[content] re9
[voidcannon] various improvements [pagex] update packages [pagex/commons] add custom emoji
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},
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authors: [testauthorPagex],
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collections: [
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videogamesCollection.id,
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testCollection.id,
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featuredCollection.id
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]
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@@ -54,7 +54,6 @@ export default {
|
||||
},
|
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authors: [testauthorPagex],
|
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collections: [
|
||||
videogamesCollection.id,
|
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testCollection.id,
|
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featuredCollection.id
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]
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@@ -22,6 +22,8 @@ Voidcannon supports ||spoiler|| syntax to hide text until the user manually reve
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||Spoilers will cover everything within them (i.e :p3smile:) but will not visually adapt their height to them
|
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(due to the way they're made).||
|
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|
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||Spoilers can also handle wrapping content<br>which is pretty nifty||
|
||||
|
||||
```md
|
||||
Voidcannon supports ||spoiler|| syntax to hide text until the user manually reveals it.
|
||||
```
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@@ -64,7 +64,7 @@ export default {
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},
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color: "#D02843"
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},
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authors: [bignutty, testauthorPagex, placeholder],
|
||||
authors: [placeholder, testauthorPagex, placeholder],
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collections: [
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testCollection.id,
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featuredCollection.id
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content/articles/resident-evil-requiem/content.md
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<voidcannon-cta>
|
||||
<md-icon slot="icon">preview</md-icon>
|
||||
Later parts of this post will contain spoilers for the story, ending, and specific gameplay sections.
|
||||
</voidcannon-cta>
|
||||
|
||||
## Starting with what's best
|
||||
|
||||
The game looks gorgeous and runs flawlessly. Even on my hardware.
|
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|
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<voidcannon-carousel>
|
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<voidcannon-slide>
|
||||
|
||||

|
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|
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</voidcannon-slide>
|
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|
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<voidcannon-slide>
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|
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</voidcannon-slide>
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<voidcannon-slide>
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|
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</voidcannon-slide>
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|
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<voidcannon-slide>
|
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|
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|
||||
|
||||
</voidcannon-slide>
|
||||
</voidcannon-carousel>
|
||||
|
||||
My graphics card (Radeon RX 5500 XT) is the lowest one listed under the "minimum requirements," I'm running on 8 GB of
|
||||
RAM, and my CPU is probably below what they recommend. The game still looks great, even on low (not lowest!) settings.
|
||||
|
||||
Admittedly, frame generation was necessary to keep the game at or above 60 FPS throughout the entire experience. This
|
||||
resulted in occasional Vsync issues, but it didn't degrade the experience for me. The RE Engine continues to be the
|
||||
prime example of what a modern game engine *can* be if developers actually care. The game does a great job of utilizing
|
||||
its lighting to draw attention to what matters, or simply to create mesmerizing set pieces.
|
||||
|
||||
The attention to detail and care really shines throughout the various environments you visit. Each and every material
|
||||
looks real, every area has small props lying around, but never to the point where it feels artificial. Something new in
|
||||
this game are the dynamic blood splatter decals that can get applied to the environment after an encounter. Some of
|
||||
these even manage to stick around for quite some time, which is nice when you play larger sections in one sitting.
|
||||
|
||||
<voidcannon-carousel>
|
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<voidcannon-slide>
|
||||
|
||||

|
||||
|
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</voidcannon-slide>
|
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<voidcannon-slide>
|
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|
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|
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</voidcannon-slide>
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<voidcannon-slide>
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||||
|
||||

|
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|
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</voidcannon-slide>
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<voidcannon-slide>
|
||||
|
||||

|
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</voidcannon-slide>
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<voidcannon-slide>
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</voidcannon-slide>
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<voidcannon-slide>
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||||

|
||||
|
||||
</voidcannon-slide>
|
||||
</voidcannon-carousel>
|
||||
|
||||
My only critique regarding visuals would be that the Raccoon City half of the game could use a little more color. It
|
||||
gets a bit repetitive to spend four hours running through gray and beige buildings.
|
||||
|
||||
## Grace gets real
|
||||
|
||||
I believe that Grace feels unlike any other character I've played in a Resident Evil game before. She reacts the way
|
||||
you'd expect someone to react given the situation. She's not combat-trained; she's an office worker thrown into the most
|
||||
horrifying scenario imaginable. The previous two games, Resident Evil 7 and Resident Evil Village, were held back in
|
||||
their horror by having a walking quip machine, Ethan Winters, who could not be fazed by anything. That man could lose
|
||||
every last limb on his body and still have a "Fuck you" left for whoever was responsible.
|
||||
|
||||

