Resident Evil 7 VR Articles RSS Feed | Resident Evil 7 VR RSS Feed on en Launch Media Network 5 Brutal Horror Movies That Would Make Terrifying Survival Horror Games Thu, 02 Mar 2017 08:00:02 -0500 Michael Llewellyn

Dog Soldiers

Dog Soldiers is cult British horror film set in the Highlands of Scotland, as you follow a team of normal soldiers on a training mission working against the elite SAS (Special Air Service).


Whilst out in the wilderness, the soldiers eventually get attacked and picked off one by one by a group of werewolves forcing the men to take refuge in a nearby house.


I would like to see the mechanics of a game like ZombiU, where you are in continuous contact with one or all of your team members over the radio, and at the same trying to survive the onslaught.


A Dog Soldiers game could implement the need to expose yourself to imminent danger by leaving your base/house, and collecting resources to survive. Using the resources you'd barricade yourselves in for a limited time, all the while trying to fight off the Werewolves that do somehow mysteriously get into the house.


There are many films in the horror genre that could work well, and at the same time be more effective as a horror game -- if for no other reason that you can find yourself far more immersed in a game's atmosphere than you do a film.


What horror films would you like to see adapted to a videogame? Let is know in the comments below.

Midnight Meat Train

The Midnight Meat Train is film where a timid photographer takes it upon himself to investigate a serial killer known as "The Subway Butcher." As the photographer closes in on the killer he discovers an underground world of horrors.


I think the game adaptation would work well using elements of Condemned, replacing the forensic tools with with a camera and by adding in some exploration and investigatory elements, similar to the Sherlock Holmes games.


The closer you get to the killer, the gameplay could switch it's dynamics to a run and hide mechanic as seen in Outlastwhile trying to escape "The Subway Butcher."


The first two Hellraiser films are classics and two of the best horrors ever made in their own right. The plot for the game could be a direct follow up to the closing scenes in Hellraiser 2 -- ignoring the awful sequels thereafter.


A game like The Evil Within would work well in this scenario, using its atmosphere and hiding mechanics.


You could play the role of a detective or a private investigator, exploring the hospital where the events of Hellraiser 2 took place, eventually leading to clues about the Lament Configuration -- a puzzle box that acts as portal to a hell-like dimension.


The protagonist could eventually cross over into the other dimension, and in trying to escape you encounter Pinhead and the other Cenobites with their unique looks and abilities, who are all trying to find ways to torture you for an eternity. A game in this universe could make for a pretty intense horror experience.

House Of 1000 Corpses

A cult favorite among horror fans, House Of 1000 Corpses spawned a sequel The Devil's Rejects, which were both under the direction of Rob Zombie. The original film inspired a haunted house theme event at Universal Studios.


So taking inspiration from the haunted house theme park event, I could see a horror VR game working. Imagine a cross between Resident Evil 7 and Until Dawn: Rush Of Blood.


The game could force you to explore and investigate the home of the Firefly family, and throw in a few on-rails set pieces like Until Dawn: Rush Of Blood.

Cannibal Holocaust

Cannibal Holocaust is a very gory and controversial film from 1980. It was the inspiration for found footage genre popularized in the late 90's such as The Blair Witch Project. 


Using the Found Footage style, the game could play from a first person perspective, in the role of a videographer, who follows the lead reporter and his team into the Amazonian jungle to investigate and document a cannibalistic tribe.


The main theme of the film is the boundaries the crew crossed in order get the best and most graphically violent footage they could. This was achieved by betraying the tribes and committing other inhuman atrocities, just to get their shot.


As the protagonist in a game adaptation you could be forced to make horrible decisions and face awful dilemmas - would you try and do the right thing for the natives? Or do you follow your boss's orders and cross the line of humanity for the sake of consumerism -- either one could potentially lead to disastrous results.


With Friday The 13th: The Game scheduled for an early 2017 release, it looks like it will capture the essence of what makes the film series so popular with the ability to play from the perspectives of either the victims, or stalking as Jason himself -- in multiplayer and single player modes.


With Friday The 13th looking like it will nail the feeling of experiencing the films first hand, it got us thinking about what other horror games may work well in a modern videogame.


There are a lot of horror films out there, so here is a list of films that would lend themselves especially well to a videogame format.

Five Horror Games to Scare You Silly on PSVR Wed, 22 Feb 2017 16:00:01 -0500 Michael Llewellyn

Resident Evil 7 

If you're looking for one of the best examples of effective virtual reality be it horror or another genre, Resident Evil 7 has you covered.


Resident Evil 7 is a scary game even without the VR headset but the tension can reach almost suffocating levels through VR. There's a real deep sense of immersion and the realistic graphics only help make it feel all the more unnerving and uncomfortable.


RE7 on the VR is the absolute benchmark for how survival horror should be done on the format and no doubt other developers will soon follow suit for future titles.

Until Dawn: Rush Of Blood

Much like The Brookhaven Experiment, Until Dawn: Rush Of Blood is very much a lightgun game but this game puts you in the cart of a very literal haunted house of horrors carnival fair ground ride.


The gameplay is on-rails as you shoot your way through a checklist of nightmarish creatures and experiences, and there is some really effective imagery and disturbing set pieces, but it's at its most effective when dealing with more mundane fears like arachnophobia -- if you have a genuine fear of spiders then you have been warned.


There's some great use of the 3D audio and jump scares that feel very up close and personal, and although it's a launch title it's a game that shows the obvious future potential for the hardware and is one worth experiencing.

The Brookhaven Experiment

The Brookhaven Experiment available originally on HTC Vive and now PS VR and can probably be considered a VR version of a lightgun game like House Of The Dead where you can aim and shoot with the PlayStation Move controllers.


On its own may be considered a fairly generic experience, but obviously what makes this game so much more immersive is the headsets ability to truly make you feel surrounded.


There's not a great deal of depth in this game but the tension is racked up a great deal by the virtual reality experience that helps take you out of your comfort zone as you never truly feel safe throughout.

Weeping Doll 

Weeping Doll puts you in the shoes of a maid who becomes embroiled in a dark family secret that unveils itself as you progress further into the game's story.


The experience becomes quite tense and foreboding as you progress through the house with doors locking around you, or you spot a little girl spying on you from various corners of the house, disappearing as you get too close.


The game isn't a difficult one, but it is very atmospheric and can be more than a little creepy --  it doesn't get much creepier than the weird looking dolls.

Here They Lie 

Despite already mentioning Here They Lie, it's definitely worth taking a closer look at this game with its bizarre yet effective imagery, clever level design and very effective scares. The game is probably more comparable to Silent Hill than Resident Evil, and makes good use of difficult moral choices that help lead to a satisfying ending.


As already mentioned Here They Lie has been updated to be playable with and without the PS VR headset -- just like Resident Evil VII -- along with vast list of improvements that help make the experience better than ever.


The low tech visuals have been greatly improved with the recent patch which completely reworked the overall texture streaming to help increase sharpness and performance overall. There's never been a better time to jump into the horrific world of Here They Lie.


Here They Lie is back in gamers sights again, as what began life as a PS VR only launch title, has received a substantial update, and is now playable now as a standard release for the PS4 Pro and PS4 featuring HDR and 4K support.


The game is also being patched to improve the game's visual appeal on the headset too, with a higher quality render-mode for PS4 Pro on PS VR. Better shadows, post-processing effects, dynamic flashlight shadows, and ambient occlusion.


Here They Lie has been made far more accessible for fans of the survival horror genre in taking the same accessible approach as Resident Evil 7, and hopefully a positive sign that other developers will patch in both standard and VR playstyles. 


The best way to experience this game is still through the VR headset, as the game was designed with virtual reality in mind. So while we await more horror VR titles to arrive on Sony's platform, I am about to list five survival horror games that you can play right now on the PS VR.

