Um, actually no. I'm talking about the crosshair itself, which is tiny and more often then not blends into the background, just like it did in Re5 (which up until this was my least favorite game in the series, and is the only one I've ever had to use a gamepad to beat, thank you very much). I'm talking about how several guns, specifically the M19,
can't function, given how they're modeled. I'm talking about how tediously boring the combat in this game is: the shotgun solves all your problems, literally
all of them, and you're only going to have trouble with ammo consumption if you're an idiot. I'm talking about how most of the game's difficulty derives from dropping enemies right on top of you, or having them blend into the background; that's not menacing, that's irritating.
Pretty much. Most of the enemies just appear with no fanfare, and go down without much effort. Not only is the shotgun a problem solver, but the M19 with enhanced handgun ammo (Which is retardedly easy to come across) solves every problem in the game.
FURTHERMORE: I hate the ancient "each boss is in an arena" type thing. Jack has the house, Margy has the old house, and Lucas has the testing area. It makes me feel like I'm playing a trashy old RPG where each boss is behind a portal. Even worse is that every area is so TINY. I was hoping the main house would be Spencer Mansion level of huge, but it's not.
The bosses themselves aren't all that great either. There's no build up to any of them and they're all kind of bland. Jack is memorable because Jack is
funny but he's basically just Mendez but more boring and without any of Re4's superior combat. Marguerite (or whoever you spell that) felt like she really, desperately wanted to be in a
Silent Hill game, and Lucas felt like a redux of Jack Krauser, except you don't get to kill him at the end. And Eveline? Eveline is definitely
not Alma Wade, and don't even pretend she is, even though one of this game's devs worked on
FEAR.
That's my other gripe. Remember Re4? Remember how innovative that was? The game
literally changed how we play third person shooters. Re6, like it or not, is an expansion on the mechanics in that game, and taken on their own, they're very nice.
What is Re7? What does it contribute to gaming? Really, really nice graphics, we can't deny, but its core mechanics are stale and have been done to death.
Things that would've made it a better shooter:
Less Ammo. This one's a given, since, as Shep pointed out, ammo is really easy to make. The only real challenge is we can't reload shotshells the same way as handgun ammo, but so what? A single shotshell will kill literally everything that isn't one of the Bakers or the Big Man Molders.
Iron Sights. Seriously, this shouldn't even need to be stated, but there's a reason these are the go to aiming mechanic used by FPS devs who aren't Valve. It
works. Removing them was apparently done since having them would've meant re-balancing the game's combat system, and
forget that. What we got in Re7 feels a lot like playing the older
Hitman games in first person, or this FPS hack I once saw for Re6: you know, where your camera is
inside the model of your character's third person chest model? There's a reason no one else does it this way. Instead, we got really awkward, clunky aiming that's not precise
at all. I've played a
lot of shooters, so I know what I'm talking about when I say Re7 is one of the most cumbersome I've ever touched.
Lean Keys. These would've made the stealth sections a lot less idiotic and more suspenseful, since you'd be able to peek around corners rather than standing half in, half out of cover, like a five-year-old playing hide and seek. Again, other developers do this (Treyarch and Bethesda come immediately to mind), so it shouldn't have been too hard for Capcom to figure out.
Bashing. Again, I shouldn't need to explain that a designated melee weapon went out of style alongside carrying more than four weapons (at
most) at a time. You should be able to hit things with your guns, since that's a completely logical thing to do. I'd balance it so there was still a reason to carry the knife (i.e., the knife is faster, the axe is more powerful, and the combat knife can be thrown, for instance), but there's no reason you couldn't stove someone's head in with your shotgun's butt. If ammo's less common, this shouldn't just be optional; it should be necessary.
Things that would've made Re7 a better game. Stay with me on this one, because there were times the game
was decent, I'll admit:
More dialogue from Ethan. I really didn't expect to like
Fallout 4, since it added a voiced protagonist, but I found a lot of my character's quips and internal monologues made me like her a lot more. Part of this could be the female protagonist is played by Courtney Taylor, who I really like anyway (the male PC just sounds like a git, so this one is the first game in the series I've started off not playing as myself, but I digress). I feel like it would've been easier to connect to Ethan had he actually read some of the text in the game, rather than just yelling "Fuck!" a lot, which is seriously about 60% of his dialogue in game. It also would've been interesting to hear different characters examine the same items, so you could hear Clancy's thoughts on the things he can examine in the Guest House, or Ethan's opinion of some of the things you encounter as he and Mia on the ship.
