling reason to give the game another go.
This game is a great deal of fun. Madhouse makes one of the late-game areas, an abandoned ship, go from a sort of ok affair to an immensely tense encounter, thanks to the boosted enemy stats, the lack of ammo, and placement of mid-boss type Molded zombies patrolling corridors. Even the flashback tape you have to watch was nerve-wracking, given how your main weapon isn't really enough to take out more than one enemy at a time - meaning I was frequently running away with my back to very lethal enemies, scampering to close doors (as the game states, "Dumb enemies can't open doors." Ha!) and set yourself up for a safer takedown, or to more likely just keep moving.
Guns have a great sense of weight and force, even though the enemies are frequently unfazed by pistol bullets to the head. That all-important shotgun blast taking off a head is tuned to perfection. The gore makes me feel pretty squeamish; I can only imagine what it would be in VR with a character shoving a knife in your face. The environmental story-telling in this game really is excellent: everywhere is packed with an insane amount of clutter and weirdness that makes you really feel like you are there. The little non-file notes everywhere are a nice touch; I can imagine they had a field day writing all the weird and stupid stuff on them ("WHERE'S MY MOWER???").

DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality
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EmperorIng
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Re: Resident Evil 7
The DLC chapters came out for RE7 a day or so ago. I can't believe this game came out only this year! It feels longer.
I still have plenty of fond memories, and replaying challenge runs (or fuck-around runs with infinite ammo) still give some enjoyment. If anything the way the game sometimes freezes (on my computer) to load new areas is perhaps the most annoying thing, as I've come to appreciate its map design and combat and emphasis on exploration (since the "puzzles" are afterthoughts, the real puzzles are finding the key items you need).
The two new DLC chapters are self-contained story missions. I beat Not a Hero, starring Chris, in about 2 hours, which felt a little short. It was all right, and it seems to me like some effort was made to "address" some complaints of the actual game. There are slightly modified/new enemy types, though outside of a face-hugger they aren't all that different, other than some enemies now are invincible except to a certain type of ammo. Chris moves at a lightning clip (maybe people complained too much about Ethan moving at a snail's pace? I don't mind his speed myself). The mode is definitely all about combat - it's fairly linear, though I wonder with some exploits some areas that are "locked off" can be cheesed with skilled play. Despite being about combat, I was bad enough (or there were enough enemies) to make me use up nearly all of my ammo until the final act.
One complaint that is valid is the lack of a real "final boss" in the main game. There is one, but it is quite easy and feels more cinematic than anything. Not a Hero fixes this by giving the game and honest-to-goodness final confrontation with a new, gross, and cool looking monster. Normal difficulty kind of mitigates this by giving you something like 24 shotgun bullets before the fight, more than you'll need (even with the boss's "kill you in two hits" strength), so I am interested in seeing the higher difficulty (unlocked by beating it, sadly) make things interesting. All in all, it is a fun "ending" to the most pressing dangling threads of the game's plot.
End of Zoe is just silly. Play as the main antagonist's brother, Joe, a swamp-man survivalist who eats bugs (that you find!), and punches the shit out of zombies. There are no weapons, other than one-use spears. Just punch and box the fuck out of Molded. It is so ridiculous, especially since it takes itself seriously. The main game had melee as a last resort and rather ineffective. But clearly a 60+ year-old man who eats centipedes he finds under a rock has the muscle mass to punch a molded zombie's head off (or twist it off). Great stuff!
I haven't beaten it yet, but getting into a boxing match with another zombie is certainly a fucking highlight. They must have known too, given the comical wind-up animations for the enemy's punches. Also, this addresses something I felt was "wrong" with the main game regarding lack of enemy variety. If you set a game in the Louisiana swamp, where is the mutated fauna? Well at least they correct that mistake somewhat in this mode! We should have had Ethan exploring the swamp too, but hey, better late than never!
I still have plenty of fond memories, and replaying challenge runs (or fuck-around runs with infinite ammo) still give some enjoyment. If anything the way the game sometimes freezes (on my computer) to load new areas is perhaps the most annoying thing, as I've come to appreciate its map design and combat and emphasis on exploration (since the "puzzles" are afterthoughts, the real puzzles are finding the key items you need).
The two new DLC chapters are self-contained story missions. I beat Not a Hero, starring Chris, in about 2 hours, which felt a little short. It was all right, and it seems to me like some effort was made to "address" some complaints of the actual game. There are slightly modified/new enemy types, though outside of a face-hugger they aren't all that different, other than some enemies now are invincible except to a certain type of ammo. Chris moves at a lightning clip (maybe people complained too much about Ethan moving at a snail's pace? I don't mind his speed myself). The mode is definitely all about combat - it's fairly linear, though I wonder with some exploits some areas that are "locked off" can be cheesed with skilled play. Despite being about combat, I was bad enough (or there were enough enemies) to make me use up nearly all of my ammo until the final act.
