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Resident Evil 7 What's Next for RE7?

Here's what I want in RE7
It goes back to a rebuilt raccoon city but as a larger city.Character's in the game are
Claire(solo campaign)
Jill and Chris
Leon and Ashley
Ada
The villains will be Raymond, Jessica, Alex Wesker. It will return to survival horror. No shooting zombies etc

Claire's Plot - Taking a break from TerreSave, Claire is leaving in a rebuilt Raccoon City she lives in the rebuilt RC because she felt that danger could never return to the city. Until now, she as to escaped the city.

Jill and Chris's Plot - After Piers death he continues to serve the BSSA. Chris decides to go to Raccoon City for vacation to see Claire but the BSSA tells Chris that he won't be on vacation in RC because there is Apocalypse going on ever there. Chris tells Jill bye but Jill says wait and says it has been 9 to 10 years since my last mission and decides to go on with him.There mission will be to rescue people. When they get there the creatures are so scary that it scares them to death(Jill's last mission 2006.Then the game comes out 2015 or 2016)

Leon and Ashley Plot - After the events of RE6 Helena moves to a different department in the secret service and she goes on in her business. Ashley is now grown and mature.She joins the secret service because of Leon saving her. Also she like's to help people. Ashley's dad becomes the president again after president Benford's death. Until somebody assassinated him and then Hannigan and says the killer is in-hiding in the rebuilt RC. The secret service says go get him no matter the cost and we can bring him in for questing.

Ada's Plot - Ada's unknown group says there is a new a new virus in the rebuilt Raccoon City. When Ada gets there Ada is scared and actually wants to leaves. Then Ada's unknown group says you don't get that virus we will kill you.

The Game will fill plot holes from RE6 and will end closure on Chris and Jill.And will also end closure on Leon and Ada.
 
I think it's too early to guess. I like to wait until multiple things in the game have been confirmed and put them together, and I don't really care what Capcom does, if it's Resident Evil I'll love it.. But I do think Jill or Jake will appear, because Jill wasn't in RE 6, and the epilogue in RE 6 showed Jake fighting B.O.W.s in another country, so that could make an interesting plot.
 
Image69.jpg

Yup!

Jill looks like a harlot in that picture.
 
The pre-rendered background is a thought-provoking display of 90s equipment, which we thought were advanced at the time. Box-like computer monitors and chunky telecommunication devices with large headsets. It is all quite beautiful and simple. Oh I do love the mess of papers and boxes as it shows the absence of their Captain. On Rebecca’s desk, beside her mug, there seems to be what looks like a pringles tube and a packet of something, candy? Did they all (Jill, Barry, and Rebecca) have to run out on their lunch hour? Is that when the outbreak happened in the city? The single shot makes me wonder how things worked in the S.T.A.R.S. office.
 
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The pre-rendered background is a thought-provoking display of 90s equipment, which we thought were advanced at the time. Box-like computer monitors and chunky telecommunication devices with large headsets. It is all quite beautiful and simple. Oh I do love the mess of papers and boxes as it shows the absence of their Captain. On Rebecca’s desk, beside her mug, there seems to be what looks like a pringles tube and a packet of something, candy? Did they all (Jill, Barry, and Rebecca) have to run out on their lunch hour? Is that when the outbreak happened in the city? The single shot makes me wonder how things worked in the S.T.A.R.S. office.

Where were the other desks? Why would only Wesker, Barry, Chris, Jill, and Rebecca get desks? That's the only S.T.A.R.S. office in the police station, so even if most of them are dead, where did they fit them? And why does Wesker still have a desk if only the living ones got them? Everybody thought he was dead...
 
Where were the other desks? Why would only Wesker, Barry, Chris, Jill, and Rebecca get desks? That's the only S.T.A.R.S. office in the police station, so even if most of them are dead, where did they fit them? And why does Wesker still have a desk if only the living ones got them? Everybody thought he was dead...

