| by Kenneth Chase | 100 comments

Resident Evil 7 is Brilliant (And Here’s Why)

Resident Evil 7 took me by surprise. And I’m not alone in this. Before its release, a lot of people were sceptical about its shift to first person – with the demo arising the expectation that
it might turn out to be a 7 hour long P.T. clone. And with several former developers of P.T.
working on the game, this assumption wasn’t even far-fetched. So I went into the game with scepticism and… careful optimism at best. 10 hours later, I found myself at the end of an unexpected, but astounding piece of survival horror writing and game design. It had caught me off guard so many times and
had continuously toyed with my expectations in
a way I hadn’t experienced since… hm, to be honest… I don’t know if any survival horror title
before has managed to pull it off like this. Resident Evil 7 did for Survival Horror, what Doom achieved for the old-school first
person shooter. For both of these games, the developers had basically the same goal in mind. To capture the core feeling that turned the
original games into successful and long-running franchises and bring it back in a modern coat of paint. Or… actually, that’s wrong if I think about
it – because this is what most reboots do plain
wrong. We hear that phrase a lot when an old series
gets relaunched, rebooted, etc. – that it will “go back to the essence of
the original in order to make the franchise great again!” … *mumbles* I said that … But what we end up with most of the time is the old game with a new coat of paint. The usual, straightforward approach is to take that original piece and modernize it
in as a whole. And that … most of the times… falls flat. The reason why Doom was so successful in modernizing the brand where others failed is that the developers methodically took the
original game apart into its atoms and gave each individual
element a well-thought-out overhaul. Modernizing it if it added to the desired
feel, dumping it if it didn’t and adding new, modern components to round
up the whole package. You don’t create a fast-paced, relentless
shooter that incentivises aggressive playstyle for
an empowering, badass game-feel in the same way as you would have done 24 years ago. Doom 2016 goes out of its way to incentivise
the aggressive badass mindset of the original
game to a modern audience. The dynamically adapting soundtrack, the enemies’
audio cues, the driven level-design, the only partially
regenerating health bar combined with the spectacular Glory kills with their instant health-and-ammo-drops are all designed to encourage an aggressive
playstyle – rushing head on towards the enemy instead
of cowering behind cover until the player is
healed. And even the way the protagonist himself is
characterized is entirely tailored towards making the player
feel strong, powerful and badass. Doom-guy is mostly an empty shell for the
player to slip in, we never see his face and he doesn’t speak
but when he acts, he’s angry, aggressive, outright pissed. He projects everything the game is about at
its core through his actions. And it works. It intuitively makes the player adapt this “come get some” mindset in good old Duke
Nukem fashion like no other title in a very long time. And Resident Evil 7 does the exact same thing
– but for classic Survival Horror. Now, if you read reviews, discussions and hear people’s opinions about the game, you will find a lot of praise for singular
elements of the game and how surprisingly well they work. How the shift to first person was a good decision to bring the claustrophobic feeling of the
original games across. How the Baker Estate’s design with its clever
nods and references and overall layout manages to capture the
spirit of Spencer Mansion from the first game. How the safe rooms, inventory management and
the crafting adds strongly to the feeling of it being a true Resident Evil experience. Just to name a few examples – and while I find myself pretty much agreeing with all of these points, I feel like there’s
a bit more to it. Because what struck me with this game is how all of these elements; art design, sound design, level design, writing,
acting, game design and so on… – each of them great on their own – were sewn together with so much thought and
care that they ended up complementing each other
in a way that makes the result more than just the sum
of its parts. So let’s break it all down to understand how exactly the developers pulled it off. A fair warning here – in this video, I will spoil the majority of
the game, so if you haven’t played it yet and want to experience it with a fresh mind, this is where I’d encourage you to stop the
video and come back once you’ve … played it. Alright, still with me? Cool! So let’s start where I envision the developers of Resident Evil 7 have started
themselves. From scratch. By asking 2 fundamental questions: – What essentially makes a good horror game? and – What made Resident Evil originally a good
horror experience? Because – and I’m not really breaking new
grounds here by saying that – the Resident Evil series, as a horror franchise, has been stuck in a bit of a pickle lately. The early games were filled with mystery, pitting the player against something obscure
and unknown, which is one of the best sources for a feeling
of uncertainty and dread. Shinji Mikami, the creator of the series himself stated on several occasions how the nature
of a franchise has the tendency to take away from the pure
horror that should be the core of the experience. “During the time when we were making it, my personal feeling was that Resident Evil was not a game that should be made into a
series. This is because horror tends to have strong
patterns that are easy to get used to, meaning they’re easy to get tired of.” The first game started out with a special
police unit being sent into the wildlands of Raccoon City following a distress call, being attacked by something inconceivable, hunted down and eventually seeking refuge in the eerily quiet Spencer Mansion. Nothing at all was known about what expected
them – and the player – in there. Which is a great setup for a horror experience. It was up to the player alongside the protagonist
of choice to uncover what the hell is going on and what’s the cause for the zombies and the helldogs and the other abominations thrown at them. Mystery. The Unknown. But of course, at the end of the first game,
we knew more. We knew about the secret experiments that
took place, about the viral research that turned into the Umbrella Corporation and over the
course of several games and a plethora of spinoffs that all elaborated
on the whole viral research conspiracy, we gradually learned more and more, gained deep insights and knowledge on Umbrella
and at some point, the mystery was spoiled. New games couldn’t be approached anymore with
the question “What’s this game gonna be about?”, but rather “What has Umbrella in store for
me this time?” And once you know thy foe, there’s really only one thing left to do: Lock and load and go in guns blazing. Hence the series’ gradual shift towards action. I don’t say that this necessarily results
in bad games, but in bad horror experiences. Perfect example for me in this regard is Resident
Evil 5. Just take in how the game starts out. You travel to Africa as a beefed up special
forces soldier, armed to the teeth, with the knowledge that
Umbrella has been cooking up something here, so you’re coming to investigate it. There’s no subtelty, no build-up. No curiosity what’ll await you. You know there’s gonna be zombies, and zombies you’ll get. Within the first 10 minutes. An outright army of them. And there’s not a shadow of a doubt that you
and your partner are totally capable of taking them on like
a buddy-duo in a campy 80s action flick. This is not a horror game. It’s an action adventure with a horror theme
slapped on top. So if Capcom had just continued the conventional
approach, putting you in the role of another highly
trained special operative, who’s already instructed in all the evil shenanigans
of Umbrella, it would have likely led to the same outcome. But when the Baker Estate demo hit and Resident
Evil 7 was announced, you could find many people everywhere asking “Will the game tie into the Resident Evil
lore?” We’ve seen trailers showing intimidating scenes
of a severly underpowered protagonist pitted against sheer unvanquishable foes – but nothing we got was familiar, nothing we
got was relatable to Resident Evil veterans. People were wondering if this is even going
to be a Resident Evil game after all or if it’s
just going to be a completely new thing with the brand name slapped
on top. And this is the best thing the developers
could have done, because it reinstated that feeling of curiosity,
of mystery, of venturing into the unknown. The demo helped mostly in what it didn’t show
than in what it did show. And the shift to a first person perspective turned out to be perfectly suited for this. People said that if the creators wanted to
recreate the feeling of the original then they should
have gone back to the original trilogy’s fixed camera angles. But that would have a) established a sense of familiarity and b) … we have to think about why the original games chose the fixed camera angles in the first
place. Because initially, Mikami intended the first
Resident Evil to actually be a first person game. But the harsh technical limitations of the
