Soooo...after playing most of (skipped 3R, 5, and 6) the resident evil games and saving this one for last...it's just unequivocally the best one ...

Soooo...after playing most of (skipped 3R, 5, and 6) the resident evil games and saving this one for last...it's just unequivocally the best one right? The best level design other than RE1. The best survival combat other than RE2R, The best chaser other than Mr.X I guess? And while the puzzles aren't challenging, I'd still say they're the best ones to fit the environment and level design. And finally...the best atmosphere other than...no other. How is it not the best Resi game?

Bonus: the best save room theme https://youtu.be/lvsxfgABQss?si=ovbGUjAhcbdHnMId

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  1. 5 months ago
    Anonymous

    Yeah i like it a lot too. And i agree about the save room theme, Village even lost some points with me because of this

  2. 5 months ago
    Anonymous

    Has the best DLC too

    • 5 months ago
      Anonymous

      more like the only Resi game with any DLC.

      • 5 months ago
        Anonymous

        >more like the only Resi game with any DLC.
        Here's a list of games with content that got added post release but pre-DLC
        >RE1
        Advanced Mode (PSX Director's Cut)
        Battle Game (Saturn)
        Rebirth Mode (DS)
        >RE2
        EX. Battle Game (Every release after the initial launch and ignoring N64)
        >Resident Evil Zero
        Wesker Mode (HD Ver.)
        >Resident Evil 4
        Separate Ways (Every version based on the PS2 release)
        There's also Outbreak File #2 if you want to count it.

        Now, the games that actually got to use DLC to sell shit. We have
        >Resident Evil 5
        Separate Ways (Expansion)
        Lost in Nightmares (Expansion)
        Versus (Multiplayer Mode)
        Mercenaries Reunion (Mercs Expansion)
        >Revelations
        Several guns and two characters for Raid Mode
        >Operations Raccoon City
        Nemesis Mode (Game Mode)
        Echo Six Mission Pack (Expansion)
        >Resident Evil 6
        7 Mercs Maps
        Onslaught (Game Mode)
        Predator (Game Mode)
        Survivors (Game Mode)
        Siege (Game Mode)
        >Revelations 2
        Two Extra Episodes (Expansions)
        4 Raid Mode Maps
        >Umbrella Corps
        One Map
        >Resident Evil 7
        Not A Hero (Expansion)
        End of Zoe (Expansion)
        Banned Footage Volumes 1 and 2 (Expansion)
        >Resident Evil 2
        The Ghost Survivors (4 Survivor Type games)
        >Resident Evil Village
        3 Mercs Characters
        Shadows of Rose (Expansion)
        >Resident Evil 4
        1 Mercs Map
        4 Mercs Characters
        Separate Ways

        • 5 months ago
          Anonymous

          I think the fact that I barely remember any of these DLCs other than RE7's says it all.

          • 5 months ago
            Anonymous

            It says you're a newbie, yes.

          • 5 months ago
            Anonymous

            that you're a casual fan of the games?

        • 5 months ago
          Anonymous

          so 3 and REmake 3 got nothing?

    • 5 months ago
      Anonymous

      >end of zoe
      >running around beating the shit out of monsters
      >eating bugs
      >CHARGE COMPLETE
      Oh yeah, I'm thinking kino.

    • 5 months ago
      Anonymous

      Pic related was the only memorable parts in End of Zoe

  3. 5 months ago
    Anonymous

    I still prefer original 2 or 4, but 7 is very good. 3make isn't all bad as long as you pirate or don't pay full price for it

  4. 5 months ago
    Anonymous

    No. Both 2s and both 4s are better. As is 1make. But after that yeah

  5. 5 months ago
    Anonymous

    Good thing you skipped 3 that one is ass.
    RE7 is actually scary but it doesn't look like Resident Evil to me.
    You played all the games recently so you don't have an established connection to what RE is which is why you like this one so much.

    • 5 months ago
      Anonymous

      Nah it does with excelency all the aspects of a RE game, puzzles, atmosphere, inventory management, combining items, save room theme, level design

      • 5 months ago
        Anonymous

        And popping the head fo your enemies

      • 5 months ago
        Anonymous

        It's honestly more an RE game than RE4. But the funny thing about this community, is that RE4 Is ALWAYS immune to any and all criticisms. Instead it's called "different" or "an evolution" rather than "Not Resident Evil"

        • 5 months ago
          Anonymous

          That did not used to be the case lol.
          It’s a consequence of RE4 having ascended to “classic” status.
          I held off playing it for a long time because it was not “really” Resident Evil. I still think that’s valid, but it’s also a great game on its own.
          Relative to RE7, RE4 is both more valid as a Resident Evil game and is just a much better game overall.

          • 5 months ago
            Anonymous

            >RE4 is both more valid as a Resident Evil game

            bro what???? I'm starting to think the word "Resident Evil game" doesn't even mean anything, what the frick do you guys mean? Re4 was closer to DMC in tone and aesthetic than RE7 is to RE

          • 5 months ago
            Anonymous

            4 was a lot of fun; but it didn’t have of the dread that other iterations did. There’s no point in the game you’re essentially helpless and having to flee (mr x or jack).
            It’s a great game (4) pacing wise and such, but it’s not a horror game at all; same with village - aside from a very short big where lady ddd bigbreasts is chasing you. (And no, the armor suit bit was a joke.)

            • 5 months ago
              Anonymous

              The doll house and factory (minus the boss) were great.
              The water monster wasn't bad.

    • 5 months ago
      Anonymous

      >RE7 is actually scary but it doesn't look like Resident Evil to me.
      Same. Guns aside it's visually indistinguishable from all the other fps horror games that were popular at the time.

    • 5 months ago
      Anonymous

      3 is fine if you don't compare it to the original

  6. 5 months ago
    Anonymous

    Loved this game, but my god the story DLC tried their hardest to make this game bad. Let alone the idea of delegating the true ending to a DLC is awful.

    • 5 months ago
      Anonymous

      >but my god the story DLC tried their hardest to make this game bad.

      In what way?

    • 5 months ago
      Anonymous

      What are you talking about?The true ending is The main game.Chris story is just closing a loose thread and End of Zoe is fun but irrelevant overall.

      • 5 months ago
        Anonymous

        Lucas literally ran away in the main game, and not to setup a sequel, but for a DLC

        • 5 months ago
          Anonymous

          again just a loose thread.They already forgot about the connections and Blue umbrella in RE8.RE9 will pobably be corrupt BSAA as the bad guys

  7. 5 months ago
    Anonymous

    Yes, it's in the top tier

  8. 5 months ago
    Anonymous

    No, it's shit. Frick off

  9. 5 months ago
    Anonymous

    I think I would've enjoyed 7 more if I didn't know it was an RE game cause I spent the whole game just waiting for it to hard swap into bioweapons shit.
    Boat onwards sucks.

  10. 5 months ago
    Anonymous

    It’s fine, but it’s not Resident Evil.

    • 5 months ago
      Anonymous

      >but it’s not Resident Evil.

      What the frick do people even mean by this? The frick is resident evil then?

      • 5 months ago
        Anonymous

        If you don’t know what I mean, then you haven’t played a real Resident Evil game.
        Real Resident Evil Games: RE1, RE2 (original), RE3 (original), RE: CV/CVX, REmake, RE0
        RE4 doesn’t really count but it’s OK because it’s awesome
        Not RE: RE5, RE6, RE7, RE8, RE4makr
        Questionable: RE2make, RE3make
        Shrimple as that. Real fans who have actually played these games understand this.

        • 5 months ago
          Anonymous

          RE8 is good if you take out the monkey enemies in the middle.

          • 5 months ago
            Anonymous

            I’m didn’t say whether any of those game are/aren’t good, except for RE4. RE8 may be a good game that you had fun with, but it’s not RE.

            • 5 months ago
              Anonymous

              Yeah the castle was RE. The dollhouse was ish.
              The factory was RE:Revelations, ship from RE:7, Dam from RE:0, Facility from RE classic, Antarctica from RE: CV.

              It was definitely RE.
              I think the fricking stupid monkeys overshadow everything in that game and I think a lot of people got filtered by them and didn't play past the castle.

        • 5 months ago
          Anonymous

          oh shit, I didn't know I was dealing with a Real Resident Evil fan. You know what? You're getting my upvote. I wish I could send you a tshirt with the RE logo printed on cause you know the real deal

      • 5 months ago
        Anonymous

        Chris or Leon saving the world from a irrelevant virus for the 100Th time...