7 Reasons Why VR is the Only Way to Experience Resident Evil 7 Sun, 29 Jan 2017 16:29:30 -0500 Angelo De Bellis

Resident Evil 7 may be an enjoyable experience on its own, but when paired with the PlayStation VR headset, something special happens, something unsettling—but in a good way.

If there hasn't yet been a game to truly experience the benefits of VR, you've got one now. Resident Evil 7 is the first blockbuster title to include fully featured support for the extraordinary technology of virtual reality. That is, this is not only the first time you can experience a beloved horror franchise by creeping your way right into the chilling environment, but it’s the first opportunity PSVR owners have to play a full-length campaign using their pricey headsets.

Although it may be impossible to tell you just what the young tech can do for Capcom’s latest title until you give it a go for yourself, I'll give you 7 convincing reasons why you ought to isolate yourself to the horrors contained within Louisiana swamplands in virtual reality. And the good news is that you’ll be vomiting from the horrors in Resident Evil 7 and not the dizzying movements inherent to certain VR titles.

A Sense of Presence: 3D Objects and Heightened Spatial Awareness 

Perhaps it’s a little odd to want to feel like you're a part of a horror experience, but it wouldn’t make sense to begin playing a horror game if you weren’t interested in scaring yourself. Hopefully, you agree, because if you do, virtual reality really does immerse you into the action. No longer are the horrors locked up behind the glass of your screen—they’re now stuck to your face, making you feel fully involved with your surroundings.

It’s all because of the stereoscopic 3D that you feel immersed in the unnerving environments of Resident Evil 7. Unlike typical stereoscopic 3D that serves to carry various layers of action toward you, virtual reality produces 3D imagery that envelopes your vision, well at least as far as the PlayStation tech allows for it. 

When walking through the silent forests or the run-down guest house at the beginning of the game, the 3D embrace of VR enhances your depth perception and heightens your spatial awareness. Sure, traditional 3D renderings seen on your television do provide you with a sense of depth, but they can never give you the feeling that you are actually wandering through acres of deep disturbing wood.

A Feel for Scale: Environments and Characters Measure Up to Size

Part of this feeling of being present, of having agency in a virtual world, is because VR lets you animate the protagonist of the game—in this case, Ethan—and see the world through his eyes. Because you are taking on this shift in perspective, everything looks to scale as you’d expect in the real world. When you meet—rather, get startled—by characters in the game, you see them as they were meant to be seen. 

Tall characters will tower over you, and shorter characters will appear below you. It may sound trivial, but pulling contrived environments away from a typical TV-screen setup and instead opting for a more palpable recreation of a fictional environment by means of virtual reality, makes all the difference.

The ability to see through the eyes of Ethan means that you feel part of the events—you don’t watch as he passes under the trees, you observe the immenseness of said trees as you look up from their cast shadows to their very tips several feet above you.

A Shot in the Right Direction: Using Your Head to Take Down Your Enemies

Getting away from the realism and tactility offered by VR in Resident Evil 7, there is a mechanical advantage offered by taking the time to strap yourself in. At first, I thought it would be a hassle to point my head in the direction I wanted to shoot, but it’s really one of the most accurate ways to get a bullseye every time.

The combination of the thumb stick controls on your PS4 controller and the tracking abilities of the PSVR headset combine to make a much more accurate control scheme: tilt the control stick in the direction you want to shoot, and then move your head in calculated increments to really hone in on the biological waste you intend to blow away.

For a horror title like Resident Evil 7, every bullet counts, and that means that you need to fire your scarce resources in just the right places.

Claustrophobic Delight: Corridors Wrap Your Surroundings

Of course, part of exploiting the psychology of human fear includes confining the player to tight spaces, dungeonous hallways, and tight corners. VR dials all this up a notch because of the heightened awareness you're given of the spatial relationship between yourself and the inhospitable environments of Resident Evil 7

I remember one of the earlier sequences in the game had Ethan travel through a basement area filled water that almost touched the ceiling. When slowly treading through the repugnant liquid, Ethan’s head would bob above the water and very close to where the ceiling met, meaning that I was not only given a visual image of being trapped between a pool of water and a low ceiling, but I actually felt as though my body were submerged from the neck down.

It’s all rather incomprehensible until you try it for yourself, but the layout of environments presented in VR does affect your perception of the world. When traveling through narrow halls, you feel like you are being squeezed through a tight shaft; when fighting in enclosed arenas, you sense the urgency of your need to survive; and when presented with stairways, you feel as though you are climbing to safety or descending into hell.

Isolation: Outside Distractions Are Eliminated.

Dings from your Facebook, chirps from your Twitter, and squeals from your nagging mother do much to ruin the experience of enthralling yourself in a game. Even worse is having to deal with these annoyances during a particular unnerving sequence in a horror title like Resident Evil 7.

One of the benefits of immersing yourself in VR, or a drawback depending on how you look at it, is that you are fully engaged in the happenings plastered to your face. And because of the included earbuds with PSVR, you are more than likely to plug your ears, as well. This is truly the first time a gaming experience puts an end to your erratic phone-checking, attention-deficit compulsions during gaming.

Once you’re in, you’re in—best keep your focus because anything could be around the next corner of the decrepit house.

Pacing: The Horror Genre Makes for a Measured VR Experience

The difficulty with VR games comes when trying to find an ideal speed and fluidity of motion that won’t have gamers feeling sea sick or fatigued after the first few minutes of play. The slow, careful pacing of a horror game like Resident Evil makes it perfectly balanced for long VR sessions.

The rhythm of long, drawn-out sequences of walking and exploring do well to break up the intense action sequences as you fight for life with but a few pumps of lead and an old knife.

Embedded Into the Mind: Worlds in VR are Memorable.

Because of the aforementioned immersive qualities provided by playing Resident Evil 7 exclusively in VR, the game sinks its hooks into the psyche of its players like no other modern gaming experience can. When an enemy chases you, your primal instincts of fight-or-flight kick in, almost in the way that they would if you were being chased outside of VR. Such responses prove that playing in VR adds an unprecedented layer of fear to the already grim experience.

After playing the game for a couple of extended session in virtual reality, I noticed something else about the realism factor. Like typical human memory, which appends itself to locations we visit, I found myself recalling certain moments in the game more clearly than I would have if I played it on the television screen. And more than that, I recall action sequences better because of the fearful memories attached to them.

Even the finer details of the game, such as items that can be picked up from rooms or textures on environmental artifacts, have seared themselves into my mind in a way that non-VR games can’t hope to match. It all comes back to that sense of being present, of being personally involved in the goings-on of games in virtual reality.

If you don’t own a VR headset yourself—or you do and are just uncertain about playing Resident Evil 7—I say give it a shot, even if you have to make a trip to a friend’s house who does own one.

Let us know what your thoughts are about using PlayStation VR in the latest Resident Evil game by posting in the comments below.

Resident Evil 7: Biohazard is a PS VR Triumph Thu, 26 Jan 2017 09:00:01 -0500 Eric Adams

It has been a little over 3 months since PlayStation VR launched and things have been rather quiet since then. A smattering of games and experiences have been given applause but everything has mostly gone unnoticed. All of that silence came to an end on January 24when Resident Evil 7: Biohazard became available to the masses.

A Well Known Franchise

Ask anyone who owns a PS VR and they will tell you that they could not wait for RE7. Even if they weren’t a fan of horror or the series of games that came before, this game was very highly anticipated by anyone with a PS VR headset. This is because Resident Evil is the biggest name to hit virtual reality -- It is a known franchise for a large portion of gamers.

However, being a known commodity is meaningless if the game flops. To be fair, the Resident Evil gaming franchise was in major need of some revamping. They seemed to have lost their way in the games prior to 7 and were being questioned by fans about whether or not it could ever reclaim its glory days reputation.