PS1 just didn’t allow for a satisfying visual quality. Fixed camera angles with pre-rendered backgrounds were a technical necessity of the time – not unlike the town of Silent Hill in the
first game being shrouded in fog was equally a choice
of technical limitations. So in a way, you could say that the shift
to first person is closer to the original vision than even
the original game was. Okay, so what we have is a new control scheme and an unfamiliar and mysterious setting. How did the developers use this to … make you afraid? Well, as I said, they use every means available
to bring that feeling home. Let’s start with the protagonist, Ethan. Not only do we finally get to play someone
who’s not a highly trained police or military specialist; we also never get to see his face. I mean, that’s in part do to the nature of
the first person view, but even later on in the game when we get
to see him a couple of times from an external perspective, his face always remains mysteriously covered
in shadows or obstructed by some gross organic matter. Yes, Ethan has a voice and he also has a backstory that feels like Silent Hill 2 on the bayou… but just like Doom-Guy, he’s made to be a
shell for the player to slip into. His backstory is restrained and easily relatable as opposed to the usual type of Resident Evil
protagonist. And the things he says, the way he moves and
reacts – they’re written almost exclusively to reflect
the player. How we are supposed to feel, what we are supposed
to think in different parts of the game. When we approach the mansion and search it, it’s careful curiosity, bewilderment – the things he utters convey unease and confusion. Basically what we as the player feel when
we approach the game for the first time without
knowing anything. The level design and the movement mechanics further add to that feeling – compared to most first person games, it feels almost painfully slow, every step is accentuated through a heavy
headbob and realistic sway and even running feels
comparably slow. Objects in the environment feel heavy and
haptic – Ethan touches walls and low ceilings to avoid bumping his head and so on. All of this adds to the feeling of narrowness and claustrophobia of the environment. Then we find Mia. She’s locked in a prison cell and seems scared. Questions arise. She’s been locked up in a cellar for 3 years
– what’s going on? Ethan tries to get answers – asks the questions lingering in our own minds
– but is met with silence and a frightened girlfriend. More uncertainty. And of course, we can’t just escape. Mia eventually becomes possessed and we’re forced to fight her – or rather prevent a raving lunatic from tearing
us to pieces. It’s intimidating and disturbing and we find ourselves helpless against her
feverish carnal rage. During this hectic and confusing brawl we knock her out once and even apparently
even kill her with an axe-blow to the throat – but it’s all to no avail. She just keeps coming back, almost randomly switching between her real and her posessed persona until she even saws
Ethan’s hand off! Trying to escape, we eventually get our hands
on a pistol. This should provide a certain sense of empowerment, but the game takes every hope of that away
from us pretty quickly. We’re off against Mia with a Chainsaw! Fred Durst: What!? … uh… once again and the pistol turns
out to be barely useful. We really need to plough through almost the
entirety of our ammunition – which is actually quite a lot – to eventually, once again defeat her and apparently
kill her. But at that point, we don’t trust anything
anymore. We’ve seen her die before and learned that
apparently, whatever we’re gonna be up against, we can’t
kill it. Think about what the game is telling us here. This… was the girl that was locked up for
three years. This was the girl who was terrified of whoever
held her captive. She just gave us hell and we were just barely
able to survive against whatever hellish thing she was possessed
with. If she’s at the bottom of the food-chain with this type of uncanny superhuman invincibility
powers – what on god’s earth has held her captive and
intimidated all that time? Well, say hello to Jack! Next to a slow and deliberate buildup
of tension and mystery, this first part of the game serves to bring three very important points of exposition
across. 1) It makes it abundantly clear how ridiculously
disempowered you’re going to be in what’s to come. As I said, you’ve been pitted against the
victim of the Baker family, the person that was held hostage for years. And she alone was enough to get you to the
brink of death. Father Jack’s almost careless demeanor in
how he effortlessly approaches you and knocks you
out tells the player that what you’ve just witnessed
in Mia was nothing compared to the rest of the family. 2) It shows that there’s a distinct family
hierarchy in place. The iconic dinner scene is not just gross
and appalling, it’s also an important part of exposition. We learn that there are apparently four members
of the Baker family – the grandmother, who appears to be in a vegetable
state, we have Lucas, your typical underachieving
son who’s trying to impress his abusive father by fitting into his narrow-minded role of manliness. Which ultimately turned him into a disturbed,
sadistic sociopath. He’s at the bottom of the Baker hierarchy
– oh and if you weren’t 100% sure at this point, yes, they are really invincible. Mother Margarite is straight-up psychotic
and insane. She puts Lucas in place, but the scene makes
it clear that it’s Jack, who’s in charge here. Jack, the loud, violent and abusive family
patriarch. Shouting at his wife and son. Stomping on the floor, beating on the table and brutally punishing his son for no real
reason, all to assert his dominance. Yeah, make no mistake – Jack is the alpha
male in the Baker pack. And 3) In case you haven’t noticed it yet: You’ve just become the new youngest son of
this dysfunctional family. That’s really Ethan’s role for the next few
hours: figuratively, he takes on the role of the
scared and frightened son of a violent and abusive family. And the game does a lot through its design to bring this kind of scare across. This is a far cry from the … flavor of fear that the original Resident
Evil games conveyed. The Romero-inspired, flesh-eating zombie,
the living corpse was originally both a fear of society collapsing, and a mirror held up to our own mortality. Until Zack Snyder fucked it all up of course. This – is a far more intimate and, sadly, more every day form of fear in society. The dysfunctional family. And the game uses everything available to
drive that point home in the first few hours. The Baker Estate is narrow and claustrophobic. The slow and realistic movement of the protagonist makes you feel vulnerable and exposed while
you’re constantly hiding or running away from Jack, who’s stomping loudly through the hallways and calling out for you to come out of hiding. Like the scared little boy who’s hiding from
his father. Several encounters establish the notion that he’s unpredictable and that he can surprise
you at any given moment. Breaking effortlessly through walls and suddenly creeping up behind you. When you try to evade him, there’s never enough
space to outrun him and more than once, you escape his violent
fits by a hair’s breadth. This is further underlined by Jack’s demeanor. He doesn’t take us seriously and visibly delights in his absolute physical superiority over
Ethan. His remarks are playful and sadistic, like a cat toying with a mouse for amusement. Jack: “Hohoo! This is all too fun!” This becomes even more apparent as soon as
we get our hands on weapons. First, a … pocket knife which, in light
of recent events doesn’t help to get our hopes up in the slightest. Ethan: “A pocket knife?!” If you should decide to take Jack on with
the knife, his reaction only adds to our feeling of utter
helplessness. Jack : “You?! You think you can hurt me?!” He’s amused, chuckling spitefully over our
vain efforts to oppose him. Only to realize that our little “revolt” is basically like pushing water uphill with a rake. Not too much later, we also get our hands
on a pistol again and find ourselves immediately trapped with
Jack in the garage. This tiny room leaves us absolutely no way to
even avoid him, let alone escape him. Where the pistol was almost laughably weak
against Mia, we quickly learn that it has absolutely no
effect on Jack and is, once again, only met with pitiful sneers and
amused laughter about our hopeless efforts to fight him. These first hours are carefully designed to make the player feel helpless, terrified and
scared shitless. For example take the way wielding a pistol
feels in this game. First person shooter mechanics are, in many
ways, highly standardized at this point. In most cases, it’s second nature to aim-down-sights
a gun with a precision and stability that an untrained
person just wouldn’t have. We don’t think about that anymore, but no matter if it’s a tactical shooter or a more action oriented game – we usually get iron sights that are rock-solid
and pinpoint precise. Resident Evil strays away from that established game design trope. The weapon itself is rarely fully in focus and pointing the gun takes a comparably long
time compared with other modern shooters. Ethan doesn’t aim down the sights but just aims the gun slightly down range, and – to add insult to injury, every single shot requires almost a second of recovery from
the recoil until we have the maximum precision again. Ethan is an untrained shooter, as opposed to how it was in pretty much every
