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amazon Resident Evil 7 Biohazard reviews
Resident Evil 7 – The Beginning of Resident Evil 7: Biohazard opens with Ethan Winters entering a remote tributary area in Louisiana to find his missing wife.
Is this the first and last time that we will see the sun?
If Ethan lost his way in the wilderness with only the sound of leaves rustling, would anyone recognize and seek help?
Even the thing that drew Ethan here was just part of some crazy joke, or was it a trap?
Resident Evil 7: Biohazard doesn’t have to wait until it’s officially in the dark to make its examiner feel insecure.
Twelve years after Resident Evil 4 – the version widely recognized as the best in the entire series. Released and marked the “beginning of collapse” when redirecting Resident Evil into a series of games tinged with action, with the next two numbered releases being a commercial success but failing to satisfy their fans.
So with the 7th version that is said to be “returning to its pure horror roots,” Capcom also wants to create a different product, not unlike what other game makers are doing presently.
It’s a product where the development team confidently pats its chest and says:
“Welcome back, Resident Evil. ”
The Shining start is just a small part of the different elements that make up the “chilling” tone of Resident Evil 7: Biohazard from a first-person perspective, similar to the Outlast, Alien: Isolation, or Amnesia… but that does not mean that Resident Evil 7: Biohazard becomes a pure “horror” game like the above games.
The game’s first-person perspective doesn’t change the core of Resident Evil that much, because even though the first half of the game is full of “run and hide” situations instead of “flashing, fighting” like other games. In previous games, players still had to hover around the main area of the game with dozens of different jobs: find your way, collect and combine items, solve puzzles, arrange crates, and of course, not lack green herb leaves for healing, is it possible that instead of mixing with red herbs, chemicals are the remaining ingredients to create a magic potion capable of causing an amputated arm to stop bleeding, or erase all scars in seconds!
Even the way Resident Evil 7: Biohazard does gun combat is very classic: always shoot everything that moves towards you in the head or at parts that are slightly “floating” compared to the rest of their bodies.
If there’s something “missing” here, it’s that the Japanese “melodrama” that existed in the previous Resident Evil was almost erased.
The first two hours in the main house of the Bakers mansion are probably the biggest highlights in the entire game, with a not-so-new but interesting motif!
You are completely free to explore the house in no particular order. Still, the way the game balances the pace and arranges the scares is ingenious with many different elements: one enemy clinging to you “tough as leeches” similar to Nemesis, the feeling of being cramped, breathless when what’s happening out of sight is watching your footsteps and ready to “jump” out at the right moment least concentration, and of course the protagonist’s limited self-defense!
With a pistol and shotgun, few bullets in hand, and the ability to cover his face to minimize the damage. But not able to dodge as skillfully as Claire Redfield, to the speed of movement “turtle” Premium. Perhaps never has the main character in Resident Evil bring such a “fragile” feeling.
You see, Resident Evil has always had a “tradition” of throwing the player a gun at the beginning of the game, but at the same time creating so many obstacles that the player wants a “bigger” gun.
One of the main enemies that players encounter in the early game always comes back, even when you think you have defeated it.
You can attack him, with a knife, with a gun, with any piece of iron in your hand you want, but he keeps getting up despite you firing all the bullets you have in your hand, causing the bullets to fly out of the muzzle become more meaningless than ever.
That generally makes the player have a “sure” mentality for the rest of the game.
Many times I find myself using 2/3 of the space in my inventory to store ammo. Still, I always find a way to use them as sparingly as possible – and that’s a really good idea Because if you are a little clever, you can completely run away, and the enemy will not be able to catch you.
And when the game is starting to approach the end, the player is not “bored” of any enemies on his way when he is equipped with … countless ammunition!
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Resident Evil is here!
Always make us work hard at first and then “explode” later. Isn’t this the familiar design of classic Resident Evil games?
The Bakers mansion certainly has nothing in common with the Spencer mansion that Chris Redfield and Jill Valentine were engaged in 21 years ago.
It’s damp, stale, piles of disgusting slime fill every nook and cranny, the creak of rotting wood resonates with your every step, and it doesn’t even take your sense of smell to smell the stench that lingers in the air here.
Fortunately, the main house isn’t the only place players go to in Resident Evil 7: Biohazard.
The remaining locations, such as the old house, garden, houseboat, and test area, play an individual role in guiding the player through the game’s story. Still, overall, they make up a consistent location consensus.
The writer thinks that the late game segment when the context of Resident Evil 7: Biohazard goes beyond the scope of the mansion is much weaker than 2/3 of the beginning of the game. Because of the level of detail in each area, the “open” design and “hair-raising” atmosphere began to slow down a bit to speed up the game during this time.
Much of the design at the Bakers mansion uses Metroid’s classic “door-locking” method, which only allows the player to open the doors in his path when he’s made a request that leads to questions. The puzzle is simple but with different zigzag steps.