One complaint that is valid is the lack of a real "final boss" in the main game. There is one, but it is quite easy and feels more cinematic than anything. Not a Hero fixes this by giving the game and honest-to-goodness final confrontation with a new, gross, and cool looking monster. Normal difficulty kind of mitigates this by giving you something like 24 shotgun bullets before the fight, more than you'll need (even with the boss's "kill you in two hits" strength), so I am interested in seeing the higher difficulty (unlocked by beating it, sadly) make things interesting. All in all, it is a fun "ending" to the most pressing dangling threads of the game's plot.
End of Zoe is just silly. Play as the main antagonist's brother, Joe, a swamp-man survivalist who eats bugs (that you find!), and punches the shit out of zombies. There are no weapons, other than one-use spears. Just punch and box the fuck out of Molded. It is so ridiculous, especially since it takes itself seriously. The main game had melee as a last resort and rather ineffective. But clearly a 60+ year-old man who eats centipedes he finds under a rock has the muscle mass to punch a molded zombie's head off (or twist it off). Great stuff!
I haven't beaten it yet, but getting into a boxing match with another zombie is certainly a fucking highlight. They must have known too, given the comical wind-up animations for the enemy's punches. Also, this addresses something I felt was "wrong" with the main game regarding lack of enemy variety. If you set a game in the Louisiana swamp, where is the mutated fauna? Well at least they correct that mistake somewhat in this mode! We should have had Ethan exploring the swamp too, but hey, better late than never!

DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality
Re: Resident Evil 7
I enjoyed my play through, bu5 have no urge to touch it again. 8ts certainly the first game that made me really 5hink that we need to find an alternative to boss fights. Atmospheric as fuck though.
XBL & Switch: mjparker77 / PSN: BellyFullOfHell
Re: Resident Evil 7
I played this a few weeks ago.
Wasn't all that impressed. The middle section with the bugs was the only part of the game that I felt really worked; the "run away from one powerful enemy" sections were just dull and boring, and the molded weren't enough of an enemy to carry the game (and with very few enemies that can handle the roles that Dogs, Snakes, Hunters, Crimsonheads, etc. did, the molded really did have to carry everything aside from that one middle section); the boss fights were really hit-and-miss (but more miss than hit), with the Garage fight and Maurgrite being cool and memorable and the Chainsaw fight, giant molded, Deformed Jack, and final boss all being super lame. Puzzles barely deserved to be described as such, aside from the Birthday tape. Visuals were surprisingly poor for a 2017 AAA title. Pretty much "meh, who cares" overall -- I think people were just happy to have weird themed keys in a Resident Evil game again.
Wasn't all that impressed. The middle section with the bugs was the only part of the game that I felt really worked; the "run away from one powerful enemy" sections were just dull and boring, and the molded weren't enough of an enemy to carry the game (and with very few enemies that can handle the roles that Dogs, Snakes, Hunters, Crimsonheads, etc. did, the molded really did have to carry everything aside from that one middle section); the boss fights were really hit-and-miss (but more miss than hit), with the Garage fight and Maurgrite being cool and memorable and the Chainsaw fight, giant molded, Deformed Jack, and final boss all being super lame. Puzzles barely deserved to be described as such, aside from the Birthday tape. Visuals were surprisingly poor for a 2017 AAA title. Pretty much "meh, who cares" overall -- I think people were just happy to have weird themed keys in a Resident Evil game again.
Re: Resident Evil 7
I swapped my copy out for the Gold Edition a few days ago & have been sucked right back in. This game holds up better than I had feared & even though I liked it to begin with, I had a lot more fun playing this time around. It feels like a complete game with all the DLC.
Nightmare mode is hella fun & pretty challenging. You have to keep these compactors generating scrap to buy upgrades while waves of Molded spawn throughout a closed off environment. It's balanced so that you need to be constantly on the move & thinking ahead. There are alot of games that have modes like it but I feel like it's pretty well done & takes the sting out of the lack of a Mercenaries mode.
Ethan Must Die is like 4th Survivor in alot of ways, but probably harder. Everything is nearly a one hit kill & there are traps galore. I spent the better part of yesterday memorizing the linear path. It's quite brutal & unforgiving, kind of like Another World with a minor Dark Souls slant. When I finally made it to Marge my heart started thumping like I was in a real fight lol. I managed to take her down on my first go since I had plenty of burner fuel & knew to aim at her gooch-hive.