      • 5 months ago
        Anonymous

        there's no complex political story. It's just Outlast with some RE elements,

        • 5 months ago
          Anonymous

          >no complex political story

          ...you're joking right?

      • 5 months ago
        Anonymous

        The same way that the Robocop remake in 2010 or whenever didn't feel like Robocop at all and was just a product of its time rather than its franchise.

    • 5 months ago
      Anonymous

      Such a moronic criticism, especially coming off of 5, 6 AND 4. It’s more like RE1 than any entry thus far, kys

  11. 5 months ago
    Anonymous

    Thank you OP, thank you.
    Underrated, underplayed, underappreciated. The best RE after REmake and the best horror game Ive personally played since Silent Hill 3, barring perhaps Darkwood.
    Great level design, great bosses, great shooting, great sneaking, great dlc, god tier atmosphere, hilarious writing, genuinely terrifying… This game had fricking everything except skippable cutscenes and if it had those too it’d be a perfect 10 in my book and no one else gets it. That fricking epilogue dlc is a big, hilarious, self-referential after party and completely mandatory to play right on the back of the base game too. What a fricking great game god DAMN.
    Village is a ton of fun too and I get they cant do a reboot-turned-secret sequel every time but holy shit I want more in this style. Absolutely fantastic.

  12. 5 months ago
    Anonymous

    >skipped 5 and 6
    You skipped games of the best RE era (4, 5, and 6), but as a homosexual who enjoys teen horror (RE7), it was expected that you would overlook games based on random criticism on the internet.

    • 5 months ago
      Anonymous

      >teen horror
      That's a really good descriptor of what kind of horror RE7 is.

    • 5 months ago
      Anonymous

      >who enjoys teen horror (RE7)

      if RE7 is teen horror and bad for it, then the frick kind of horror is 5 and 6 and how are they good for it?

      • 5 months ago
        Anonymous

        nta but 4, 5 & 6, arguably even 8, were unique, there’s not really anything like the action horror of those games whereas 7 is copying a trend.

  13. 5 months ago
    Anonymous

    >level design
    RE7's level design isn't that good until the boat, which struggles with aesthetic appeal.
    The Guest House is a straight line, and the Main House only "opens up" in chunks. You finish 1F East, and then you go to 2F East. Once you finish that, you're shuffled off to 1F West and then the basement after that, and then you're done. It never opens up or gives the player much choice and it just railroads the player constantly.
    >best survival combat
    Don't get this either. RE7's shitty block mechanic automatically puts it on the lower end of RE combat systems that use shitty gimmicks as that is mandatory on the higher difficulties (since acid monsters can stun lock you to death unless you use it) and it never feels good to use. There's no real indication it's doing anything, it blocks the whole screen, and it feels like shit.
    >best chaser
    Jack is only around as a chaser for about 15 minutes. A bit longer on Madhouse, but you just have to trigger one cutscene and he's done.
    >best atmosphere
    Arguable. I'd say the PSX original still holds that title.
    >best save room theme
    Play Dead Aim.

    • 5 months ago
      Anonymous

      >level design
      Its RE1 in a minor scale.The boat section problem is not the level design is having to do it twice.
      >best survival combat
      Crouch>Block.Better to deal with the acid monsters and makes combat with the knife actually fun
      >best chaser
      Jack charisma and actually being a challenge on mad house make hin better than Mr.X...I dont need to mention Remake Nemesis and lady D because we can all agree both are uther garbage right?
      >best atmosphere
      >best save room theme
      You are full of shit and trying too hard.

      • 5 months ago
        Anonymous

        >Its RE1 in a minor scale
        It's RE1 with none of the elements that made its map interesting. RE1 gives you tons of free reign immediately after the opening tutorials, going so far as to let Jill go through all but one of the doors in the main hall and be able to get something important.
        >The boat section problem is not the level design is having to do it twice.
        That doesn't matter. The boat actually has several floors you have to manage and keep in mind while you try to collect the items you need to get to the bottom, after completing the flashback you have around three floors to run around in.
        >Crouch>Block.Better to deal with the acid monsters and makes combat with the knife actually fun
        Crouching also sucks. Anyways, you're literally saying to ignore an element of the game they actually tutorialize you to use against attacks.
        >Jack charisma and actually being a challenge on mad house make hin better than Mr.X...I dont need to mention Remake Nemesis and lady D because we can all agree both are uther garbage right?
        None of the stalkers in the series are interesting. They are all dull and serve to do nothing but offer a cheap thrill in place of actually well designed environments where you have to consider which path is better than the other.
        Anyways, Jack isn't that good. On Normal, he barely exists, and on Madhouse they basically let you get rid of him almost immediately after his boss fight thanks to the scorpion key being in the main hall, and the coins not being very well hidden.
        >You are full of shit and trying too hard.
        For what, having an opinion? 7's atmosphere really isn't anything special anyways, and it's constantly brought down whenever the mother comes out hollering or Ethan makes a stupid quip.
        As for save theme, people who say 7 has the best one are rare for a reason. It sucks compared to most of the classic ones, and Dead Aim has always been a fan favourite for save themes.

        • 5 months ago
          Anonymous

          >RE1 gives you tons of free reign immediately after the opening tutorials, going so far as to let Jill go through all but one of the doors in the main hall and be able to get something important.

          I sometimes wonder if gamers are legit moronic or not. Dark Souls and Tomb Raider (Classic) Are both probably FAR more "linear" than RE1 in that sense, but I found RE1's level design to be a constant breeze. I never got lost in that game like I have in a dark souls or tomb raider game, or frick it, even hollow knight.

          Sometimes it feels like people like to jerk off "non linearity" for the sake of it. Even if it doesn't actually result in more challenging navigation, which is the entire point of 3D space and level design. What makes 3D space complex, is how hard it is to navigate, mentally map, and traverse. This actually applies to all space, even 2D but you get the point.

          RE1's level design was fun and it was nice to unravel the puzzle box. But if RE7 doesn't have good level design then neither does RE1. Or even more specifically REmake, since that game is even more "linear".

          God, what a moronic take. I hate people who never actually look at the nuance and just like to make surface level biased judgements, so rarely do you see ACTUAL analysis on here where people are making references and comparing and contrasting.

          Level design is more nuanced than "linear or non linear" believe it or not. Or else all open world games by default would have the best "level" or rather world design. Despite not a single one of them being as interconnected as Dark Souls or Super Metroid.

          Try again.

          • 5 months ago
            Anonymous

            People like you like to say they don't get lost in certain games but every single time I've seen anyone in real life or online start a not so linear new game with no relevant youtube walkthroughs up yet they always get lost at some point.

            Like when tears of the kingdom went up early so there were no guides. Constant threads about people being lost even though according to you gays it's the easiest game ever.

            • 5 months ago
              Anonymous

              >People like you like to say they don't get lost in certain games but every single time I've seen anyone in real life or online start a not so linear new game with no relevant youtube walkthroughs up yet they always get lost at some point.

              Okay? Good for you that you feel that way? RE1's level design wasn't hard to navigate. It was fun to. I've played games with far more complex and layered level design. RE games are a sum of its parts type of games. Nothing it does singularly tends to be exceptional. Except for RE4 and it's shooting mechanics where thats LITERALLY all it did.

              I don't care what you believe or not really. Being able to go in multiple directions doesn't mean anything if at the end of the day there's still one way forward and one place you have to come back to. And the map + the fact that there's very little player decided verticality (no fall damage or jumping) makes the navigation very simple as long as your not moronic and keeping track of your map.

              Even if I weren't to refer to Resi1. "Non linearity" exists in abundance in Open World games and those are game where you LITERALLY cannot get lost because every direction is the right direction. If we just inverse that for RE1 where every direction can both be the right and wrong direction right from the beginning, then it doesn't really matter, because youll either stumble along the right way by knowing the dead ends, or stumble along the right way by getting an item early. Navigation is mental, memory, spatial awareness. If RE7 is bad level design. RE1 is too.

              RE1's level design isn't hard, but it achieves a feeling of openness while still being controlled. It's not trying to be esoteric or anything, but it doesn't want to fully play its hand and just railroad the player.
              It's why Jill is easy. Maybe a player for 1F East first, sees the dogs, and turns back. They could instead choose to go 1F West and get their first puzzle, or go down to Forrest and get some heavy weaponry.
              The reason why this is good level design is because the player is both being guided, but also has free reign, and later on the game actually gets to play on the player's knowledge. What's the best route to get from the East Hall to the West Hall, and back again with all the hunters around? Best routes to lug items to the nearest item box, as they purposefully make the players overload themselves so they can't take every item in one area.