|
||||
|
||||
This is also reflected in her gameplay sections; the area design and item placements are meant to keep the tension high
|
||||
while offering stealth as a preferred option. This does work for the opening hours of the game, but by the end of her
|
||||
hospital section, I had around 40 spare bullets and more health items than I could count, despite killing every enemy
|
||||
in my way.
|
||||
|
||||

|
||||
|
||||
One unfortunate aspect of Grace's campaign is the complete lack of boss fights. Her gameplay includes one section that
|
||||
could be considered a boss encounter, except you don't actually fight anything (more on that later). I suppose the
|
||||
intention was to keep her underpowered throughout the entire experience, but I still would have preferred having to
|
||||
actually fight back for once.
|
||||
|
||||
## Leon gets unreal
|
||||
|
||||
Leon's gameplay is essentially the Resident Evil 4 remake on crack.
|
||||
|
||||
I actually ended up having the complete opposite problem to Grace's campaign by the end: I had an inventory full of
|
||||
crafting supplies, while health remained a scarce resource. A look at my inventory right before heading to the final
|
||||
boss pretty much says everything (click to reveal):
|
||||
|
||||
||||
|
||||
|
||||
Even though the available selection of guns is almost identical to the Resident Evil 4 remake, I found that the enemy
|
||||
variety made the pistol and rifle the right answers most of the time. I rarely used grenades, as the environments seldom
|
||||
presented good opportunities for them. The few sections that did ended up so hectic that I'd grab my trusty shotgun
|
||||
instead of trying to line everyone up for a grenade strike.
|
||||
|
||||
I was also pretty consistently low on credits for the supply crate, despite my continued strategy of killing anything
|
||||
that moves. It is a little unfortunate that, at least during the campaign, you only get access to one alternative
|
||||
pistol.
|
||||
|
||||
## All together now!
|
||||
|
||||
I had a great time with the dual-protagonist campaign. Especially in the first large section of the game, being able to
|
||||
experience the same area from two play styles is a lot of fun.
|
||||
|
||||
I do wish they had balanced the lengths of each section better. The "meat" of the game is one large section where you
|
||||
play as Grace for two to three hours, and another where you play as Leon for three to four hours. At the beginning and
|
||||
end of these, the game quickly cuts between the two perspectives to show you what was happening "in the meantime" or
|
||||
somewhere else.
|
||||
|
||||
This works from a storytelling perspective, but it results in neither gameplay style really being able to shine outside
|
||||
its "dedicated" large section. Some of the changes last for maybe 10 minutes before switching back to the character
|
||||
you were playing as previously. I'd love to see more of this style of gameplay in the future, though (maybe even a
|
||||
proper Resident Evil 6 reimagining that combines the best parts into one cohesive campaign).
|
||||
|
||||
<voidcannon-cta type="primary">
|
||||
<md-icon slot="icon">preview</md-icon>
|
||||
From here on out I'll focus on the story and specific sections of gameplay.<br>If you haven't played the game I'd recommend you stop reading.
|
||||
</voidcannon-cta>
|
||||
|
||||
## Game Design (0/3)
|
||||
|
||||
One major gripe I have with the game is the overreliance on "do/get three things."
|
||||
|
||||
During my playthrough, I can remember encountering all of these:
|
||||
|
||||
- Collect three quartz blocks
|
||||
- Obtain three security clearances
|
||||
- Get three substances to analyze (Crafting Recipes)
|
||||
- Find and open three safes
|
||||
- Gather three spark plugs
|
||||
- Turn on three generators
|
||||
- Find three detonator parts
|
||||
- Find and open ~~four~~ three containers (One was already open)
|
||||
|
||||
No matter what our protagonist(s) have to do, it's three or nothing. There are a few exceptions where an item has two (
|
||||
|
||||
2) uses or you have to do two things, but most of your playtime is spent watching (0/3) turn into ~~(3/3)~~.
|
||||
|
||||
Three is a nice middle ground between "this could have just been a linear section" and "this is too much, I'm getting
|
||||
tired," but once everything relies on the rule of three, it starts to feel repetitive and artificial.
|
||||
|
||||
In addition to everything requiring you to do three of something, the game also heavily suffers from "Resident Evil
|
||||
logic", meaning the protagonists often act unreasonably given the situation. The most egregious example of this is the
|
||||
third Puzzle Box, which is lacking its Sun, Moon, and Star icons. Every other puzzle box in the hospital, two of which
|
||||
we have already encountered and solved, has Braille text above or on all the buttons. However, for Plot Reasons, we have
|
||||
to go get Emily to decipher them. I don't have high demands for the logic behind puzzles, but they really could have
|
||||
tried to find another reason to bring Emily here instead of making Grace inexplicably incapable of solving the puzzle
|
||||
box through trial and error.
|
||||
|
||||
One variant I was able to come up with would've been hiding the solution to the puzzle box in a longer piece of text in
|
||||
Braille, perhaps even across several documents. That would still require Grace to go get help from Emily, after which
|
||||
she obviously couldn't leave her alone in the now-open cell.
|
||||
|
||||
## Linear excitement during the latter half
|
||||
|
||||
This is an issue that all the recent Resident Evil titles have had: the game gets way more linear the further you
|
||||
progress.
|
||||
|
||||
They did a great job of balancing open-exploration sections and linear progression with short, fun sections to blow off
|
||||
steam in between.
|
||||
|
||||

