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ShakeWell

Slam Master
(he, etc.)
Some new stuff talked about RE: RE8 today. They teased a possible PS4/Xbone release? They talked about how they want to let the player figure out stuff and not be super prescriptive with solutions to different situations, which, like, I don't expect an immersive sim from RE, but if it tilts ever-so-slightly in that direction as it pertains to traversal and puzzle solutions? I'm super in.

They also mentioned "beautiful and terrifying" several times, and maybe I'm too much of a horror snob, but aside from REAL PURDY GRAPHICS, I'm not especially struck by the "beauty" of what I've seen so far. Not to say it looks bad or anything, but that kind of talk calls to mind Argento and Del Toro, and I'm not seeing that here. Anyways, what does everyone think?
 

Pajaro Pete

(He/Himbo)
re: beautiful: i guess maybe the castle is going to look really nice on the inside? like the interior shots where we see the fancy mosquito ladies seems pretty ornate.
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
Beauty is in the eye of the beholder, but I think I may see what they're going for in some of the images in the reveal trailer back in June:

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L1yePev.jpg


JJDpHam.jpg


P7tXiDy.jpg


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I was glad RE7 brought back puzzles, but the variety was somewhat lacking—like, that puzzle where you rotate an object to make its shadow match a certain design is in the game four different times, with different shapes. So I'll be fine as long as they've worked on that (and the RE2 remake has delivered since then, so I'm not too worried).
 

fanboymaster

(He/Him)
Village will probably sell me a next-gen console quicker than anything, just don't like playing these kinds of things on PC. That said, I admit that the "spooky fairy tale" bit they did in the PS5 event trailer felt the bad kind of hokey rather than the fun RE kind of hokey, hopefully not too many scenes of that in the final game.
 

Pajaro Pete

(He/Himbo)
honestly i'm just really happy that ardyn is still getting work

Village will probably sell me a next-gen console quicker than anything, just don't like playing these kinds of things on PC. That said, I admit that the "spooky fairy tale" bit they did in the PS5 event trailer felt the bad kind of hokey rather than the fun RE kind of hokey, hopefully not too many scenes of that in the final game.

visually it looked nice, but yeah i'm not sure if it was necessarily something i want from a resident evil game
 

Ludendorkk

(he/him)
Village will probably sell me a next-gen console quicker than anything, just don't like playing these kinds of things on PC. That said, I admit that the "spooky fairy tale" bit they did in the PS5 event trailer felt the bad kind of hokey rather than the fun RE kind of hokey, hopefully not too many scenes of that in the final game.

Capcom sorta committed to a current gen version of the game so you might not need even that
 

Pajaro Pete

(He/Himbo)
all the time and money they save on not giving ethan a personality can be channeled into other areas of the game
 

upupdowndown

REVOLUTION GRRR STYLE NOW
(he / him / his)
some of the imagery reminds me of Howling V: The Rebirth but with, like, a big budget
 

ShakeWell

Slam Master
(he, etc.)
I was away from the board when the thing happened, but there was a big thing yesterday! A friend of mine with a PS5 played the new demo, said it feels like RE7, which SOUNDS GOOD TO ME.
 

Peklo

Oh! Create!
(they/them, she/her)
Not sure if it had been detailed beforehand, but the recent presentation footage briefly mentioned the game's premise which appears to be another women-as-property kidnapping plot, with Ethan and Mia(?)'s daughter being the subject. It's at once recalling uncritically something RE4 did to tick those nostalgia boxes, as well as continuing down the narrative path that RE7 established for this current team's authorial voice. I was greatly disappointed in the storytelling there and so far this seems to signal towards more of the same approach which leaves me very detached from this branch of the series, however finely-honed they are to play.
 

ASandoval

Old Man Gamer
(he/him)
Not sure if it had been detailed beforehand, but the recent presentation footage briefly mentioned the game's premise which appears to be another women-as-property kidnapping plot, with Ethan and Mia(?)'s daughter being the subject. It's at once recalling uncritically something RE4 did to tick those nostalgia boxes, as well as continuing down the narrative path that RE7 established for this current team's authorial voice. I was greatly disappointed in the storytelling there and so far this seems to signal towards more of the same approach which leaves me very detached from this branch of the series, however finely-honed they are to play.