There is no answer other than CAPCOM failed to think it through properly when they designed the police station for RE2 and RE3. Not that it really matters, but these games were made before RE0 and Bravo Team were not well established in the first three games. They were merely mentioned at the beginning of RE1. You could always imagine that the S.T.A.R.S. office was bigger and had desks for the other members, or that there was another office somewhere else, maybe down the same corridor where Bravo Team worked. My memory is hazy because I haven't played the old games in over ten years, but wasn't there a closed (or broken) door in that corridor as the S.T.A.R.S. office?
 
I stopped taking the design of the RPD seriously when I realised it had no toilets. Seems like people in Raccoon City don't need them, because the mansion had only one, and there aren't any at all in the various buildings Jill visits in RE3. Makes you wonder why the city has so many big sewer tunnels...
 
I stopped taking the design of the RPD seriously when I realised it had no toilets. Seems like people in Raccoon City don't need them, because the mansion had only one, and there aren't any at all in the various buildings Jill visits in RE3. Makes you wonder why the city has so many big sewer tunnels...

Speaking of the mansion (even in the remake) there was only one bathroom and it was downstairs! There were NO bedrooms upstairs either. The only beds were those of the staff in the small rooms downstairs. I always imagined Wesker to live in that mansion house because he's married to his work, but if there are no actual bedrooms...
 
Also, those "bedrooms" were rather small and had no windows. Quite unusual for such a luxurious abode! Besides, I imagine it rather impractical for the kitchen to be a whole corridor, a staircase and three doors away from the dining room. The guard house seemed like a much more comfortable place for living, even though it had no kitchen or dining room at all, unless you count the bar...
 
There is no answer other than CAPCOM failed to think it through properly when they designed the police station for RE2 and RE3. Not that it really matters, but these games were made before RE0 and Bravo Team were not well established in the first three games. They were merely mentioned at the beginning of RE1. You could always imagine that the S.T.A.R.S. office was bigger and had desks for the other members, or that there was another office somewhere else, maybe down the same corridor where Bravo Team worked. My memory is hazy because I haven't played the old games in over ten years, but wasn't there a closed (or broken) door in that corridor as the S.T.A.R.S. office?

The broken door was connected to another hallway, the one connected to the library.
 
It's kind of funny to think that the Raccoon Police precinct pulled off the mansion aesthetic far better than Long-Box RE1.

In Leon's campaign in RE 6, in a house in chapter 1, the house has a whole dead family around the T.V., and the only room in the house is the living room. No kitchen, bedrooms, or bathrooms. Apparently according to Capcom's games, work places should always be more liveable than actual homes. xD
 
In Leon's campaign in RE 6, in a house in chapter 1, the house has a whole dead family around the T.V., and the only room in the house is the living room. No kitchen, bedrooms, or bathrooms. Apparently according to Capcom's games, work places should always be more liveable than actual homes. xD

The Ashford Palace had no bathrooms or a usable kitchen, not even in the private section beyond the computer room. All these lavish places are lacking some basic architecture! Now I know the island was prison facility, but the twins did live there.
 
The Ashford Palace had no bathrooms or a usable kitchen, not even in the private section beyond the computer room. All these lavish places are lacking some basic architecture! Now I know the island was prison facility, but the twins did live there.

Salazar's castle had pretty much no needed rooms, just fancy hallways and a huge statue of himself xD
 
Salazar's castle had pretty much no needed rooms, just fancy hallways and a huge statue of himself xD

Level design sometimes has to be suspended from disbelief hahahah, like for example having a lava room with fire breathing metal dragon statues and moving bridge platforms inside a castle only to protect a piece of a puzzle that opens a door. Why not just keep all of the puzzle pieces beyond the gate so that nobody else can get them? Was Salazar afraid of locking himself out by accident? The giant axes swinging in the basement? What's the point of that? And why the hell did Sadler have a laser room behind his throne?