|
||||
|
||||
However, the RPD, and everything after it for that matter, marks a turning point. Playing these sections felt like the
|
||||
game tried to show me a lot of cool things while also running out of time.
|
||||
|
||||

|
||||
|
||||
The RPD itself consists of the following steps:
|
||||
|
||||
1. Get to the Library to pick up a key item
|
||||
2. Use the key item to open up a door
|
||||
3. Watch a cutscene and play a short stealth section
|
||||
4. Run away
|
||||
5. Leave the RPD
|
||||
|
||||
There are two additional things you can do: a short scavenger hunt and unlocking a briefcase. I believe the area has two
|
||||
other enemies you can defeat for some credits. That's it.
|
||||
|
||||
I love the idea of revisiting old locations like this, but it feels like a wasted opportunity to have you spend barely
|
||||
20 minutes in the area, only to leave and fight two boss fights basically back-to-back. The fact that they brought back
|
||||
Mr. X might at first seem like a really cool twist; that is, until you realize he's in the game for 10 minutes tops. 20
|
||||
if you spend more time looking around. It doesn't help that not even 20 minutes later, you immediately run into the next
|
||||
boss encounter that feels like another "look who we brought back :pointpeak:" moment. I think there were a lot of cool
|
||||
ideas that could have been executed by revisiting Raccoon City, but the way Requiem handles it feels like a wasted
|
||||
opportunity.
|
||||
|
||||
I suppose this is what I get for asking to have fewer "do three things" moments. 🥴
|
||||
|
||||
The sections post-RPD struggle the most with their pacing. I'm not sure if the game developers had a self-imposed time
|
||||
limit for how long the game should play, or if they had too many last minute ideas. The final two to three hours of the
|
||||
game boil down to you being rushed from set piece to set piece, with very little to no downtime.
|
||||
|
||||
## Last but not least: The Plot
|
||||
|
||||
The story is, again, typical for a Resident Evil game. It starts out with an intriguing premise, then completely loses
|
||||
the plot in its final hours.
|
||||
|
||||

|
||||
|
||||
Victor Gideon makes for an interesting antagonist. He's seemingly spent years tracking Grace down, planning, and
|
||||
researching the events that will transpire throughout the game. Unfortunately, Gideon just... doesn't do a lot
|
||||
throughout the campaign.
|
||||
|
||||
- He kidnaps Grace and subdues Leon, but doesn't do anything of note to either of them.
|
||||
- He lets both of them escape from the hospital, only to conveniently pick Grace back up (I don't even want to get into
|
||||
how weird the motivation for Grace post-hospital is).
|
||||
- He's flown out to Raccoon City with The True Antagonist and Grace?
|
||||
- ???
|
||||
- 🏍🏍🏍🏍
|
||||
- ???
|
||||
- Shows up to be the final boss
|
||||
- Dies
|
||||
|
||||
I can see a lot of potential given the character and setup, but the game seems content with keeping Gideon as a prop
|
||||
that it can conveniently dispose of in the end.
|
||||
|
||||
The same thing goes for The True Antagonist, Zalbert Zesker, who the game insists on calling Zeno or just Z.
|
||||
|
||||