A Welcome Return to Form 

Fear not, RE7 is the real deal. In PS VR, the game is incredibly tense and in your face. You quite literally feel as if you are trapped in a nightmare mansion with the demented Baker family. It begins as a slow burn and, once it gets up to speed, never seems to slow down. It is not overwhelming in VR, but it’s certainly not for the faint of heart.

For example, there are multiple jump scares in a game like this. In the non-VR version, these jump scares may elicit a small fright but in VR these jump scares are heart-attack inducing. In previous articles, I have said that you can’t truly describe PS VR with words.

It just doesn’t do it justice, but if I had to describe RE7 in VR I would say:

Imagine the standard way you would play if you didn’t have PS VR and then crank that helplessness and feeling of dread up to an 11.

It really blows your mind with what the game does pretty seamlessly in VR. Other than the very beginning of the game looking subpar, the environments are very well made. The mechanics of the game are very easy to understand and pick up. It’s as if Capcom took the movement mechanics from the game Here They Lie and made them way less frustrating.

With that said in a scary game like this, motion sickness is the least of your worries. I think a lot of people would be surprised with how well the VR version of the game came out.

No Difference Between Non-VR/VR

However, that’s just it, the game is not just a VR version. It’s the actual, full-fledged game experience. It isn’t some watered down version or a disappointing port. No, RE7 in VR is the same thing as RE7 not in VR. That is why it is the best PS VR game yet.

Obviously, some will be let down by the fact that the graphical quality in VR is just not up to par with the standard version of the game. In my personal opinion, it doesn't dumb down the graphics enough to make a gripe about it. Chances are if you have a PS VR, then you know what to expect in terms of graphics.

With how it is being received, Resident Evil 7: Biohazard could be the landmark AAA title that PS VR so badly needed. If Capcom pulled it off, and they did, then others will believe it can be done  -- That is all that PS VR needs.

11 VR Games to Look Forward to in 2017 Sun, 04 Dec 2016 17:10:46 -0500 Lampstradamus


In the future, many VR games are going to release as interest in the medium increases and its cost decreases. Some of the titles on the list might be misses, but many of them might  be hits.


We can only look forward to finding out in 2017.




After the initial release of the hit indie title SUPERHOT, many fans were left wondering what was next for the developer and the series. This past E3 the developers presented SUPERHOT VR.


In SUPERHOT players dive into the world and try to survive several scenarios presented to them. Sometimes players have a gun or a melee weapon -- or sometimes they have nothing at all. But they always have to clear levels and survive with a twist: Time only moves when they move.


In SUPERHOT VR players will utilize motion controllers and a VR headset to move around, with time moving in response. They will have to stay still to freeze time, to analyze situations and to plan their next move.


If you're looking for a cool shooter with a fun twist, this might be what you're looking for.


Farpoint is the sci-fi shooter in VR that you didn't know that you wanted.


Farpoint takes players out into the depths of space and onto an unknown planet where they will fight to survive. You explore a desert-like environment, slaughtering bug-like aliens that can range from average sized enemies to giants.


The game will release for the Playstation VR.

Budget Cuts

Budget Cuts is a VR stealth game where players will move around an office trying not to get caught, while also murdering numerous robots.


Budget Cuts was one of the very early VR demos that let gamers see what was possible with VR. It let players see what sort of gameplay that developers could possibly implement in VR.


The demo is currently out on Steam for the HTC Vive, but the game has not been fully released yet.


Overload is a six-degrees-of-freedom shooter developed by the team that originally created Descent. In Overload, players control a ship and explore various levels, defeating enemies along the way.


After having been backed on Kickstarter for over $300,000, the developers have announced that there will be full VR support for the game.




There are many genres that are thought to be a great fit for virtual reality, and there are many that people wouldn't have thought would work, but sometimes experiments do work.


Skyworld is a turn-based strategy game where players build up their kingdoms and manage their armies to conquer maps. The game allows players to play a strategy game in room-scale virtual reality. Players can walk around the battle map or they can play seated if they wish.


If you're looking for a classic turn-based strategy game with a nice, clean cartoony aesthetic, look forward to this.

Resident Evil 7

With Resident Evil going back to its roots as a survival horror game, Capcom thought it was a good idea to take it to the next level with VR.


The initial reviews of the Resident Evil 7 in VR demos have been great, with many gamers and critics losing their heads in the setting of the game. 


Players will go through Resident Evil 7 in its entirety in VR. And though survival horror games are generally terrifying, the first person perspective in VR -- as well as a good headset -- isolates players and turns the horror up to 11.


If you're looking for a good thrill, then Resident Evil 7 in VR might be your thing. Just avoid throwing your headset after getting murdered.

Giant Cop: Justice Above All

If you're looking for a more humorous approach to VR gaming, then Giant Cop: Justice Above All might be up your alley.


In Giant Cop, you are a cop in the 70's era styled Micro City. It is your job to literally throw criminals in jail and to eavesdrop on people while towering over them. 


Just be careful to not destroy the city as you dish out justice.

Serious Sam VR: The Last Hope

There are many fans of the Serious Sam series, but now you can step into the shoes of Serious Sam himself.


Serious Sam VR: The Last Hope is the VR experience for the Serious Sam series. Players will be shooting wave after wave of enemies in this game.


The game is technically out on Steam as an early access title but it isn't finished in its entirety. However, the alpha has received many good reviews from gamers and critics alike, so there's hope this will be good.


If you're looking for a good wave-based shooter, then the full release of this game is something to look forward to.

Fallout 4 VR

Bethesda VR announced that they were looking into VR earlier this year and on the E3 show floor people could play the entirety of Fallout 4 in VR, not just some cutoff area.


Many people were skeptical if Bethesda still had plans for Fallout 4 VR after the hype around VR died a little in the middle of the year, but Bethesda said it wasn't worried about it.


Certainly, interest in Fallout 4 has died down since its original release, but the idea of being able to play through the entirety of an open world RPG in VR excites many gamers. 


Fallout 4 VR is certainly going to sell many copies -- and maybe some headsets as well.

Star Trek: Bridge Crew

Ah space, the final frontier.


Star Trek is getting the VR treatment that long-time fans of the series have been waiting for. The initial reviews for the demo at E3 2016 had many people excited for the game's full release.


Players will be aboard a ship, along with several other players or A.I., and they will have to cooperate to complete their shared objective. Players will be doing things such as exploring planets, executing rescue missions and more.


Fans of Star Trek can finally be the star ship captain that they've always wanted to be. And if you're not the captain, just hope you're not wearing red.


Virtual Reality gaming has come a long way from its original inception to its realization in early 2016. Since the release of the HTC Vive and the Oculus Rift earlier this year, many things have happened with VR gaming. There have been a myriad of improvements and updates for both headsets, as well as the appearance of competition in the form of the PSVR


But of course, the important thing about VR gaming is the games. 


There have been quite a few hits and misses this year with VR gaming and though there have been more misses than hits, it doesn't mean you can't be optimistic for the future.


Here are 10 VR games you can look forward to in 2017.

Resident Evil Gets New Teasers...Who Is Returning? Tue, 18 Oct 2016 09:58:31 -0400 Timothy J. Ralston (TehMadCatter)

Back in August, attendees at Gamescom 2016 were given the Resident Evil Lantern” demo. It showed off an additional tape through the eyes of Mia as she searches for a way out of the mysterious cabin, while trying to get away and hide from Margret -- one of the Bakers from the trailer released after the Lantern demo.

But just recently, a collection of clips was uploaded by Capcom, teasing the gameplay and possible return of a semi-popular character among the Resident Evil series. The teaser clips were arranged in a particular order -- first “Mysterious Caller”, then “Shotgun In The Box”, then “Recorder”, and finally “Stock Up”.

