Episode 107 - Moldymort - Resident Evil VII: Biohazard

Episode 107 - Moldymort - Resident Evil VII: Biohazard

He ain't eatin' the podcast, Jack! I made that for him!
1 Stunde 52 Minuten
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vor 4 Jahren
He ain’t eatin’ the podcast, Jack! I made that for him! Welcome
back to NOCLIP! Today we’re going to be touching on a somewhat out
of season horror game, but fear not (or fear yes, in fact), as
there is a sequel coming in just a couple of months. Resident Evil
VII, which released a few years ago, before the series began
remaking its games like it was going out of style, marked what is a
long awaited return to form for much of its fanbase. The series had
progressed beyond its survival horror roots into something more
action focused following the massive success of the fourth game,
but after a 5 year hiatus following the most controversial entry,
to put it generously, in the series, the shift back to the more
limited and slow paced style of horror was a welcome one. RE7 is
set entirely in first person, a move that both sheds light on the
influence Capcom took from popular games in the genre and allows
for a VR mode to be implemented without changing the base
mechanics, and contains more resource management and slow
methodical exploration. Because of this, and the “large domicile”
locale, the game ends up being compared more often to Resident Evil
than it does to Resident Evil 6, and that feels like a successfully
implemented design to me. We’re going to be talking about inventory
space limitations and what it brings to the table, the
reinforcement and undermining of character and plot, and we have
hidden a personality test in the episode that will tell you if you
have a big brain or are an ignorant baby. Thank you for joining us
this week! This was a game we’ve wanted to play (both at all and in
VR) since it came out, and the buzz surrounding the sequel seemed
like a good enough excuse. Not to spoil our thoughts, but we were
surprised in a lot of places at how well the game pulls off what
it’s going for, and it’s definitely worth playing or revisiting if
you’ve been through it before. It may not have a tall lady you want
to do frankly confusing but undeniably sexy things to you, but it
does have a door you have to put sigils in to unlock, so the
sanctity of Resident Evil is safe and sound.

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