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Post by mechanicalpaladin on Apr 19, 2017 23:46:38 GMT 10
This game really lost all hype attached to it. Did the novelty wear off for some of you? For me, it wasn't there to begin with.
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Posts: 302
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Post by shadowdancer on Apr 20, 2017 1:18:01 GMT 10
This game really lost all hype attached to it. Did the novelty wear off for some of you? Personally, i completed it once (it was normal difficulty , found almost all secrets and coins and stuff. I spend about 10 hors 30 min in total) Tried few dlc's and then deleted whole game. Honestly this game didnt impress me much. Waiting for RE2 Remake now)
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Posts: 872
Original Join Date: Oct 19, 2012
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Post by packman on Apr 20, 2017 16:11:25 GMT 10
if anyone cares.. the game featured great elements.. the syco family.. each has his own personality, puzzles.. but what i think is missing is the relationship between survivors.. for me, what kept me always attached to re2 and code veronica is the relationship developping between claire,sherry and leon for re2 also leon ada on the other hand.. claire and steve in code veronica.. it would be much better if the scenario featured more chrarcters willing to survive and how they cooperate to do so.. and more drama.. for re6 the problem was co system.. you got bored and used to characters stuck to each other.. but for a one survival game makes you excited to see one of the other surviors still alive around and you keep waiting the next time you see any of them again to feel hopeful...
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Sleeping
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Post by SAMI on Apr 20, 2017 20:05:16 GMT 10
if anyone cares.. the game featured great elements.. the syco family.. each has his own personality, puzzles.. but what i think is missing is the relationship between survivors.. for me, what kept me always attached to re2 and code veronica is the relationship developping between claire,sherry and leon for re2 also leon ada on the other hand.. claire and steve in code veronica.. it would be much better if the scenario featured more chrarcters willing to survive and how they cooperate to do so.. and more drama.. for re6 the problem was co system.. you got bored and used to characters stuck to each other.. but for a one survival game makes you excited to see one of the other surviors still alive around and you keep waiting the next time you see any of them again to feel hopeful... Yeah, I think RE7 was kinda rushed. Or more like many good ideas were scrapped. The game is fun but lacks replay value. And add that with FPS cam which many here don't prefer makes it very easy to not play the game again.
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Posts: 872
Original Join Date: Oct 19, 2012
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Post by packman on Apr 20, 2017 20:18:17 GMT 10
imaginary conversation to prove how a one survivor game is better than co: for one survivor: -leon!! you still alive!! -claire you made it.. take this we should team up for any thing comes up....
for co: -hey lets shoot that damn zombie! -no i will shoot him!! -haha i did it!! -no i did it asshole!
for re7: -damn you mia what are you!! -damn it such syco family! -damn it everything is dead!! -is there anyone listen to me?! -what the hell!! -do i really have a reason to come here?!!
you can feel the different situation and how you develop relationship with the characters.. but for re7 it was like only ethen is a survivor and all the other are crazy stupid creatures even mia and zoe they are living dead .. no humanity and relations are developed at all....it would be much better if he had a son or daughter or even a friend to save or something after he discovered that his wife is mutated .. but here was like the story ended while its just starting...