Let's work our way through these four teasers and unpack what we see in each of them. 

Mysterious Caller

Throughout the teaser, different telephones around the house are shown, all ringing as the shots change. The character, possibly the Ethan we have heard from in the trailer and Lantern demo, picks up one of the phones. Then, the voice is heard. “You shouldn't have come here,” she says through the phone, and then the teaser clip cuts off. 

Fans and viewers say that the character heard could be Ada Wong, originally introduced in Resident Evil 2. This goes along with a theory that Ada could be behind this, as it is shown that she is the only person who calls the house in the demo and teaser clip, along with finding the photo next to the phone in the Beginning Hour demo.

Shotgun In The Box

This one isn't as big as the previous one, but it does give us something that the previous games had given up over time -- the “Storage Box” in the save room.

Personally, I love this little teaser because I miss the way the storage box was set up -- and honestly, I was disappointed when it just suddenly disappeared from existence after Resident Evil: Code Veronica X. So to see the box making a return in this game definitely takes me back to my favorite Resident Evil entries.

Another thing worth pointing out is that the inventory menu from the game looks a bit different from the demo. One of the minor things I noticed was that bigger weapons take about two squares in your inventory, so it could be possible that you will have to backtrack a lot in this game, like the previous ones before Resident Evil 4.

The one thing that really stuck out to me was the player's ammunition amount has the original green number right next to it. It could just be that I had skipped over it while playing the demo, but I didn't remember seeing the amount number when I picked up the handgun bullets in the Twilight Update.


This one, like “Shotgun In The Box”, isn't really that important to those who aren't fans of Resident Evil, but really hails back to the original four games.

This teaser happens in the “Safe Room”. It's only a brief glimpse in the video, but if you look closely you can spot a storage box in the corner, a phone on the table, and a cassette player. The main focus for this room is the cassette player, which takes over the role from the typewriter fans are used to seeing.

Using the cassette player, players could save their game. But what the trailer doesn't tell us is whether we'll be able to use it whenever we want to (a la RE4), or would we have to find cassette tapes (like ink ribbons in the previous games before the fourth)? There weren't be any signs of cassette tapes in the teaser, but Capcom could be hiding that for later.

Another thing I would like to discuss about the tapes is the tape system in the upcoming game. Players and fans are suggesting that perhaps, instead of notes, we could be using tapes instead to relive what characters have experienced head on. This would be why we have Mia's tape, and the tape found in the cabinet next to the kitchen in The Beginning Hour. While this is just a theory, it would be a really interesting take on the notes system.

Stock Up

Now this teaser really had me excited for the upcoming game. It's the introduction to your melee weapon and tool, the knife.

A lot of fans  were worried about the combat of the game, since it seems like there is no real way to harm the Bakers, but it does seem like you could at least damage them. Perhaps they are taking the Remake route, where you could kill them, but they will be back.

In this teaser, you see Ethan using his knife for multiple reasons, such as breaking a box open to collect some supplies hidden away, and using his knife to open up what appears to be a taped-up fuse box. The reason why this interests me so much is the knife. The knife was introduced as one of the weakest weapons in Resident Evil: Directors Cut, but is now introduced as something that is used as both a tool and a possible melee weapon when you want to conserve ammunition.

Release Date Confirmed?

At the end of each teaser, there is a shot that shows different tape icons. Under these icons are Volume Numbers (1-4) to denote each trailer, along with the title, Resident Evil, towards the right.

But under those volume numbers is a possible release date for late 2016. Could it be a new update to the demo, or perhaps a new trailer? Could Capcom be releasing the game earlier than expected? We will never know, until the tapes are finished.

I will continue on with future tapes during my next articles, in hopes of discovering what could come to us during the ink-covered date. If you enjoyed this and want to read more, stay here at GameSkinny!

Playstation VR Launch Line Up Ahead of Next Week Thu, 06 Oct 2016 06:30:22 -0400 Michael Llewellyn

The Playstation Blog has posted an update on the launch titles ahead of next week's Playstation VR October 13 release date, along with new releases coming this holiday season going into 2017

Gematsu has compiled a list of the the forthcoming titles some of which include Batman: Arkham VR, Playstation VR Worlds, Driveclub VR, Headmaster, EVE: Valkyrie, Until Dawn: Rush of Blood, and Super Stardust VR to name a few. You can check out the full list to find out everything that will be available for the system on launch.

What is interesting to note is the list of titles of upcoming and current titles that will have VR exclusive sections, such as Star Wars:  Battlefront X-Wing MissionRise Of The Tomb Raider: 20 Year Celebration and Final Fantasy XV.  Resident Evil 7 will be taking full advantage of the new tech, as it has been designed from the ground up with VR very much in mind.

I'd love to read some comments below regarding VR. Will you be adopting early, or will you wait and see how it performs?

What Makes Resident Evil So Great, and Whether Or Not Its Future is a Problem Mon, 19 Sep 2016 08:00:01 -0400 Rettsu Dansu

E3 2016's Resident Evil 7 trailer is a fantastic example of what I love about that expo. It's the reveal of a game that no one was expecting but are nonetheless excited for -- in such a way that it absolutely blows your mind. Barely anyone expected to see that title at the end of the trailer. The realization that everything you just saw was the new Resident Evil, a main entry in the series that goes back to horror in a way that we want it to, was a fantastic feeling.

Or is it? One of the reasons it was so unexpected was because the type of game shown off in that trailer -- and in the demo. It isn't quite Resident Evil. Despite major changes throughout the whole series, it's always been about biological monsters, not whatever we have so far. Arguably, we could have a situation like in Resident Evil where the enemies are sort of human, before their heads fall off and giant centipedes come out.

What's more important though is the way in which the first part of that trailer, and the demo, present horror. The classic Resident Evils (1, 2, 3, 0 and Code Veronica) create horror through resource management, environment, and atmosphere, while the direction for RE7 seems to be one that focuses on the mystery and the unknown. It's not bad, not bad at all, but it's not what Resi fans want. Capcom has promised that the tone of the demo wasn't particularly representative of the full game, however the second trailer is incredibly similar and hasn't cleared anyone's doubts.

But it's Not All Bad

That being said though, there are a number of things the demo has shown us that I think people don't seem to have noticed. These things connect Resi 7 to previous titles in the series, design wise. So, if you haven't played the demo yet or just haven't noticed them, I'm here to explain to you what these things are.

First, however, I'll need to explain what makes the classic Resident Evil formula so great, to give you an understanding of why it's important that these aspects return.

Dodgy Controls


Yes, I just said that. Resi's control scheme is a large factor in how scary it gets, however most people focus on how frustrating it can be.

The original RE games use 'tank controls'. Unlike most games in which you point the joystick in the direction you want your character to move, your character is instead controlled much like a tank. Basically, pushing the stick forward moves your character forward, and pushing sideways rotates your character. You have to first rotate your character before you begin to move.

Now, I could argue that once you get used to it, the controls aren't that clunky, but the obvious question would be 'why can't we just you just have normal controls?'. In my opinion the slightly higher level of concentration required to control your character means that if you get stressed or scared the controls can start to get in the way. Thus increasing your level of stress and fear. However, there is a much more important reason.

Knowing Where You're Going


Resident Evil was born in an era in which video games were still figuring out how to give players control over the camera in such a way that movement in 3D works perfectly (arguably, we still are). However, Capcom decided to completely ignore it and gave the player absolutely no control over the camera at all.

Resident Evil's world is portrayed to the player through an interconnected string of static camera angles. The camera rarely moves, however as soon as the player moves out of view the camera changes to a different one somewhere closer to the character.

Tank controls are required in this situation to prevent the player from being disoriented. Consider how this camera would work where the player is allowed the usual control scheme.