I was a big fan of the heel turn of RE7's second half, with Mia being the secret protagonist of the game and being much more important and central to everything than Ethan was so I want to be cautiously optimistic about Village in this regard. I also jokingly asked my girlfriend after watching the trailer if a baby counts as a damsel in distress and we had fun giving that one a bit of a think.

That being said, the fridging of Mia from the original trailer (which I'm hoping to God is some kind of misdirect) and the main villains being vampire ladies who seem to be part of a larger matriarchy who are obsessed with specifically drinking the blood and torturing of men, all has me a bit nervous! But RE7 did surprise me, so I'm keeping my fingers crossed!
 

Peklo

Oh! Create!
(they/them, she/her)
To add to those reservations (and on material that's been legitimately released so far), they just released a demo where they just invent a nameless woman to step into the shoes of, to serve as murder-fodder to hype up and preview the "main" game--the man's story. RE7 did a similar thing but the (male) victims there were allowed faces, names, mannerisms and dynamics in the brief spotlight they had.
 

ShakeWell

Slam Master
(he, etc.)
I downloaded at midnight, following the advice of Suzi the Sphere Hunter who said "if you're a diehard survival horror person, start on Hardcore." The attack of the village was... really rough. But once I figured out it's a timed event, not dependant on defeating a certain number of enemies or anything, it wasn't that bad. I got up to where the first demo started, and since that means I know what's coming for at least the next 30 minutes, I'm going to bed, because I have to work tomorrow and I've already been up too late. But, hey, this game is good so far.
 

ShakeWell

Slam Master
(he, etc.)
I ran through Heisenberg's funhouse of death last night, which ends you up in Vampire Mommy's castle where Ethan is promptly strung up by hooks in his hands, which he escapes by ripping them out of his hands and I'm still really digging this game so far. It definitely feels like "what if RE7 but more like RE4?" And that's honestly fine by me. I'm also maintaining my "play on Hardcore if you like the older entries." Each encounter, even with just two enemies, can be fatal. Which is kinda what I liked about the older games (and the RE2 and RE3 remakes, which went hard on that, particularly on higher difficulties). I've seen more takes saying the same thing from multiple outlets (Easy Allies, Gamespot, etc) and for old school fans, it definitely feels "right." But, you know, also don't hesitate to play on the easiest mode if you dig that. Apparently (maybe not a spoiler, no story info, but just in case): you can New Game+ on higher difficulties, so if you play on easy, you can New Game+ on Normal with your good gear, then New Game+ after that on Hardcore, etc. Which was kinda how RE3make felt was the intent to play, but this game is a lot longer, so who knows if that's the intent here?
 

Ludendorkk

(he/him)
Honestly Standard feels fine to me, enemies are a threat while not too much getting in the way of the best part of Resident Evil, which is "finding weird keys to weird doors" (h/t Alixsar)

Anyways I've gone through 3 of the 4 Lords so far, game is great, though story is a bit dull, too much Sad Dad Ethan, but how wonderfully charismatic the villains are has made up for it.

Doing House Beneviento at night was a mistake
 
I played pretty much non-stop and got my first clear on normal (the official clock says 10 hrs, 20 minutes). While early on, I felt like all enemies were a threat, by about the mid-point I had most of them down enough and had enough upgrades that it was more about the resource management for me. I had fun throughout and am starting to mess with Mercenaries now.
 

Peklo

Oh! Create!
(they/them, she/her)
Played this. Thoughts below.

I don't think I really like it. The narrative residue of RE7 hangs over it to an extreme degree in all the bad ways I figured it would, and it just doubles down on those same issues: let's have a graphically brutal killing of a woman to open the game with, but also absolve the murderer later on of all wrongdoing and accountability because the victim was an Evil Fake--protect the moral sanctity of our boy Chris at all costs, so all that you're left with is the visual imprint and shock of that plot-jumpstarting "death." Let's fake kill and secretly imprison the other returning character from the last game, and make her infant daughter the new kidnapped motivating token in her former role--but also let's literally kill and dismember a baby offscreen so her body parts can be jammed up into flasks for the villains of the hour to hold onto and won back like collectibles by her father (fucking astonishing this is what the game is about). The baby's, by expected contrivance, fine by the end of it, but that doesn't erase the central premise the entire rest of the game hangs together by.