              Compare with RE7. RE7's level design does none of this.
              RE7 is constant railroading, terrified to let the player go free. You're trapped in the 1F East Hall, and then dripfed a bit more. You get to go to the 2F East Hall next, which leads you to the 1F West Hall, and then the basement (which is just a circle and a linear hall), the game is constantly guiding the player with no real room for actual experimentation. Later areas only get more linear, with the fun house just being a series of straight lines, and the sole exception, the boat, is shit on for whatever reason. The boat is the one environment that actually gives the player free reign but doesn't just drop you in with zero knowledge, it lets the player figure out what to do with the knowledge they were given in the flashback.
              Go back to plebbit btw.

              >The reason why this is good level design is because the player is both being guided, but also has free reign

              I don't see how that's good.

              >as they purposefully make the players overload themselves so they can't take every item in one area

              That's not good design lmao, that's definitionally tedium and arbitration because you can't rely on the level design in and of itself.

              • 5 months ago
                Anonymous

                >I don't see how that's good.
                It's good because they aren't just arbitrarily limiting the player. RE1 is a game about survival horror, and a key part of that survival is decision making and managing your environment. The player gets to make a choice on how they start the game, and if they think they made the wrong choice they can quickly back out. It's really good design for the opening of the game, and far more interesting than RE7's half hour of holding forward and being handheld through a laughable "boss fight" with Mia.
                >That's not good design lmao, that's definitionally tedium and arbitration because you can't rely on the level design in and of itself.
                It forces the player to weigh their options. The closest item box could have upwards of two hunters in front of it, so the player has to decide if they want to make two trips, or just take the battery and whatever else they can fit into their inventory.
                There's no tedium, it's a decision. Are some extra herbs and G. Launcher rounds valuable enough to run past a few of the most dangerous common enemies in the game? And this is also weighed against the four or more hunters that would be in the way of a player trying to get the magnum, if those extra resources could help you, or if it'd be better to stay as you are because of how risky it is to fight even one hunter as a new player.
                RE7 has no real equivalent to this level of decision making.

              • 5 months ago
                Anonymous

                >It's good because they aren't just arbitrarily limiting the player.

                That's begging the question. That doesn't do anything remotely interesting or compelling with the player
                Also all videogames arbitrarily limit the character to varying degrees. This is a non argument. Nothing you've brought up suggest a way in which the level design is used interestingly, creatively, or intelligently, it's just "I like that it does this convenient thing so it's good" It's solely about how it makes you feel or how you interpret it. Not how it is. At which point I don't see the point of the conversation, since that is the exact mentality that led to the redundant and uninspired design of open worlds "woahhhh it's so big!!! I can go frickin anywhere! even if the developer hasn't designed this landscape in any interestingly navigational way!".

                >It forces the player to weigh their options. The closest item box could have upwards of two hunters in front of it, so the player has to decide if they want to make two trips, or just take the battery and whatever else they can fit into their inventory.

                What? And? You have to weigh your options STILL in RE2 Remake, and that's one of the most railroaded games I've ever played. Who cares what trips and routes you have to take? That's just the basic aspect of gameplay. That doesn't remotely test your navigation or spatial awareness, all it tests is your knowhow. There's no thinking involved moron. Not all decision making is logical decision making. It's also a decision whether I walk in front of the road while a green light is on and cars are speeding. That doesn't suddenly make the decision of NOT doing that "smart" it's an incredibly basic decision that requires zero problem solving. It's just a choice.

              • 5 months ago
                Anonymous

                You're not really saying anything, just projecting everything in a negative light to make a shallow and ultimately meaningless point. You mock the idea that RE1 gives the players options and does offer an illusion of openness, acting like this has anything to even remotely do with how RE7 supposedly has good level design.
                You have yet to even explain that as well, you've just gone "Well, they're the same game lol" except using 200 words to explain a nothing point, and reducing a lot of gameplay decisions of the original game in ways that outright show you haven't played it or are taking your opinions from elsewhere.
                You make bad faith comparisons, you lie when it is convenient, and you use modern Ganker 'buzzwords' in your speech to mock any points all while trying to present yourself as rational.
                In short you are a massive homosexual who has said utterly nothing here worth responding to. There's a lot of words but nothing being said (and before you talk about irony, I made this post as long as it is to illustrate how fricking annoying it is when someone manages to stretch nothing out for an entire post).

              • 5 months ago
                Anonymous

                >You're not really saying anything, just projecting everything in a negative light to make a shallow and ultimately meaningless point.

                Believe what you want lmao. You have no argument. I can substantiate everything I say, you just appeal to "It's shallow and meaningless because I say so." Lmao. You're so good at debate.

                >You mock the idea that RE1 gives the players options and does offer an illusion of openness, acting like this has anything to even remotely do with how RE7 supposedly has good level design.

                Since you're a bit slow. The point is that the "openness" is meaningless, because good exploration has nothing to do with "linearity" I already gave multiple examples of a dozen games that can be considered more "linear" than resident evil that use verticality, 3d space, and traversal far more interestingly to facilitate you being lost and actually needing to think about and understand your surroundings. I actually do think RE1 (and 7) does this, but it's at much more reduced effect. RE level design is the sum of its parts, it's about remembering DOOR A, once you get Item A, but also keeping track of the multiple other doors you need to unlock, and then mentally mapping where all those are so that you can return to them. What makes this good, is less about being linear or not, and moreso about how the game decides to take you around the entire level so as to force you to remember doors from long ago or not. The only way to make memory recall challenging, is to force you to recall something that should have been stored in your intermediate memory because you have the least amount of time to rehearse it and store it in your long term memory.

                Combine this with enemies that act as obstacles, and combat that is arduous, and you make navigation tense, to supplement it's inherent simplicity.

              • 5 months ago
                Anonymous

                >You have yet to even explain that as well

                That's a you problem.

                >"Well, they're the same game lol"

                Point to where those exact words were said and maybe you'd have an argument. But since you can only make up arguments to soothe your feelings, I think you'll have trouble.

                >except using 200 words to explain a nothing point, and reducing a lot of gameplay decisions of the original game in ways that outright show you haven't played it or are taking your opinions from elsewhere.

                Believe what you want lmao kek. You've already tapped out of the argument when you're describing the opposing person's argument with zero reference or basis, and making assumptions about whether somebody has played something or not. You're arguing with yourself right now and telling yourself what will make your feelings matter.

                Youve still yet to demonstrate a single thing logically. I'll wait.

                >You make bad faith comparisons, you lie when it is convenient, and you use modern Ganker 'buzzwords' in your speech to mock any points all while trying to present yourself as rational.
                >In short you are a massive homosexual who has said utterly nothing here worth responding to.

                Oh, you're still whining and describing my engagement in your own opinion and feelings thinking this is an argument. Okay.

                >There's a lot of words but nothing being said (and before you talk about irony, I made this post as long as it is to illustrate how fricking annoying it is when someone manages to stretch nothing out for an entire post).

                I accept your concession. If there really was a lot of nothing being said, that could be shown logically. One could demonstrate that The premises simply aren't true, or that they don't follow to a logical conclusion. That's the entire point of logic after all, to be consistent, and explicit. But methinks you don't actually have an argument and are just whining.

              • 5 months ago
                Anonymous

                >There's no tedium, it's a decision.

                Nice argument lmao. I'm not sure if you understand this or not. But having to guess where to go, even though you already KNOW where to go. Because of the arbitrary fact that the game forced a guessing game on you, because you couldn't possibly have known whether that battery was necessary or not...is not creative level design. That's just trial and error. That's just the game taking advantage of the fact that you couldn't have known. It's not demanding any skill of you, or any thinking, because you couldn't have prevented that problem, you couldn't have addressed it or overcome it.

                It's just something you have to deal with and trudge on, taking the risk, or not. It doesn't matter. Because if it ends up they fricked up because of the battery, they will simply still have to make the decision to go back through the hunters. INFACT that sounds even more linear and arbitrary to me. Which is odd for the defender that likes to pretend the level design is so good for NOT being arbitrary lmao. Let's see how he counters this one.