If anyone's attempting this mode don't be discouraged or too intimidated, it's all memorization based. Once you know you can do it blindfolded.
Nightmare mode is hella fun & pretty challenging. You have to keep these compactors generating scrap to buy upgrades while waves of Molded spawn throughout a closed off environment. It's balanced so that you need to be constantly on the move & thinking ahead. There are alot of games that have modes like it but I feel like it's pretty well done & takes the sting out of the lack of a Mercenaries mode.
Ethan Must Die is like 4th Survivor in alot of ways, but probably harder. Everything is nearly a one hit kill & there are traps galore. I spent the better part of yesterday memorizing the linear path. It's quite brutal & unforgiving, kind of like Another World with a minor Dark Souls slant. When I finally made it to Marge my heart started thumping like I was in a real fight lol. I managed to take her down on my first go since I had plenty of burner fuel & knew to aim at her gooch-hive.
If anyone's attempting this mode don't be discouraged or too intimidated, it's all memorization based. Once you know you can do it blindfolded.
Godzilla was an inside job
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EmperorIng
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Re: Resident Evil 7
Ethan Must Die was strangely addicting. You are right: despite the heavy RNG and cheap tricks (note: not Cheap Trick), once you are aware of the dangers it becomes pretty smooth sailing outside of a few dangerous areas. Hell I can usually last without a gun well into the upper house, because there are enough traps to kill Molded. I only beat it once - and the actual victory is because Marguerite crawled down into the lower level and was pincered by two turrets (maybe one?)... all the better for me, as I had run out of almost all my ammo at that point.
Nightmare is pretty fun but I haven't gotten good at it (spending all my time learning Ethan Must Die). My older brother tore through all the Nightmare modes; he really enjoyed them.
I agree that a lot of the DLC makes the game feel like a complete package; it's pretty shitty that the base game is all you got for your initial purchase when so much of the fun is through the extra modes. But hey, that's modern Capcom, right? I hope at least the amount of cash they made encourages them to try to use the first-person perspective one more time and iron out the flaws and expand upon the game's good ideas/maps/setpieces.
Nightmare is pretty fun but I haven't gotten good at it (spending all my time learning Ethan Must Die). My older brother tore through all the Nightmare modes; he really enjoyed them.
I agree that a lot of the DLC makes the game feel like a complete package; it's pretty shitty that the base game is all you got for your initial purchase when so much of the fun is through the extra modes. But hey, that's modern Capcom, right? I hope at least the amount of cash they made encourages them to try to use the first-person perspective one more time and iron out the flaws and expand upon the game's good ideas/maps/setpieces.
This I agree: enemy variety was decidedly lacking (par the course for the director of the RE: Revelations titles). I appreciate the attempt at making up for this by making the Molded so hard to kill and such big damage dealers, but for shits I was playing RE: Survivor (you know, the OTHER first-person RE game!) and while that game kinda sucks it made me realize how nice it is to go around environments and find spiders, hunters, zombies etc. trying to kill you. The DLC modes try to address this somewhat; like I said, I am glad that in End of Zoe we see mutated gators, even if they are a very situational enemy. And both modes ending on pretty entertaining boss fights.Obscura wrote:the molded weren't enough of an enemy to carry the game (and with very few enemies that can handle the roles that Dogs, Snakes, Hunters, Crimsonheads, etc. did, the molded really did have to carry everything aside from that one middle section)

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Re: Resident Evil 7
My favorite part happened in the room with the two turrets, two trip wires, & a pool table. I cautiously popped the bombs & made my way for the door into the hallway where multiple Mold Buddies spawn. I realized I was at more of a disadvantage making a stand there & sprinted backwards through the rec room and out the door, crouching to avoid the turret on the balcony. I stared through the doorway in panic as they unflinchingly passed through the line of fire, tension building up with every step closer to my location. Just before the last minute I thought, "Nope" and instinctively closed the door. I did not think the turrets would actually cut them down but then the noise just kept coming through & I could hear them splattering. Eventually it was quiet and I just sat there in amazement until I felt brave enough to open it back up. You can just close the door on them!EmperorIng wrote:Ethan Must Die was strangely addicting. You are right: despite the heavy RNG and cheap tricks (note: not Cheap Trick), once you are aware of the dangers it becomes pretty smooth sailing outside of a few dangerous areas. Hell I can usually last without a gun well into the upper house, because there are enough traps to kill Molded.

Godzilla was an inside job