[voidcannon] various improvements [pagex] update packages [pagex/commons] add custom emoji
285 lines
14 KiB
Markdown
285 lines
14 KiB
Markdown
<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.
|
|
|
|
<voidcannon-carousel>
|
|
<voidcannon-slide>
|
|
|
|

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

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

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

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

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

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

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

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

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

|
|
|
|
</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. |