                >Nothing you've brought up suggest a way in which the level design is used interestingly, creatively, or intelligently, it's just "I like that it does this convenient thing so it's good" It's solely about how it makes you feel or how you interpret it.
                It's good level design because it doesn't railroad the player while offering guidance. Its already been explained how the opening main hall of RE1 is genius design when the player starts as Jill, as it gives the player 5 viable options, all with advantages or drawbacks that teach the player at their own pace. One room introduces the hard to fight dogs but gives the opportunity to run past them (or turn around). Another introduces puzzles and can give the player their first key. The second floor has access to an environmental puzzle -> safe room -> loop back to the main hall, Forest's bazooka, or the player's first experience with the main key of the first mansion run via the locked doors in the east wing.
                It is objectively well designed as an opening map. RE7's is also well designed, but for completely different reasons and decidedly not because of survival horror ones. RE7 is very rail roaded in its design and ensuring the player never goes off the beaten path. It's why it unlocks parts of the main house in two-three room chunks and doesn't ever give the player an opportunity to actually experience "The Survival Horror" because it isn't about that at all.
                >Who cares what trips and routes you have to take? That's just the basic aspect of gameplay.
                Probably because that's a significant portion of the gameplay loop? Have you actually played the older games? It is testing your navigation and spatial awareness because you have to remember what hallways are safe, which rooms had what enemies, and what you're going to do once you get to Point B.
                Genuinely I have no idea how you can say this shit unless you haven't actually played RE1.

              • 5 months ago
                Anonymous

                >Its already been explained how the opening main hall of RE1 is genius design when the player starts as Jill, as it gives the player 5 viable options

                Please stop saying "It's good level design because it has stuff" Literally NONE of this means anything, you're just talking about a game having content, at which point what order it's consumed doesn't fricking mean anything.

                >One room introduces the hard to fight dogs but gives the opportunity to run past them (or turn around).

                You will be introduced to the dogs anyway. This doesn't mean shit.

                >Another introduces puzzles and can give the player their first key.

                The puzzles in RE2 are garbage anyway. And you're praising the game for randomly giving you a key because it gave you the option to go anywhere? Even if that can't be called "railroaded" level design it meets the same function by making exploration fricking braindead by giving you everything you need to progress by randomly choosing a direction, this is a moronic argument frick off with this dumb shit. Frick I wish I could describe EXACTLY the type of analysis this reeks of, because it's this incredibly player centric analysis that i see espoused by journalists and YouTubers "game is well designed when it shows you a lot of things or gives you alot of things and guides you without you needing to think b-but actually it's different because it's not LITERALLY railroaded even if there no thinking process regardless."

                >The second floor has access to an environmental puzzle -> safe room -> loop back to the main hall

                You will find the safe room anyway. Has nothing to do with good use of 3D space or 3D navigation.

                >Forest's bazooka, or the player's first experience with the main key of the first mansion run via the locked doors in the east wing.

                "The game will give you content"

                >It is objectively well designed as an opening map

                Well. I mean if you say something is objectively well designed then it simply must be right?

                Your arguments are circular.

              • 5 months ago
                Anonymous

                >It's why it unlocks parts of the main house in two-three room chunks and doesn't ever give the player an opportunity to actually experience "The Survival Horror" because it isn't about that at all.

                The frick does this even mean???? Every single game in the trilogy does this? That's the entire reason the level design is called a "puzzle box" because you slowly unlock different parts and sections sequentially by going all over the place. It could even be applied to when you get to the cabin, the shark tank, the lab etc. Very rarely are all these levels even interconnected so it doesn't fricking matter either way. No seriously. Justify this. How is this substantially different from any other resident evil. And don't just say "muh 5 options!!!" because that has nothing to do with, nor changes the fact that the mansion, and subsequent levels are being unlocked in chunks.

                >Probably because that's a significant portion of the gameplay loop?

                If you read my response and considered the context of it, you'd realize that "a significant portion of the gameplay loop" Doesn't actually equal good level design or navigation. "Who cares" as in. Who cares what routes need to be taken...when that same "gameplay loop" exists in the incredibly railroaded RE2R.

                >It is testing your navigation and spatial awareness because you have to remember what hallways are safe

                Remembering whether something is safe...is a complete different judgement than understanding where to go and how to get there...are you moronic? Just think about this logically. You can test the safety of an irradiated area...without actually needing to be there or know how to get there. Because ultimately "safety" is just information, it's not a thought process, or something you logically apply knowledge to. It's not JUST spatial awareness that's enough, or else literally ANYTHING in 3D space, linear or not has it. It's awareness plus navigation, and it's missing the navigation part. Memory isn't thinking.

                >says nothing
                >never rebukes the fact that he hasn't actually played RE1
                >is also still unable to raise a point that shows he actually has through knowledge of its design or layouts
                The especially funny bit is that you start referencing REmake content like the cabin but don't question Jill having 5 options in the main hall, which outright shows you've been talking out of your ass the whole time. This automatically makes every single post you have made in this thread completely meaningless.
                >Your arguments are circular
                Your arguments don't even have a leg to stand on. YOU HAVEN'T PLAYED THE FRICKING GAME.

              • 5 months ago
                Anonymous

                >It's why it unlocks parts of the main house in two-three room chunks and doesn't ever give the player an opportunity to actually experience "The Survival Horror" because it isn't about that at all.

                The frick does this even mean???? Every single game in the trilogy does this? That's the entire reason the level design is called a "puzzle box" because you slowly unlock different parts and sections sequentially by going all over the place. It could even be applied to when you get to the cabin, the shark tank, the lab etc. Very rarely are all these levels even interconnected so it doesn't fricking matter either way. No seriously. Justify this. How is this substantially different from any other resident evil. And don't just say "muh 5 options!!!" because that has nothing to do with, nor changes the fact that the mansion, and subsequent levels are being unlocked in chunks.

                >Probably because that's a significant portion of the gameplay loop?

                If you read my response and considered the context of it, you'd realize that "a significant portion of the gameplay loop" Doesn't actually equal good level design or navigation. "Who cares" as in. Who cares what routes need to be taken...when that same "gameplay loop" exists in the incredibly railroaded RE2R.

                >It is testing your navigation and spatial awareness because you have to remember what hallways are safe

                Remembering whether something is safe...is a complete different judgement than understanding where to go and how to get there...are you moronic? Just think about this logically. You can test the safety of an irradiated area...without actually needing to be there or know how to get there. Because ultimately "safety" is just information, it's not a thought process, or something you logically apply knowledge to. It's not JUST spatial awareness that's enough, or else literally ANYTHING in 3D space, linear or not has it. It's awareness plus navigation, and it's missing the navigation part. Memory isn't thinking.

              • 5 months ago
                Anonymous

                >There's no tedium, it's a decision.

                Nice argument lmao. I'm not sure if you understand this or not. But having to guess where to go, even though you already KNOW where to go. Because of the arbitrary fact that the game forced a guessing game on you, because you couldn't possibly have known whether that battery was necessary or not...is not creative level design. That's just trial and error. That's just the game taking advantage of the fact that you couldn't have known. It's not demanding any skill of you, or any thinking, because you couldn't have prevented that problem, you couldn't have addressed it or overcome it.

                It's just something you have to deal with and trudge on, taking the risk, or not. It doesn't matter. Because if it ends up they fricked up because of the battery, they will simply still have to make the decision to go back through the hunters. INFACT that sounds even more linear and arbitrary to me. Which is odd for the defender that likes to pretend the level design is so good for NOT being arbitrary lmao. Let's see how he counters this one.

              • 5 months ago
                Anonymous

                >the arbitrary fact the game forced a guessing game on you, because you couldn't possibly have known whether that battery was necessary or not...is not creative level design.
                Either you are a fricking moron or you haven't played RE1, like I said in my last post.
                The game tells you you need the battery. This is ignoring that every non-healing or ammo item is generally considered important in some regard, but the game tells you in the courtyard that the other elevator needs a battery. The player knows that the battery is the most important item in that room. The idea is "So, I get the battery, but there's also ammo here and herbs in the main hall (plus whatever is left over in the library). What do I grab, and do I go back past the hunters? Can I get the magnum to make things easier, or should I hold off since the hall leading to it has two hunters?"
                The game is making the player think about what is necessary or smart, not tricking them. You're only tricked if you weren't paying attention in the first place.
                >That's just trial and error.
                Again, have you played RE1. Frick, have you played RE7? Everything about the opening Jack Baker stalker section is trial and error, there's no skill involved, it's learning his movement pattern and the best time to grab the keys, that's trial and error. The scenario described in RE1 is just one of many moments where the player is forced to weigh up what they should do. Take a risk to get more items, or just leave with as much as they can carry.

                tl;dr You're a ginormous moron who is currently writing paragraphs disparaging a game you haven't even played. Don't even bother pulling some "I'm an oldgay" or "Yeah I played RE1, look at this random screencap" shit, anyone who has played RE1 wouldn't be talking about the battery the way you are. It's such an obvious tell, especially mixed with how you've never actually spoken about RE1 yourself, just about other people's examples.