Resident Evil game before, and that’s exactly how it feels to control him. Combine that with the fact that ammunition
and supplies in general are, even on the lower difficulty levels,
extremely sparse. I’d wager that a large portion of people wasted
a ton of ammunition on invincible Jack and regretted it instantly. Alright – I think you get the point. The first hours of Resident Evil are terrifying and designed to be so And they achieve that through clever and well-thoughtout implementation
of writing, game design, level design and acting. But you might probably say: What’s so special
about that? There are dozens of other games who are equally frightening and scary out there. So… what makes this one so special? When you look at some of the greatest horror
games and also films of all time, you will find that aside from being mysterious, frightening and terrifying at a surface level, their full potential is drawn from a strong sense of character progression. This can usually go in two ways. Lovecraftian horror stories generally see
the protagonist spiraling further down into helplessness and gradual insanity while the other, more traditional type of memorable horror
story shows the character growing stronger and more resilient over time. After enduring impossible odds and hardship for the majority of the story, they eventually reach a point of transformation and find themselves at eye-level with the
foe, physically and especially mentally ready to
take it on and ‘finally end this nightmare.’ In many ways, the first hours of RE7 reminded
me of the disempowerment Alien: Isolation made
the player feel: facing a completely incinvible foe who is
both physically and mentally far superior. And even though I truly enjoyed the game, I think that it failed in an apsect that Resident Evil completely nailed and that is
character progression. See, Amanda Ripley does go through an inner
transformation, she – alongside the player – grows smarter
and, driven by the dire circumstances, more couragous and bold over time. But the game never reaches that point where
it feels like Amanda is – like Ripley at the end of Aliens
– at least spiritually eye to eye with the Alien. To the contrary, later in the game, the odds get even worse and worse over time. The game attempts to keep up the same feeling
of disempowerment over the entire 10-12 hour course of the single
player campaign, by constantly increasing the odds against
her. Amanda always remains the prey in this game
of cat-and-mouse. It’s, in part, due to the nature of the Xenomorph
itself – changing the rules mid-game so that it’d allow
the player to just mow the Aliens down would probably turn the
game into just another Alien: Colonial Marines. And nobody wants that. Fact remains – it never gets that feeling
of satisfaction through natural and believable
character growth across. Resident Evil does – and if you ask me – with flying colors. See, a lot of people criticize the trend of
mostly-linear first person horror games in which the protagonist
is defenseless. And while I’m not against this trope per-se, I’m really happy that the developers didn’t
end up turning RE7 into the 10-hour-long PT clone that people
were afraid of. Because there are many first-person horror
games that establish a really eerie sense of horror through the
feeling of disempowerment, but often enough, they don’t really do anything
with it – they don’t offer a payoff for making it through all of this hardship in any way except for
progressing the story. Take Outlast for example. It’s a great game all in all and it manages to be really scary at times – in part through the defenseless nature of
the protagonist. But my biggest gripe with it was always that
it never went anywhere with that. There’s so much unused potential for character
growth, since at the end of the campaign, you’re basically
still as helpless as in the beginning. Your only reward is getting to know how the
narrative unfolds, nothing else. Resident Evil uses combat as a central catalyst to gradually steer Ethan’s, and respectively
the player’s inner progression by evolving over the course
of the story – and it’s one of the most satisfying aspects
of the game that makes it stand apart from so many comparable genre titles of the last years. It begins pretty much after the garage encounter. We barely manage to escape and only because
Jack allows us to escape by toying further with us, demonstrating how even a straight up point
blank shot to the face doesn’t really bother him. But after this, we actually get a bit of breathing
room to explore the Baker Estate. The game gives us more direct throwbacks to the first Resident Evil – the safe rooms with their soothing music, the statue holding the shotgun and the dog
head emblems all establish a certain sense of familiarity
for veterans. Ethan himself – as we said basically a vessel
for the player to slip in – manages to stay mostly relatable through his
remarks. One particular instance that resonated with
me was his comment about the shadow puzzles: Ethan: “Who builds this shit?” It’s literally what I’ve been thinking in
that moment. Once we start exploring the basement in search
for the final dog head, we encounter the first molders. Now, this is already an important shift in
perspective. Although they are intimidating at first, when we’re trying to figure out how to best
fight them without wasting too many supplies – they’re also the first enemy we’re somewhat
easily able to defeat. We’re no longer completely defenseless. We’re making progress. We’re also slowly starting to get a clearer
picture of the abhorrent nature of the Baker Family
and their serial murders. There’s still a shitload of unanswered questions
and mystery. What’s the deal with the house overgrowing
with sentient mold – and what are those gross molders in the first
place? What’s the matter with granny vegetable and
why does she keep showing up in all kinds of different
places. And HOW? But as we’re starting to learn more, the complete and total ignorance is lifted
from us and we, at least in part, begin to understand our
adversaries. And then, as we make our way to the third
dog-head in the dissection room, it is here where we encounter the first, and maybe the most crucial turning point in
the game. Angry Jack just won’t leave us alone. He keeps popping up out of nowhere and this time kicks us into a pit where we’re
forced to engage in an outright cage match against
him that feels like a marriage between Evil Dead Ash: “Groovy!” Jack: “Groovy!” Ethan: “That’s not groovy!” and Texas Chainsaw Massacre. No means to escape, doors are jammed and there’s absolutely no way out, so we’re really forced to fight him. But… something has changed. Where every single attempt to injure him before
was completely in vain, now – with enough visceral effort, we can
actually stagger him and smash his face into pulp until he recovers
only moments later. But eventually, he’ll grab a pair of giant
motorized garden scissors and we.. get our hands on Chainsaw! Fred Durst: “What!?” And with the help of our new toy – we actually
manage to defeat him. After a brutal exchange of blows and what
feels like an endless time sawing through his flesh, Jack is reduced to nothing but bloody pulp
and two legs. And from this point on, everything changes. Ethan is no longer scared, he becomes angry
and annoyed. Ethan: “Do me a favor and stay.. dead!” The entire way to the dissection room is cleared and for a long time, no new enemies spawn. For the first time in the game, we’re allowed
to walk the hallways of the Baker Estate with a newly
found confidence, because we are the new master of the house. There’s a palpable tonal shift that extends
to all the aspects of the game. We no longer tip toe through the mansion, but we’re relatively free to traverse at our
own leisure. Which allows us to explore more and easily
get our hands on more supplies and even the shotgun – if we haven’t reached
that one before. The limited inventory – which I noticed for
the first time at this point in the game, because I found
myself not having enough space to carry everything
I found. It first felt like an annoying hindrance, but after thinking about it just for a moment
I realized that my problems have just become so much
more trivial than before. Before, I was worried every step of the way
that a sociopathic lunatic would chop me in half
any moment. Now I’m complaining about not having large
enough pockets. It adds to the feeling of confidence, naturally leading you to becoming more familiar with the storage system and the crafting mechanics. Which, in turn leads to even more ample supplies. Even when we leave the house, we’re left alone and are finally allowed a taste of freedom
of movement. It’s oddly empowering. All the apparently useless coins we collected give us access to stability boosters in the
trailer, which is symbolic for Ethan becoming more
savvy with handling weapons. Now, think about what we said earlier, that when we were first introduced to the
Baker family at the dinner table, that it served as a very clear exposition
of the family hierarchy. How – aside from Mia, the prisoner, Lucas
is the lowest in the order and Jack is undoubtedly the family’s Patriarch
and alpha character. It would be pretty common to assume that a
game – in order to establish a gradual difficulty
curve – pits you against the weakest member of the
family first and makes Jack the final boss. Right? If you think about it, that’s really how most
titles would approach it. Gradually raising the stakes and leave the
