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We get it, some like it, some don't. Some have rational criticism, some are butthurt because it's not another third person action shooter.
It's an amazing game (so is The Last of Us) but maybe they've deliberately left out the variations in enemies to create an artificial sense of panic? It's something to think about. But I don't disagree that the game could do with more different enemies! Just thinking of an out of the box solution for the reason why RE7 lacked some variations in the common enemies. And perhaps it was also done so the main enemies would stand out more.
I think one the reasons why it felt so natural in The Last Of Us is because the spacing (or pacing) was pretty well done. Not once did I ever think "there is too many of the same enemy" because I really just wanted to stealth past them AHA and never really stopped to admire them. AHHAHA. but in RE7 you're in such a tight and claustrophobic space you kind of can't NOT help to look at them. And to be honest, I felt more threatened by the enemies in TLOU. Maybe because the setting was more realistically darker. *shrugs*
Well those are my thoughts, I guess. Maybe my thoughts are invalid because I haven't played RE7 myself but hey I have EYES and one of my biggest weaknesses is a game that has some fantastic enemy designs.
Still a great game. Just minor flaws that don't hurt the experience too much. Jack is great. Great enemy. Great victim. Jack 5 eva.
Say what you want about 4 and 5 being over actiony and arcade, they DID have better monster variety. I liken this one to what Id did with Doom 2016. They basically tried to make something they thought would appeal to both action and survival horror fans. The difference here is they went more back to survival horror, whereas Doom went back more to arcade horror shooter.
I've beaten this on Easy and Normal now, and while I'm finding Madhouse does indeed offer a much more challenging experience, it's also mostly a challenge of resource skimping, not creative AI scripting. All they do is rob you of items and toss in a few more (sometimes less) monsters, some moving a bit faster. This is why there are already many RE fanatics posting no damage play throughs on Madhouse mode. Conversely, In Last of Us I recall when playing on my friend's PS4, that the human AI were very good at sneaking up on you.
TEW has been falsely maligned as being a RE4 clone by many, but in reality it offers what no RE game does. Creative, unpredictable AI, and lasting replay value. In TEW, you need to spend time to master the game to play on the hardest mode. Here, you really only need to know where things are, and how to use them, because the AI is for the most part is brain dead and predictable.
When you get to the basement, the monsters are even less scary because they move slow and can be easily lured, ran past, and trapped behind doors. If there's more than one at a time, I just headshot them with shotgun or enhanced pistol rounds. My first play through on lower difficulty, I even killed the first 3 with just the knife by repeatedly closing a door, then opening it to get in head slashes. And that was without taking any damage.
The bug swarms get a bit tricky, but even they can be dealt with easily if you know which ones can be knifed, and how to burn the nests safely. And they were no worse in the caves, because by then you have better weapons.
Now granted the boss fights can seem tough at first, but even on Madhouse, they're very doable once you know how to block Mia, and avoid Jack's charge.
I'm finding the only thing really daunting about the game is knowing how to deal with more limited resources on Madhouse, but that's more annoying than scary, due to having to reload checkpoints, or scour for things on Madhouse that are placed differently or not there on other modes.
Even if you find yourself not being able to get through Madhouse, you can always do a speedrun on Easy to get the circular saw, which makes saving ammo a LOT easier. At that point though it's just a mater of whether you want to take the time to jump through the game's gimmicky hoops, for what is a relatively short, unoptimized, and mostly uninspiring game.