              • 5 months ago
                Anonymous

                >Again, have you played RE1. Frick, have you played RE7?

                The problem with trial and error truly comes to fruition when the game is too punishing. Trial and Error can be so-so. It just depends. Id say Jack is forgivable because of the nature of how you're expected to explore the house, he gives the item hunting a different layer. It's hard to explain, id have to replay to remember the specific sensation, but he makes exploring more desperate. It's different from Mr.X where you already know where to go, but it's trial and error because you couldn't possibly know stuff like the clickers appearing in that one hallway randomly. It feels cheaper when you know something is supposed to be safe, but the game tells you it's not. Whereas when Jack is chasing you, a lot of the time you're actually actively exploring still.

                Don't get me wrong, I find both of them to be shit for the most part. I don't like invincible enemies, but I think Jack is done much better for the most part.

                >The scenario described in RE1 is just one of many moments where the player is forced to weigh up what they should do.

                Please stop making these weird almost tautological surface level arguments, you almost sound like a journalist. "This is one of the many moments where the game makes you make a decision!" Wow. That's absolutely crazy, I didn't realize videogames made you make decisions.

                Like moron. I'm telling you the decisions are trial and error and moronic. I don't know why you're telling me that they're "decisions" that's not what I'm talking about.

                Anyway, regarding the battery, you gave poor context. You implied that you just picked up the battery and don't know whether to go back to a save room so you have enough space to pick up other shit along the way. Or just go forward because it's risky.

                If you already have the battery and the game LITERALLY tells you where to go...then there's no fricking point to the inventory box. There's even less decision making in that case.

              • 5 months ago
                Anonymous

                >Anyway, regarding the battery, you gave poor context.
                PLAY THE VIDEO GAME BEFORE WRITING 5 MILLION POSTS ABOUT ITS DESIGN

          • 5 months ago
            Anonymous

            RE1's level design isn't hard, but it achieves a feeling of openness while still being controlled. It's not trying to be esoteric or anything, but it doesn't want to fully play its hand and just railroad the player.
            It's why Jill is easy. Maybe a player for 1F East first, sees the dogs, and turns back. They could instead choose to go 1F West and get their first puzzle, or go down to Forrest and get some heavy weaponry.
            The reason why this is good level design is because the player is both being guided, but also has free reign, and later on the game actually gets to play on the player's knowledge. What's the best route to get from the East Hall to the West Hall, and back again with all the hunters around? Best routes to lug items to the nearest item box, as they purposefully make the players overload themselves so they can't take every item in one area.

            Compare with RE7. RE7's level design does none of this.
            RE7 is constant railroading, terrified to let the player go free. You're trapped in the 1F East Hall, and then dripfed a bit more. You get to go to the 2F East Hall next, which leads you to the 1F West Hall, and then the basement (which is just a circle and a linear hall), the game is constantly guiding the player with no real room for actual experimentation. Later areas only get more linear, with the fun house just being a series of straight lines, and the sole exception, the boat, is shit on for whatever reason. The boat is the one environment that actually gives the player free reign but doesn't just drop you in with zero knowledge, it lets the player figure out what to do with the knowledge they were given in the flashback.
            Go back to plebbit btw.

            • 5 months ago
              Anonymous

              >Maybe a player for 1F East first, sees the dogs, and turns back. They could instead choose to go 1F West and get their first puzzle, or go down to Forrest and get some heavy weaponry.
              >The reason why this is good level design is because the player is both being guided, but also has free reign, and later on the game actually gets to play on the player's knowledge. What's the best route to get from the East Hall to the West Hall, and back again with all the hunters around? Best routes to lug items to the nearest item box, as they purposefully make the players overload themselves so they can't take every item in one area.
              Good post. Reminded me why REmake was such a disappointment aside from the jump in graphics.

        • 5 months ago
          Anonymous

          >For what, having an opinion?
          A very shitty one yes.
          Dead aim save theme is generic as fick

  14. 5 months ago
    Anonymous

    RE7 is an absolute masterpiece, huge throwback to the spencer mansion and survival horror I love it!

  15. 5 months ago
    Anonymous

    It was my first Resident Evil ever and I thought it was very mediocre. I loved the first half but it got repetitive quickly and the last section is incredibly dull. Haven't touched it since release.

  16. 5 months ago
    Anonymous

    Imma have to disagree, but I can understand why you'd feel that way. I prefer 1-4, but I did appreciate the lousianna bayou feel, as well as the baker family. With that said: zoe > punch clock villain wife.

  17. 5 months ago
    Anonymous

    RE7 nailed the atmosphere. RE8 felt like you were Van Helsing roaming around and killing all the Universal monsters.

  18. 5 months ago
    Anonymous

    Any fans of RE7 here?

  19. 5 months ago
    Anonymous

    s: remake 1, re4
    a: original trilogy, remake 2, re7
    b: remake 3, remake 4, re5, cv
    c: the rest

  20. 5 months ago
    Anonymous

    Just a reminder that there are people that will look at this https://youtu.be/4xuXkVzBdJQ?si=WcWcUwhHXXd66l4j and pretend NOOOOOO ACTUALLY RE4 WAS TOTALLY DIFFERENT AND NOT THE SAME AT ALL.

    I wonder what resident evil fans at the time were thinking when the first saw this scene

    • 5 months ago
      Anonymous

      resident evil fans lost all hope in the series when RE4 came out
      and it's been a never ending summer of morons since it
      the resident evil series is dead and morons lap it up no matter what and come up with imaginary reasons to hate on games while praising games with the same issue

  21. 5 months ago
    Anonymous

    Played it for the first time In October. I had a really fun time. It actually got me a few times with the jump scares. The ship part sucked though and ended up dragging the game down a little.

  22. 5 months ago
    Anonymous

    2 > 4 > 7 > 8 > 3 > 5 > 1 > 6

    I know its blasphemy but I just can't get in to the original. Even the remake hasn't aged well at this point.

    • 5 months ago
      Anonymous

      fricking moron
      did you just sort the numbers randomly?
      what the frick dude

      • 5 months ago
        Anonymous

        How is that random? Pretty obvious pattern there, bro.

    • 5 months ago
      Anonymous

      >but I just can't get in to the original. Even the remake hasn't aged well at this point.

      It is seriously and unbelievably overrated man. I promise you. It's decently fun your first time, if it's literally your first resident evil game imo. But the novelty of its weird and unique design decisions like resource management and ink ribbons falls off very quickly. Especially because the game is legitimately bullshit and trial and error sometimes.

      I can understand why someone would like 2 and 4. They're much smoother and less punishing experiences. Even though id technically call them harder games. Alot of people mistake Punishing = Challenging.

      Personally, I actually like the punishing gameplay, but I also like a balance, it's a VERY delicate balance to have mechanics as punishing as RE1 with gameplay as equally trial and error. That's why I like RE7, I think it does it the best.

    • 5 months ago
      Anonymous

      You're just shit taste, mate.
      I started with RE2R, then went back to the very original 1996 RE1. It instantly became one of my favorite games of all time.

  23. 5 months ago
    Anonymous

    using this thread to say the next RE game should be a remake of Outbreak. Then RE9

    • 5 months ago
      Anonymous

      It will be 1 (again) and you know it.

  24. 5 months ago
    Anonymous

    It's shit. 4 on PS2 and 2 on PS1 are the only games of the series worth playing.

  25. 5 months ago
    Anonymous

    yes re 7 is very good game. no wonder re became relevant again after it

    • 5 months ago
      Anonymous

      Same reason pedophilia eg homosexuality/trans etc took off around then. None of it due to any of it being good.

  26. 5 months ago
    Anonymous

    I personally got incredibly bored in the ship section. But that's kind of a thing with this series. First part of the game great, second part boring. RE1 being an exception

    • 5 months ago
      Anonymous

      RE4 does not get boring imo

      • 5 months ago
        Anonymous

        I think it does, personally. I never liked the Castle. Island has some cool stuff, but it also has annoying stuff and I never feel it's worth slogging through the castle just to get to the island.

    • 5 months ago
      Anonymous

      >RE1 being an exception

      In what way? RE1 suffers the same problem. Game is much more linear by the second half, if anything, Code Veronica is the one that circumvents this problem.

