I had hoped to enjoy Resident Evil 7 for what it appeared to be: a strange, Western approach to the series. I didn't expect it to hark so close to the series' roots while managing to still bring some action and more intuitive controls. Production-wise, this is the best Capcom's ever done, with believable performances (wait 'til you see the Baker's son. Something about him is so freakishly real to me) and wonderfully creepy audio design. With or without VR, Capcom nailed the pulse-pounding atmosphere and I am finally legitimately excited to see what it's going to do next. Though the enemy design could have been more varied, the bosses more than make up for that. The last hour and boss is slightly underwhelming, but everything up to that is consistently amazing. Resident Evil 7 went beyond my expectations, and I feel we have an instant classic here. I want to jump back in right now, and I have a feeling I'll be doing so for years to come.
However you play it, Resident Evilís back. Completely different and yet instantly familiar. Compared to the bloated action of the last few installments this is literally a Resi revelation, executing modern horror ideas, interesting characters, locations, and a fantastic atmosphere to create something that can stand proudly among its sources. Itís about as an essential a horror experience as you can get.
I would have been pleasantly surprised with much less than Resident Evil 7 brings to bear. I would have settled for, been excited for "not bad." But the Resident Evil series has thrived for over 20 years now in part because of a willingness to change the franchise, to mutate with the times. Resident Evil 7's changes ó especially the shift to first-person ó may be off-putting to some. But it's an evolution that fits perfectly into the world and source material Capcom has created. It's hard to know if Resident Evil 7 will stand the test of time as much as classics like the original, or RE4. Taken on its own, however, it's an excellent game that pushes the series in worthy new directions.
Resident Evil 7 grounds itself in elements that made the original great while still indulging in a risky new shift in style that both helps and hurts the beloved formula in equal measure. But itís also the closest a numbered sequel has come to recapturing Resident Evilís slow, but thrilling and atmospheric adventure game roots in a while ó a welcome return that I truly hope to see more of in the future.
Resident Evil 7 might be the first must-own game of 2017. If youíre a fan of survival horror, then youíll recognize the tremendous return to form this was for Capcomís legendary series, and be equally thrilled and terrified by the atmosphere and level of immersion this experience provides. The narrative is driven by a pair of underdogs in Ethan and Mia Winters that you canít help but root for, and the mystery of the Baker plantation will keep you pushing on well after your voice has gone hoarse from screaming so much at your TV. Resident Evil is backóand I donít think it gets better than this.
RE7 ends just as it starts to outstay its welcome, and after the fact, I felt like I'd survived a truly harrowing journey. The boss fights may be slightly inconsistent and certain sections might drag after a while, but RE7 is still a remarkable success. It has a clear vision and executes it with impressive patience and precision. By returning to horror, Resident Evil has once again become something special.
2005ís Resident Evil 4 was an astonishing redefinition, not only of its series but also, thanks to the introduction of the Ďover-the-shoulderí perspective, of third-person action games in general. Resident Evil 7ís impact is more localised, but no less effective. Reinventing older game seriesí to fit ever expanding technological boundaries while maintaining their quiddity is one of the great challenges in game design. Indeed, itís one that Resident Evilís creators have failed to meet on numerous occasions. Resident Evil 7, by contrast, is a masterclass: breezily new, yet quintessentially in character with its illustrious forbearers.
Resident Evil 7 didn't just take the series back to form, it perfected it. Sure there will be satisfying combat but not before running around for your life filled with dread. The story and plot twists were entertaining as they were interesting and all the scares that came along with it. The voice actors did a phenomenal job and so did the level designers. There was never a time where I felt safe and ready to take on the next challenge. Old schools fans of the franchise will love this outing and is a perfect opportunity for new fans to hop on board. Just don't burn the midnight oil alone.
Warlegend (French) - 8.5/10 (17/20)
(Google Translated and slightly tidied up) Limited supplies, heavy atmosphere, puzzles to solve, all with a difficulty dosed well. Yes, it's a good game! The first-person view is a success, the graphics are perfect, the game is fluid and optimized, global release for a multiplatform game, Capcom has successfully bet its hand: this Resident Evil is a success despite a playtime reduced to about twelve hours and a bit lighter on content than some entries. Playing through in PSVR almost makes it a second game, hopefully Capcom brings HTC Vive / Occulus Rift compatibility one day to PC, but it's clear that we have a nugget for VR in RE7. I would even go so far as to say that it is the only must-have PSVR game at the moment. The ball is in the camp of Capcom: we would love to have added content to the game, simply because by the end we were left savoring for more. We expect DLC Capcom, or to see a sequel!
Resident Evil 7 is a much better Resident Evil game compared to Resident Evil 6 but itís not this generations Resident Evil 4, actually itís quite far from it. Itís also far from being a bad game, actually itís a pretty good game thatís worth purchasing but the issues keeps it from reaching itís full potential. Should Capcom continue with the first person Resident Evil games? It really depends on if they are actually committed to this new approach, and are not just cashing in on the virtual reality craze currently.
With Resident Evil 7 being the first AAA title to use the playstation VR for a truly immersive experience, Capcom have a licensed a scented candle for players who wish to add a further dimension to their VR gameplay.
GameInformer has an interview article with Resident Evil 7 producer, Masachika Kawata. The interview provide answers to many questions regarding the game, such as why the game is in first person perspective this time, and why the shift back to the horror focus.