It's just a miserable, entirely unearned and clumsily sentimental tribute to a player avatar who is so devoid of character that the writing falls over itself in having every other person constantly address him by name in full just so an artificial level of import is bestowed upon who "Ethan Winters" is even supposed to be and that he has an interiority to speak of. The politics are bad and the structural construction of the writing isn't any better as characters make "self-aware" asides or written files show up later to rationalize or walk the audience through events that couldn't justify themselves on their own. The attempt at drama comes at the cost of all the women in the story and it doesn't reach for anything beyond the veneration of fatherly duties and the demonization of "crazy" mothers. Count how many times a woman is called a "bitch" to get a sense of the writing voice here; I cannot make the effort. All the camp in the world suggested by the rogues' gallery in their lineup can't salvage the tonal jumble that's arrived at by the end of it, nor make the gross self-importance any more palatable to endure.

I wish I could say that other aspects fared better but this is a troubled, scattershot game in how it fashions itself. The overwhelming model is RE4 as is pretty clear for anyone to see, as the concepts, singular moments and larger structure follow the lead of that game so reverentially that it aches. At the same time, there's a tremendous debt owed to other works of influence in the medium--Bloodborne hangs heavily over the sense of aesthetics in how the root folklore is expressed here; the infamous and cancelled Silent Hills is almost certainly the inspiration for a particular standout sequence that is at odds with everything else the game does. In looking to genre peers and its own predecessors for ideas the sense of identity Village has isn't particularly of its own making, and is probably even worse off on the front than the also highly referential RE7 was, where the callbacks were more generalized toward a realignment of central series tenets that had been forgotten. This game tries a bit of everything at all times, and the disparate amusement park rides don't stylistically gel with each other, and the individual high points that exist are lopsided: if this game has a "peak", it's somewhere early to the middle of it, with the latter half taken up by the ramping up of monotonous action, less interesting level design and conceptually less ambitious setpieces and environmental focus.

The things that work best here--the loose hub space to poke around in and take exploratory intermissions as downtime; the scrounging for treasures and materials to upgrade armaments with; the ostensibly supernatural elements (that are naturally made "plausible" eventually by magical science)--speak to ideas that could have shined if given more emphasis or focus, and in fact have been better served, as the very concept of Action Horror as a genre has been in other works like The Evil Within 2, a game I love despite it superficially sharing so many of the potential pitfalls as Village does, yet the takeaway differs entirely between them. For a game so concerned with parentage in its haphazard thematics, Village feels like the child of many such caretakers in conflict with all those differing viewpoints it's inherited in the process. Too long and too pre-determinedly constructed to be an iterative, routing-focused optimization machine; too choreographed and simplistic to be high action justifying itself by its mechanics; too enamored with aspirations to be affecting in it storytelling to ever actually come across as heartfelt. It's a bigger game, as promised, but that's about its only undeniable quality in the overall estimation. I might prefer it to 7, but understand the bar was set personally low to begin with.
 

ASandoval

Old Man Gamer
(he/him)
I also finished this.

Overall, I really enjoyed playing this! I've said before I'm more of a classic Resident Evil fan and I stand by that; Resident Evil for me is better when the game is a combination of a puzzle box and resource management. It's why I've never been as enamored by RE4 the rest of the world was, the game that Village is trying to closely mirror, but despite that, the game gave me just enough of that puzzle box feel in the first two areas to scratch that itch, and then after that the hub world itself opens up more after each area, which was also fine. I think this might be why a lot of the early reviews said the game becomes more tedious in the latter half but honestly? From a pure gameplay perspective I think this might be the most evenly paced game in the series yet; it gets more action focused and linear through sections 3 on, but not so much that there isn't a little puzzle solving and exploration to be had. There's only one section (arguably two) where the game goes full action, and that felt right to me. Simply put, I was never bored or felt like I was playing a different game.

