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Resident Evil 7

Gay-Lussac

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Switching from i5 to i7 processor running at the same clock speeds has pratically 0 impact on performance for gaming, there's tons of videos covering this through benchmarks on youtube.

On the subject of AMD, an RX 480 will run this game at 60+ FPS easily. AMD doesn't make cards as high end as Nvidia, but what they do offer in the lower end is at least comparable in value to Nvidia (RX 480 = roughly same price and performance to Gtx 1060).

The difference here is having an AMD card will make it so it won't cost you a $300 dollar premium on a monitor to access image stabilization technology... What NVidia does to push G-Sync is frankly disgusting.
 

Wirdschowerdn

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Switching from i5 to i7 processor running at the same clock speeds has pratically 0 impact on performance for gaming, there's tons of videos covering this through benchmarks on youtube.

It does with high-level APIs like DX11. AMD has measurably more draw-call overhead than Nvidia cards, and that's why you need more CPU raw-power (i7) to get comparably same performance with a Nvidia/i5 combo. This has been discussed in the tech scene a million times.
 

Ebonsword

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What's wrong with evil hillbillies? It's not that they are overused in gaming.

I just don't think they're particularly interesting, and it's way too easy for horror involving them to descend into silliness (as the Resident Evil 7 clip shows pretty clearly).
 

bonescraper

Guest
Hmm, i just played Outlast 2 demo and... i'm hyped for RE7. I fucking hate walking simulators and Outlast 2, while it has its scary moments (i haven't play a single scrary game since... Blair Witch Project: Rustin Parr?), is just a walking/running/hiding sim. It's tedious and fucking boring. The story and atmosphere is cool, but that's not enough to warrant a purchase.

Now, combine Outlast with some combat, RE puzzles, inventory management and a good deal of mystery... an'd i'm fucking sold :bounce: And looks like RE7 is going to deliver exactly that. Also, Capcom, release the goddamn demo on Steam already ffs!
 
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Wirdschowerdn

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I like my share of walking sims like Amnesia and SOMA, but Outlast is banal boring shit.

I'm not sure what Capcom is trying to communicate with RE7. The game is 3 months away from release and I still don't know much about it.
 

bonescraper

Guest
Well, it's a walking sim with some combat and puzzles ie. actual fucking environment interaction and player input. What else is there to say?
 

bonescraper

Guest
Well, it's a walking sim with some combat and puzzles ie. actual fucking environment interaction and player input. What else is there to say?

That's not the point of a walking sim. Outlast is just a lazy piece of jumpscare nonsense. With interaction. Wow.

Amnesia >> Outlast.
To me all those games are all the same. Banal shit boring. And i'm talking about Outlast 2, not the original game. The first game pulled no punches when it comes to shock value and that's its strong point IMO. The gameplay was banal shit boring and relied too much on jumpscares, i agree. But i'm not interested in Amnesia, the game wasn't scary... probably because i'm not into eldritch horror type of shit, i find it silly.

Outlast 2 is trying to seduce me with its theme. A crazy, murderous cult of fucked up christian(?) nuts who prey on pregnant women and slaughter babies? Fuck yeah. These are the themes i dig when it comes to horror, crazy cults, psychos, torture, sadism, controversy. More grounded shit with serious undertones. The kind shit that's scary in real life in our modern world.

What i'd reaaaaaly love to see in a horror game though is a crazy occult no-bullshit satanic cult. The real deal, not some made up sort-of-satanic whitewashed fantasy version, but the shit i was warned about when i was in primary school. All those crazy american VHS videos they showed us about evil satanic sects in the 80's and 90's, evil rock and metal music, occultism, black massess, ritual murders. Those things were taken seriously back then by many people and those were the times i was raised in. They shaped my horror fetish, so i remember them fondly.
 
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Honestly one of the major concerns I have with RE7 is that Richard Pearsey, one of the spec ops: the line writers, is lead writer for this game. I don't want to be fucking berated that i'm an evil person for playing a fucking game, and a resident evil game to boot, though he may be content using american southerners as his scapegoat instead. Not that is really better since I empathize with southerns more than libshits.
 