Say the player moves left across the screen, the camera angle changes and suddenly 'left' is a completely different direction  in relation to the player. The character would immediately change direction. If you don't understand what I mean, play the first Devil May Cry and you'll find out. In the tense, claustrophobic situations Resi presents, this could ruin things. With  tank controls, forward always means forward no matter what direction we're looking in, and it's easier to determine your character's movements.


Enter the Film-Like Horror

So why do we need this type of camera? We need it for horror.

A good horror film creates fear through 'sensory deprivation'. We fear what we can't truly understand, so when a film removes our ability to see the danger it forces us to use all of our senses and focus our attention on the scene in an attempt to figure out what's going on. When we begin to realize that it's difficult to determine where the danger is, where it could come from, or even how dangerous it is, that's when fear starts to settle in.

Resi's camera angles achieve a very similar affect. Enemies usually come from outside of your viewpoint. You can hear them, sometimes even see their shadows, but you aren't allowed to move the camera to see them. It creates this haunting atmosphere that the player becomes immersed in simply because they need to concentrate on every clue the environment offers that danger could be around the corner.


Holding Long

However the film techniques used in the original Resident Evil's don't end there. Here's one of my favorite examples:

There's a technique in film called holding long. This term is used the director doesn't end a scene as soon as we think it would. For example, a character leaves a scene and we're left watching the same spot. It causes us to concentrate on the scene and wonder in suspense about what could be happening.

There's a cinefix video that explains this quite nicely.

The remake of the first Resident Evil actually manages to utilize this technique. Not just through a cutscene, but through the gameplay itself.

We have been taught through thousands of films that when important events stop occurring the scene changes. This is why holding long on a shot is effective. Throughout the first couple minutes of Resident Evil we are taught that when we walk out of view, the camera changes. Which is why when this happens, it's weird.

To give you some context, at this point in the game you've seen your first zombie. You're unable to kill it yourself so you feel quite weak. As you explore more of the mansion, you hit a dead end and find a knife. You pick up the knife and turn back, however for some reason you walk right off the screen and nothing happens.

Now this doesn't have quite the same effect, as a gamer would probably assume that the game has some lag or it's frozen. What's really important is what happens next.

Without the player's control, Jill walks backwards into view. This causes the player to question the entire situation, until they see the hand appear from around the corner and they understand what has happened.

This combination of suspense and then release is the essence of horror, but the addition of a disconnect between the player and the game makes you feel helpless and confused. It adds to the suspense as suddenly the game doesn't work how we were taught it should.

What's even better is that this scene has three main purposes: The first is to teach you how to use the knife, it's not easy to get out of there without being grabbed by the zombie and having to use the melee weapon. The second is to teach you that the game will sometimes pull this type of thing on you. The third however, is the most important.

You Are Never Safe

The reason why the appearance of a zombie in that location is truly confusing is the fact that we were backtracking. The player had already been through that hallway, had seen that there were no zombies in the area, and had probably assumed that they were safe.

But a zombie turned up anyway.

Resident Evil is a game about exploring a mansion, hence the term Resident Evil. As you explore you'll be returning to places you've been before in order to solve puzzles. Unlike games like Castlevania Symphony of the Night or Metroid enemies don't usually respawn once you leave the area. Once an enemy is dead, it stays dead. Unless you don't burn the body, in which case you're screwed.

Again, we're taught to think a certain way. Surely when I return to an area I've been to, it should be safe because I killed all the enemies. But no, certain interactions trigger certain events to occur in certain areas.

For example, you defeat a snake boss and pick up a key. You go to use the key somewhere else, returning to a previously explored area. However, this time the windows smash and some more zombies jump in. You never know what could set off an area to have more enemies, and this creates an environment where you feel like anything could come at you at any time.

And this is all emphasised by music. If you never understood how music could create emotion, then play Resident Evil. The safe room music is so superbly done that even though its the safest place in the game, you still feel afraid that something could break in. It's mainly soothing music, but with this creepy undertone that reminds you that while you're safe now, you have to go back out there at some point.

This feeling would mean nothing if Resi's gameplay didn't fit. The areas you explore in each game are metroidvania-like, in which you scour the mansion for things to find, meeting locked doors and enemies along the way. Eventually you'll find a key that allows you to unlock certain doors, requiring you to go back to each area and see where that key works. Let me just say that this is really fun, the feeling when you find a key is like no other. It's a feeling of endless possibility... until you get that message that says the key has no more use and you throw it away.

This design encourages backtracking, which allows the constant fear of danger to take full effect. If we were constantly moving forward then there wouldn't be too much to be afraid of.

However, none of what I just said would be scary if it wasn't for the way that Resident Evil deals with death.

The Death Penalty

I could write an entire article about how video games should penalize you when you die, because in my opinion it's something that's really hard to perfect.

Every fear portrayed in a film usually connects to death. What truly scares us is either being so immersed that it feels like it's happening to us, or that we don't want those characters to die.

This doesn't work in a video game, the developers can't just have you die and end the game altogether. So any fear of the death of your character is immediately removed once you die the first time, and see your character come back to life afterwards. There are only a few games where permanent death works.

Fearing death in a game helps to make the game more immersive. It allows tense situations to be tense for the player. Really, any game could be improved with a proper death penalty. However, horror games require them, because horror games need to generate fear.

So this asks the question of how we penalize the player when they die. The obvious answer, which is what most games use, is to cause the player to lose progress. Either pushing the player back to a checkpoint (pretty ok), back to the start of the level (pretty mean), or back to the last save (even meaner). Dark Souls has its own rather unique method of punishment in which you lose your unused exp, however this doesn't avoid the major problem.

Losing isn't Fun

We play video games to have fun, arguably, and this is where death penalties create issues. There's almost no way to take something away from the player and have them actually enjoy it, it just doesn't work.

The more you take away from the player, the more tense the situation is. Therefore it's almost impossible to create an incredibly tense situation in which the player doesn't feel terrible once they end up dying.

Unless You Cheat

Resident Evil takes the incredibly mean route and forces you to load your last save when you die. This isn't always great because you could forget to save and end up losing hours of progress. What's even meaner, however, is that saving in Resi requires you to use a finite resource, and it isn't too common either. This means that you have to spread out your saves so you don't run out.

Basically, if you die in Resi you have quite a lot to lose. Or do you?

Resident Evil is a game about learning, as I've said before. It's about finding items and using logic (and sometimes just guessing) to find out where you need to use those items. A player who knows what they're doing can finish the game in a couple hours.

What this means, is that even if it was 2 hours since your last save, if you die it would only take you about 10 minutes to get back to where you were. Most of that time you just lost was spent finding where the items are used, now that you have that information you don't waste that time. Not only that, but you know where all the enemies are so there's no need to be cautious.

This -- in a way -- is the best of both worlds. When you're being attacked by enemies, in the heat of the moment all you can think about is the amount of time it's been since your last save, so it's tense. But if you eventually die, it doesn't sting so much because you begin to realize that all you need to do is run to a couple of specific rooms and you'll be back.

This doesn't work for all games, because not all genre's can have this puzzle style implemented. We can't really learn from RE in this retrospect. However, Dark Souls has a similar situation, in which you learn your enemy's patterns and learn how to deal with them better. So perhaps this is just an aspect of good game design.



In my opinion, the way that Resident Evil deals with death is integral to creating fear while playing it. There are a number of things that I haven't mentioned that other people might think are just as important, such as resource management, atmosphere, or zombie dogs. But I don't think any of them would be scary if we weren't actually worried about the death that came along with it.

This is exactly why I think that RE contains examples of good jump scares. It's quite popular recently to hate on jump scares, and with good reason. They're an easy way to make people scared, but they're usually used way too often and with not enough thought put into them.

