Resident Evil 7

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Re: Resident Evil 7

Postby Morir es vivir » Jun 23, 2016 6:30 pm

STALKERA90 wrote:i need to know 1 think only if there is zombies in the resident evil 7 if there is not then this is not gonna to be resident evil game for me anymore


While it hasn't been confirmed, it hasn't been denied either. I for one would love for this game to put us in a situation similar to that of the personnel at the mansion incident in the early hours/days following the T Virus outbreak where people were in the process of transforming rather than already being zombies from the get go. That's a scenario no one has presented yet, and has A LOT of potential for Terror.

The Keeper's diary found on the 1st floor confirms he was already killing to feed on flesh for days before he was completely transformed. Also, the unidentified pieces of meat found on cutting tables and pots in the basement's kitchen strongly suggest that the Keeper (probably others too) was trying to cook the body parts ripped out of his victims before he degenerated to the zombie state where he would just have begun to eat them right on the spot.
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While the demo doesn't necessarily imply or confirm that RE7 is going to be something like the scenario mentioned above, it definitely gave me a glimmer of hope that the full game could be to an extent very similar.
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Re: Resident Evil 7

Postby chriskilla10 » Jun 24, 2016 2:36 pm

Morir es vivir wrote:
STALKERA90 wrote:i need to know 1 think only if there is zombies in the resident evil 7 if there is not then this is not gonna to be resident evil game for me anymore


While it hasn't been confirmed, it hasn't been denied either. I for one would love for this game to put us in a situation similar to that of the personnel at the mansion incident in the early hours/days following the T Virus outbreak where people were in the process of transforming rather than already being zombies from the get go. That's a scenario no one has presented yet, and has A LOT of potential for Terror.

The Keeper's diary found on the 1st floor confirms he was already killing to feed on flesh for days before he was completely transformed. Also, the unidentified pieces of meat found on cutting tables and pots in the basement's kitchen strongly suggest that the Keeper (probably others too) was trying to cook the body parts ripped out of his victims before he degenerated to the zombie state where he would just have begun to eat them right on the spot.


While the demo doesn't necessarily imply or confirm that RE7 is going to be something like the scenario mentioned above, it definitely gave me a glimmer of hope that the full game could be to an extent very similar.

Exactly what I thought when I saw that cooking. There's hope but it could go so badly. Like it could make even more cliche scares. I hope for more original scares and enemies. Also a big emphasis on the biological side of it.
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Re: Resident Evil 7

Postby Nemesis85 » Jun 24, 2016 6:25 pm

I have watched all interviews and demos , but so far there has been no mention(at least I haven't seen) of "PUZZLES" in the upcoming RE7. If they are truly going back to the roots of the franchise, the exploration and in particular, solving puzzles should be at the focal point of the game. I really miss those moments.
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Re: Resident Evil 7

Postby Nemesis85 » Jul 05, 2016 5:59 pm

Here is an interview I found of the Producer of RE7 series , Masachika Kawata , Explains What the Full Game Will Actually Be Like:

Here is a link to the website:
http://www.gamespot.com/articles/resident-evil-7-producer-explains-what-the-full-ga/1100-6440991/

Here is another interesting news about the RE7 demo from CapCom: "Beginning Hour has set the record as the most downloaded single-player PS4 demo in the first week of its release for North America. The demo has hit 2 million downloads globally, despite it only being available to PlayStation Plus subscribers."

And,about the "Dummy Finger" which plenty of players have been wondering what its function is , Capcpm has responded that "Capcom would add more later on, like in September"
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According to Gamesradar "the dates it covers on the calendar correspond to Tokyo Game Show 2016: September 15 through 18. Thus, the next layer of the RE7 mystery may be revealed at TGS."
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Re: Resident Evil 7

Postby chriskilla10 » Jul 06, 2016 12:51 am

Nemesis85 wrote:And,about the "Dummy Finger" which plenty of players have been wondering what its function is , Capcpm has responded that "Capcom would add more later on, like in September"
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According to Gamesradar "the dates it covers on the calendar correspond to Tokyo Game Show 2016: September 15 through 18. Thus, the next layer of the RE7 mystery may be revealed at TGS."