      Unless you're just going by "It just feels bad in the second half of all the games other than RE1" In which case I'm not sure your statement really means anything.

  27. 5 months ago
    Anonymous

    [OFFICIAL] List of times Resident Evil actually got me with a scare

    >Chainsaw guy in 4 when I was a kid
    >Jack walking through the wall in 7
    >Spider woman jumping out of the staircase in 7
    >The baby in 8

  28. 5 months ago
    Anonymous

    >.it's just unequivocally the best one right?
    FRICK NO.
    RE7 is literally everything WRONG with the RE and triple-A industry as a whole. One of the most embarrassing pieces of shit I've ever been tricked into playing.

    Anyone comparing this diarrhea pool to RE1 is mentally insane jackass.

    >RE2R
    This is a bait. And you're a homosexual.

    • 5 months ago
      Anonymous

      >RE7 is literally everything WRONG with the RE and triple-A industry as a whole. One of the most embarrassing pieces of shit I've ever been tricked into playing.

      In what way?

      >This is a bait. And you're a homosexual.

      What's the best then?

      • 5 months ago
        Anonymous

        >In what way?
        Every conceivable manner.

        It is LITERALLY a VR walking sim tech-demo, quickly retooled into a commercial product, RE title slapped on it. This is mirrored with its SLOOOOOWWW as frick gameplay, linear map design, and generally super restricted, set-piecy design we've seen a hundred times in shit like Amnesia or Outlast.
        The scares are your typical "OOGA BOOGA BIG GROSS THING IN YOUR FACE!!!" pop-out spooks and wannabe shock-factor gore. These are highlighted even more with the totally silly video tape "missions".

        The very liberal spamming of auto-saves, together with unlimited manual saves, also remove any and all tension and challenge from the game. As if it would have much in the first place, since you're handheld through the whole experience.

        >B-but muh Madhouse...!!!
        Literally was not even an option before you beat the game once at launch.
        And in general, limiting the Ink Ribbons and their counter parts to some tryhard "hardcore" mode is just one more cancer in the pile of tumors in nu-RE.

        What comes to the plot, the whole thing is a schitzo mess with an identity crisis.

        The MC and his wife are annoying pricks, and the whole "lol we were axhully professional (not-)Umbrella scientsis / mercs all along!! :^)" twist was a massive ass-pull that also undermined the whole game's atmosphere.
        Other characters are seen as exaggerated caricatures and not taken seriously. The fact that most of these other characters are also your main villains makes the whole shitshot unbearable.
        The game's plot takes a huge negative turn around the halfway point when the section with the character Lucas begins.

        Instead of slow-burn escape room game with Night Of The Living Dead x Aliens vibes, RE7 is just imitating "Saw", and incorporating elements from The Ring. Which comes as no surprise, as the writer also worked on F.E.A.R. and Alan Wake 1.
        The ending is a handheld cinematic scene that can't be failed.
        Cheesy AF, and the "bad" ending works better.

        • 5 months ago
          Anonymous

          >This is mirrored with its SLOOOOOWWW as frick gameplay, linear map design, and generally super restricted, set-piecy design we've seen a hundred times in shit like Amnesia or Outlast.

          RE7 is probably unironically less linear, less restricted and just as setpiecy as RE2. And definitely less than RE4. I feel like people forget stuff like trying to go through the door to the outside and two zombies jumping at them counts as a setpiece. It's a scripted interaction that's supposed to surprise you and seem cool more than actually add something to gameplay. Same with that one corridors that you're running through where hands will grab at you through the window. They're both equally meaningless once you know they're coming because they can't do anything to you, but the first time they're effective. The only difference is that with the lower power of the PS1. That was the best they could do for setpieces. It's the same principle though.

          But RE7 is CERTAINLY less linear, if for no other reason than the fact that everything becomes unbelievably linear in the sewers of OG RE2, and thinks only becomes less linear in the boat house and ship.

          I don't really get this weird hate for RE7. It doesn't feel like outlast. Sure it may not have ink ribbons (mega overrated since even in OG RE2, they were NEVER a problem for me, and I actually got so annoyed at having so many that I wanted to be able to sort how many I could take out of the inbox so that I don't have to put my stacks back every time after saving.

          The OG games REALLY were not as hard as you make the sound, and they held your hand in their own ways. Just comes across as a very "old good, new bad" mentality. The game still maintains a lot of RE staples with item hunting and enemies as obstaclees, and resource management.

          • 5 months ago
            Anonymous

            >RE7 is probably unironically less linear, less restricted and just as setpiecy as RE2.
            REmake 2? For sure.
            RE2 1998? Yeah, nah.

            RE7 unironically funnels you onwards, and things have clear thresholds that trigger shit.
            You have no alternative routes, no alternative endings, not even A/B campaign systems.
            It's funny how easily GenZ is tricked by a faux "hub" that is the tiny main hall + Zoey's trailer.

            >The OG games REALLY were not as hard as you make the sound

            • 5 months ago
              Anonymous

              >RE2 1998? Yeah, nah.

              I don't know what you're talking about. RE2 is fairly linear and restricted too. Especially in the beginning as well. You're not going to the right, and the game LITERALLY takes you in a straight path through the left, and then you only have to explore the obvious right sides you haven't explored till you find keys for the left side again. so "Yeah, nah". Isn't an argument. Sorry kiddo. Don't bother responding if you're going to waste my time.

              >RE7 unironically funnels you onwards, and things have clear thresholds that trigger shit.

              I don't know what the frick that has to do with anything. There are thresholds to trigger new enemy spawns in the original RE2 game.

              >You have no alternative routes

              Lol what.

              >alternative endings, not even A/B campaign systems.

              Has nothing to do with linearity. Just because it doesn't have A/B Campaigns that aren't even that fricking developed and a zapping system that is abundantly overrated doesn't make it worse. The scenarios are cool and nice but don't go on pretending and implying that the fact a game doesn't have them makes them bad. What a beyond moronic take. OG RE fans might unironically be delusional.

              • 5 months ago
                Anonymous

                >I don't know what you're talking about. RE2 is fairly linear and restricted too.
                I know what I'm talking about. I have beaten each of the OG trilogy's games some 50+ times since the 1990s by now.

                Having a linear story structure =/= having linear world structure.
                While you cannot unlock alternative scenarios or "sequence break" like in OG RE1, you still can indeed do things like check the West side of cop station first, thus getting the shotgun / GL ammo early on. RE7 has nothing of the sort.

                >I don't know what the frick that has to do with anything.
                It has EVERYTHING to do with all the things imaginable.
                Classic RE is all about pre-placed enemy mobs. Only very specific boss fights or jumpspooks spawn-in more foes, making the game easy to read and thus master.
                Similarly, the world design is not as restrictive, as I told you. In the cop station alone, you always got 2-3 alternative routes to a specific destination. RE7's house has nothing of the sort, just a couple corridors that loop just for the sake of even easier avoidance of Mr. daddy.

                >Has nothing to do with linearity
                Incorrect. I'm starting to suspect that you don't even understand established industry terminology.

                RE7 is a linear, Outlast-tier pipe. And a shitty video game.

              • 5 months ago
                Anonymous

                >I have beaten each of the OG trilogy's games some 50+ times since the 1990s by now.

                I don't know why I'd care.

                >Having a linear story structure =/= having linear world structure.

                I have no idea who you're arguing with. This has nothing to do with my point.

                >While you cannot unlock alternative scenarios or "sequence break" like in OG RE1

                I don't care. Sequence breaks aren't good level design. Metroid dread has a plethora of them, and it's some of the most garbage railroaded metroidvania map design ever. Stop being moronic and never thinking outside your moronic narrow view of the world or frick off. I'm tired of talking to mega biased RE nostalgia tards who are too infatuated to ever look at their moronic overrated beloved games too negatively.

                >you still can indeed do things like check the West side of cop station first

                You mean the east* Not that it matters since going west is moronic, not only because of the waisted ammo to get through that hallway and the office desks, but because there isn't a single thing you can actually do on the west. Whether you get the shotgun or not doesn't mean shit. It doesn't progress anything or allow you to progress anything. It is literally the equivalent of being able to go to a side path in a JRPG and find a Phoenix Down.

                The difference between getting it first, and not is arbitrary. It's superficial "non linearity". There's the heart door there. Past the office, and then the clover and diamond door I think? Leading to the interrogation room and conference room I think? Whatever room has the fire "puzzle". Just as proof I played the game.