toughest foe for the finale. Resident Evil though decides to flip this
typical order on its head – and it does it on purpose. When Zoe sends us into the Old House, a lot has changed since the utterly helpless
first phase of the game. Mentally, we have survived several deadly
encounters with the strongest entity in the game – we have defeated the invincible serial murderer
who effortlessly puts everyone else in place. We also have a head start in intelligence, provided by the VHS tape we find in the main
house – through that, we’re already familiar with
the layout of the Old House and also Margerite’s movement patterns. We’re prepared. We’re also well-armed and equipped PLUS Zoe even gave us an objective that arises
hope. We’re out to create a serum that promises
to save Mia. Everything has changed, so we can head towards
the Old House with infinitely more confidence than before. Margerite and the level- and monster design
of the Old House underline that. She doesn’t pursue us nearly as aggressively
as Jack did before, but instead plagues us with swarms of insects. That’s still creepy to a certain degree, but it taps more into the feeling of abject than the pure existential dread that Jack
emitted. If you don’t suffer from a severe case of
Entomophobia, those insect swarms will most likely feel more annoying than outright terrifying. And it doesn’t even take long until we get
our hands on the weapon that’s perfectly satisfying for those annoying
little pests. A flamethrower! Fred Durst: “What?!” And basically just like a miniature version
of our runin with Jack earlier, we have two direct and unavoidable encounters with her. In this case though, we’re completely left
without any option, trapped at the bottom of a pit with Margerite
looking down on us – our only choice is to give her lead. And it works, confirming the notion we learned
from Jack before, that our weapons are not futile against the
Bakers. Not too much later – after we got the Crow
key that, if we paid attention, gives us access to even more supplies and
ammunition back in the main house, we chase Margerite down to the Greenhouse – another wonderful throwback to the first
Resident Evil. The final fight against her – well, it’s really
just that. It’s mostly really, really annoying. She keeps popping out of holes and cracks
in the wall, sends her insect swarm minions at us and all
in all, the fight feels exactly how the game and her
characterization portrays her. As an annoying pest. Once again, Ethan’s attitude adapts to the
situation and precisely reflects how the player feels
and is supposed to feel in this moment. Ethan: “You better fucking stay dead.” You can see where this is going. At this point, Ethan is battle-hardened and
his attitude transcends to the player. We have defeated two of the Baker family,
leaving only Lucas, the one who was clearly introduced as the
bottom-feeder. He does play a different game, though – maybe because of his deeply disturbed sadistic
nature, maybe because he’s afraid and starts respecting
us, Lucas never takes us head-on. He leads us through his obviously Saw-inspired
torture porn maze. Before we reach the puzzle though, he sends
a couple of adversaries against us, but we already know them by know. It’s just the molders over again. One of the few common criticisms that Resident
Evil 7 receives is the lacking variety in grunt enemies. Basically, there are really only 3. The walking molder, the crouching molder and
the bloated. And while I can see and also agree with that
point, if you approach it from a different angle one might also argue that the low variety
of enemies the game throws at you continuously drills you in fighting them. This is basically the fourth segment of the
game where you’re pitted against them, but it feels significantly different. By now, you know their attacks, movement patterns,
their most common hiding spots – it’s not much of a challenge anymore and it further adds to the buildup of confidence. Lucas really doesn’t feel intimidating at
all anymore – even the fat bloater doesn’t turn out to be
much of a challenge since we’re well armed and left enough space
to easily outmaneuver it and its… gross secretions. The actual riddle room, where we have to put
the burning candle on the cake then feels almost triumphant, because we approach
it, once again, with a headstart in intelligence through the VHS tape we found before. Typing the password “Loser” into the padlock almost feels like we’re addressing Lucas directly
– Hah, WHO’S the loser now?! It speaks volumes that once we break out of
the entrapment, Lucas reacts appalled and decides to simply
give up and flee the scene. We never fight Lucas. He’s just… gone. Ethan’s newly found mental and physical superiority
is probably best reflected in the following final fight against the abhorrent mutation of Jack. The save room immediately before that encounter
is littered with supplies – including a plethora of items that blatantly
urge you to craft as many rounds for your grenade launcher as
humanly possible. The fight itself is technically upping the
ante a lot, Jack is huuuuge – but it feels more like a Dead Space boss, even coming with the conveniently glowing
hotspots to shoot, in this case a bunch of gross pop eyes scattered
all over his face, body and limbs. With all the shit you’ve been through and the vast array of weapons and ammunition
in your possession, this is a far cry from your first encounters with abusive Jack in the claustrophobic hallways. With stuff exploding everywhere, the game has gradually turned from the classic
Resident Evil sense of survival horror to the more modern, hi-octane explosive iterations
of the series – but it has done so in an organic way. It feels like you’ve earned to be the badass
instead of being thrown right into it, armed to the teeth and controlling a highly
trained super soldier. It’s perfectly summarized by Ethan’s comment
right after you defeat Jack. Ethan: “Now I’ve seen everything!” Now I gotta admit that the game had managed
to fool me into believing that I had really reached the end. Which wouldn’t be a terribly good choice, considering that we were just given a pretty
hefty moral choice – cure Mia or cure Zoe. I’m fairly sure that the vast majority of
players will have chosen Mia, but still, offering this kind of choice and
then leading it straight into the ending sequence would be
disappointingly Telltale for a game that offered such a strong sense
of progression and agency so far. But I wouldn’t have been surprised – horror stories, no matter if film or games,
they have this tendency to – probably far more than most other genres even
– resort to dead-beaten genre clichées. And that’s exactly what the game teased here. What was established as the final boss is
beaten, Mary, I mean Mia is rescued and the newly emerged hero is taking
her out of the damp swamps of the Bayou. Now it’d be time for the horrible cliffhanger
in the midst of which the credit sequence starts rolling, right? So everything deliberately builds up towards
this clichee shocker moment at the end – I’m fairly certain that I wasn’t the only
person who expected that. Oh boy was I wrong. I mean I gotta admit that had I been a bit
more observant I might have anticipated that it couldn’t
be the end, because there were just so many things left
blatantly unanswered. We still know absolutely nothing about the
molders and the origins of the Baker family’s madness
and invincibility and did anyone else forget grandma vegetable? Right in the moment where I literally expected
the credits to roll – the screen turns dark deliberately for 1 or 2 seconds longer than necessary. It’s almost as if the game purposefully parodies
and criticizes the very genre it’s set in by saying: Yeah, I know that you’ve been through a lot
of dead-beaten horses at this point. But guess what – this is “Resident Eeevil” Because the game almost literally pulls a
180 at this point, suddenly putting us in control of Mia and making us explore the shipwreck we just
found. Once again, we’re completely dumbstruck – something is happening here that seems to
make at least some sense to Ethan, he referred to the ship
as *The* Ship but almost as in the beginning, we have not
a hint of a clue what’s going on next while we are searching
for Ethan and are apparently stalked by the little girl who haunted us before. And in the longest VHS sequence of the game, we finally learn about Mia’s backstory that had been so painstakingly avoided up
until this point. Mia, as it turns out, was not just the innocent, helpless damsel in distress – she was apparently part of some secret bio-weapon development task-force who tried
to turn Evelyn into an asset of biological warfare. When we start Mia’s flashback sequence, we quickly find that she’s highly trained
and well-armed. Her loadout alone and the way she talks and
acts adds so much to her characterization in that
moment. A Russian submachine gun – why Russian, why is all the armament on
this ship Russian? plus a full supply of ammunition. This is not someone who was coerced into a
fight, this is a person who’s prepared. The way she wields the gun, although still in line with the game’s style
of first person combat, has subtly changed – her aim down sights time is significantly
faster than Ethan’s before and she generally feels adapt with her equipment, for example in the way she uses remotely detonated
bombs like it’s the most common thing in the world and she communicates through the intercom