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Posts: 738
Original Join Date: May 20 2009
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Post by Overseer on Apr 20, 2017 21:28:26 GMT 10
That's part of one of the major things that bothered me, that and the obvious 'stage' blocks of the game too. The pacing is something that can be mirrored to Demento/Haunting Ground in a certain fashion. Just with even less means for replayability or general event/cutscene variation without the DLC. Spoiler tagging this for the comparison so no one can complain despite it's been out for a while now. {Click to show.} Bulky male enemy that's been seen throughout all of the marketing, but can be spared / Jack and then Mia ----- Debilitas Character that initially may be seen as an enemy, but is actually friendly but can turn on the player / Mia ---- Hewie Female enemy that is launched into immediately and seems "unsettling" to most people / Marguerite ---- Daniella Male enemy that seems smarter, includes more traps/puzzles and is a bridge for attention between a major stage transition whereas the other two have involved backtracking / Lucas ---- Riccardo Older enemy that seems harmless initially, but turns out to be the big bad of the game and has multiple stages to the fight and a section that relies on a single prompt to resolve the game directly to the ending path. One stage of the fight includes simply walking as the enemy is moved in and out of the game, while cutscene conversation is played or shown that may or may not make sense to the player / Eveline ---- Lorenzo
Extra enemies that can also stalk, or be intentionally triggered or may be dropped onto the player in similar fashions / Molded ---- Homunculi (two variants of these), Luminescents
Phone conversations that are ultimately vague / Zoe ---- Lorenzo (though Lorenzo's did outline to be wary of Riccardo)
Major ending pathing basically relying only on Secondary Character interaction to otherwise provide Good/Perfect OR Bad ending pathing / Mia/Zoe choice being even less in-depth to ensuring friendship with Hewie. In terms of mechanics, the older game had more depth to it in my opinion especially in regard to hiding, evasion mechanics and more punishments for stuffing up things like item creation in the Hidden Rooms too, or also using the wrong items to heal characters and whatever have you. Then we had more character perspective on things in Hard Mode in Demento with the commentary in the journal being changed from Fiona, to Hewie (the dog) and that gave more replayability and depth to the characters and the plot, particularly with individual motives for each enemy but in 7 you don't really get a difference in things between them all beyond how each enemy behaves and their individual unique gimmicks. Most of the chatter regarding each 'stage' doesn't really feel particularly memorable coming from Ethan or Mia and it doesn't really feel like I have a choice in how I play the game due to certain fixed events and other ones that seem more random than being able to be actively avoided in terms of triggering them. I don't know, I just couldn't connect to any of the characters in 7 at all. Similar settings in a certain regard between the other game I mentioned, protagonist has no idea what the hell is going on and discovers Other Character and plans to escape from Location, only to be subjected to Enemies/Stalkers and Puzzles. The major difference being seems to be that we still have one character (Ethan) still being confused at the end of it, in comparison to the other (Fiona) figuring things out and taking the 'even a worm will turn' path by resolving the problem with Other Character and leaving of their own free will. End credit have a song which has lyrics that tell us - she truly knows fear, and (now) won't forget what can lurk deep within a place. 7 gives us the same song as given with early marketing, and there's ultimately no major difference with the usage before or after - they were all dead either way with or without the Player Character (Ethan) being involved in the incident, so effectively what is the point of the plot beyond introducing <Other> Umbrella Corp that has ALREADY been introduced via REV2 -> Heavenly Island & Umbrella Corps?
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Resident Button Modder
Posts: 4,537
Original Join Date: Nov 1, 2009
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Post by DarkSamus on Apr 22, 2017 9:19:32 GMT 10
My interest would return to full hype mode if we get tools to mod the game.
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Enjoy!
Posts: 1,266
Original Join Date: Nov 21, 2012
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Post by Mister T on Apr 23, 2017 2:09:55 GMT 10
My interest would return to full hype mode if we get tools to mod the game. Sometimes I wish for Capcom to be more like Bethesda. Just take a look at Fallout! For every game there is a new creation kit for modding. Capcom gives no attention to us ...
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Post by mechanicalpaladin on Apr 23, 2017 15:36:12 GMT 10
My interest would return to full hype mode if we get tools to mod the game. Sometimes I wish for Capcom to be more like Bethesda. Just take a look at Fallout! For every game there is a new creation kit for modding. Capcom gives no attention to us ... Modding support would eat away Ca$hcom's overpriced DLC. That company doesn't care about it's fans or games, just money.
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Post by Frostwolf on Apr 23, 2017 19:19:37 GMT 10
Sometimes I wish for Capcom to be more like Bethesda. Just take a look at Fallout! For every game there is a new creation kit for modding. Capcom gives no attention to us ... Modding support would eat away Ca$hcom's overpriced DLC. That company doesn't care about it's fans or games, just money. How i want to believe it's lies, but what you tell is the sad truth.