Wirdschowerdn

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http://www.shacknews.com/article/97601/resident-evil-7-expected-to-be-a-foundation-title-for-capcom

The Resident Evil series has always gotten a lot of play for Capcom, as evidenced by the fact that the 7th installment in the series will be coming early next year. And while the company expects to sell about four million copies of Resident Evil 7 biohazard during this fiscal year (ending March 31), there appear to be longer term goals.

"We expect to recognize sales of the game as a catalog title in the next fiscal year; however, revenue for catalog titles tends to grow in relation with the timing of movie releases and new titles in a series," Capcom said in a translated Q&A from the earnings call in Japan. "What is more, the sales lifecycles for titles has grown due to digital distribution, so we expect this game to become a foundation title, producing revenue not limited to the next two fiscal years but into the long term as well."

Speaking of films, Resident Evil: The Final Chapter is expected to be released in December in Japan and then on January 27 in the United States, which could give a boost to RE7 when it releases on January 24. However, after that, the live-action films with Milla Jovovich "have reached a break," the company said, but it plans to looks at possible CG films in the future, including Resident Evil: Vendetta, planned for some time next year.

On the VR front, Capcom said it is working on "full VR support" for RE7, although the title will be exclusive the PlayStation VR for the first year. Beyond that, "We will consider measures towards future revenue generation, including that of VR-only titles, following analysis of the market’s reception," the company said.

Early 2017 is gonna be a pretty strong year for gaming.
 

bonescraper

Guest
It sure takes them a lot of time to port the goddamn demo to PC :argh:
 

Wirdschowerdn

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http://www.eurogamer.net/articles/2016-11-30-resident-evil-7

What I think after five hours of Resident Evil 7
No Chris, no Jill, no Wesker - just pure survival horror.

Perhaps it was the shark-jumping boulder punching that did it. "Resident Evil 5 was, for me, a big step towards being able to develop something like Resident Evil 7," says Jun Takeuchi, executive producer of the latest Resident Evil game.

"At the time, we were putting forward Chris as the main character. It was the first time you'd seen him in a while and he had to be made into this big hero. I realised, in retrospect, the process of developing Chris into a hero character is not the same process of developing a Resident Evil game.

"It could be a little bit of a parallel track. I think we made a great game and people enjoyed it, we were able to marry the concept of co-op action and survival horror as best we could, but I do think there was more we could have done to make it moment-to-moment scarier.

"The fear of what's around the next corner or the fear of being left alone - I do think back and I'm like, we made Chris into a hero so successfully that we probably - it's like a zero sum thing; the more you get of one, the less you get of the other. Thinking back on that, Chris taught me a lot about what I needed to do next with the series, and that's been able to be translated into what you've seen today with Resident Evil 7."

What I saw and played that day was five hours of Resident Evil 7 in Capcom's central offices in Osaka, Japan, taking in the game's early stages and meeting some of its major antagonists. And honestly, it's the most Resident Evil game I've played in a long time.

It's easy to fixate on the first-person perspective, on the virtual reality and on the lack of recognisable characters, but for all that, Resident Evil 7 still feels like a true old-school title. It feels like survival horror.

And though, sure, what Resident Evil means to people has changed over the years, with some embracing its shift towards action and co-operative gameplay, the series' roots are embedded in survival horror.

"When we started development on Resident Evil 7, we did kind of list up all the core experiences that we personally felt really makes a Resident Evil title," says director Kōshi Nakanishi. "Not knowing what's in the next room, for example, being a little bit scared when opening a door, knowing that I'm pretty sure there's a jump scare ahead but I don't want to take a step forward, having a lack of ammo, figuring out, when am I going to use this, how do I optimise this, trying to figure out item management; we definitely had a huge list of things that we had to figure out how to prioritise."

jpg

Gizza kiss.

Resident Evil 7 wants to bring it all back to where it began - not to the Spencer Mansion, but back to a time when players felt utterly vulnerable in the face of almost overwhelming odds. You don't play as a gun-toting police officer or a badass special agent, but a guy woefully unprepared and ill-equipped to deal with the situation he suddenly finds himself in.