More logical choices. I'm going to assume all of you have beaten Re7 by now. If you haven't, shame on you because it'll take you most of a day unless you've never played
Resident Evil before, and if that's the case, what are you even doing here? Anyway, one of my biggest gripes about the game's narrative is how idiotic the two endings are. Either you, A, save your wife (you know, the woman you're here for in the first place), or B, you pick the random chick you just met who's kinda sorta been helping you out (but not really; look at how she reacts to Ethan complaining about her mother's bugs). Under what circumstances would anyone pick Zoe? How does that make any sense based on the things which have happened to you up to this point? The mechanic should've either A, been scrapped, or B, more fleshed out. I'll get to this at the end, for my conclusion.
Incentive for the tapes My second playthrough completely skipped Mia's tape because that's the only one that's not actually relevant to the game. If I recall, you can find one of the plinth items earlier on, but that's it, and if you already know how that works (because it's one of Re4's puzzles) that's dumb. Likewise, the only reason to play Clancy's first tape is to get one of the Ancient coins; you
have to watch "Happy Birthday" however, or the game won't allow you to progress any further. I would've expanded this system and made the tapes a bit harder to find, but also give you tangible benefits for finding and watching them. For instance, in tapes revolving around the file-only character Travis, you can cache supplies for Ethan, and even kill weaker versions of otherwise more difficult enemies, so you don't have to fight them later. I also would've added some tapes from Zoe and maybe even Lucas, both for more character development, and to give you a completely different perspective on the characters. This way, if you try to power through the game, you severely hamstring yourself later, and may even brick yourself into a corner on Madhouse. This also fits one of the core mechanics of the original games this one completely missed: meticulous exploration is rewarded, while just killing everything (which this one still encourages, even more than Re6) won't help you much in the long run.
Dying should matter again. Seriously, remove the checkpoints. You already have the tape machines, clearly you're trying to appeal to the older fans of the series who remember the ink ribbon saves, so why not go all the way through and make it so you can only save if you have a tape and are near one of the machines? Dying in
Resident Evil used to mean something, but now doing it's a viable strategy to experiment with an encounter.
Characters are important. The older games had a solid supporting cast Re7 just doesn't have. Again, I like the idea of fleshing out some of the file characters, as well as Clancy and Mia. Further, there should be consequences for who you play as, or ignore, while completing the main game, and the things you do as the side characters should directly impact the main story. Re7 really had an opportunity to take this and run with it, but they never did, and that's a shame.
Ditch the Molders. Seriously, these guys aren't really scary, so much as annoying. At best, they should be a lower tier enemy, with something more human-like serving as an advanced enemy; as it stands they're just going to mob you instead. Barring that, at least give them more forms. A molder dog, for instance, or some kind of fish monster would've been really scary at just the right time. Remember Hunters and the first time they show up? They
kill your partner if you're not careful in the first game. Re2 had lickers, Re4 had garrardors, Re5 had reapers, etc. Re7 has...more Molders.
A file browser. Capcom had this in the original game. Why it's been removed here is beyond me. Also, pictures shouldn't take up inventory space; that's dumb.
Keys are discarded when you no longer need them. Again, this is
Resident Evil 101. I got stuck in the chainsaw fight with Jack because I still had a key I no longer needed in my inventory, and couldn't ditch it, so I had to waste healing items so I could pick up the chainsaw. That's dumb, and that's not something I could've prepared for, since I had no way of knowing I'd already unlocked everything I needed to with that key.
Go stealth, or go home. The hide and seek mechanic is really terrifying for one playthrough...then you get a shotgun and can immediately apply it to Jack's forehead; I've gone out of my way to make Marguerite flee in every playthrough because it's just tedious trying to hide from her. The stealth mechanic needed to be expanded, or ditched; what Capcom did instead was try too hard to do what other games had succeeded at already, without learning anything from them.
Basically, I'd have liked a more varied game, with more than two endings and more enemy variety, as well as more incentive to explore. I think it'd be interesting, for instance, if Ethan can actually encounter Clancy, Travis, or Cortney (Travis's girlfriend, who is otherwise only in files), but the choices you've made determine their condition. For instance, if you go out of your way to be helpful as Travis, you run the risk of getting infected, and Ethan may end up having to fight him as a boss later. Likewise, make all the right choices, and be good at the game, and you can save
everyone including the Bakers, although this would naturally be harder than just killing everything.