![]() One involves completing a short chain of object puzzles in order to unlock a door, the other demands the use of different items to make it up to the attic. ![]() At the moment, we know that there are two different ways to finish the demo, with a scripted jump-scare at the culmination of each. Which brings us on to the issue that’s really giving me cause to wonder what’s actually going on here. Anything could be anything or nothing right now, any perception of the shape of Resident Evil 7 the product of the same ambiguous perception-clash between hope, insight and possibly-reading-far-too-much-into-things that is currently driving Reddit to the point of delirium trying to decipher the use and meaning of the demo’s last two inventory items. But its brief running time, and sparse stock of Things To Actually Do, ensure that it never really lets fly. There are oblique hints at the demo’s intent, flashes of what it’s trying to tell us the final game will comprise. Because while the Resident Evil 7 demo does a great job of telling us what it isn’t – after drawing us in to play it by hinting that it might in fact be those things – it doesn’t do much to tell us what it is. They have the side-effect of leading one to expect a similar brand of sneaks and scares, which doesn’t actually arrive, but the demo eventually makes the trope its own by focusing on story and puzzle systems.īut here’s where I kind of run out of things to say. The atmosphere and aesthetic – all rust, blood clots, and grubby VHS filters - are also incredibly effective, if a little familiar in these post-Outlast days. Exactly what Resident Evil – and survival horror in general – needs right now. An immediate statement of slower-paced, cerebral intent. The most exciting element is the heavy focus on methodical puzzle-solving over action, a real hark back to the meat of the genre’s early days. Once I did though, it delivered good stuff. So the Resident Evil 7 demo was a tricky thing to get to grips with at first. It’s not necessarily unpleasant, but it does throw you off a bit. ![]() A bit like when you take a swig from a glass of water and your tastebuds only realise it’s vodka a second or two after it’s in your mouth. But the pre-emptive parallels, both in the demo’s release and the very Silent Hill vibe of the main game’s E3 trailer, set up rather a jarring contrast between perception and reality. ![]() Resident Evil isn’t Silent Hill, and there’s no real pressure for it to become that. Because, while it certainly shares several key traits, the Resident Evil 7 demo is not very much like PT at all. ![]()
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