Ethan wakes up during our demo strapped to a chair and at the mercy of the Baker family, a psychotic collection of oddballs and murderers with Southern drawls on their tongue and literal skeletons in their closet. They own a plot of land housing a small compound of buildings smack-bang in the middle of a swamp, and it's here that the entirety of our play session - and perhaps the entire game - takes place.

There's physically imposing father Jack, screeching mother Marguerite and unhinged yokel son Lucas, and from the moment we begin playing until the end of the session five hours later, they are the only people we square up against - almost. Gone are the endless hordes of zombies from previous titles - this time Capcom is focusing on fewer enemies, and making each count.

"In terms of creating the adversaries, what we really wanted to strive for was thinking, what if we were to meet a monster in real life? What would they be like? And if you were to meet a monster in real life, it would be a terrifying experience even if it's a one-on-one encounter," says scenario director Morimasa Sato.

It is a terrifying experience, not least because during the early stages of the game, you're unarmed. Even after you manage to grab a gun, it isn't the Get out of Jail Free card you hope it'd be. Stealth, and the multitude of hidden passageways and crawlspaces dotted around the Baker compound, are your best hope for survival, and though it seems like the easiest thing in the world to compare this new sneaking-focused set-up to games like Alien: Isolation or Amnesia, the difference is that being spotted by your pursuer here doesn't guarantee death.

jpg

Nope nope nope nope nope.

Jack in particular is a paralysingly scary presence; like the T1000 or, more aptly, Resident Evil 3's Nemesis, he doesn't immediately come running for you, but instead walks at a slow pace, dragging his shovel with him. If he catches up, he likes to toy with you at first, throwing you around the room and literally daring you to fight back. Of course, the smarter option, always, is to run.

"We felt that as Resident Evil progressed, the enemies were more frequent, more abundant, and at the same time it almost lessened them, almost cheapened the feel of each encounter," says Nakanishi. "We looked back and thought, what is a Resident Evil adversary all about? What do those encounters mean? At the end of the day, each adversary should represent a fear. Something that means when you encounter them you are scared. At the same time, because you're scared, when you do overcome them you feel a greater sense of triumph, so that's definitely something that we were trying to strive for."

This is what Takeuchi means when he talks about how making Chris into a hero character was counter-productive to letting players experience fear. Chris was armed to the teeth. Chris was a trained professional. Chris had seen it all before. By the time Resident Evil 6 rolled around, Chris didn't show fear anymore - so why should the player?

Ethan, however, is all alone and without back-up, without any idea what BOW or STARS or BSAA means. All he knows is there is some freaky shit going down, and he wants out. "It's the same world," says Takeuchi. "It's not a reboot, but you're getting a fresh perspective on the same universe through new eyes. I think of it as a macro to micro shift, because the scale of global bio-terrorism events from the previous games is so massive that there's almost nowhere bigger to go. So by shifting the focus and spotlight on to a single average person in a single house - well, it's more than one building but you know, a single location - I think we really want to give you a chance to see that.

"But at the same time, it's not like the game opens with a scene where all the existing characters are killed in an explosion or something. In my mind they are out there, doing their own thing, running and gunning, and in the meantime this also happened in the Resident Evil world. It's a fresh perspective on an existing fiction."

The connections between Resident Evil 7 and the previous games were apparent during my playthrough, during which I discovered - among other things - an old discarded photo of the Arklay mountains. As a long-time series fan, you're always on the lookout for these little nods, and the developers are well-aware of it.

jpg

Outside.

The enemies I feared most in previous Resident Evil games weren't the giant bugs or the mutated Crimsonheads or the scurrying Lickers, they were always the enemies that seemed in no rush to get to you. I was always freaked out by the Regenerators in Resident Evil 4. Something about the snuffling noises they made and the slow, erratic way they walked had me on edge, which is why the Moulded creatures - new opponents in Resident Evil 7 hidden down in the depths of the Bakers' basement - are the stuff of nightmares. They're slow, purposeful, unpredictable and completely gross. Yet crucially the game doesn't overuse them - they were specific to that one section of my playthrough, and once I'd left that area, I didn't encounter them again. The fear never left me though, and I'm sure they'll make another appearance somewhere down the line in the main game.

