With Resident Evil 7 being so close to release (January 24), I want to take a moment to honor that one thing I’m going to miss that most of the previous entries had: Those sweet third-person animations.
Before I get into it, note that I am looking forward to RE7 and its second take using a (non/off-rail) first-person perspective. Yeah, I am not counting the on-rail shooters like the Chronicle entries, Dead-Aim, or Survivor 2.
The new take that shares in the current trend of survival-horror games in first-person such as Outlast and Amnesia is going to be cool to see what Resident Evil can do with it. But, alas. It’s going to be difficult for me to let go of those little quirks the other games had due to their third-person perspective.
Specifically, being injured with the character’s hand over their gut. A limp in their walk, and even some of those idle animations of glancing around cautiously or frantically (depending on the character and series).
Yeah, I’m a sucker for those details. Even those stunned and finishing moves introduced in RE4, which became more elaborate in later installments, were a sight to behold (Sheva executing a somersault kick – Ah, hell. I’ll just roll with it).
Granted, these elements would be a hard fit in RE7, and producer Masachika Kawata has stated:
The final game is also entirely in first-person perspective. This is driven by the concept of Resident Evil 7, which is a return to horror. At this particular time in games, it was determined that first-person was the most advantageous way to present horror to the player. When confronting the enemy, there’s no barrier between you and the enemy. This also applies to exploration and gimmicks and traps and things like that. They felt that it really gets you up close and personal with everything, which adds to that horror element.
So, it’s understandable that the gun-play and martial elements are toned down or thrown out of RE7. That said, if there is one thing that I (and probably an overwhelming mass of people) won’t miss is the exclusion of Quick-Time Events (QTEs). Yeah, they have a place and can be useful when implemented correctly, but overall: screw QTEs.