Alex79uk wrote: August 1st, 2018, 2:49 pm
Omnipresent soundtrack even outside of save rooms and boss battles
(the original games didn't have constant soundtracks did they? Maybe there was more music, but it's an odd thing to complain about I think. Resi 7 used audio to great effect, which I think would have been ruined with constant background music entirely)
Not constant, no. But the classic RE games often use subtle orchestral arrangements to set specific, melancholic moods even outside of the save room and boss battles. Such as
"The Front Hall" in RE2 or
"Neptune Tank" in REmake. Meanwhile,
this is what the RE7 OST is predominantly made of. Notice a difference? I think the latter is very efficient ambient noise, but it's hardly what I'd call "music".
Alex79uk wrote: August 1st, 2018, 2:49 pm
Memorable protagonist design
(But it was a first person game...)
I don't think that's an excuse. Halo and Metroid Prime have proven that it is perfectly possible to have visually memorable protagonists in first-person games. Turning Ethan into a bland and barely seen nobody is an (un)creative choice, and one that I think is fair to criticize considering the series' track record up to this point.
Alex79uk wrote: August 1st, 2018, 2:49 pm
Distinct visual language
(I don't think this really means anything. It actually followed the format of earlier games entirely in this regard. House, followed by lab / test type areas, some outdoor bits. I thought it evoked the originals very well)
I wasn't talking about the level aesthetics. If you don't think that the classic RE game have a very specific visual language, then I'd suggest either reading my previous long-form post on this topic or alternatively, listening to the beginning of the REmake podcast which covered this exact topic a few weeks ago.
Alex79uk wrote: August 1st, 2018, 2:49 pm
Need for orientation and memorization
(what do you mean? Memorization of map layout? Puzzle elements? Not sure how there was any more or less than before in that regard)
In REmake, you'll come across several locked doors outlined by various symbols at the beginning. Later on, you'll find keys matching the symbols, but it'll be your job to match the keys to the correct doors and to remember where the doors were and how to get there safely. The map only shows you which doors have been unlocked, but it never outright tells you where to go. And some of the keys need to be combined from various other items before they can be used. I can't remember any key in RE7 that required this off the top of my head, although I could be wrong on that one.
In RE7, you'll read the objective "Find the Dissection Room Key", you'll find an item labeled "Dissection Room Key" in the only unexplored part of the map, and then you'll open your map to read about the "Dissection Room" two doors down the corridor.
One of those requires a thought process, the other does not. Such heavy-handed signposting takes away from the mental aspect of the game. I've never gotten lost in RE7, even during my first playthrough. That's what I mean.
Alex79uk wrote: August 1st, 2018, 2:49 pm
Long-term puzzles
(What do you mean by this and how does it differ from the originals?)
Following up from the previous point, a lot of the classic RE puzzles are teased and set up hours before they can actually be solved. Memorization becomes a key element once again. The statue and fireplace emblem in the REmake's Dining Room are a good example of this. This was covered in the second half of the REmake podcast as well.
The vast majority of the puzzles in RE7 are simple palate-cleansers that are made to be solved immediately after being introduced. The shadow figurines are a particularly notorious example of this. I've never been stumped on any of the RE7 puzzles unlike, say, in CODE: Veronica or Zero.
Alex79uk wrote: August 1st, 2018, 2:49 pm
Strategic combat with focus on positioning and dodging
(Combat was absolutely about dodging, blocking and positioning though!)
See below.
Alex79uk wrote: August 1st, 2018, 2:49 pm
Reliable enemy AI
(The AI felt reliable to me...!)
The AI routine of the Moulded is predominantly RNG-based. Maybe they'll sprint as soon as they see you, or maybe they'll aimlessly amble instead. Maybe they'll let you shoot them properly, or maybe they'll contortion as soon as you aim instead. Maybe they'll immediately lunge at you when they fall down, or maybe they'll slither on the spot for five seconds instead. Maybe they'll let you pass if you try to run past them, or maybe they'll hit you with an undodgeable sideswipe that'll take off over half your health instead. There is no hard data to be strategized around, no reliable tells to be reacted to. And worst of all, there is (as far as I could tell, of course) no reliable way to manipulate any of this. The end result being a combat system that is significantly more luck- than skill-dependent. Dodging is a coin toss most of the time, and your exact positioning only matters a fraction of the amount that it does in the older games.
The classic RE games have such solid combat engines that the developers were able to craft entire game modes around them. Something like
The 4th Survivor and its pixel perfect exploitation of enemy AI would be completely unworkable in RE7.
Alex79uk wrote: August 1st, 2018, 2:49 pm
Built-in challenge / speed run potential
(I don't think it had any less or more than the originals)
Have you ever done any classic RE speedruning? I have, and the reason they have such fantastic replay value is because runs are skill-based and have very little downtime. In the RE7 world record I've watched, at least 50% (and this is a conservative estimate) was spent either watching unskippable cutscenes or hoping not to get screwed over by the RNG due to the lack of strategical agency. This game was clearly not built with speedrunning in mind.
As for the challenge runs, there is a reason why even the REmake HD re-release has a trophy for completing the entire game with the knife. That reason being that the game was designed around accommodating this style of play from the very beginning. If you don't think RE7 is different in that regard, I'd suggest trying to reliably knife the first Moulded you encounter without taking damage. Good luck.