Anyway, I miss the old style Resident Evil with fixed camera angles, pre-rendered backgrounds, and ****ty voice acting, but the reason it worked so well was because of the constraints of the consoles back then. Somehow, the limitation of these systems allowed the developers to strike the perfect chord of horror. Clunky controls, music, atmosphere, it was all perfect. Back then anyway. If you give these games to a kid right now, he's going to say that they are a gigantic piece of ****. So perhaps our collective regard for these games as canonical is a bit misguided by our nostalgia and granted these games pioneered the horror genre, they cannot be replicated again.


I think the move to over the shoulder action was necessary. RE4 wasn't particularly scary, but it was amazingly well executed and was different enough to not be dragged down by comparisons to earlier titles. RE5 and 6, however, failed to capture the spirit of 4 and consequently drove the gap between horror and action further. I don't think I cared about anyone except Jill in RE5 at all and that's the problem with 5 and 6. You don't care. You just shoot things. Games like this should either scare you or make you care and they accomplished neither. I understand the co-op partner relationship and the desire to make a co-op game, but if they do it, the should use the Dead Space 3 approach where if you want to play with a friend, you get a co-op partner with their own story, otherwise, you play on your own. Partner attachment is great, but it only works if you actually care about your partner. Otherwise it's just annoying. Even Bioshock Infinite did the companion thing MUCH MUCH better with Elizabeth.


Speaking of Dead Space. I see lots of grief with people saying that over the shoulder and action games can't be scary. Wrong. Look at Dead Space. The series has been one of the scariest and most disturbing I've ever played and it had a very good mix of action and horror. So I think it's quite possible to create a game that is both scary and full of action. RE has been going into too much of action and dramatic story direction and I think it's alienating the fans and not really appealing to non-fans who just want to shoot ****. Focus on horror and you should be fine. If anything, The Evil Within shows that you can come back to horror, don't be scared to lose a few casual players.


What would I like to see from RE7? It's hard to say. I'd like they to explain the story a little better. It's almost impossible to know how this whole thing started unless you keep a written log of all the files you find throughout 1, 2, 3, and Veronica. I'd like to see a new urban setting. RE3 really captured the urban setting well and trying to navigate a destroyed city full of zombies and monsters is quite interesting and terrifying.

To be really radical, I would like to see an urban setting with gameplay from several characters. Not only will this give the game playability, it will also allow for interesting co-op gameplay and current gen hardware should be able to handle it. Let's say you start the game and all of the characters are split up from each other. Based on the choices you make or even on how long you play, you might, or you might not meet those characters. They will have their own story lines and endings, or it's possible that their paths will cross and they might end up in a joint storyline. While offline, the other characters will behave based on pre-programmed paths that are effected by your decisions, but once another player joins your game, they will have the opportunity to affect your story by progressing their own independently. I know that sounds complicated, but similar things have been done, hell, outbreak had an online 4 player co-op mode.


Just some thoughts I had.
 
Well, I've been thinking and just wanted to add my thoughts as well.

To me, they need to go back to the basics. What made the franchise into the gaming world was: Not knowing what was around the corner, or in the next room, or maybe you did know, but you were scared as f*ck to go there, needs more traveling-alone-time experience, partnering may be fun, but that way you don't feel the fear of a friggin’ monster crawling at you, or several, this doesn't scare anymore, take it from Silent Hills PT demo or Alien:Isolation, those games scared the sh*t out of me, in PT there's only 1 hallway and in Alien:Isolation you’re on one space station and not a scenario where I travel to mountains and then the desert, and then back to a facility. The fact Resident Evil's threat became so "big" is a no-no. To me, horror is better fitted for a more intimate experience. It should've been just Raccoon City or a city similar to it. It shouldn't have been something that leads our characters around the world on adventures.

I think RE4, RE5, and RE6 became too linear, you can't go back to rooms and solve puzzles, or go back the where you started because "there was a door you couldn't open with what you had at the moment", puzzles became easy or non-existent, so there's no thinking, there's no fear, no alone in the dark action.

About co-op…. It may be fun, but it shouldn’t be in a survival horror game in the first place. It could be implemented, but it shouldn’t forced like in RE5 and RE6. Something like Dead Space 3 would be ok, tho. Personally, I’m not a big fan of co-op in horror games, for other genres it’s ok, but not for horror.