My guess is that there's gonna be another demo to ease concerns. Maybe combat and more biological stuff.
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Re: Resident Evil 7

Postby chriskilla10 » Jul 06, 2016 12:59 am

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To ease concerns on gun-play. Looks promising.
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Re: Resident Evil 7

Postby chriskilla10 » Jul 07, 2016 9:03 pm

"In the 20 year history of Resident Evil, you know that the key pillars of the game are fear and horror, exploration of the environment, puzzle-solving elements, resource management, and combat against enemies," Nakanishi said. "Those are all in this game, but we wanted to start off with the first two – horror and exploration – and get you experiencing those two pillars up front."
the company has not "just thrown out Resident Evil as it exists and turned it into a ghost story."
Quote from the director of Resident Evil 7. Sounds promising but they could be lying. I'm gonna stop showing this information. I'm gonna be cautiously optimistic. I'm not gonna shit-talk on the haters on the game ,because I see where they are coming from with the weirdly apparent ghost type figures. Otherwise, I got high expectations.
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Re: Resident Evil 7

Postby ghostcall » Aug 17, 2016 5:14 am

phpBB [video]


not impressed capcom.
''Don't change the product to meet what the market is, stick to what It's meant to be in your own vision, and people who share that vision will eventually come'' -Brian Hong.
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Re: Resident Evil 7

Postby Autoignition » Aug 17, 2016 11:39 am

IT LOOKS SO BAD. It looks like if you took the basic core mechanics of Outlast and put them in a random house from chapter 3 of TEW. Like what the fuck am I looking at.
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Re: Resident Evil 7

Postby GottaEvil » Aug 29, 2016 12:49 pm

New Info

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http://jp.ign.com/cedec-2016/6194/feature/7
http://www.neogaf.com/forum/showthread.php?t=1270590


-Resident Evil 7 started conceptual development in 2013, and started actual production in January 2014. PSVR was decided for the project in November 2014, and they used The Kitchen Demo as a testing the water build to both tease the basic concept of RE7 and how it worked with VR.

-Capcom talks about their experience with VR to other companies and gives tips for those who want to develop VR games for PSVR. They mention if making a longer game, like they are with RE7, it is important to give the user options due to VR tiredness, some have no problem while others get sickness, etc. So for RE7 they've been testing and making changes to it all throughout development, and recently implemented VR options for speed, acceleration, and more. But also they let users go in and out of VR mode at any time, in the middle of gameplay you can pause and switch on or off to VR mode on PS4 if the gamer wishes to, and they can switch back at anytime to the other. They believe giving options is important, and the content of the game is the same whether you play in VR or not, which they think is important to make users not locked out of content just because they're not playing in VR, as some can't handle or afford that and VR should be focused on user experience. They also give a lot of technical information of how they handle depth, lighting, etc., for VR, and elements that developers may not initially think about which effects users in VR.

-Depth of field is important, and though they have a VR and non-VR at any time mode and the content is changed, there are slight variations made to the game in both modes to best support both modes. They mention some gameplay elements are slightly altered to make best use of most modes of play, but much of the change is mostly technical. An example they give is that their item inventory in RE7 looked like it was a 2D image in front of everything else in VR, which made it look unnatural, so they made alterations when in VR mode game to make it fit in the world much better and have more 3D depth when in VR. Melee weapons, like the axe, were also close to the player vision and looked weird to everything else and lacked depth, so they made some visual changes to make it look a lot better in VR as well.

-The method of how they do it in RE7 is through photogrammetry, They've made an advanced method of photogrammetry for games in RE7's RE Engine. It is 3D scan technology which allows the computer to generate a model and textures by rapidly taking pictures of a person/object from all angles in rapid succession and generating the model and textures from those photographs, which are then touched up by 3D modelist in the follow-up. They have a few different methods to generate the models from the data for different type of things, but the end result is the same.

-For RE7, the reason for introducing this technology is because it got to a point where the technology they developed could create high-quality, equal to that of human hands effort, at a fraction of the development time, which allows them to make a lot of high-quality assets much more rapidly and make much more detailed environments and models, meaning they can make low-cost high-quality model data at a much faster rate than could be done previously. They mentioned the method could work with any type of photograph and they tested all sorts of different things for what caused the best results. Even taking shots at different angles with an iphone camera could work, but the quality would be a bit lower. They found a few best methods for RE7, but mention they found some camera techniques that had creepy results which they have put into practice for some of the elements of RE7, it creates a very uncanny effect.