|
||||
|
||||
His entire role in the game is to be the one who supposedly funded this entire operation. He gets one evil monologue at
|
||||
the end and then gets killed off. The plot would progress nearly identically to how it does in the final game if he
|
||||
wasn't here or wasn't Wesker. Gideon, being an ex-Umbrella researcher, at least has some sort of character motivation to
|
||||
continue his mission.
|
||||
|
||||
The only aspect of the story I genuinely disliked was when Leon S. Kennedy starts shooting at human soldiers who storm
|
||||
two rooms in a secret facility, only for them to never show up again. Especially when you consider that the second,
|
||||
larger room can be taken out by releasing a Licker from its tube with a well-placed shot. The weirdest part was that
|
||||
their presence in the game is once again no longer than 10 minutes at most. The only story reason I could come up with
|
||||
is that they flew in with Gideon and Wesker on the helicopter, and that's why we only ever run into two teams? It makes
|
||||
for an awkward moment in an otherwise great finale.
|
||||
|
||||
All of this is not meant to imply that I disliked the story. I had a great time going in blind and experiencing the
|
||||
narrative for the first time. This is meant to be taken as a "what could have been," not "look how they
|
||||
butchered my boy."
|
||||
|
||||
## Requiem.
|
||||
|
||||
All in all, Resident Evil Requiem is an amazing game. The plot might have holes and the gameplay can feel a little samey
|
||||
at times, but the overall experience was never boring. Quite the opposite, actually. I felt that throughout most of my
|
||||
journey, the gameplay was packed so tightly that twenty minutes felt like an hour. Not because it dragged on for too
|
||||
long, but because I couldn't wrap my mind around all the things happening back-to-back.
|
||||
|
||||
I **really** hope that RE9 ends up getting a Mercenaries mode; the gameplay as Leon is more refined than ever before and
|
||||
is
|
||||
a joy to play. The few sections where they funnel zombies in and just let you do your thing with a giant stockpile of
|
||||
ammunition or heavy weaponry are where the gameplay really shines.
|
||||
|
||||
This game also had the objectively worst and most terrifying objective notification I have received in a long time. (
|
||||
Yes, I instinctively threw a grenade).
|
||||
|
||||
> **Arachnophobia warning** for those who are sensitive to creepy crawlies.
|
||||
|
||||
||||
|
||||
|
||||
I think Resident Evil Requiem is a must-play for all fans of horror and action. I'm really excited to discover what
|
||||
places and characters CAPCOM will visit in the 10th entry to the series. Unless they somehow bring back Ethan Winters
|
||||
for his third game, that is.
|
||||
@@ -0,0 +1,67 @@
|
||||
import {
|
||||
VoidcannonHeaderLayoutType,
|
||||
VoidcannonHeaderType,
|
||||
VoidcannonContentType
|
||||
} from "voidcannon";
|
||||
|
||||
import bignuttyPagex from "../../authors/bignutty.pagex.js";
|
||||
|
||||
import videogamesCollection from "../../collections/videogames.pagex.js";
|
||||
|
||||
import {PagexResourceTransformer} from "pagex";
|
||||
import {ThemeVariants} from "pagex_commons";
|
||||
|
||||
export default {
|
||||
type: VoidcannonContentType.ARTICLE,
|
||||
content: {
|
||||
_transform: PagexResourceTransformer.MARKDOWN,
|
||||
path: "./content.md"
|
||||
},
|
||||
id: "resident-evil-requiem",
|
||||
title: "Thoughts on Resident Evil Requiem",
|
||||
abstract: "My favourite horror game of 2026. I didn't think they could come up with something worse than the fetus from Village.",
|
||||
author_abstract: "Professional scaredy cat",
|
||||
created_at: 1773102988178,
|
||||
theme: {
|
||||
partial: true,
|
||||
colors: {
|
||||
light: "#a30e0e",
|
||||
dark: "#a30e0e",
|
||||
},
|
||||
variant: ThemeVariants.VIBRANT,
|
||||
},
|
||||
header: {
|
||||
type: VoidcannonHeaderType.IMMERSIVE,
|
||||
layout: VoidcannonHeaderLayoutType.LOGO_LEFT,
|
||||
position: "0% 100%",
|
||||
base: {
|
||||
_transform: PagexResourceTransformer.MEDIA,
|
||||
path: "./assets/header/background_re9.webp"
|
||||
},
|
||||
logo: {
|
||||
_transform: PagexResourceTransformer.MEDIA,
|
||||
path: "./assets/header/logo_re9.webp"
|
||||
},
|
||||
immersive_content: {
|
||||
right: {
|
||||
outer: {
|
||||
_transform: PagexResourceTransformer.MEDIA,
|
||||
path: "./assets/header/immersive_outer_re9.webp"
|
||||
},
|
||||
inner: {
|
||||
_transform: PagexResourceTransformer.MEDIA,
|
||||
path: "./assets/header/immersive_inner_re9.webp"
|
||||
},
|
||||
base: {
|
||||
_transform: PagexResourceTransformer.MEDIA,
|
||||
path: "./assets/header/immersive_full_re9.webp"
|
||||
}
|
||||
}
|
||||
},
|
||||
color: "#a30e0e"
|
||||
},
|
||||
authors: [bignuttyPagex],
|
||||
collections: [
|
||||
videogamesCollection.id,
|
||||
]
|
||||
}
|
||||
@@ -4,7 +4,7 @@ export default {
|
||||
type: VoidcannonContentType.COLLECTION,
|
||||
id: "videogames",
|
||||
name: "Video Games",
|
||||
description: "Video Game Articles",
|
||||
description: "I like playing video games. I also care a lot about game design and like sharing my thoughts about games that I've played.",
|
||||
color: VoidcannonCollectionColor.RED_VIBRANT,
|
||||
icon: {
|
||||
type: VoidcannonCollectionIconType.ICON,
|
||||
|
||||