with military precision. Once again, the language the protagonist uses
strongly influences the attitude with which the player approaches
the situation. I’ve spend what feels like a bazillion hours
in this video explaining how the game handles Ethan’s gradual
progression from scared and helpless prey towards a battle
hardened fighter, but what the game does here is genius in so
many ways. Firstly, it gives the long-time fans of the
series finally the feeling of being in a traditional
Resident Evil game. With big weapon corporation conspiracies and illegal virus development. Evelyn’s tragic story feels in many ways like
an alternate version of Lisa Trevor’s story from the Resident Evil
GameCube remake – which is still one of my favorite parts
of the entire Resident Evil Lore. Second, it finally puts you, in good old Resident
Evil fashion, in control of a highly trained special operative like pretty much all the other games before. And third, we’re getting another drastic increase
in player progression. Would the game attempt to further push Ethan
on his own, it would become unquestionably ridiculous
at some point – but by making us play as Mia during the breakout
of Evelyn’s strange curse, it established another drastic tonal shift
without making it feel forced. It’s brilliant, really, and took me totally
by surprise. And it felt like I had earned it, not been given those highly trained fighter
skills from the very beginning. Not through level ups and experience points
and skinner box unlocks. But as a natural reward for our own efforts. Just like before, the game re-uses the same
old enemy pattern, which is finally explained through the nature
of Evelyn’s condition. Mia: “She’s vomitting” But this time, it feels like outright slaughter. Mia just ravages through them, executing them with full-auto bursts and blowing them to pieces with her pipe bombs. Evelyn really seems to be the primary concern and after a somewhat long chase sequence, we find ourselves back in the present and have to free Ethan from Evelyn’s entrapment. This part now – being stripped of all the weapons again
and having to find them all over – after learning Mia’s unique skillset, almost feels like a Die-Hard with molders
scenario in a ship. Wait … Die Hard in a ship, that would be
Under Siege then. Only that Mia doesn’t seem to be a cook. What the game does here is put us back into a hide-and-seek scenario once again, mostly to demonstrate how this type of gameplay, now – with inside knowledge of the environment, with detailed information about the adversaries and generally a vast pool of experience – it doesn’t feel all that intimidating anymore. We’re … in control now and we really tear those molders apart by the dozens. Would the game have started like this … like Resident Evil 5 did, it would have lost me after two hours max. Now, it feels rewarding. It feels… right! Which brings me to the final result of the
equation. Once we free Ethan, the game puts us back
in his shoes. But before we’re back in action, we get to
… talk to Jack Baker. But he’s not the angry, aggressive villain
he was before. We’re sitting right next to him, calmly conversing and he confides in us, he apologizes for all the terrible things
he did, not just to us, but to… the world! he starts crying and breaks down in front
of us. This is maybe the ultimate moment that encapsulates the rise of Ethan. Jack Baker is now below us – he’s completely turned around, Evelyn’s spell over him, at least in this instant, is broken and discarding the role of the abusive, violent
father that Evelyn’s notion of how a family should
be imposed on his persona – he finds out that it hurts, that rejecting a toxic societal role is a
painful process. When the game puts us back in control, we not only have defeated the entirety of the Baker family physically multiple times
– we’ve even outgrown them mentally. And now we have a Machine Gun. Ho. Ho. Ho. Because Ethan’s and Mia’s inventory get merged
– and symbolically so does their skillset. The Ethan that comes out of Evelyn’s imprisonment is the ultimate fighting machine. Armed to the teeth, mentally and physically
capable and angry, ready to finally end this. That’s why before the showdown – the final passage, the salt mines – albeit not really relevant to the story – they’re like a playground to demonstrate our progress. We ravage through hordes of molders but they
can’t get to us anymore. We use Lucas’ laughable booby traps against
them, shoot them, mangle them and approach them
with peak confidence. Through carefully constructed level design, story progression and inventory management, thoughtful placement of items and enemies, it feels like we now know everything there
is to know about this game, crafting and repurposing new items feels natural
and intuitive and we, the player, have completely adopted Ethan’s “Come Get Some” attitude. In good old Duke Nukem fashion. When we gear up for the final encounter – we’re at the end of a journey in which the
game has turned us from this Heather: “I’m scared to close my eyes…” Heather: *sobs* Heather: “… and scared to open them…” into this Resident Evil has turned us from a scared
little mouse into a badass Doom Guy. And at no place in the story did it feel forced, unnatural or out of place. The game has brought back the feeling of survival
horror while still delivering the hi-octane action
sequences of modern Resident Evil games. It has managed to throw us into a completely
unknown new situation, build up curiosity and true mystery – but still managed to tie into the overarching
franchise’s lore and well-known biohazard setting – while delivering not one, but a handful of intruguing and compelling
villains with an intricate backstory and believable
motives. And even Chris, showing up in the end sequence, isn’t a ridiculously buffed beefcake anymore. That’s something! Seriously, if you ask me – this game is the best thing that could have
happened to the Resident Evil series in … I don’t know how long. My spark for it is vigorously rekindled and I can’t wait to see where they’re going
with this … third trilogy? Maybe? I think a very important factor for enjoying
a game like I enjoyed Resident Evil is the expectation with which you approach it. Because I’m pretty sure had I been hyped to
death, I might not have been so positively surprised by what I got in the end. But all in all, the very dense and compact
package that delivered such a vast difference in kind over the course of its roughly 8-12 hour long
campaign is what made it truly stand out for me. A very polished product. On a final note, we gotta be thankful these
days, for a single player campaign that even lasts
over 6 hours – and with the progression at the end of one
playthrough being completed, you might think that it doesn’t bring a lot of replay value, since the suspense, build-up and surprise of the narrative is
basically stripped away from you. But I was actually surprised by how well thought-out the Madhouse Difficulty level turned out to
be. It really is more than your average “New
Game Plus”, which just turns up the stats of some enemies and maybe adds a few more of them – but it actually -subtly, but effectively – redesigns parts of the game. For example ‘saving’ needs cassette tapes with the cassette tape players that you usually save with So you gotta be really thoughtful when you save and when not… So you can screw this up… All the enemies, the molders and the family members are not only tougher by stats, but they all have different attacks and movement patterns up their sleeves which really makes them a completely new challenge. Jack turns up in different places and has
a few new tricks up his sleeve and items – even key plot items – are, next to being more scarce in general
– distributed in different places. It’s not just a lazy rinse and repeat, but it’s actually rebuilt and repurposed for
the already experienced and battle-hardened version of Ethan that emerged from the first playthrough. The initial scare and the process of overcoming it are experienced And now, the focus lies on challenge which really makes it a different experience altogether. But an experience worth approaching. It’s difficulty done right! If you’d like to see another take on this
game from a slightly different angle and with a
slightly different approach, then I highly recommend watching Fungo’s in depth examination of Resident Evil 7 as
well! He goes, for instance, a lot deeper into different
aspects of the game – such as the Madhouse difficulty level. But man, look at the time. Guys, thank you for listening to me ramble for almost
an hour about Resident Evil 7. I think you might have gotten the idea by
now that I really liked it. What about you – did you enjoy the game as
well? Did you not? Let me know your thoughts about it in the
comment section! As always, I’d like to express my gratitude
to the people who support my channel on Patreon with a special thanks going out to: Caroline Mills Simon Andersson Lucas Porter Travis Deng Even Tekro James Lynch Luke Johnson Danny Sendel Darkblue1 Tiago Pereira dos Santos Silva From Porto,
Portugal Milan Vujinovic Carlos Vega Max Bensimon Marissa Martinez Michelle Stoliker Kelvin Bombach Adel Al Falasi Kristopher Kolish Nicholas Stephenson Ronny Meinert Ian Melanchon Dewi Wahyu Hendrayani And a heartfelt apology to Kristijonas Jalnionis for forgetting his name in the last video’s
credits! *whispers* Sorryyy! Thank you all for watching! My name is Ragnar and I’ll see you next time… On RagnarRox!