They create areas connected into a unified whole and even make players dig carefully into every corner by placing items in clever positions.
Not only that, but there is still another key, but a secondary element that shows the well-rounded design of Resident Evil 7: Biohazard are VHS tapes showing the segments players will encounter but are “edited” go away for a bit.
For example, in the test area, players can play as the Clancy guy who appeared in the Beginning Hour demo and perform a deadly Lucas Bakers puzzle. If you play the role of Ethan and you do the right things step that Clancy did, you will know for sure the loss is in your hand, so you are forced to “take a shortcut” after that loss or after watching that video.
It’s an ingenious twist, both in gameplay design and in driving the story of Resident Evil 7: Biohazard, that makes the game more unpredictable despite the player “cheat” with the ability to see the future in his past.
Although the writer does not think that this is a criticism for Resident Evil 7: Biohazard, perhaps the game still possesses many “bad habits that are hard to quit.”
Of course, “bad habits” here are not synonymous with defects. Still, even the writer thinks that those “bad habits” are integrated into the game extremely cleverly to keep their Resident Evil identity.
That is a game where you’re gasping for air while dodging something scouring your back, but 20 minutes later. You’re back in a fight with an unidentified creature with a dozen eyeballs protruding from its places where it shouldn’t be, while every time you open your mouth, you add the word “F*CK” to each sentence.
We don’t have a Chris Redfield ready to punch a poor stone or a Leon prepared to turn around and kick the “unfriendly residents” as if he’s doing ballet, but despite For possessing the most “serious” tone in the whole series. Resident Evil 7: Biohazard does not forget to leave room for things that make players laugh because it’s ridiculous!
Ethan even had to say, “who built this damn thing?” after finding a secret loophole in the Bakers mansion.
Perhaps this is the Japanese humor when creating a Western-style game?
If that’s the case, maybe no one will mind if they continue that attitude in the next games.
Despite not owning the “cheeky” characters of the series, Resident Evil 7: Biohazard does very well telling a natural story – if not somewhat sincere between Ethan and Mia.
It doesn’t have complicated knots or global intentions of evil corporations. Still, at least the story on a smaller, simpler scale “blows” into Resident Evil 7: Biohazard a breath more novel than before.
Even if we don’t consider the story, the game still has a memorable villain cast with an immortal father, and the “Welcome to the Family!” line is very quotable. A mother with a passionate love of insects, a “crazy savant” son who is qualified to cosplay Joker, to a little girl who can be considered the “evil” version of the whole world part of Natalia Korda in Resident Evil: Revelations 2.
Perhaps this is not necessarily a criticism for Resident Evil 7: Biohazard, but after completing the game, the writer maintains that Capcom should not have released the demo version Beginning. Hour, for various reasons.
Suppose you’ve played through the Beginning Hour demo. In that case, you probably already know that the 1-hour “welcome” version has a lot of interesting content, like four different endings depending on the events steps the player takes or an elaborate minigame that allows the player to find the source of murder.
The way Beginning Hour creates different endings is creative; you play according to the game’s scenario the first time and, of course, get a bad end, so you take a “shortcut,” and this makes for some items to swap places with each other.
This motif is applied in Lucas’s puzzle, but that is still not enough; the writer personally hoped that Resident Evil 7: Biohazard would “react” to the actions that the player performs a lot like in the demo, but the essence of the game is still quite linear and one-dimensional.
That’s not a bad thing, but actually, the writer is quite disappointed because Resident Evil 7: Biohazard does not possess the high tinkering and replay value as the Beginning Hour demo did.
Resident Evil 7: Biohazard suffers from two rather odd flaws.
Firstly, for a game that forces players to be stealthy and careful in front of nooks and crannies that they can’t see directly, the lack of lean functionality is an inconvenience not worth having!
Second, the number of enemies the player encounters is unbelievably diverse!
From the beginning to the end of the game, in addition to the main “boss,” players will only be able to confront the black slimy creatures called “Molded” with a very simple way to defeat: give three gunshots pistols or a shotgun to their heads!
That is a pity because the Resident Evil series has always owned creatively designed monsters, including games considered “bad” of this series like Resident Evil. Evil 6 is no exception to the above rule.
The final boss in Resident Evil 7: Biohazard is also the last flaw of the game.
The writer believes that the development team begins to “get tired” as the game gradually ends. So they give the player an extremely lazy ending boss battle in which the human All you have to do is shoot all the bullets in the boss’s face before it “chews” you, and so on for 2 minutes after that.
The final boss battle is simply a lengthy cutscene that allows the player to shoot at the boss with a gun without worrying about tactics, movement, or economic use of ammo.
The uality of Resident Evil 7: Biohazard’s final boss battle doesn’t match the rest of the game at all.