Here's the problem, a jump scare isn't particularly a "scare", it's more of a simple reaction. It's your body reacting to possible danger by waking up all the muscles, and it's unpleasant. You could argue that it's possible to "fear" a jump scare, but I would say that that's more like the way one would act when they're about to experience pain. This is the same feeling the people abuse to make people go insane through torture.

This could explain why we enjoy watching people play games with jump scares in them, but there isn't as much enjoyment to be had when you play one yourself.

When a jump scare is used in a well directed film, or Resi, it makes us jump, but also creates fear because they have some weight behind it. The appearance of a monster in this fashion is scary because it means that the characters could get killed by it. In RE's case, you yourself have to actually point your gun at them and shoot them. The player jumps not just because the brain is waking up, but because they themselves need to be awake to act.

If a monster enters the shot and leaves for the sake of making you jump, it doesn't really have the same effect.

Onto the Future

2000 words later, let's go back to Resident Evil 7

So RE7 has a lot of fans rather skeptical. The demo and it's trailers appear to give off an atmosphere of general creepyness, cooking pots full of cockroaches, weird men appearing out of nowhere, and a creepy run-down house. This kind of horror is something similar to Silent Hill or a number of horror indie games. There's nothing particularly wrong with it, other than it becoming rather cliche recently. However, it isn't what makes the Resident Evil series unique. But let's look at a number of ways Resi 7 could be returning to the original formula.

First of all, it's rather difficult to tell how RE7 will deal with death. Since the only way to die in the demo is to finish it, there's no way to find that out. However, there's one thing that's rather important that we need to consider.

Welcome to the Family, Son

The first thing you do in the demo is find a tape player, with no tape. Then you progress in the house and find a cupboard, which is locked by a chain. You then reach the end of the house and find pliers.

You use the pliers on the chain, which unlocks the cupboard revealing a tape, and you then use the tape on the tape player.

This might seem really simple, but this means a whole lot. What this indicates is a style of gameplay in which items must be found, and we must backtrack in order to use those items. It's an incredibly simple progression, you simply move forwards then backwards, but if the demo is in any way indicative of the full game, I think this means we'll have that same puzzle style of game with items and exploration.

And This is Really Important

If we have a game that focuses on exploration, then this creates a format for a number of the horror aspects I talked about before. It allows for random enemy placement, and replacement, that creates constant danger. This is something I'm sure other people have picked up on, but it doesn't get the focus it deserves when discussing the game.

And that previous scene isn't even the only hint towards items found through exploration, there's a hidden fuse that opens a door if you do things in a different order. Players have also found an incredibly hidden, albeit useless, axe hidden deep in the demo. This type of gameplay is what truly made Resident Evil for its first five games, and when they dropped it for RE4, that's when the series began to be more and more action focused. To me, the resurgence of this mechanic is what could make Resi 7 more Resident Evil. However, fans do still have their worries.

The First-Person Camera

RE7 is the first main series title to be in first person, and this does create some issues if Capcom really is trying to return to formula. With a completely controllable camera, you lose the camera angles that made the original games so cinematic, and loses an integral part that made the games truly scary.

So how much of an impact will this have on the game? Well it depends on how well Capcom can design the game for fear. There are still ways to create horror with a controllable camera, and there are more ways to create horror in a game than just utilising film techniques.

But this is what made Resident Evil unique. In our current era, there are so many horror games that use the same techniques. Any currently thought of design to make horror has probably already been done to death. Resident Evil is probably the only one to make horror in such a way, and even if it's not the most successful at least it's unique.

So Why Can't we Just Use the Old Way

The obvious reason for why Resi 7 is first person is because it's going to be in VR, third-person games just don't work. But there is a bigger issue.

The majority of people don't like tank controls. They just can't be bothered to wrap their head around a needlessly complex control scheme. In this day and age, when we want Resident Evil to be relevant again, we need to it to appeal to as many people as possible. I know quite a few people who, even though they'd probably love RE, just get frustrated by tank controls.

But as I said before, tank controls and the camera angles work hand in hand, you can't have one without the other. If we remove the tank controls, we have to remove static cameras.

This is exactly what happened with Resi 4, tank controls were removed, and a different camera control scheme was designed. The over the shoulder, 3rd person, camera definitely worked, but it lead towards an action focus. Now, Capcom is probably trying a third time to make this work, with the only camera system they have left to try.

Will it Work?

I'm not particularly at liberty to say, but I think it could work. We haven't truly lost the same sensory deprivation as before. There aren't many enemies in the demo, but you can still hear footsteps and creaks in different rooms as you progress. This is mostly used to creep you out, but it could hint to a later use of sound to indicate the presence of enemies in the full game.

There's also the scene in the demo where one of the characters calls your attention, and you look over to him. Once he's done talking, you look around and realise that the other character, Andre, has dissapeared.

You can still control the camera and watch the other character leave, but a first time player will get distracted and believe that Andre has just mysteriously been taken. It's this kind of design that makes me feel hopeful, as Capcom has used events to move the player's attention, and effectively forced a camera angle in a certain direction.

Most games would probably remove control from the player to show them what they want you to see. This way feels more fluid and immersive, because in a way, it is the player's choice to look in that direction.

The Story

The story is probably the biggest thing people complain about. The generic, Silent Hill-esque atmosphere and the lack of connection to previous games.

There's certainly some slight connection to the series: an umbrella logo in the game, on a helicopter, in a picture, in a hidden room, accessed by playing the demo a second time, and activating a secret (little bit of a stretch).


As I stated before, Capcom has said that the plot and tone of the demo isn't representative of the full game. However, despite the first trailer being mostly for the demo, there are some things shown in that trailer that are nowhere to be seen.

There's a montage of clips at the very end that has a certain atmosphere. There's this creepy music and a bunch of unsettling shots of forests and other things. I can't quite put my finger on what exactly the tone is, but I don't feel that it's the same cliche-creepy that we get a lot. It's actually the part of the trailer that intrigued me the most, even before I knew it was Resident Evil 7.

There's also a number of shots where things seem to deteriorate quickly, such as the wolf head. This seems to me like some kind of connection to biology, it might be a stretch, but for me this is what gives me the idea that they won't be ditching Resident Evil's biological roots.

There are a number of things in the second trailer, however, that seem a lot less biological and that create a cliche-creepy tone. The being said, it barely shows us anything. It's possible that this is just an early stage in the game where we first see the enemies we're fighting.

The monster that attacks the player could turn out to be a product of the bio-organic testing Umbrella does, but there's really no way to tell. From what I hear the character in the trailer is one that the player is trying to rescue in the full game, so perhaps the tone of helplessness is only portrayed because that character is truly helpless.

I don't think this is a representation of how the game will turn out, but a representation that Capcom doesn't know how to make trailers.

So Should We Be Worried About Resident Evil 7?

The short answer: probably not.

I mean, we shouldn't be sitting around wondering if a future game will be as good as we want it to. There's better ways to spend our time. There's absolutely no way that we can tell exactly what kind of game Resident Evil 7 will be until we can play it for ourselves, who knows what the entire experience could be like?

But as to whether or not we can predict Resi 7's quality, I think the community's current predictions are a bit too exaggerated. Resident Evil fans have been burnt too many times to be hopeful, and overhyped games have been so frequent recently that any depiction of what your game could be is not going to convince anyone anymore.

I myself am hopeful that Resi 7 will return in some ways to the original formula. It would be nice to see those things return.

Is it a problem that some things are different?

Well, I'd like to say it isn't. We're in an era currently where plenty of developers are trying to return to what their games once were (New Super Mario Bros., Ratchet and Clank), but they aren't trying to improve on that original formula at all. So instead of returning to glory, we get something we've already gotten.