Aug 8, 2019, 12:07 am Reply

I like your video but you pronounce some words like it’s your first time reading them: camp-PAIGN, ba-YOU, etc. I like it.

badreedine Djellali

Aug 8, 2019, 6:07 pm Reply

of course it's an amazing game and I think also it's still have the old classic scary resident evil feel if you play the dlc the holle baker family are also a victimes


Aug 8, 2019, 12:46 pm Reply

i played the demo and could not get into it… i dont know why…. but it surely is a good game

Travis Kirkland

Aug 8, 2019, 8:03 pm Reply

This game was terrible…


Aug 8, 2019, 2:13 am Reply

i got into this not seeing or playing the demo.
so when i fought mia i was like. what the fuck did she mean by. daddy is coming. o boy did i found out and i got scared so loud my neighbours knocked on my door thinking i was being attacked. capcom really amazed the crap out of me with resi7 and im so glad i didnt see any reviews previews whatsoever.

Jabe rosier

Aug 8, 2019, 12:45 am Reply

@13:30 correction you get your hand on a gun. You only have one now.

cid facetious

Aug 8, 2019, 3:21 pm Reply

You know I want to begin by explaining resident evil two in the summer of 1998 it was all I did it still one of my favorite games today I say that because I feel like I'm the only person who thinks resident evil seven is better than resident evil two remake am I wrong here

Benjamin McMullan

Aug 8, 2019, 4:46 pm Reply


Resident Evil 2 – Remake is is arguably as good at RE7


Aug 8, 2019, 5:24 pm Reply

Start watching a RE7 video
It's actually a DOOM video


Aug 8, 2019, 1:31 pm Reply

Decent video but, you need to work on your run-on sentences. You add too many annotations to your sentences and they go on for far too long. It's a little annoying waiting for you to make your point.

Ricardo Huayna

Aug 8, 2019, 1:45 pm Reply

I watched the whole video very nice analysis. You made me appreciate the game a little more even though it wasn’t your typical RE it was something fresh and very rewarding and I really like it. I really felt exactly how you describe it during my time with the game.


Aug 8, 2019, 3:53 am Reply

Why are you spending most of the time of this video talking about Resident Evil games? This is a video about DOOM!!!

Bailey Reed

Aug 8, 2019, 7:18 pm Reply

I love your analysis! It makes so much sense that Ethan's progression mirrors our own. I remember being terrified when I first started playing it and going through that first act, but towards the end, I felt like a tank! This game rescued the RE franchise. I don't think the RE2 Remake would have been what it was without the success of this game. They made zombies scary again!

Bill Hughes

Aug 8, 2019, 3:32 am Reply

Sorry, I don’t usually do this, but “nonexpected” isn’t a word. I only point it out bc you sounded good, other than saying that in the beginning of your video. It helps your credibility and doesn’t make you sound stupid if you avoid using made up words. I enjoyed the video tho, good job!

Brayden Porter

Aug 8, 2019, 1:47 pm Reply

Your arguments about Ethan becoming more empowered over the course of the game fire off my bullshit receptors as just being excuses for the game becoming less scary as you progress. No showdown with Lucas in the main game was a disservice to the story, and no matter what way you play that, when you're so interested in what the game does for the sake of character and story- his disappearance is basically unforgivable. I really enjoyed this game but it's no secret that the first act is better than anything else the game has going on.


Aug 8, 2019, 11:17 pm Reply

This game rocks big time.

Nemesis _Frost

Aug 8, 2019, 12:28 pm Reply

My mans tryna challenge his inner Morgan Freeman

Ben Richards

Aug 8, 2019, 6:50 am Reply

Why is it that everyone calls out 5 as 'the series shifting from horror to action' when 4 was so clearly an action game to start with?

Terry Williams

Aug 8, 2019, 12:52 pm Reply

RE7 reminds me of the game Condemned in many ways.

I love both of them

Aran Erem

Aug 8, 2019, 5:46 am Reply

Awesome horror game


Sep 9, 2019, 2:57 am Reply

I normally don’t preorder games but this one was definitely worth it when I did.

maggy tito

Sep 9, 2019, 7:24 pm Reply

I love this game and I totally agree with you. I feel it's genuinely scary. I remember wanting to play it and sitting there with the controller laughing because I was so scared to start again but I wanted to keep going. That's exactly how I felt when I was a kid and played RE1 for the first time. It has mystery and confusion and is actually scary. I love the Texas Chainsaw style insane family too, really fun. The ship parts get tedious but I didn't even care because I wanted to learn more and figure out what's happening. Plus it reminded me of the old games and how crazy they got. Like in Code Veronica how you end up in fucking Antarctica. Hilarious

Toi O’Kelly

Sep 9, 2019, 12:22 am Reply

Resident Evil 7 Biohazard is truly one of the greatest turnaround for the series of all time. It's a game that not only recaptures and amplifies survival horror, but it's scares the shit SHIT OUT A ME with every new playthrough. I started playing the game on Madhouse difficulty and it completely turns the panic and scares to a whole new level. It won't just kick your ass dead, but it will leave you freaking out when key items and enemies get switched. Anyway, this was a great vid.😨😱😊😁😆

jimmy juses bars

Sep 9, 2019, 9:58 am Reply

came for resi, 4 minuets in still talking about doom. see you later


Sep 9, 2019, 10:22 pm Reply

It's a shit game.
Because it's not true RE.
First half feels like a love letter to RE.
2nd half is railroad stages design with copy paste enemies. Dreadful.

Horror is a wide genre. True RE horror is more eerie and panic focused.

RE7 miss the mark completely and just go gore-horror, paranormal horror, SAW horror, hide and seek horror, gross out horror.
Totally not anywhere near what RE feels like to play.

Vincent Alexander

Sep 9, 2019, 3:06 am Reply

It was an amazing game to play even though it had a few problems. I loved everything about it! They really did an amazing job with this game.