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Simps for Lepotitsa
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Post by Akeinu on Apr 25, 2017 7:42:10 GMT 10
Sometimes I wish for Capcom to be more like Bethesda. Just take a look at Fallout! For every game there is a new creation kit for modding. Capcom gives no attention to us ... Modding support would eat away Ca$hcom's overpriced DLC. That company doesn't care about it's fans or games, just money. To say the truth, there is a reason why capcom still exists and is not closed like 95 Percent of other game developers. Blame our greedy society and our garbage economy system. Considered how expensive it is to develope a game and how high the standarts are to make profit out of it, without dlc Capcom would be bankrupt or the games would have way less content (not counting dlc). Mister Modification said: Sometimes I wish for Capcom to be more like Bethesda.
Just take a look at Fallout!
For every game there is a new creation kit for modding.
Capcom gives no attention to us ... Bethesda make sandbox games so of course they support modding, but Resident Evil is a story driven game and that's why modding is not supported. It has nothing to do with a bad attitude from capcom. for example look at "The Evil Within" it is a bethesda game, but has no modding support either, because it is a story game. so praising Bethesda and blame capcom is not an objective statement in this matter. ( both don`t support modding on story driven games like 99% of all other companys.) It is easy to find a scapegoat if you look for it, but the world has more colors than just black and white.
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Original Join Date: Oct 7 2013
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Post by JoJo on Apr 25, 2017 17:30:23 GMT 10
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Post by mechanicalpaladin on Apr 25, 2017 21:43:43 GMT 10
Akeinu please don't use percentages if you don't have any data to back those statistics.
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Simps for Lepotitsa
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Post by Akeinu on Apr 26, 2017 1:14:56 GMT 10
Akeinu please don't use percentages if you don't have any data to back those statistics. They are guessed but anyone with just a slight knowledge of video game history should know that this is very close to the truth, even if its not exactl this percentage. On every active Video game developer comes between 10 to 30+ bankrupt ones. Almost all studios of the Psone and Ps2 era are closed, just take a peek into an old magazine and count it. and compared to all the shut down pc developers it is getting even worse. So yeah I wrote 95 percent, but in reallity it would be more like 99. something something. and the other statement is correct too. Games that are supported from publishers to mod are all, sandbox games or multiplayer games with not a focus on Story (or with customizable protagonists), like Oblivion, Unreal Tournament, GtA, Fallout, Mount & Blade, Minecraft, Arma 2, Kerbal Space Program, Crusader Kings, Heart of iron, Team Fortress,...... u.s.w On the other hand how many Story focused games like Resident Evil have modding support from publishers, i cant count a single one (half life 2 maybe, but its whole purpose was to demonstrate and sell the source engine and their products, so a different case than Resi)
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Posts: 219
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Post by mechanicalpaladin on Apr 26, 2017 3:56:00 GMT 10
Akeinu please don't use percentages if you don't have any data to back those statistics. They are guessed but anyone with just a slight knowledge of video game history should know that this is very close to the truth, even if its not exactl this percentage. On every active Video game developer comes between 10 to 30+ bankrupt ones. Almost all studios of the Psone and Ps2 era are closed, just take a peek into an old magazine and count it. and compared to all the shut down pc developers it is getting even worse. So yeah I wrote 95 percent, but in reallity it would be more like 99. something something. and the other statement is correct too. Games that are supported from publishers to mod are all, sandbox games or multiplayer games with not a focus on Story (or with customizable protagonists), like Oblivion, Unreal Tournament, GtA, Fallout, Mount & Blade, Minecraft, Arma 2, Kerbal Space Program, Crusader Kings, Heart of iron, Team Fortress,...... u.s.w On the other hand how many Story focused games like Resident Evil have modding support from publishers, i cant count a single one (half life 2 maybe, but its whole purpose was to demonstrate and sell the source engine and their products, so a different case than Resi) Yeah, no. steamcommunity.com/workshop/?browsesort=Alphabetical&browsefilter=Alphabetical&p=1
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