                >Incorrect. I'm starting to suspect that you don't even understand established industry terminology.

                Lol. Don't talk to me then. If you can't actually debate. I don't care what terminology or definition makes you feel better. Debate is exploration of ideas. Language is arbitrary and made up anyway. If you can't understand such a basic concept then begone.

          • 5 months ago
            Anonymous

            misclicked, so continuing:
            >The OG games REALLY were not as hard as you make the sound
            I wasn't trying to make them sound like "hard" in the first place. I beat the OG trilogy at age of 10, no guides nor internets at the time, as an ESL-gay to boot. Yeah, they took us weeks to beat at best, but we still stormed through them no probs.

            That being said, the classic RE trilogy requires patience, tactical thinking and effort that RE7 never demands from the players. It's a prime example of the casual era triple-A product.
            It's also yet another "game" that you could literally experience by WATCHING it online, and still get the same experience.

        • 5 months ago
          Anonymous

          Holy shit...at least watch a gameplay before talking nonsese or pirate the game.

      • 5 months ago
        Anonymous

        >What's the best then?
        Original RE1, RE2, RE3 and RE4 are the four quintessential video games in the genre, and some of the most fun, most replayable games of all time.
        They got everything all the nu-REs lack: style, atmosphere, replay value, and ironically even good writing.

  29. 5 months ago
    Anonymous

    anyone else think future RE games should ignore Chris Redfield? What a dogshit character. Nobody wants an RE5 remake

    • 5 months ago
      Anonymous

      If they're smart, they'll scrap 5 & 6 and replace them with something original.

  30. 5 months ago
    Anonymous

    With Capcom focusing on pointless remakes it makes me appreciate RE7 all the more.
    The chainsaw duel was one of the coolest moments in the series for me. It was so bad ass.

    • 5 months ago
      Anonymous

      Still one of the best if not the best boss fight of the series.

  31. 5 months ago
    Anonymous

    after playing all the modern resident evil games and the ones you skipped the best resident evil game is resident evil hd remaster. its one of those special games you will find yourself replaying for the rest of your life. its a work of art.

    • 5 months ago
      Anonymous

      >the best resident evil game is resident evil hd remaster.

      You just mean REmake right? Not OP, but maybe I'll try to finish it one of these days. Got to the part under the shark tank and the trial and error there absolutely killed it for me.

      • 5 months ago
        Anonymous

        resident evil hd remaster for gamecube. actually better done than the re2 remake.

        • 5 months ago
          Anonymous

          >resident evil hd remaster for gamecube.

          so...the Resident Evil 1 Remake...I don't know why you couldn't just say that.

          >I want every game in the genre that instantly dies from rote content to be exactly the same! I hate that every game tries something different!
          absolute state of REgays

          who are you criticizing? The RE7 haters or supporters?

          • 5 months ago
            Anonymous

            that actually is the official name of its 2015 re release

            • 5 months ago
              Anonymous

              Do you find the 2015 rerelease better than the OG version Also is the HD remaster version or whatever You're calling it the same as the switch version? My switch broke and I can't play the game anymore so I'm thinking about just buying it on PC if it's a better version than the switch one.

              • 5 months ago
                Anonymous

                it's the same game but with different frame rate and mods that aren't much different than changing out models and some meme ai upscale texture pack that fixes some problems
                however... for 1/10th of the effort dolphin exists and does not crop the image and frick shit up only downside is 30 fps

              • 5 months ago
                Anonymous

                >does not crop the image
                You can change the AR to the original in the settings moronbro

              • 5 months ago
                Anonymous

                the atmosphere in resident evil hd remaster is what really sets it apart from other resident evil games and even the original. its just so beautiful and haunting. i never played it on switch but it is cracked on pc check fitgirl takes like 5 minutes to download and install

  32. 5 months ago
    Anonymous

    I think 3R is worth playing. It's flawed but an overall enjoyable romp. Totally embarrassing as a remake though.

  33. 5 months ago
    Anonymous

    I am playing RE4 remake and I'm having a blast with it. I don't think I've found other similar games (RE8, Anal wake, dead space) quite as fun as this and I wonder why.

  34. 5 months ago
    Anonymous

    >The best level design other than RE1.
    I wouldn't go that far. It is good, but it doesn't do enough with it to be anywhere near the "best". I'd say RE3 has the best level design.
    >The best survival combat other than RE2R
    Again, it is good but it just doesn't do enough with it. For a game that was meant to be a "return" to survival horror, the game is extremely light on enemies. In RE1-3, enemies are everywhere and are constantly pushing you into decision making. In 7 it often feels so barren and desolate. The basement was great, game needed more stuff like that.
    Of course enemies become more common towards the end, but that's when the game goes overboard with it, becoming more of an action horror rather than survival horror.
    >The best chaser other than Mr.X
    lmao the Bakers barely have any presence. Marguerite sort of does, but it's just for that one part and she's not that threatening. Jack is like a theoretical specter compared to the likes of Mr X.

    • 5 months ago
      Anonymous

      >I'd say RE3 has the best level design.

      Classic? Seriously? Everyone says that one is the most linear of the trilogy, wtf was I seriously missing out?

      • 5 months ago
        Anonymous

        Definitely not. It has the most routes out of all classic games (which scale up to the confrontations you have against Nemesis and change drastically how you tackle it - you an have the enhanced handgun ammo by the fourth encounter) and there's a lot of backtrack and exploration if you want to get all stuff in one playthrough. Even the level design never enforces a specific choice, it lets the player roll out whichever way they see fit (i.e. when you need to find the pieces to fix the cable car - you can go first whatever you feel the most comfortable and get different interactions with the UBCS members).

        • 5 months ago
          Anonymous

          >Definitely not. It has the most routes out of all classic games

          Man. I will eternally be suspicious of statements like this. I don't think enough people realize how little multiple routes matter in terms of exploration haha. A game can be the most open game ever and still feel linear. Just reminds me how complex the concept is when I can't even quite pin my finger on what exactly it is that makes some exploration better than others.

          Ugh.
          >(i.e. when you need to find the pieces to fix the cable car - you can go first whatever you feel the most comfortable and get different interactions with the UBCS members).

          I don't even mean to be rude. I genuinely want to believe that RE3 has good level design so I can finally find the perfect RE game for me. But I WISH I could clearly explain the concept of why being able to do things out of order doesn't necessarily mean anything...but I think it's been too ingrained in gaming collective consciousness...actually wait. I think I DO have an example. The closest one I can think of is actually in a small part of a YouTube video, but im too lazy to fetch it.

          Basically the basic concept is this: If every answer is a good answer, then no answer is a good answer. If you are everything, you can be nothing, yadda yadda. If we apply this to exploration. If every direction is a right direction then there is no direction at all, and without direction, navigation is meaningless and becomes for it's own sake. Because you can go somewhere, you simply do, until you get where you want to.

          I think a very important part of exploration is giving the impression that there is no where to go. To give the impression and feeling that "I am only getting deeper into this place and there is still no sign of where I am going, I am getting further and further from familiarity" That's the best idea I can give. Despite being so vague. But even with this example I can already think of many counter arguments like the REmake cabin to shark tank.

  35. 5 months ago
    Anonymous

    It’s a phenomenal game, but the fact that there aren’t any traditional zombies makes me upset. The mold are fine for what they are. They remind me too much of regenerators from RE4 but I think keeping them in the basement adds to the spookiness. You can get the three dogs super easily on normal difficulty, and there’s no strategy on nightmare; you just have to hide in the safe room or waste ammo defending yourself from Jack since he can very easily find you. You can’t even run away without him magically teleporting behind you forcing you to guard which I don’t like. The Jack section is just way too short honestly.

    And Ethan is a very good character despite what people say.

    • 5 months ago
      Anonymous

      >Ethan is a very good character

      Agreed for the most part actually. He still has the RE problem of "oddly resilient and determined protagonist just... because?" when there are some moments even earlier where you'd expect him to just turn back. Or not consider it work it. Like especially after seeing the videotape. I can't imagine his love for Mia would make him that irrational but still, at least he's very human, especially in RE8 with rose and everything, that opening scene before Chris comes and ruins everything was genuinely very good characterization, and very compelling imo

      • 5 months ago
        Anonymous

        Ethan does express his will to leave once he encounters the cop. I think he trudges on anyway once he becomes aware of the serums. But I do think his nonchalant and determined attitude is just slightly inappropriate for the game. We see him witness a dead body before approached Mia for the first and he’s relatively cool and collected afterwards when he’s questioning her. I guess you can say he’s in shock throughout the whole game and is just trying to get through it as any means possible but that also seems like too much of a convenient excuse. I don’t know. His character is just strangely endearing and contrasts well with the rest of the game. Maybe it’s because he’s just an everyman sort of character.

