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’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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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.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.
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.That first-time playthrough of RE7 was just so damn memorable
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 itSpeaking 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.
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.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.
The lack of pause with an imperfect AI partner can create understandable frustrations.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.
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.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
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.Personally, I could care less about how the inventory looks for a survival horror game, preferring immersion over style. Dead Space perfected this.
Oh wow, great observation! That’s definitely it good find.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:
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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.Oh wow, great observation! That’s definitely it good find.
... or the obvious possibility would be that you travel by train from Rhodes Hill to Racoon cityI 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.