I'm in the basement, I've already been here before and confronted the molded and defeated Jack. I thought I was done down here, it was the tensest part of the game so far. Limited ammo and bullet sponge molded saw me fleeing from fights rather than blasting through, a concept I never really got in to. Especially in a Resident Evil game that up and till this point had always fed you healthy amounts of guns and ammo to obliterate any zombie or Ganado that stand in my way.
Jake Baker's son Lucas had hidden a key inside the body of a dead police officer and had challenged me to get it. This meant another trip to the basement and this time the lights were completely out. Ethan moves like a tank, a throw back to previous RE games in the days of prerendered graphics. And slowly skulking around the dark with a Shotgun full of 3 shells wasn't my idea of being in a position of power.
Bang! A molded bursts out the wall near the Morque, a single slug rips it's head clean off. Through into the main room and up the stairs. Into the side room, the Deputy's body lays on the gurney covered in mold. A reach down the neck hole and out pops a key wrapped with a dead snake! Time to go, I can use this key for a shortcut I head out the door and molded appear down the stairs I came from. Bang bang! Two final shells gone. Pistol out, this thing could take more than ten bullets to bring down a molded and I had 15. I dash for the shortcut but another molded bursts from the ceiling!
I panic, I can't unlock the door quick enough surely. I place some shots in it's head but it narrows the gap in seconds and smacks me with it's claw.
I guard and flee, down the stairs, quick! Quick where's the key. Through the door; close it! Look around - ooh shotgun ammo. Two shells. Reload.
Check my map, so straight, left, through the door and left up the stairs. Simple. Out the door, molded appear, fast ones. Bang, through the door more molded! Panic shots, their blocking the corridor! Push through, put guard up! Keep pushing, through the door, up the stairs. They're right behind me! Up, up and turn round the corner to the save room, door opening too slow - quick, quick! And... breath.
I've just told you about the only time a game has made my heart thud hard in my chest. This was tense. I was burnt out, saved and went to bed.
Resident Evil 7 is a second metamorphosis for the franchise. When the series was set to debut on a next gen console (at the time the Gamecube) Capcom decided to move away from the slower paced action/puzzle games that had preceded RE4. (Evident in the footage of the pre-build that was very much like previous entries with a different camera view.)
Resident Evil 4 was generally considered a masterpiece and was very well received with critics and gamers alike. Few were not a fan of the Resident Evil that favoured action over atmosphere but I discovered a new fear in this game. If previous games instilled a sense of claustrophobia and entrapment then RE4 instilled a sense of panic, a horde of psychotic villagers wielding picks, axes and chainsaws relentlessly chasing you around a village set a precedent for feeling overwhelmed and battling against the odds.
The atmosphere was still very much horror and the scenes of brutality and decay maintained an oppressive atmosphere. But as players attuned to the controls and mastered the weapons; encounters changed from frantically evading the mob to an almost zen like precision of position and execution. The enemies designed to strike fear became ghoulish piƱatas; spilling gold and ammo upon their death to further fuel the players rampage. By the end of the game you were more action hero than survivor; round house kicking Ganado into next week.
This action hero trend proceeded on; Resident Evil 5 had us back in the boots of Chris Redfield (a walking muscle) who would find even more kit to destroy his foes. Coupled in with a co-op system it felt even harder to feel scared and alone. Even the worry of death was almost eliminated by partner healing and a new "downed" mechanic that effectively was a use limited death protector.
Boss fights were all action based bullet sponges that resulted in a very matrix like endgame conflict with the long time antagonist Albert Wesker.
Resident Evil 6; uniformly panned by fans but decently marked by critics seemed to the be the final straw for most. It definitely was the weakest entry in the series. With a Ludacris plot and unwanted co-op play made many fans write the series off.
I personally had a good time playing through RE6 but even I can't tell you that it isn't an overall weak iteration in the series.
And now the second metamorphosis; RE7. It has more in common with the original games. A selection of cramped environs, several context sensitive weapons, focused singular threats and puzzles.
Capcom have clearly observed the budding market of indie horror games and have taken inspiration from them and added in their own survival horror ingredients that have culminated in this beautifully horrific and enjoyably horrifying game. Whilst the sales haven't been high for whatever reason that may be, reception has been amazing. Fans are pleased, critics are raving and sitting here now, having finished RE7 I am very satisfied and whilst the short play time was appreciated to prevent me burning out from too much anxiety, it's also left me wanting more. I cannot wait for the new DLC to drop and I am loving this new Resident Evil.
Bring on the scares!

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