Once again dusk golem doing a better job of selling the game than capcom. Thank you. That sounds exactly like the game I want.
Yeah, all of this sounds exactly like the game I want, also. Dusk's posts have convinced me that RE7 actually has some pretty cool stuff going on, and could be a really special game, and that it's simply Capcom's bizarre marketing that's at fault here. They just aren't doing a great job right now of conveying what this game is to people. They should just hire Dusk already, lol.
Capcom messing up SFV's launch is proof that you can't trust their words. Since they had said numerous times that one of their goals with SFV would be to bring in more casuals. Yet, they released the game without even the most basic features that casuals would expect from a fighting game, like VS CPU or ladder/arcade mode.
And I talked about SFV cause Capcom has been pretty much dead this gen so I couldn't find any other big recent release from them. Unless you wanna talk about Umbrella Corps and use that as an example to show how Capcom has been "on their game" lately.
Anyway, if people want to be naive and trust Capcom solely on their words yet again, then so be it. Who am I to stop them. What I see with RE7 is a an Outlast clone with some added ineffective combat, and that's what I expect to get if I ever buy the game. Which right now definitely won't be anytime soon after its release.
Now in the meantime if they show anything else to prove that I'm wrong and the game is more than that, then great. But I'm not holding my breath for that, and I certainly won't accept their words on it.
Let me first say while RE7 is currently my most anticipated game, I don't work by the thought process that anticipate = quality. It means there's something there I think has potential which I'm excited for, but the thing about potential is that it can be met or fail to meet the hopeful expectations. Something good on paper doesn't always translate to something good in action, and the same can be true visa versa. Especially when it comes to execution on a game like this; the execution is super important. The game can have as many interesting ideas as it wants, but what really will make or break it is how it executes those ideas and the game experience it will provide.
I can tell you right now RE7 is not an Outlast clone. More so, I think some people really don't understand what Outlast actually is. I see it get mentioned all the time in first-person horror game topics, but does anyone actually know what made Outlast different from other first-person horror games? It only gets mentioned because it was a more popular first-person horror game, and is used as a stigma for what these type of games can provide. Similar to the term "COD-clone" for a game that's a first-person shooter as a sort of blanket statement to just say the user doesn't prefer this type of gameplay style in general. But it's an empty argument that's not based on anything but a personal dislike of what one perceives to be first-person horror games and other games cloning that game. Outlast is a parkour horror game that focused on fast movements to run and climb things made by people who worked on Mirror's Edge and Assassins Creed, they prioritized fast movement over hiding mechanics and the gameplay design focuses more on running from enemies than actually hiding from them. Hiding is an option and an important part of gameplay, but the mechanics of Outlast are designed around its parkour system. But when people say "Outlast clone" they don't actually mean Outlast, they're just using it as a 'popular example' of a recent first-person horror game they view as a trend-setter, not realizing what Outlast actually is, but more what they view it to represent. I doubt most people who compare first-person horror games to Outlast even really got all that far in Outlast. Does Resident Evil 7 seems like a parkour horror game where the focus is to run really fast to safe points from enemies that run after you, but you can outclimb and push things aside and hide to avoid being caught? I mean, for starters your movement speed seems pretty slow in RE7...
But for the general statement of first-person horrors, I think RE7 is chasing the tail of these other games less than many expect. That's not to say there's no inspiration from them here, I think it's pretty clear RE7 is wearing its inspirations on its sleeves, and it even has some direct calls to the things its referencing. I even remember when signing up for the ambassador program they asked what some of your favorite horror/atmospheric games were, and while most of the RE games were on the list, it included everything from the Silent Hill series, to Fatal Frame, to Dark Souls, to Forbidden Siren, to Outlast, to Amnesia, to The Suffering. That list I think isn't purely coincidental, and it's been mentioned in interviews the Capcom team played and watch a lot of horror works when going into RE7. But I think the inspiration runs deeper than "lol its Outlast" like some people think, and I do fully believe that their biggest inspiration is actually the older RE's, particularly the first game. They went through a long look at Resident Evil and the horror games that spawned from its popularity to try and figure out how to make a 'modern horror' Resident Evil game. That's my earnest belief based off of everything shared so far, and some things shared subtly but left unsaid.
And there's nothing wrong with that. Almost all of the horror games we know today would not exist without Resident Evil. Things pull and build off of what came before all the time, it's part of the way a medium progresses. The important thing is that they end up making an enjoyable product that forges its own identity. It's the whole, "Last of Us was compared to everything before it released, and now then it came out and now everything is compared to Last of Us" deal (which applies for a LOT of things, but I'm using Last of Us as its a more recent popular example). People will pull comparisons from what they know, and when it comes to first-person horror games, most have only played/know about the most popular of the popular, so things like Amnesia, Outlast, P.T., and Slender will pop up over and over again, despite the fact all of those games weren't even the first games doing what they're doing, they just ended up being the most popular ones (which is ironically also true for RE1, there were a few fixed camera-angle horror games like RE before RE came about, RE1 just managed to be the most popular one). But coming from someone who plays a lot of horror games, classic and modern, and has played over a 100 first-person horror games by now, if you include freeware stuff probably over 200, they're a lot more diverse and varying in quality of execution than one might imagine. Many of the 'popular' ones aren't even close to my favorites, but it is what it is.
Outside of face value of it being first-person and there being a stalker enemy, the gameplay presented even in gameplay videos is quite different to what's out there. There's a very obviously Japanese influence at play here, and more so a budget behind the game. The level design has a very Capcom feel to it from what's been shown that isn't as reflective of many first-person horror games than many seem to think, and the budget at play allows for much more impressive moments than someone with no budget could muster. The pacing is also scaled to a longer, $60 pricetag where variety and a broader consumer base is being appealed to, and its evident in its design decisions. This is also just judging the stealth and exploration gameplay we've seen in the demo and Lantern gameplay, not even getting into things like combat and other elements the game has.
But for all of these points, all that really matters is how the game executes itself. The game could of been just a straight up Outlast clone, but could of easily surpassed it with better execution. Outlast's biggest singular flaw was repetition, the creators didn't know how to vary their experience with the tools they had and it ultimately became a glaring flaw that you sort of just did the same thing over and over again, which reduced not only enjoyment, but pacing and design. It's why you encounter the exact same scenarios in Outlast again and again, ie, "Press the three whatevers to continue", "navigate these corridors until you climb something to escape," they lacked the budget and creativity to diversify itself, but could get away with it due to more impressive visuals than your typical first-person horror and the parkour gameplay being solid and enjoyable which set itself apart from the likes of Amnesia, which is a much slower game. RE7 could of just been an Outlast clone as others said, but still been great if it managed to nail the execution that Outlast honestly faltered and failed to meet past the opening hour.
However, Resident Evil 7 is not a first-person defenseless parkour game, and I don't think RE7 will suffer from Outlast's flaw of repetition. This said, what RE7 needs to get right is execution, and that is to be seen, as execution is not just an interesting idea, but multiple elements coming together to make an enjoyable experience with good design, pacing, and engagement.
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Responding to more, but I knew I was going to make a long post like that, so there you go.