Apologies for the second blog about Resident Evil in 24 hours but, you have seen the name of this site, correct? It’s expected. So the news today is that Capcom made a not-at-all substantial statement mentioning RE7.
Capcom is planning a new Resident Evil spinoff shooter game and multiple new HD remakes, but what about the next entry in the core series? Capcom is still not ready to share specifics about a follow-up to 2012’s Resident Evil 6, but now, veteran producer Masachika Kawata has told fans to “stay tuned.”
“We’re currently not at a state to talk about it,” Kawata said when asked directly about Resident Evil 7 in the latest issue of Japanese gaming magazine Dengeki PlayStation (via Siliconera). “But please stay tuned.”
Asked for a response to the notion that the Resident Evil series is “losing its horror touch,” Kawata seemed to agree, but went on to say that Capcom wants the franchise to return to its horror roots
“Since there’s been more spinoff titles, I can see how it can be perceived in such a way,” Kawata said. “And of course I believe that we should produce titles that bring out the horror. I’m thinking about it and also preparing for it.”
This is not the case. I don’t think he understood the comment he responded to. The game lost its horror roots because of the main series – not because there are “so many spin off titles.”
Revelations 1 and 2 are the closest thing to a real Resident Evil game that have come out in over a decade, and Revelations 2 wasn’t even close. It was just a mashup of Evil Within and Last of Us, with some Metal Gear Solid and RE4 mixed in. Revelations 1 was very close, it’s just the enemies weren’t frightening – ever – and they weren’t zombies or really mutated either. Just grey gelatinous puddles of goop with pointies on them. Real sea creatures are scarier. Like the goblin shark.
Resident Evil’s essence didn’t revolve strictly around horror. The game was 90% inventory management, adventures, puzzles, and piecing together the story from the environment and documents. “Horror”, and the ammo management that came with it, was that extra something that made the game special. Outbreak 1 and 2 were both, for all intents and purposes, real resident evil games. They just had a terrible lack of communication options, and you started out infected and inevitably died, to make it as frustrating as possible. So the only spinoffs that really hurt the series were ORC, Gun Survivor, and Chronicles. These were on rails and/or action games RE4, RE5, and RE6 have each individually done more damage to the franchise than all the spinoffs combined ever could have.
Here’s a no-brainer:
Stop. Listening. To. RE4. Fans.
Trying to make third person action shooters to cater to them is what has ruined this IP.
Any person that says “I loved RE4 and RE5, please go back to them.” is a person you should beimmediately ignoring forever. Resident Evil sold millions when it was Resident Evil. It didn’t sellmore copies once it was Gears of Evil. If you want to sell games to these people with the Resident Evil logo on them, that’s absolutely fine. But they need to be clearly separated from the normal product line with a common subtitle like Outbreak (not to be confused with the Outbreak games which were great) or something. I will gladly buy an offline single player or co op third person action shooter product that focuses on the BSAA – that’s perfectly fine. I trulyliked Chris’s campaign. It was the only good, functional, cohesive part of RE6 other than Ada’s story. Ada’s story doesn’t count because it was required to figure out what the fuck just happened in the previous 20 hours of the game. I didn’t like how Chris’s campaign wasn’t Resident Evil, but I liked what it was. Just stop shovelling that horse shit into the main series.
You can honest to god keep the over the shoulder camera. It can stay. 3d environments can stay. What needs to come back is the adventure gameplay. Keeping track of your inventory and the items you need within that inventory in order to open doors and solve puzzles, to progress in the game. Creepy, claustrophobic environments with grandiose music and elegance to them that reflect the degree of insanity in the people you’re dealing with. Reading documents that reveal the plot one fragment at a time so that you can piece it all together yourself – not constant cutscenes being shoved in your face every 2.5 seconds that serve no purpose whatsoever except to put in more exploding set pieces or sequences that would have been slightly off if you had control. No co op. If you must do co op, do it like RE0, or do it like Outbreak – nothing else. No exceptions.
What needs to go is the kung fu fighting, the free melee, the upgradable guns, the copious ammo and healing items, and the hordes of enemies at every turn. The mind controlled enemy zombie militias with assault rifles and rocket launchers and miniguns and crossbows, and wings. The main characters who have lived through 4 or 5 outbreaks yet can’t identify when a fucking human being has been infected and turned into a zombie (LOOKING AT YOU LEON AND CHRIS) Those need to go, forever. RE6 seemed like it attempted to deal with Chris’s development and his PTSD – something touched upon frequently in RE5 commercials but literally never even mentioned in the game – but they tried to Tarantino it and did a shit job. The constantly exploding setpieces, the plane crashes, the on rails vehicle segments, the jet plane flying, all of that shit needs to go away for all eternity, as well. Listen, Capcom. Within 1 hour of starting RE6 – if you play Leon’s campaign first – there are no fewer than 100 exploding cars, at least 10 car crashes either right in front of you or with you in them, an entire street that explodes and collapses, and an exploding Harrier. This is in the fucking prologue. The tutorial! Are you kidding!?!!?!?!?!
Sherry, Leon, Ada – no development whatsoever. None. Not one single iota. And once again, despite Wesker being DEAD, the only real conflict in the story revolved around him, this time the fact that he was dead.