-Capcom created a full-fledged 3D scan studio for RE7 they plan to use with future projects, as well as the RE Engine itself. They bought over 100 different types of cameras,

-3D modelist still on board for the project, since there are certain aspects the system has difficulty with, like hair, and having fantastical elements are also important, so there will be need still of 3D modelist in the near future. This isn't a method to get rid of them.

-They tested this technology a bit in Umbrella Corps, but it had limited use in the Unity Engine, which is why they worked to make it completely compatible with the RE Engine they were working on.

-They say a little over half of RE7's assets were created using this method.

-They talk about things that would be harder to make in RE7 with this system, such as creatures who are not humanoid or zombies. They tease that RE7 indeed does have some of those type of monsters certainly, some of it was done by hand with 3D modelist if it was too impossible to recreate in reality, while others were done by tricky practical effects and make-up artist. They say the atmosphere of RE7 is really important, and some of the techniques they used made the development at times feel more like they were working on a horror movie than a horror game, as they'd have people dressed on set and hiring actors and using techniques to make such creatures in person.

-A word to people who try to follow what they do; the quality of the model will come to to the quality of the actor, make-up, etc. The system helps animate as well, so having actors who can act is actually really important.

-For development of the environments, they did a lot of location shooting. They went to various creepy areas in Japan, including Nara in Japan, and took a lot of different angled shots of things for their systems. They made sure to capture a lot of specific things, like a deer head, lanterns, gardens, They used equipment to combine several cameras together to take a shot at once from different angles simultaneously and automatically adjust brightness, color, focus, etc. They also worked with a lot of locations and set-up 'miniature studios' in various locations to take a lot of shots away from their actual studio.

-Now, there was some difficulty. The setting of RE7 is Louisiana in America. While it's not uncommon to go overseas for scouting with projects, it was completely impractical to take all of this equipment over there to go scouting. They did do some outsourcing, but a lot of it was on their own shoulders. They scouted Southern USA and decided which things to take shots for and model from hand and which things to try and use their system for. Also in the United States there's a bigger culture for filming. they worked with some people in the Hollywood scene to use southern houses and other locations for use in their game. Copyright of things they were taking photos of was one other extensive area they had to research and work with Hollywood studios to help achieve.

-They did a lot of unusual photography as well. They mention they did work for example in a meat processing plant. Some things they even used Claymation and other effects to achieve.

-To create some things involved Frankenstein monster-ing varying things to create a whole. He teases as an example one monster in the game was constructed of a lot of different pieces of meat they got from the meat processing plant.

-The director says while the system certainly had its difficulties, it was a lot of fun to do and they hope some of the unorthodox ways they made RE7's world helps to make a high-quality, detailed, and a video game world unlike any other that gamers have experienced. The method even with its difficulties did actually save them a lot of time and money, cutting down the time it would of taken otherwise to make so many assets and of such quality by 40%. He did point out the system would definitely not work for every game, but it can be helpful to certain type of games and he believes has a place in horror games going forward. He says there's good chemistry and bad chemistry for such a system, while it can save in costs and development time, it has its own challenges, and can fit some projects like a glove and others it wouldn't fit at all.

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>ETHANはちょうど彼の息子BILLYと彼の妻EMILYと郊外に彼の新しい家に引っ越しました。
>しかし、彼らの隣人JOSHUAは常にそれらを嫌がらせ非常に奇妙な人です。彼はゾンビと教団のリーダーと実験です。
>ある夜、EMILYとBILLYが消えます。 ETHANはそれらを見つけるためにしようとすると、ヨシュアは彼らを拉致した可能性がありと考えています。
>この状況を解決するために、超常現象探偵LEON KENNEDYは彼の家に政府によって送信されます。

>彼はLEONとして果たしてプレイヤーがETHANとして再生される最初の、および他:物語は2つの部分に分割されます。

>ETHAN has just moved into his new house in the suburbs with his son BILLY and his wife EMILY.
>However, their neighbor JOSHUA is a very strange person who constantly harasses them. He is a cult leader and experiments with zombies.
>One night, EMILY and BILLY disappear. ETHAN tries to find them, and believes JOSHUA may have abducted them.
>To solve the situation, paranormal detective LEON KENNEDY is sent by the government to his house.

>The story is divided in two parts: the first, where the player plays as ETHAN, and the other where he plays as LEON


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;)

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