Sep 9, 2019, 1:31 pm Reply

It was be awesome playing in first person RE1. And coop with second player.

come get

Sep 9, 2019, 12:19 pm Reply

After that girl crawling up the stairs at me I had to stop playing for a few days…..no other game has given me such anxiety before so they succeeded in the horror department…I wish RE2 could have done better then just making it so hard to stay away from me.x

Aaron Nicholson

Sep 9, 2019, 6:15 pm Reply

Resident evil 7 game is good game but same monster start to get bro . It's better game give us a choice to leave or call for help

Redwald Cuthberting

Sep 9, 2019, 11:52 am Reply

Molders? I call them the molded.

Redwald Cuthberting

Sep 9, 2019, 11:53 am Reply

There was a picture of the Arklay mountains in the house.


Sep 9, 2019, 4:04 am Reply

Wow I love horror, and this game looks fantastic. However it's just too evil for me to get into, unfortunately. So I didn't have a desire to play it.

GTR Productions

Sep 9, 2019, 6:18 pm Reply

"a russian submarine gun" 40:41 WTF is a russian submarine gun??


Sep 9, 2019, 5:44 pm Reply

I'll give it a shot, as long as it isn't a dumb action shooter like RE4 and RE5, with billions of zombies on the screen, really dumb. RE4 turned me off to resident evil.

Umair Khan

Sep 9, 2019, 6:25 am Reply

It was excellent. Resident Evil 7, Alien: Isolation and The Evil Within 2 have been the best horror games of this generation for me, so far.


Sep 9, 2019, 7:03 pm Reply

You pointed out a lot of the things I don't see many other people do. Although in my case, I had fear throughout most of the game my first play through. Although not as much with Marguerite (although it was there) but it particularly resurfaced on the ship. I was too dumb to notice the handgun in the drawer for most of that part, so that part mainly consisted of me sneaking around the 4-legged molded, terrified of being noticed, as I was defenseless. This was such a fun to watch review of the game, and I look forward to checking out your other videos. c:

Salem Deluxe

Oct 10, 2019, 10:03 pm Reply

People who think that RE7 is a bad example of a Resident Evil game have spent far too much time in RE4, and 5…
RE4 and 5 are classics, but they don't even come close to capturing the unique mystery and horror that RE7 captures.

Caleb B

Oct 10, 2019, 3:56 pm Reply

I hate the QTE obsession RE had for awhile.

The last Minuteman

Oct 10, 2019, 9:17 am Reply

The fact that Ethan is an untrained shooter is shown further with the fact when you play Chris Redfields dlc he is not only given better more tactical firearms right from the start but he is able to aim with iron and holo sights more akin to your typical tactical shooter.

The last Minuteman

Oct 10, 2019, 9:49 am Reply

I knew the final fight with mutated Jack wasn't the end because we hadn't had a true lab section yet. And this is a RE game after all.

KaiK Is Creepy

Oct 10, 2019, 5:58 pm Reply

Resident Evil was always brilliant,It was my first game that started my love for horror

Lui Zenidog

Oct 10, 2019, 6:44 am Reply

Its a great game and kts worthy of the resident evil title but i still think it was a poor choice to call it resident evil 7 , maybe if they put r.e. survivor 3 or r.e. dead aim 2 or something other than the seven cause it felt more like a spinoff than an actual part of the main resident evil story .


Oct 10, 2019, 9:13 pm Reply

I got an idea for rangarox hidden gems series it's tenchu 2 for the PlayStation. It has such a great story and the voice actting is so cheesy it's good.


Oct 10, 2019, 6:01 am Reply

Try Remothered, tormented fathers, where you think re7 got the inspiration?

Hanzo’s Fat Nuts

Nov 11, 2019, 8:10 am Reply

I absolutely love how this one was a whole new story! I never got into the old lore (and I hated the camera angles) I didn't need to know shit to enjoy it! I feel like that brought a new generation into actual good horror and that still makes me happy


Nov 11, 2019, 12:26 pm Reply

so basically resident evil 7 is pt

Agatha Grunt-thruster

Nov 11, 2019, 10:01 pm Reply

Worth pointing out how horrifically racist RE 5 is. It’s not just the “brown savages with bones through their noses”, the entire game is about how brown people are riddled with disease, live in shit holes, and are dangerous, mindless creatures. That is the primary fear that it is trying to convey.

Réka Hegedűs

Nov 11, 2019, 8:19 pm Reply

Resident Evil 7 is sh*t. Why? Because it is NOT Resident Evil. Any other title would have made it brilliant. But like this….. no thank you.

James Ruple

Nov 11, 2019, 1:28 am Reply

I’ve loved resident evil since day one 🍻

Neesh Pines

Nov 11, 2019, 2:54 am Reply

You're bit on RE5 was great, RE5 was a good game, but wasn't good for horror


Nov 11, 2019, 3:48 am Reply

Why is doom in my resident evil


Nov 11, 2019, 6:56 am Reply

RE7 was my first Resident Evil, and since then I've been hooked

Lucas Dimoveo

Dec 12, 2019, 11:25 pm Reply

What happens if you choose the other lady instead of Mia?


Dec 12, 2019, 11:31 am Reply

they ruined resident evil 7 with the hollywood horror mixed in with first person and dont get me started on the horrible fake chris redfield.

Michael Starratt

Dec 12, 2019, 3:54 am Reply

Honestly I thought this game was awful. All of the elements of hide and seek they ripped off were done better years before. The molded are terrible enemies. And the story is just blah. Not hating on those who like it. Just disappointed

This is a Username

Dec 12, 2019, 12:26 am Reply

This video is a masterpiece


Dec 12, 2019, 5:40 am Reply

looks like a good game, but first person make same dizzy so I can't play it. I tired the demo and another game PT before and got the dizzy on both. For Pt it was ok when i moved slowly but didn't get very far.

Julián Eduardo Aguirre

Dec 12, 2019, 8:56 pm Reply

como juego, quizás. Como resident evil, no

Christopher Geopherae

Dec 12, 2019, 7:28 pm Reply

Great content! Very well thought of and researched! Smooth flow and transition between points. Also, I had orgasms whenever the ads were just in the right points of the video. They were just so well-timed. 👌👌👌

Spiteful Raven

Dec 12, 2019, 3:53 pm Reply

Def my favorite game thus far. Really hope they make the next addition to the series with the same creative passion…also, I picked Zoe lol, something about Mia made me disconnect & sympathize more with Zoe, but I really, really hate what happens if you choose her…If I have any criticism of the the game, its how her character development potential is just wasted – instead using her as an emotional punching-bag.

Still I defend my choice in picking Zoe, The Daughters DLC affirmed that position even more tbh…if you pay attention to details in the documents found and think about it…ya might just see Mia in a different light.


Dec 12, 2019, 2:15 pm Reply

I just don’t like the limbs getting cut off and reattaching them. Should’ve been left out.


Dec 12, 2019, 11:47 am Reply

Resident Evil 7 is a really good survival horror game. But… it’s not a Resident Evil game, it’s a horror game.


Dec 12, 2019, 1:03 am Reply

I just hate how Mia is treated like a victim. She worked with an evil as fuck corporation and did not deserve to live. She was a villain and poor lil Evie was the real victim. She was just a poor kid who was born of evil malice and was kept like a thing, not a person.