And as for the characters... as much as we love them, but let’s be realistic guys, at this point all of them have basically super powers now. Chris punches boulders, so he might as well be The Hulk. And Leon&Jill are nearly as agile as Spiderman. How am I supposed to be scared if my character looks like he’s been eating roids for breakfast? We need weaker/human characters with little to no combat & virus outbreak experiences (Moira in Rev2 is a good example). When you think about every character can be a Hero in a RE, even your average Joe. Adding to that, I miss shady organizations like Umbrella. At least they lasted longer than one game. But now, most organizations last no longer than one game e.g. Los Illuminados, after RE4 they’re history. Tricell, after RE5 they’re also history. And then Neo-Umbrella, which was a shame compared to the original Umbrella in RE6… well no need to tell what happened to them.

I say ditch the Call of Duty shooter bullsh*t (Chris campaign in RE6), decide whether or not to stick with the tank controls/camera, and make a seriously immersive horror experience. Look at Alien:Isolation for example. Creative Assembly said they will create a survival horror game and they did it, even a really good one. I really had a blast playing this game, it reminded me so much of RE3.

However, I’ll buy RE7 no matter what, since I love the story and most of the characters in RE, but sometimes I think, and no, I’m not in favor of that one, that a reboot might be not so bad after all. I mean the Tomb Raider 2013 reboot was quite successful, in fact.

Just my two cents
 
It's an awkward situation with resident evil 7. They either satisfy the long time fans and bring back some original survival horror puzzle solving kind of game (re1,2 &3) or they continue it's current progression and keep changing it's direction. I would personally like to see a reboot. Rather than a sequel.
 
How scary or unscary a game is has much less to do with the characters you control than with the way it is set up. My main complaint about Chris's RE6 campaign, the thing I believe is the reason for the lack of scariness, is the fact that he's never alone. Not only that, but the people escorting him are trained soldiers just like him, and they all walk into the battle armed to the teeth. But there is a way to make just that the scariest experience, and RE6 even explored it a little, but too little for my taste.

Think about the premise of the chapter with the invisible snake. You just spent half a night marching through a Chinese city crawling with all kinds of mutants, but none of them have given you any real trouble. You feel invincible because you're not alone, and because the people around you can take care of themselves. They're not weak, scared civilians you have to look after, but trained soldiers who have each other's backs all the time. That's why you all are so effective at what you're doing.

But now you enter that derelict building with many narrow hallways, and there's that invisible... thing that comes out of nowhere and picks off your friends one by one. You never know when it's going to appear again, who it's going to take next, or even what it is because you can't see it. Suddenly the fact that your friends are soldiers is what scares you the most, because unarmed civilians would be the easiest prey - it would still be shocking, but not very surprising if they were killed by some unknown monster. But if not even a group of strong grown men, trained soldiers, armed to the teeth, stands a chance against this entity, what kind of horrible abomination must it be?

We all know that the scene in question didn't turn out nearly as scary as I make it sound here. But it could have been. Had it been a little longer, a little more random when it comes to the snake appearing and snatching the soldiers, a little more vague regarding the species of the monster, and outfitted with some disturbing sound effects and music, it could have been very scary, not despite, but because of the soldiers all around you. Because out of six, only two survived! And if those soldiers were actual characters with personalities and stuff, it might even hurt to see them die.

Of course, a game that keeps using that same trick all the time will eventually get boring. But there are other ways to keep it scary even if the protagonist is, or seems overpowered. Resident Evil could draw inspiration from Silent Hill for example, remove the countless firearms and replace them with melee weapons such as knives, pipes and pitchforks. Why do only the enemies get to use these? That alone would add a lot to the scare factor, if instead of shooting dangerous enemies from a safe distance, you had to actually walk up to them and pummel them with your broom (no, not a sword or a mace specifically designed for the purpose of fighting - a broom!).
 
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