Ethan isn't totally powerless. By searching his surroundings he's able to craft a variety of items, from first aid to ammunition, from things like chemical solvent, gunpowder, solid fuel and, of course, herbs. But just like Resident Evil titles of old, you don't have the inventory space to carry everything, so some items need to be left behind, to double-back and grab later. You're going to have to gauge how much you really want that shotgun. Is it worth an entire round of enhanced handgun bullets and a weird old coin?

You do have boxes that transfer items from save room to save room, along with tape recorders that replace typewriters as the new method through which to save your game. You'll often find telephones in the vicinity too, as a mysterious stranger calls Ethan at intervals with advice and guidance on getting out of the house alive. This mysterious stranger almost certainly has an ulterior motive for doing so, but as to what it is, who knows.

The location is perhaps my favourite part of Resident Evil 7 so far. You start off in a creaking old house that genuinely feels lived in, with trash bags and garbage piled up high in the corners and dirt and grease caking the walls. It's gross but it's almost reassuringly human; in one of the central hub rooms there's a mouldy old piece of toast in pride of place on the table. But the more you explore the homestead, the more labyrinthine and surreal it seems to become, so that when you encounter the kind of puzzles and door locks the series is known for, they feel like the twisted will of the people and things that inhabit the Baker estate (though that doesn't stop Ethan from commenting, incredulously, "who the hell makes all these?!").




"It almost feels like this time around we were able to achieve the ideal image of what Resident Evil 1 could be," producer Masachika Kawata tells me. "Given that you have all these photo-realistic environments and you're able to traverse through them with a first-person perspective, having that level of immersion, with all the latest technology, it was kind of cool to be able to be like, here's that very, very original concept from the very beginning, and we're able to take that vision and really apply it."

The obstacles you'll encounter vary from tracking down keys to solving puzzles, displaying the devilish tricksiness of the early Resident Evil games where you'd have to think outside the box and examine something from all angles, often literally, to uncover the way forward.

"One of the things that ended up getting scrapped was, there was an idea to have the player cook some popcorn with the kind of aluminium foil thing, where the aluminium expands," lead game designer Hajime Horiuchi explains, complete with miming actions, "and it would pop and there would be a key there. But then we thought that foreigners wouldn't understand that concept, so we ended up scrapping it."

He mentions the film Scream, and I assure him that many would definitely have understood the concept. "It's a shock to know you guys understand that reference, we should put it back in! I feel a little bit better now," he replied. It's this inventiveness and dark sense of humour that I've missed from the recent Resident Evil games, and it feels like this time, the team want to have fun and get a little bit creative.

Nowhere is that more apparent than in the VHS tape segments; short standalone sections that switch up the gameplay. You play these sections by finding the tapes hidden throughout the household and loading them onto a video player, whereupon you assume the role of another victim of the Baker family. These pieces are clever because they give additional insights into the family members, show previews of new sections of the house, and focus on specific elements of both new and old Resident Evil gameplay, like puzzle-solving or sneaking.

Best of all, they feature expendable characters, so you have no idea what could happen around the next corner. "It was a very fun and liberating experience for us," Sato nods.

"Not to take away from the main scenario - it's always exciting to be working on a longer piece and trying to build on what's already there - but in terms of the found footage tapes, we approached them as stand-alone, horror pieces where we were able to try something new. We were able to go outside the boundaries of the main story campaign and try out not only different types of gameplay, but we were able to offer, on a narrative level, a different perspective, a different personality. These were all things that we had a little more liberty to work with. it was a different, more exciting take on what we were used to doing. And considering this time around you're going from a first-person to a third-person perspective, we were able to draw inspirations from more of those VHS type movies like Blair Witch Project and Cloverfield. Those types of horror movies have gotten popular over the years. so it was cool to be able to give our own take on that hand-camcorder feel."

jpg

Of course there's a taxidermy room.