Dec 12, 2019, 2:23 am Reply

I like how people think it’s a PT clone, That’s was in development BEFORE the PT demo

Jacob Reeves

Dec 12, 2019, 7:59 pm Reply

A video about re7
First six minutes is about doom.

Jimmy KrabKlaw

Dec 12, 2019, 4:23 am Reply

Nice vid. I agree that RE7 is fantastic. It's probably my favorite horror game of all time. Honestly despite Ethan starting out as a bit of blank slate he becomes arguably the most fleshed out character in Resident Evil by the end of the game. I loved the twist that Mia was a secret bad ass. Would of liked to have heard your thoughts on the DLC narrative stuff.

Thomas Nelving

Dec 12, 2019, 11:45 pm Reply

This video is sooo good! So entertainting and I learned a lot! Great video!!!

King Diamond

Dec 12, 2019, 9:32 pm Reply

This is a masterpiece, i think, this is best Resident evil what is ever made, creepy atmospheric and chasing, persecutory and maybe some frightening, i haven't dared play this anymore but i should play this?

Mario Debuck

Dec 12, 2019, 8:29 am Reply

Amazing game and damn scary

Dyionisis Yhe horned one

Dec 12, 2019, 5:12 am Reply

I liked it more than re2r

Eric Bell

Dec 12, 2019, 5:18 am Reply

I like the point of familiarity and mystery. As far as good survival horror this is my only detractor from the game. The setting to horror fans to a certain extent is t so unfamiliar. Especially fans of texas chainsaw massacre. Which the inspirations in this game just cannot be denied.

Mr. Fahrenheit

Dec 12, 2019, 4:28 am Reply

I just started playing this and RE2 recently and while I do prefer RE2, this game was definitely a step in the right direction for gaming in general.


Dec 12, 2019, 9:16 am Reply

My favorite moment was when Jack sat with Ethan and explained everything. It made me feel rly strange and I loved it.


Dec 12, 2019, 10:54 am Reply



Dec 12, 2019, 6:34 pm Reply



Jan 1, 2020, 2:40 am Reply

This guy hasn't even played it in vr based on the gameplay here (unless he's done it since), and that's where RE7 REALLY shines.

David Μυρμιδόνες

Jan 1, 2020, 4:45 am Reply

REVII is a good Homage to The Horror Genre, but it fails/falls miles as part of an already established Franchise. Knowing that it is basically just a Pieced-together tropes of Pop-horror references Game, is an insult to The Biohazard franchise. If you wanna make a Trope-induced game honouring the Horror Genre, go right ahead. Just don't stick the RE tag on it and expect me to go with it.

Definitely the worst chapter in The Franchise.


Jan 1, 2020, 9:57 pm Reply

The first part of RE7 hooked me up so much that is something i will remember forever.


Jan 1, 2020, 10:25 pm Reply

Also i wanted to say i really enjoyed your take on this game, very solid explanation and points.

CC Thomas

Jan 1, 2020, 10:59 pm Reply

The part in the house with Jack roaming around made me jumpy. Less so after the 'boss fight' against him. The video tape bit as Mia running from Margarét had me scared. Second half of the game … not even remotely nervous. The weapons and becoming so OP made the rest of the game pretty casual for me.


Jan 1, 2020, 1:21 am Reply

Am I really the only one who chose Emily and not Mia? Mia tried to kill me… Emily didn’t 👀

Splooge McDuck

Jan 1, 2020, 6:08 am Reply

My name is Ethan and it made this game a 100 times scarier

Jared Soto

Jan 1, 2020, 12:13 pm Reply

RagnarRox: "Trying to escape, we eventually get our hands on a pistol."
Me: "Well…one hand anyways. 😏"


Jan 1, 2020, 7:51 pm Reply

Because we’d much rather have a cookie cutter first person horror game 🙄 no thanks

Boots the God

Jan 1, 2020, 11:06 pm Reply

Why is the game so damn dark. Can’t make out anything in the video 😂

Zayd Grey

Jan 1, 2020, 1:39 am Reply

I love your narration and word choice! Literally watched through the whole thing because the way you’re explaining it is just terrific! 💯👏🏻

Mia Winters

Jan 1, 2020, 11:05 am Reply

Ily bro😏

Adrian Bräysy

Jan 1, 2020, 2:01 pm Reply

I think it would be interesting to see a game based around a disempowerment driven story. Say, you begin as a member of an overpowered military squad, killing monsters like it's nothing, even making fun of it. It starts like an action game. But then, subtle clues begin to creep in, suggesting that the situation will not be as simple as it seems. Your ammo starts running low, the soldiers experience more and more problems communicating with the outside world, and are also forced to engage in hand to hand combat against more powerful foes. As most of them have died off close to the end of the game, the player is basically forced to sneak around "outlast style", with no armour or firearms. I wonder if this action to horror structure could work, as it kind of does the opposite of resident evil.

Diego Pérez

Jan 1, 2020, 4:25 am Reply

Resident Evil 7 is brilliant, and so is this video. Your points about Mia rekindled my love for this game's story. After hearing your opinion on the game I'm really looking forward to RE8. I wonder what they have in store for us.

Thank you for your work!


Jan 1, 2020, 9:01 am Reply

Personally, I think the dawn of the dead remake was much more effective at horror than your passing remark implied.

It by your own point shook up the "known" identity of zombies, which were relatively much less threatening when they shambled, by making them sprint relentlessly… a much more dangerous trait. Sure, it was unquestionably also a much more hammy and action infused movie but I'll never be as frightened by the could be outpaced with a fast walking gait Romero zombies

Mark N.

Jan 1, 2020, 3:04 am Reply

Your brightness setting was a bit too low imo. You must have missed so many coins.

Fuzzy Dunlop

Jan 1, 2020, 6:00 am Reply

I'd argue that Outlast needs to be played with the Whistleblower DLC to be considered a complete story – that said, while the "empowerment" moment of the game proper is literally becoming the top of the foodchain at the Asylum, the moment of empowerment in whistleblower is actually escaping the facility with the knowledge that the footage you've spent the entire game capturing will finally take down the evil corporation. Tbh, I appreciate Outlast, but I'm not a huge fan – and I still picked up on the importance of the camera in the plot of the game and its DLC and how it's meant to replace the "gun" of an FPS in a very "the pen is mightier than the sword" kinda way.

Fuzzy Dunlop

Jan 1, 2020, 6:18 am Reply

Also – 40:40 – "A Russian sub-marine gun" – I've heard of Russians. And I've heard of submarines. And I know guns. That said, I've never heard of a "Russian sub-marine gun".

I'm sorry, I normally detest gun-pedants but that was such a goofy little flub that I felt compelled to rib you with it.


Jan 1, 2020, 2:26 am Reply

It gave me hope for the horror genre in video games like P.T.


Jan 1, 2020, 4:36 am Reply

Doom 2016 was very underwhelming and repetitive in my opinion not a good game at all


Jan 1, 2020, 4:36 am Reply

But I see your point

Nicholas Chastain

Jan 1, 2020, 12:50 am Reply

10 min doom explanation..

Color Bars

Jan 1, 2020, 12:13 am Reply

The RE7 footage looks so bad. What happened to the blacks?

Dronestudio MX

Jan 1, 2020, 9:05 pm Reply

They chose the 1st person view so they could use ps VR…… and that sucked ass.


Jan 1, 2020, 4:41 pm Reply

We really needed some skill traits here too. Like improved accuracy over time by using guns etc. There was not enough molded at the end in salt mine. It was an easy go, even on Madhouse.

Leave a Reply