        • 5 months ago
          Anonymous

          >His character is just strangely endearing and contrasts well with the rest of the game. Maybe it’s because he’s just an everyman sort of character.

          Don't misunderstand me. I genuinely appreciate how real his character is for the most part. It's so refreshing to see a character just...I don't know care about shit? In this way that doesn't feel surreal? Like the dialogue IN RE1 and RE4 (OG) just feels so fricking surreal and off constantly, like they're ACTUALLY in a movie.

          Seeing Ethan arguing with Mia, and talking to rose in the beginning of RE8 was genuinely just a nice bit of storytelling. And same with most of his person to person interactions in RE7.

          I actually think RE4 Remake Leon is decently well written for the type of games RE are, if you get rid of all the quips where he's obviously trying to emulate classic Leon. Luis is actually the standout for me. I love his dynamic. But the game is still based on RE4 which was moronic, so it still feels a bit non genuine In some respects.

    • 5 months ago
      Anonymous

      >And Ethan is a very good character
      Ethan is a loose narrative excuse to have several body horror sequences that are resolved by pouring some liquid over yourself. Fricking stupid.

  36. 5 months ago
    Anonymous

    >How is it not the best Resi game?
    It loses its charm after beating Jack. Margarette is fine but Lucas just makes me wanna turn off the game

  37. 5 months ago
    Anonymous

    Playing RE7 made me realize I don't actually like horror games. Which is why I like Resident Evil games.

  38. 5 months ago
    Anonymous

    >I want every game in the genre that instantly dies from rote content to be exactly the same! I hate that every game tries something different!
    absolute state of REgays

    • 5 months ago
      Anonymous

      >I don't actually like game series X
      >I want them to remake it to Y but less content and worse content
      >SHUT UP NOSTALGIA Black person REEEEEEEEE

  39. 5 months ago
    Anonymous

    RE:metal::RE7:nu-metal
    and you'll get dumb Black folk start to defend nu-metal too - this shit always draws them out of the woodwork

  40. 5 months ago
    Anonymous

    >How is it not the best Resi game?
    Because it's not a resident evil game, it just has the name.

  41. 5 months ago
    Anonymous

    The plot makes more sense when you realize Ethan is after getting a sample of the mycomyces and not rescuing Mia. In a lot of ways its the best RE plot

  42. 5 months ago
    Anonymous

    RE7 is a game for horror enthusiasts. Resident Evil isnt actual horror, which is why resi fans hate it

  43. 5 months ago
    Anonymous

    >skipped 3R, 5, and 6
    If you enjoyed the original 4, 5 is also pretty good. Would recommend.

  44. 5 months ago
    Anonymous

    I want RE to have SOUL again. RE7 really felt like a game made with passion while Village felt like a game made by A.I

  45. 5 months ago
    Anonymous

    okay but what is actually the best RE game. no bias, no nostalgia, which one gets the core mechanics right the most

    • 5 months ago
      Anonymous

      No such thing, games shifted tone and design from puzzle horror to super action fast pace and some prefer first and others second. And then you have first person and VR horror in newer games that are IMO infinitely scarier than other games. To me it's one of the first 4 games with 2 or 4 being the best, but sometimes I just want to play 1 and had lots of fun playing 5 in Co-Op even though I would hardly recommend that game. Then you have remakes that have different feeling than OGs and it gets complicated.

      • 5 months ago
        Anonymous

        >No such thing, games shifted tone and design from puzzle horror to super action fast pace and some prefer first and others second. And then you have first person and VR horror in newer games that are IMO infinitely scarier than other games. To me it's one of the first 4 games with 2 or 4 being the best, but sometimes I just want to play 1 and had lots of fun playing 5 in Co-Op even though I would hardly recommend that game. Then you have remakes that have different feeling than OGs and it gets complicated.

        imo they still haven't perfected the formula. In terms of resource management, RE2R actually felt the tightest. At a point in REmake you sort of forget about your resources. In terms of Level Design, obviously REmake (or RE1 I guess, idc) is the best, it hasn't felt as complex and intertwined since. In terms of combat? That's where it gets complicated, because RE4 DOES NOT work for survival horror. Id actually give it to RE2R again but I think somebody made fun of me and called it "bait" for that suggestion meanwhile they jerk off the classics combat, whatever.

        Really, I think the RE2R combined with RE1 would be the closest to a perfect RE game.

        But another problem is introduced, wherein we forgot to consider the flaws. Like the RNG nature of enemy encounters and damage values not messing well with how punishing resource management is. Or just the typical trial and error nature of these games (REmake shark tank) and how it makes something relatively simple obnoxious. I'm not sure what the answers are in that regard. But the reality is that RE probably needs to change significantly in the future. Not abandon core mechanics, but reimagine shit like the ink ribbons, and carrying key items becoming a guessing game.

        I really love this series and it's approach to videogames, but not one has been truly able to stick with me hard enough. I want it to realize it's potential that I feel it hasn't harnessed.

        RE4R is probably the best as of now.

        • 5 months ago
          Anonymous

          >Really, I think the RE2R combined with RE1 would be the closest to a perfect RE game.
          Frick you. DEmake 2 is not even a RE game. It's literally yet another 2010s' third person "cinematic" action game. Cinematic camera-angles, or bust.

          Second, don't you people seriously see how restrictive and narrowing those over-shoulder and first-person views make the games? There's a reason why devs make things into linear corridors with weird U-turns and unbreakable glass walls nowadays: they HAVE TO make things happen in front of the player, or they will miss it.

          In general, RE1's mansion would neither feel as grandiose in a shooter view, nor as easy to maneuver in.

          • 5 months ago
            Anonymous

            >Frick you. DEmake 2 is not even a RE game. It's literally yet another 2010s' third person "cinematic" action game. Cinematic camera-angles, or bust.

            I don't know why morons like this ever bother responding to me when they're the equivalent of morons in math class that insist they deserve a mark for getting the answer right even if the equation they used was moronic. You don't even understand how fricking moronic and biased you are. You lack the self awareness to. You'd be useless to a conversation. Don't bother replying to me when you've already decided on your arbitrary perspective and make zero attempt to be objective. Just go jerk yourself off to how shitty of a demake RE2R cinematic action game is. I don't even like RE2R but you're beyond moronic.

        • 5 months ago
          Anonymous

          >Really, I think the RE2R combined with RE1 would be the closest to a perfect RE game.
          anything with modern resident evil third person or first person shooting will never feel scary. it instantly turns you into a super hero. the powerlessness you feel with the primitive controls turns you into a nervous wreck. you actually feel uncomfortable in a shootout and you explore the world turning every corner hoping you don't have to get into one. now you actually feel worried. it contributes to an overall sense of helplessness instead of turning you into an action hero.

  46. 5 months ago
    Anonymous

    Played it a little bit and don't get the love for level design. Just tight corridors in the house and then linear path in tapes. Maybe it improves later.

    • 5 months ago
      Anonymous

      It actually gets worse anon, the bit in the house after the opening is the "best" part of the game and everything after that is pretty much either a linear section or a shitty scripted boss fight. The most advanced the level design gets in RE7 is a simple looping layout, it has zero survival horror appeal and zero mechanical depth whatsoever. I genuinely don't understand what fantasy cartoon world exists in the childlike minds of RE7 enjoyers but I want none of it

  47. 5 months ago
    Anonymous

    I can't believe how much survivor horror they put into 7 to throw it all away with 8

  48. 5 months ago
    Anonymous

    Good thread.

  49. 5 months ago
    Anonymous

    re7 is pretty great. Shitposters call it le outlast clone but it has a good level design

  50. 5 months ago
    Anonymous

    This game is largely just tedious, imo. Not a fan of the pursuers at all. Maybe that means I got filtered. Idk.

  51. 5 months ago
    Anonymous

    If not for RE7 the franchise would be dead and survival horror games would still be stuck as boring hide and seek sims and FNAF clones. I will praise RE7 till the day I die for that alone.

    • 5 months ago
      Anonymous

      So it's Fire Emblem Awakening of RE games

    • 5 months ago
      Anonymous

      >If not for RE7 the franchise would be dead
      The last five RE games have been completely identical, stylistically, in their gameplay, and tonally. The franchise may as well be dead.

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