So if there's no Chris, no Jill, no Wesker, no Umbrella, no glowing orange weak spots and no arsenal of weapons, what is there? Genuinely the best Resident Evil experience I've had in a long time, one where I was scared and challenged, surprised by what I uncovered and intrigued to find out more.

It might look different on the surface, but everything that made classic Resident Evil so great, for me, is present in Resident Evil 7 - uniquely weird puzzles, a foreboding atmosphere, a memorable locale and genuinely intimidating enemies. It isn't action horror or horror entertainment - it's real, classic survival horror.

"Hearing what we're doing, you might be concerned about the direction Resident Evil is taking," Takeuchi concedes. "But when you try it and see it running, it's definitely Resident Evil. We get the same concerns on the team; once we made the decision and the progression from fixed camera angle to third-person camera to first-person camera was our next step, there were members of the team who were like, well will it still be Resident Evil? How are we going to make it scary? How is the game going to work?

"I had faith in the direction, so I just wanted to say, look, let's make it, make an internal build and we'll make a first playable version, take a look and I think that'll reassure you. And lo and behold, once we had the game up and running and once people could actually get their hands on it, they had a moment of realisation like, it's all OK, we can proceed with this because our concerns were - I'm not going to say invalid, but they weren't justified. As long as we can make the game the way we want to make it, it will still be Resident Evil no matter what the camera angle is."

This article is based on a press event in Japan. Capcom paid for travel and accommodation.
 

Wirdschowerdn

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Okay here's a big info dump, the source is an upcoming press release and an article in Hobby Consolas (a Spanish gaming magazine):

- Main character is named Ethan, who travels to Dulvey (Louisiana) to look for her missing wife
- RE 7 is not a zombies game anymore. This time is much more focused on psychological horror
- A new type of enemy called "Holoforms"
- They saw 3 different bosses and really liked them. In one of these boss fights you have to drive a car
- Much more focused on exploration than previous RE games
- Inventory size is limited (e.g. shotgun takes two intentory blocks)
- Manual saving
- You can save as many times as you want, but once you complete the game for the first time, you unlock the "Asylum/Madhouse" difficulty, where saving is limited
- The number of ammo is quite limited, so most of the time you have to run away from enemies. Ethan can also protect himself from enemies attacks by using his arms or by binding down just before he's gonna get hit
- Confirmed weapons so far: knife (first weapon you find), handgun, shotgun, magnum, flamethrower and chainsaw
- The members of the Baker family are "bullet sponges", so you will need a huge amount of ammo to kill them. However, they can be stunned after a certain number of shots
- There are A LOT of jumpscares/scary moments
- A certain kind on insect will have a great importance/presence in one section of the game
- Ethan wears a watch called "codec", where you can check your health and works as main game interface
- Throughout the game we will find "cages" containing new weapons, health/weapons upgrades, etc. In order to open them, we'll have to collect coins that can be found in different scenarios (they seem to be hidden and difficult to find)
- There'll be a lot of locked doors first time we get into the Baker's house. To open them, we need to find specific keys or single-use lockpicks
- Items boxes are back
- Ethan is not particularly fast (his movement seems to be quite slow), so we have to pay attention to our environment for any enemy signal to start running away as soon as possible
- "Holoforms" are quite similar to Hunters, but slower. To kill them, we'll have to dismember them
- We'll have the option to use "psychostimulants" to find hidden items. However, they are completely optional and their duration is limited
- Puzzles will have a great presence again. However, the ones that they witnessed were quite simple (e.g. rotate an item in front of a source of light to generate a silhouette)
- We'll never see Ethan's face
- The world is filled with collectible VHS tapes that contain different "mini-games". For instance, they found one where Mia has to hide from Marguerite, and if the later finds her, you have to start over again. These tapes bring new mechanics to the table, as well as new story bits
- There are different collectibles besides VSH tapes. In the build they played, the menu indicated the presence of 32 documents, 18 old coins (currency to buy new upgrades) and 20 figures called "Mr. Everywhere", which function is unknown.
- The game seems to be in the final stages of development, as they played a build including Spanish localization
- Technically speaking, the game is not a masterpiece, but the graphics hold really well. The technical aspect they liked the most was the lighting effects
- The presence of HDR is the only technical detail confirmed so far
- There are constant references to the original Resident Evil
-The Spanish magazine played the first three hours of RE7, all the screens and info we have from this are from the first three hours of the game.
-The last name of Ethan and Mia is Winters, so Ethan Winters and Mia Winters.
-The beginning area of the game is set at the Baker Plantation and 'around it'. Some 'around' locations include a trailer and a greenhouse.
-They say those who expect this to not feel like Resident Evil will probably be pleasently surprised, it oozes with charm of the series and has a number of moments that may make old-time fans nostalgic.
-Bugs have a big presence in a certain segment of the game involving the knife, they tease.
-The keys of the Baker Family Estate are animal shaped and themed. Lots of going through previous areas and unlocking new areas.
-Apparently references to all entries of the series is huge, there's nods to everything from the original to RE6. You might be surprised how clever some of them are, and the magazine says while they can't say what they are, some of them are glorious.
-There is a section where you need a crank to work a bridge.
-Apparently saving at cassettes is manual or Normal difficulty up, EXCEPT for boss fights where they give you a a auto-save when they show up on Normal (but not Madhouse difficulty).
-Game is said to be around 14-16 hours long.
-Mention that the old woman Camille will sometimes be heard o you see her shadow coming towards you, you turn around and there's nothing there.