It's actually quite interesting to see Capcom attempt to bring back aspects from the past, but also try to improve on them for a general audience.

And if it turns out to be just like P.T., well then we'll finally get Silent Hills.


E3 Evaluation: Sony Press Conference Mon, 01 Aug 2016 13:02:25 -0400 Dalton White I

So last month all gamers waited in anticipation for the E3 Press Conferences to show and wow us with what they have cooking for their audience. This year E3 had some solid presentations among its press conferences but also some cringe moments along the way. So basically it was the normal air and fare for E3.

Naturally, from forums to the live Twitch chat, there always seems to be a tremendous amount of competition between gamers who prefer different consoles. Sometimes it’s nice to see fellow gamers sticking up for their preferred systems but more often than not there are forms of bias, harsh words and annoying spammers present as well. For this set of E3 Evaluations, the plan is to comment and judge on the content and overall tone of the press conferences. Did they impress gamers and give their loyal fans something to look forward to or did they drop the ball this year? We finally come to the last, but certainly not least, with Sony’s presentation. Did Sony end E3’s set of conferences’ on a high note or did it leave much to be desired?

Starting off with some class

Sony set their own unique tone by starting up with a full orchestra. An orchestra which provided background music for most of the trailers and introductions which is saying a lot as Sony’s conference was almost non-stop back to back trailers and reveals.

Sony's Orchestra

It was nice to see Sony deviating from the usual E3 conference formula of trailer followed by a speech and cutting straight to what their fans want to see. The orchestral prelude might have gone a bit longer than was necessary but it still seemed epic in scope.

The epic music was the perfect setup for the next God of War game. The reveal was a big surprise to the audience who audibly gasped at the appearance of an older Kratos in a new environment with enemies from Norse Mythology.

Not much was revealed about whether the player will be Kratos for the entire game or if the boy, apparently Kratos’s son, featured in the trailer might be playable as well. Safe to say that God of War seems to be a “new beginning” for the series with a smooth new look in a brand new world.

The exclusives keep on coming

Following right on God of War’s heels was The Last Guardian, which finally revealed that it would be hitting store shelves on October 25th. The trailer also showed off that Trico, the friendly griffin-like creature, isn’t the only one of his kind. After The Last Guardian was a very lengthy gameplay session of Zero Dawn: Horizon. The game looks gorgeous, and its environment appears as a unique mesh of post-apocalyptic meets Far Cry Primal.

Aloy, our heroine, proved herself to be a skilled hunter and fighter as she fought the mysterious “Corrupted” with a variety of unique weapons and traps. The game also seems to incorporate a dialogue wheel when Aloy talks to NPCs. Personally, it reminded me of the dialogue setup found in Dragon Age and Mass Effect. Here’s to hoping that Aloy gets to make important and divergent choices like the heroes of Bioware.  

The Potential of Sony’s VR

Sony showed off some interesting selections with their VR games as well as the release date of PS VR on October 13th. All of the games appealed to their fans’ inner nerd with games like Star Wars Battlefront: X-Wing VR and Batman Arkham VR where gamers can “wear the cowl”. They also showed off Farpoint which seems to be a 1st person space survival game which looked beautiful despite all the apparent dangers in the unknown, but hostile, environment.

The VR experience connected with “Play as Prompto” from Final Fantasy XV seemed interesting but more difficult to wrap my head around. Resident Evil 7’s gameplay looked interesting, and it appears to be a good match for VR with its terrifying atmosphere. For the most part, Sony’s line up for VR was surprising and decently solid.

A fan favorite being remastered

When Shawn Layden came out to the theme of Crash Bandicoot, a few audience members seemed to become a little more focused on the conference. When he announced that Crash Bandicoot, Crash 2 and Crash Warped were being fully remastered from the ground up for PS4 the audience’s loud cheers gave a strong confirmation that the Sony audience is ready for Crash again.

Crash Bandicoot Reveal

With all of Sony’s new exclusives and VR, it’s nice to see a good respect for the classics from Sony’s humble beginnings.   

More Unexpected Appearances

In the latter half of the conference, there were some really big surprises that dazzled the audience. Hideo Kojima, the creator of the Metal Gear series, has had a rough year with the strenuous events between him and Konami. However, his entrance during the Sony conference was nothing short of magical.

After his flashy arrival, Kojima announced the next game he is working on is Death Stranding. The game appears to feature Norman Reedus, and the trailer oozed with the bizarre yet gorgeous tone that Kojima is known for.

A Spiderman game swooped in much to many fans surprise. It is going to be developed by Insomniac Games, the minds behind the Ratchet and Clank series. The trailer was short but from what was shown New York seems bright and colorful and the web-slinging looks similar to the system used in Spider Man 2 aka a whole lot of fun.

Spiderman New Costume

It appears that the iconic Yuri Lowenthal will voice Peter Parker/Spiderman. Personally, any game that uses the web-slinging physics from Spiderman 2 is a welcome addition to the PS4.

Sony's Finale and Overall Tone

Sony’s ended their conference with a new game, Days Gone. The gameplay shown had an environment and tone similar to The Last of Us with a post-apocalyptic vibe and emphasis on survival. Days Gone, like The Last of Us, also has zombie-like enemies but SIE Bend Studio’s version of the undead seem to move with a horde like a mentality similar to the zombies from the film World War Z.

Days Gone Zombie Horde

The trailer ended on a note that lacked any “oomph” that the ideal last trailer of an E3 conference should have. It wasn’t bad, but it wasn’t the best way to end your conference especially after a solid lineup preceding it.

Final Verdict

Like Microsoft, Sony covered a lot of ground in their conference. They released game after game, many of which were surprises to their live audience and those online streaming the conference. Sony gave its fans back to back trailers and reveals without any of the sometimes pace-killing and awkward speeches in between. The live orchestra was amazing and added a unique sense of style to the conference, and Sony just kept on moving forward with game after game.

The conference wasn’t flawless. Like all E3 conferences it had some low points where the excitement died down like when it showed a trailer for Skylanders or Lego Star Wars Episode VIII. These moments were few though and didn’t take away that much from the overall presentation. As usual Sony and Microsoft were neck and neck this year with the quality of their conferences. Of the two I’d have to say that Sony gets the A-. Microsoft played it safe with their games, with series they are known for, and their overall presentation didn’t deviate from previous year’s exhibitions. Sony’s conference was fast paced and took a chance at being different, and it paid off.

And that’s all of the E3 Conferences of 2016, do you agree with my evaluations? Any comments or arguments? If so, please leave a comment and stay tuned to Gameskinny for more gaming news. If you want to see the conference yourself, you can check it out on YouTube.

Will Resident Evil 7 Be the Silent Hills We Never Got? Thu, 30 Jun 2016 07:58:37 -0400 Donald Strohman

When Silent Hills was cancelled by social pariah Konami, fans across the world cried out in agony. It seemed like the perfect blend of creators and cast to possibly make one of the best entries in the series to date. With Walking Dead actor Norman Reedus playing the main character, and legendary creators Guillermo Del Toro and Hideo Kojima directing the project, it seemed like a potential slam dunk for the return of survival horror.

And yet, thanks to the pure idiocy of Konami, the most players ever got out of the discontinued project was the PlayStation 4 demo P.T, which you can no longer download off the store anyways. 

With Hideo Kojima and Norman Reedus set to work with Sony Interactive Entertainment on Death Stranding, it would seem that hope for a proper Silent Hill game has been all but dashed. Even the indie developed game Allison Road, which contained a lot of the same elements that made the P.T demo so chilling, has since been cancelled. And with survival horror games becoming a dying breed, these losses feel like extra stabs to an already bleeding carcass of what the genre used to be.

Here Capcom Comes to Save the Day?

