RE9 Full Gamescom Demo no Commentary

I’m genuinely so impressed by the animations in third person for a game that lets you switch to first person on the fly.
 
I’m genuinely so impressed by the animations in third person for a game that lets you switch to first person on the fly.
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Agreed, I can't believe how much attention to detail has been put into the animations. It seems like this section is recommended to be played in first person but I almost feel like entirely third person is going to be the way to go for me first time through. The little details like Grace tripping and falling while shes trying to run away, the camera panning back out of the cutscene to behind Grace and even Grace getting startled and putting her hands up. Looks so good. Also loving the new monster. Definitely recognizing some Lisa Trevor screams in there which is an interesting choice.
 
Agreed, I can't believe how much attention to detail has been put into the animations. It seems like this section is recommended to be played in first person but I almost feel like entirely third person is going to be the way to go for me first time through. The little details like Grace tripping and falling while shes trying to run away, the camera panning back out of the cutscene to behind Grace and even Grace getting startled and putting her hands up. Looks so good. Also loving the new monster. Definitely recognizing some Lisa Trevor screams in there which is an interesting choice.
I'll definitely play it predominantly in third person too, though I'm sure I'll fiddle often enough or do dedicated runs over time. I do wonder if it'll be a hot key swap or a menu navigation every time you want to switch.
 
I'm probably in the minority when I say Resident Evil would at its best in first-person, if first-person was properly implemented for any of the titles - but I'm willing to play exclusively third-person on a second playthrough for RE9, too.

That first-time playthrough of RE7 was just so damn memorable and I'm not sure it would've been nearly as immersive without first-person perspective.

Speaking of RE7, I wish Capcom stayed with the inventory design of RE7, in which the action around you didn't pause with the opening of your inventory. The 'pause' is classic RE, but not nearly as tense or realistic. They shouldn't have done away with that one, as it added much needed challenge and depth to the gameplay. Oh, well. It would still be great for a more difficult mode!
 
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That first-time playthrough of RE7 was just so damn memorable
It sure was! I revisited RE7 as part of my RE9 cope and finished it in Madhouse mode for the first time and that blew me away again.

Speaking of RE7, I wish Capcom stayed with the inventory design of RE7, in which the action around you didn't pause with the opening of your inventory. The 'pause' is classic RE, but not nearly as tense or realistic.
The cool thing about the pause in classic RE, is in the middle of a tense situation you can go to your inventory and try and figure out what to do, like a strategy game. I think things like the pause in the inventory and the safe save room adds balance to the tension. When they removed the pause in later games I missed it
 
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The live inventory from RE5 was one of the worst things they ever did, especially having to manage the partner AI in the middle of boss battles. The real loss is the way all the games after RE4 had such a lack of personality. The "black grid" is so boring and the UI is the same even for the later remakes.
 
I get your point @Jitsu especially considering a lot of what became series staples were really due to hardware limitations in the 90s. With that said though I think the real time inventory management should be for tougher difficulties, there’s still a place for both.
 
I get your point @Jitsu especially considering a lot of what became series staples were really due to hardware limitations in the 90s. With that said though I think the real time inventory management should be for tougher difficulties, there’s still a place for both.
It could be made an option, just the like the different perspectives - but my personal game design philosophy is that pausing takes some of the horror out of the survival horror. Constantly being present in-world keeps things interesting and tense, and RE combat gets pretty predictable once you already get used to it as it is. I'm sure it'll still be great, though.
 
The live inventory from RE5 was one of the worst things they ever did, especially having to manage the partner AI in the middle of boss battles. The real loss is the way all the games after RE4 had such a lack of personality. The "black grid" is so boring and the UI is the same even for the later remakes.
The lack of pause with an imperfect AI partner can create understandable frustrations.

But even still - ironically enough, the inventory in RE5 was one of my favorite things about it - as it was the only semblance of classic RE design that game had, with the blocks. I hate the game design of RE5 immensely in every other way.

Personally, I could care less about how the inventory looks for a survival horror game, preferring immersion over style. Dead Space perfected this.
 
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It sure was! I revisited RE7 as part of my RE9 cope and finished it in Madhouse mode for the first time and that blew me away again.


The cool thing about the pause in classic RE, is in the middle of a tense situation you can go to your inventory and try and figure out what to do, like a strategy game. I think things like the pause in the inventory and the safe save room adds balance to the tension. When they removed the pause in later games I missed it
If you're playing it from the mindset of a turn-based strategy game, I can see your point, but I'd prefer more tension and planning on the fly for survival horror, personally - Not less. I think a lack of pause adds necessary risk and unpredictability for repeat playthroughs, instead of the combat remaining same-y as you get better and better at the game.

I'm perfectly fine with safe rooms. Those are iconic.
 
Personally, I could care less about how the inventory looks for a survival horror game, preferring immersion over style. Dead Space perfected this.
I definitely feel you, though there was a special charm to those inventory screens in classic Biohazard. RE4 did something different that also resonated forever, it felt like a mini game in itself keeping your case organized to your liking. I really hadn’t thought of it much as I too wasn’t too concerned with these screens, but later entries really did lack the creativity in that department.
 
I love the original Dead Space so I will agree it worked there, it great world building and the holographic inventory was part of that.

RE4 though had this whole vibe, with Leon on the side posing or whatever lmao. Or the end chapter screens. Now all that stuff is stripped out for the new versions.
 
You can see at the end of the demo through the bars, it is the same room from the trailer where Grace has a gun. It looks like you are upstairs and off to the side in the demo. So you will probably get a gun right after the demo section:

bars.webp

Reception.webp
 
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Oh wow, great observation! That’s definitely it good find.
Something else that's interesting is Koshi Nakanishi confirmed in an interview that Rhodes Hill Chronic Care Center is not in Racoon City. We know from Outbreak that the Racoon City railway connects to Rhodes Hill, so it must be somewhere in Arklay County. I wonder if that means you can travel from Rhodes Hill to Raccoon city like an open world game, or if you jump around to different locations.

Here is the full interview at Gamescom:
 
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I wonder if that means you can travel from Rhodes Hill to Raccoon city like an open world game, or if you jump around to different locations.
... or the obvious possibility would be that you travel by train from Rhodes Hill to Racoon city :unsure:
 
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