Oh, I should mentioned I played on standard, and found the game to be a bit easy, with the only late game stuff giving me a bit of trouble because I didn't conserve my ammo a lot early on. On the one hand I probably should have taken ShakeWell (and by extension Sphere Hunter)'s advice and started on Hardcore, but then I immediately tried a hardcore game after finishing standard and now I can barely survive the first two minutes of the lycan attack at the beginning. So... I wish there had been something more akin to 7's standard difficulty, which was the sweet spot for me.

Simply put I liked the game. Not as much as RE7, but that game was modeled more after the first game which I love, so that was probably a given from the start. I also have a lot of story quibbles that I'm having a hard time articulating so that might be a separate post. they are more or less aligned with what Peklo said.
 

ShakeWell

Slam Master
(he, etc.)
but then I immediately tried a hardcore game after finishing standard and now I can barely survive the first two minutes of the lycan attack at the beginning.

That spot is especially hard, and I almost turned the difficulty down because it was giving me so much trouble. Hot tip: That encounter is timed. It doesn't matter how many lycans you kill, it doesn't matter how much (if any) damage you do to Hammer Santa. I was able to get past it by running up the stairs into the first house after the attack starts, push the bookshelf in front of the door and get all the items in the house. Wait for the first lycan to break in, and reach the back room. Shoot the flour, then kill him with the shotgun. Drop into the basement, get both rusty scraps, then HIDE IN THE BASEMENT WHERE THE 2ND RUSTY SCRAP WAS. The lycans outside will not come through the gap in the stonework, only down the ladder from upstairs, and it will take a while for them to find you. When they come down, shoot the flour again, and run to the house up the hill. Close the door, and barricade it with the bookshelf. Grab all the items and wait for the first lycan to break in. Shoot the exploding barrel, and if the encounter still isn't over, bolt to the roof, jump off, head to the locked gate with the explosive barrel near it and bait/kill as many lycans as you can with it. The encounter should be over by then (if not sooner).
 

Ludendorkk

(he/him)
Wow, the ending of this game is really bad.

Ethan Winters is a dull, boring protagonist and no amount piling Sad Dad video game tropes on top of him will help --they had to fridge both his wife and his infant daughter in an attempt to make him likeable and have you freaking collect the severed remains of his baby as collectables (don't worry, they both end up fine! Can't have any actual stakes). Chris's potential anti-hero turn is immediately undone as an idiotic misunderstanding that could have been averted by him speaking a single sentence to Ethan. Miranda is a completely undercooked villain who they try to fluff up by piling more lore about how she's the real Big Bad behind everything in the series but her actual interactions just show here being one-dimensionally evil and obsessed with stealing a random baby. This also hurts because the Four Lords are much more compelling characters who I really enjoyed but so much of their charactization is bound up with their relationships with Miranda and so for her not to live up to the hype kinda hurts them as well. The whole "Ethan was dead the whole time/is a Moldman" thing makes little sense even by the loose scientific standards of the series (and wouldn't it all apply equally to Mia?).

Plus the entire Chris sequence was not very much fun.


I had a great time with most of the game but they very much did not stick the landing.
 

4-So

Spicy
Started playing this on PS5 and immediately liked it better than RE7. I don't feel like I'm having to scrape by here; the game tosses enough resources (at least on Standard) that is still feels challenging without giving me anxiety. I'm about halfway through Castle Dimitrescu with an estimated two hours left to complete the castle, per the game card.

I'm not far enough into the plot yet but I'm going to assume Mia was some kind of bad clone or something along those lines. I cannot imagine them turning Chris Redfield into a villain.
 
so i beat Lady D. I love that castle, and the Soul Reaver esque encounters with her daughters. Having the Lady stalk around and yell at you was also cool. I didn't like that she turned into a big Castlevania boss form. She went from intimidating top goofy just like that.

Back in the Village now, shooting pigs and opening doors!
 

Gaer

chat.exe a cessé de fonctionner
Staff member
Moderator
Played this. Thoughts below.