- Main character is named Ethan, who travels to Dulvey (Louisiana) to look for her missing wife
- RE 7 is not a zombies game anymore. This time is much more focused on psychological horror
- A new type of enemy called "Holoforms"
- They saw 3 different bosses and really liked them. In one of these boss fights you have to drive a car
- Much more focused on exploration than previous RE games
- Inventory size is limited (e.g. shotgun takes two intentory blocks)
- Manual saving
- You can save as many times as you want, but once you complete the game for the first time, you unlock the "Asylum/Madhouse" difficulty, where saving is limited
- The number of ammo is quite limited, so most of the time you have to run away from enemies. Ethan can also protect himself from enemies attacks by using his arms or by binding down just before he's gonna get hit
- Confirmed weapons so far: knife (first weapon you find), handgun, shotgun, magnum, flamethrower and chainsaw
- The members of the Baker family are "bullet sponges", so you will need a huge amount of ammo to kill them. However, they can be stunned after a certain number of shots
- There are A LOT of jumpscares/scary moments
- A certain kind on insect will have a great importance/presence in one section of the game
- Ethan wears a watch called "codec", where you can check your health and works as main game interface
- Throughout the game we will find "cages" containing new weapons, health/weapons upgrades, etc. In order to open them, we'll have to collect coins that can be found in different scenarios (they seem to be hidden and difficult to find)
- There'll be a lot of locked doors first time we get into the Baker's house. To open them, we need to find specific keys or single-use lockpicks
- Items boxes are back
- Ethan is not particularly fast (his movement seems to be quite slow), so we have to pay attention to our environment for any enemy signal to start running away as soon as possible
- "Holoforms" are quite similar to Hunters, but slower. To kill them, we'll have to dismember them
- We'll have the option to use "psychostimulants" to find hidden items. However, they are completely optional and their duration is limited
- Puzzles will have a great presence again. However, the ones that they witnessed were quite simple (e.g. rotate an item in front of a source of light to generate a silhouette)
- We'll never see Ethan's face
- The world is filled with collectible VHS tapes that contain different "mini-games". For instance, they found one where Mia has to hide from Marguerite, and if the later finds her, you have to start over again. These tapes bring new mechanics to the table, as well as new story bits
- There are different collectibles besides VSH tapes. In the build they played, the menu indicated the presence of 32 documents, 18 old coins (currency to buy new upgrades) and 20 figures called "Mr. Everywhere", which function is unknown.
- The game seems to be in the final stages of development
-The Spanish magazine played the first three hours of RE7, all the screens and info we have from this are from the first three hours of the game.
-The last name of Ethan and Mia is Winters, so Ethan Winters and Mia Winters.
-The beginning area of the game is set at the Baker Plantation and 'around it'. Some 'around' locations include a trailer and a greenhouse.
-They say those who expect this to not feel like Resident Evil will probably be pleasently surprised, it oozes with charm of the series and has a number of moments that may make old-time fans nostalgic.
-Bugs have a big presence in a certain segment of the game involving the knife, they tease.
-The keys of the Baker Family Estate are animal shaped and themed. Lots of going through previous areas and unlocking new areas.
-Apparently references to all entries of the series is huge, there's nods to everything from the original to RE6. You might be surprised how clever some of them are, and the magazine says while they can't say what they are, some of them are glorious.
-There is a section where you need a crank to work a bridge.
-Apparently saving at cassettes is manual or Normal difficulty up, EXCEPT for boss fights where they give you a a auto-save when they show up on Normal (but not Madhouse difficulty).
-Game is said to be around 14-16 hours long.
-Mention that the old woman Camille will sometimes be heard o you see her shadow coming towards you, you turn around and there's nothing there.
--The Holoforms will be hunter-esque creature but way much slower than them (Possible considering a tier2 level enemy compared to normal zombies without any relation to actual hunters)...Whats more interesting is, that to end them we will have to dismember them. Guns will most likely have no effect on them at all. Hence may be the main reason of why we have flamethrowers, dynamites, grenades and chainsaw.
--"The moody environment is only the first layer of the onion that is re7. As you remove layers, you will shed tears of nostalgia. at last!" (The corridor with bluish glow picture)
--"The Knife will be the first weapon that we hold, and the bugs/spiders you see in the image will have a great presence in a certain section." (Knife picture)
--A mysterious character will often call us on the phone (the lifelong fixed (?!) ), which will be key to the narrative. Rush to it when you hear the sound far away. (Telephone Picture)
--The codec will be a wristwatch that will show the health and that will act as interface. The screen will be clean of indicators, also ideal for virtual reality. (Wristwatch picture.)
--These cages will contain improvements (more health, higher speed of recharge, a magnum). To open them you will need coins, which will be hidden throughout the storyline. (Cage picture.)
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--Shadows will be hunter-esque creature but way much slower than them (Possible considering a tier2 level enemy compared to normal zombies without any relation to actual hunters)...Whats more interesting is, that to end them we will have to dismember them. Guns will most likely have no effect on them at all. Hence may be the main reason of why we have flamethrowers, dynamites, grenades and chainsaw.
--"The psychostimulants" will serve to locate the objects that are nearby by making them glow. For the purists, its use will be optional and its duration will be very limited." (Pills picture.)
--"Generate a silhouette" seems to be one of the easiest puzzles around. (Straw Doll picture.)
--Camille Baker will appear at certain places only to disappear when you turn back. (Camilla Baker picture.)
--Door picture one was kinda confusing, but I assume someone is baiting Ethan to get closer via lantern and unfortunately he needs to go in there to progress further.
"The idea is that humans are the most terrifying creatures of all." says the producers on last page with huge letters, which will probably be the main theme of game.
It should be also mentioned that after probably an 12 months later or so, game may be available for HTC Vive and Oculus but its not clear if that's just a guess of writer because I'm yet to see any statement confirmed.