ORIGINALLY STREAMED Twitch: snapscube
FOLLOW-UP VOD The Slideshow | BLOOD TYPERS - PART 2
Featuring
Twitch: SHINIGAMIEATER
Twitch: skullvolver
Twitch: Beepers
ORIGINALLY STREAMED Twitch: snapscube
FOLLOW-UP VOD The Slideshow | BLOOD TYPERS - PART 2
Featuring
Twitch: SHINIGAMIEATER
Twitch: skullvolver
Twitch: Beepers
As this was an anniversary game, it needed to pay homage to the franchise, and it did so well. It's just that in a horror game, having a large chunk of the game revisiting ideas from the past or getting RE4 again so soon, does mess a little with the pacing. I could definitely have used another Grace segment only because the resources and training with Grace, doesn't feel as if it fully comes back around with a penultimate challenge. Maybe another smarter enemy you had to outsmart, maybe Grace helps defeat Victor with her resourcefulness. You do just kind of hand over the job to Leon. Feels like the end where you play as Grace to save Leon was the half way point of her section, the final challenge, but it just moves straight to the finale. The classics definitely had a couple puzzles to reach the ending too. I am surprised there wasn't some kind of melee battle to the finale too that goes beyond even a chainsaw duel or your axe.
The best problem you could have is a franchise setting such a high benchmark, that any game following not just RE4 Remake, and having the whole legacy of classic and modern RE, with fans expecting so much, the game being solid makes you want more. It's the best problem and I hope the huge success of the game means that more so than RE7 and RE8 we will see some original mini game modes and of course a campaign DLC, that will complete the package nicely. The game does need a Mercenaries style mode for Leon and Hunk, but definitely give me a mode where you need to reach an end point by needing to outsmart enemies, use resources wisely and pay attention to your surroundings. That cat and mouse or survival horror element could really work wonders with different levels.
RE9 showed me that they didn't even need to rely on callbacks because the original ideas were so good. Going down that route could be really fantastic. It's a game that doesn't feel like an end point but is exciting for what more they have to give. It likely took some time to understand what game they wanted to make, and I would gladly take a RE7 to RE8 game that expands on this style again.
I am a huge RE fan and I enjoyed Requiem so much. It makes me so happy that I can see what more can be done from both styles. It's slightly rough around the edges but a gem for sure. Funny how the lessons learned over the years make it such a stellar experience. Some inspiration from almost every game can be felt in some way and it's quite an achievement to show some restraint and focus. At the same time it also slightly holds back some of its potential. Let the devs cook some more and we will be feasting.