I don't think I really like it. The narrative residue of RE7 hangs over it to an extreme degree in all the bad ways I figured it would, and it just doubles down on those same issues: let's have a graphically brutal killing of a woman to open the game with, but also absolve the murderer later on of all wrongdoing and accountability because the victim was an Evil Fake--protect the moral sanctity of our boy Chris at all costs, so all that you're left with is the visual imprint and shock of that plot-jumpstarting "death." Let's fake kill and secretly imprison the other returning character from the last game, and make her infant daughter the new kidnapped motivating token in her former role--but also let's literally kill and dismember a baby offscreen so her body parts can be jammed up into flasks for the villains of the hour to hold onto and won back like collectibles by her father (fucking astonishing this is what the game is about). The baby's, by expected contrivance, fine by the end of it, but that doesn't erase the central premise the entire rest of the game hangs together by.

It's just a miserable, entirely unearned and clumsily sentimental tribute to a player avatar who is so devoid of character that the writing falls over itself in having every other person constantly address him by name in full just so an artificial level of import is bestowed upon who "Ethan Winters" is even supposed to be and that he has an interiority to speak of. The politics are bad and the structural construction of the writing isn't any better as characters make "self-aware" asides or written files show up later to rationalize or walk the audience through events that couldn't justify themselves on their own. The attempt at drama comes at the cost of all the women in the story and it doesn't reach for anything beyond the veneration of fatherly duties and the demonization of "crazy" mothers. Count how many times a woman is called a "bitch" to get a sense of the writing voice here; I cannot make the effort. All the camp in the world suggested by the rogues' gallery in their lineup can't salvage the tonal jumble that's arrived at by the end of it, nor make the gross self-importance any more palatable to endure.

I wish I could say that other aspects fared better but this is a troubled, scattershot game in how it fashions itself. The overwhelming model is RE4 as is pretty clear for anyone to see, as the concepts, singular moments and larger structure follow the lead of that game so reverentially that it aches. At the same time, there's a tremendous debt owed to other works of influence in the medium--Bloodborne hangs heavily over the sense of aesthetics in how the root folklore is expressed here; the infamous and cancelled Silent Hills is almost certainly the inspiration for a particular standout sequence that is at odds with everything else the game does. In looking to genre peers and its own predecessors for ideas the sense of identity Village has isn't particularly of its own making, and is probably even worse off on the front than the also highly referential RE7 was, where the callbacks were more generalized toward a realignment of central series tenets that had been forgotten. This game tries a bit of everything at all times, and the disparate amusement park rides don't stylistically gel with each other, and the individual high points that exist are lopsided: if this game has a "peak", it's somewhere early to the middle of it, with the latter half taken up by the ramping up of monotonous action, less interesting level design and conceptually less ambitious setpieces and environmental focus.

The things that work best here--the loose hub space to poke around in and take exploratory intermissions as downtime; the scrounging for treasures and materials to upgrade armaments with; the ostensibly supernatural elements (that are naturally made "plausible" eventually by magical science)--speak to ideas that could have shined if given more emphasis or focus, and in fact have been better served, as the very concept of Action Horror as a genre has been in other works like The Evil Within 2, a game I love despite it superficially sharing so many of the potential pitfalls as Village does, yet the takeaway differs entirely between them. For a game so concerned with parentage in its haphazard thematics, Village feels like the child of many such caretakers in conflict with all those differing viewpoints it's inherited in the process. Too long and too pre-determinedly constructed to be an iterative, routing-focused optimization machine; too choreographed and simplistic to be high action justifying itself by its mechanics; too enamored with aspirations to be affecting in it storytelling to ever actually come across as heartfelt. It's a bigger game, as promised, but that's about its only undeniable quality in the overall estimation. I might prefer it to 7, but understand the bar was set personally low to begin with.

Thank you for writing this up. I had been semi-interested in the game, but I'd have definitely regretted a purchase after having read this. I still need to pick up RE2 remake as it is anyway.
 

muteKi

Geno Cidecity
I suppose the content Peklo's post accounts for some of the discrepancy between the fan reaction and what the RE team here were probably going for with Dimitrescu's characterization, that the writers are simply that much more misogynistic than the general public
 

ShakeWell

Slam Master
(he, etc.)
I'm not far enough into the plot yet but I'm going to assume Mia was some kind of bad clone or something along those lines. I cannot imagine them turning Chris Redfield into a villain.

Alternately Chris is some kind of bad clone or something? But I agree, I find it unlikely that Chris is EVIL now.
 
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