Some translation from reddit:

--The Holoforms will be hunter-esque creature but way much slower than them (Possible considering a tier2 level enemy compared to normal zombies without any relation to actual hunters)...Whats more interesting is, that to end them we will have to dismember them. Guns will most likely have no effect on them at all. Hence may be the main reason of why we have flamethrowers, dynamites, grenades and chainsaw.
Page3 :
--"The moody environment is only the first layer of the onion that is re7. As you remove layers, you will shed tears of nostalgia. at last!" (The corridor with bluish glow picture)
--"The Knife will be the first weapon that we hold, and the bugs/spiders you see in the image will have a great presence in a certain section." (Knife picture)
--A mysterious character will often call us on the phone (the lifelong fixed (?!) ), which will be key to the narrative. Rush to it when you hear the sound far away. (Telephone Picture)
Page4 :
--The codec will be a wristwatch that will show the health and that will act as interface. The screen will be clean of indicators, also ideal for virtual reality. (Wristwatch picture.)
--These cages will contain improvements (more health, higher speed of recharge, a magnum). To open them you will need coins, which will be hidden throughout the storyline. (Cage picture.)
Page 6 :
--Shadows will be hunter-esque creature but way much slower than them (Possible considering a tier2 level enemy compared to normal zombies without any relation to actual hunters)...Whats more interesting is, that to end them we will have to dismember them. Guns will most likely have no effect on them at all. Hence may be the main reason of why we have flamethrowers, dynamites, grenades and chainsaw.
--"The psychostimulants" will serve to locate the objects that are nearby by making them glow. For the purists, its use will be optional and its duration will be very limited." (Pills picture.)
--"Generate a silhouette" seems to be one of the easiest puzzles around. (Straw Doll picture.)
Page7 :
--Camille Baker will appear at certain places only to disappear when you turn back. (Camilla Baker picture.)
--Door picture one was kinda confusing, but I assume someone is baiting Ethan to get closer via lantern and unfortunately he needs to go in there to progress further.
"The idea is that humans are the most terrifying creatures of all." says the producers on last page with huge letters, which will probably be the main theme of game.
It should be also mentioned that after probably an 12 months later or so, game may be available for HTC Vive and Oculus but its not clear if that's just a guess of writer because I'm yet to see any statement confirmed.

Here are a bunch of screenshots:
 

Tehdagah

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This looks totally generic.
 

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