And then E3 2016 happened. While Silent Hills may not have been magically resurrected, there was a giant hit that came out of left field from a series that has become more of a joke over the years: Resident Evil. After a large series of missteps in the series following the critically acclaimed Resident Evil 4, Capcom announced the series would finally be returning to its horror routes after the disastrously misguided Resident Evil 6, which was solely an action adventure experience. 

Just like with P.T., Capcom released a demo for Resident Evil called The Beginning Hour onto the PlayStation Network Store after its announcement at E3, and so far the reaction has been very positive. Thanks in large part to the demo showcasing an experience based entirely on atmosphere and exploration of a run down house, Resident Evil 7: Biohazard could mark the beginning of a beautiful friendship between Capcom and its scorned fan-base. 


There's just one problem, The Beginning Hour is just that: a demo, and an extremely early one at that. Before the player is able to get into the entire experience, a disclaimer pops up letting the user know that the demo "doesn't represent the final product and changes are bound to be made".

For all we know, Capcom could up and change their minds tomorrow and decide to make Resident Evil 7 exactly like Resident Evil 6.

Think about that for a second -- it's not like it would be impossible for the switch to happen. After all, Konami up and cancelled one of the most anticipated games of 2016 over a hissy fit with one of Silent Hills' creators, so who's to say something similar might not happen here?

Capcom even revealed that they intended to implement combat mechanics into the final product, something that was only slightly graced upon in The Beginning Hour. Exploring through the attic, the player could look for an ax weapon, but was never be able to use it thanks to the unavoidable "twist."

Biohazard isn't set to release until January of 2017, that span of time could spawn a multitude of changes if executives aren't happy. Just how scary would that abandoned house be if developers suddenly decided to throw you an AK-47? All in all, if combat is favored too highly above everything else, it'll kill the entire experience; because nothing screams "pure dread and fear" like the knowledge you have no way to fight off an enemy, you just have to outmaneuver and survive. 

Yet, You Should Still be Excited!

However, considering the praise the Resident Evil 7 demo has been garnering, it would be incredibly silly for Capcom to try and fix what isn't broken. Games like Amnesia, Slender, and Alien: Isolation worked so well in the instillation of fear -- not because they tried to be grand epic adventures, but because they knew made caused fear: a lack of power. Resident Evil 6 did try to throw in some frights into its explosion-heavy campaign, but I can guarantee not a single one of them worked, because of the vast arsenal of weapons you could use to face whatever the game would throw your way.

The P.T demo understood how a lack of power creates scares, only giving you a flashlight to brighten the way you were walking, and nothing more. Resident Evil 4 understood this too, even though you had shotguns and machine guns to use! While you had an assortment of weapons to purchase and utilize, the game hindered you by preventing you from walking while aiming -- i.e., taking away power from the player. 

When I played the Resident Evil 7 demo, I was beyond stoked to see what the final product would be like. There was so much dread and eeriness layered in the demo's atmosphere that I could feel goosebumps running up my skin -- something I, and many fans of the series, had not experienced since Resident Evil 4. And to see the series finally returning to its roots, even after the downright horrible experience of Umbrella Corps, feels like a wave of relief.

Regardless of whether or Capcom is just doing this to capitalize of Silent Hills' failure is beside the point. If the success of games like Slender or Five Nights at Freddy's is an indication of anything, it's the fact that players clearly want their AAA survival horror games back. If Capcom wants to gain back the fans they've lost along the way, they should triple check and make sure they follow The Beginning Hour's game plan as much as possible.

Did you get a chance to check out the Beginning Hour demo? What are your thoughts on it? Be sure to let us know if you're excited to see Resident Evil return to the survival horror genre, or if you're still skeptical thanks to their recent strings of duds. 

Virtually here: The best of E3 VR and what it means for the future of gaming Mon, 20 Jun 2016 08:49:47 -0400 Seth Zulinski

In case you missed E3, haven't read anything about it, haven't talked to anyone that's heard anything about it, or have lived in a damp cave for the past few weeks, here's the main message of this year's showcase: 

The future is here. 

Buried deep in the dusty pages of old paperback sci-fi novels was an era we all knew was coming some day. From Star Trek to Sword Art Online, in countless movies and TV shows, for decades we've been presented with an evolution of technology (and gaming) that was made inevitable by how badly we wanted it more than anything else. Huge headsets and glowing visors, tactile controllers and motion controls. A deeper sense of being in the games we play.

True immersion

Well, that bus has come to a complete and total stop here, ladies and gentlemen. We've arrived.  

E3 2016 has marked this as the Year of Virtual Reality. 

Pictured: The future of gaming. Or Daft Punk. It's hard to tell.

While it's certainly true VR projects have been around for a while, this year's E3 marks the first year major players in the industry seem to have fully adopted the Virtual Reality revolution. Household names from Sony to Bethesda have come out in full force to let their game developers and the fans at home know that they plan to support the budding platform.

Let's take a look at a few of the virtually limitless games and tech unveiled at this year's conference:


While two of the first giants in the ring were PC oriented with the Oculus Rift, and Valve/HTC's lovechild the Vive, veteran of the console wars Sony sent a clear message that they weren't scared to step into the VR ring. The producer of the PlayStation promised 50 playable VR titles by the 2017 release of the Virtual Reality platform (creatively titled "PlayStation VR"), and we couldn't be more excited for: 

Resident Evil 7: Biohazard VR

One of the biggest things happening in non-VR related gaming right now, Resident Evil 7's "PT"-esque survival horror demo Beginning Hour has been making its rounds -- drumming up support for the creepier, more horror-bent installment that's a marked departure from the series' more recent action-oriented entries. 

And as anyone who attended or watched E3 knows, this demo (as well as Resident Evil 7 itself) is going to be a fully playable title on the PlayStation VR, running on its very own RE Engine. 

Resident Evil 7 promises to be a return to the series' horror roots, so be sure to check out this gruesome reality next January when it's released.

100ft. Robot Golf

I'm not sure that we even have to explain why this is awesome, but here it goes:

Coming in 2016 to a PlayStation VR system near you, 100ft Robot Golf is a game where you completely destroy a city as you pilot a 100 foot tall robot through a game of golf. 

Customizable playstyles and abilities? Sure. The capacity to tweak and remodel your paramilitary putt-putter? Absolutely. The ability to play as five dogs in a suit? You be-- wait what? You can do that? Yes. Apparently playing as five dogs in a suit is a thing you can do.

And if the ability to play in Virtual Reality as a team of corgis piloting a giant war robot through a Par 6 metropolis isn't your idea of the future, then yours is a future I don't want to live in. 

Star Wars Battlefront: X-Wing VR Mission

If there's any VR game that deserves a live orchestra playing its soundtrack at the reveal, it has to be a Star Wars title -- specifically, Star Wars Battlefront: X-Wing VR Mission. 

With the Virtual Reality revolution fully underway in 2016, pilots will finally be able to don their VR helmet-visors and get the full experience of "actually there piloting an X-Wing" Red (or in this case Blue) Squadron and exploding Tie Fighters for the first time.

The (Virtual) Reality of Sony's Lineup

While these are certainly some of the top-of-the-pile VR offerings, Sony's dedication to Virtual Reality doesn't stop there. The console/gaming/tech mainstay has also teased at or revealed a ton of other high profile VR releases, ranging from Batman Arkham to VR segments of Final Fantasy XV. From storybook flight game How We Soar to horror-noir title Here they Lie. They even showcased Tether, an adorable little base-building game where you order adorable creatures to do adorable daily tasks, adorably build a tiny adorable base, and adorably club monsters to a presumably adorable death. 

With such a powerful presence pledging support for the fledgling VR platform, it seems the threat of Virtual Reality being a flash in the pan is more smoke than fire. 


In what might have been the most surprising turn of events given the rather VR-centric nature of 2016's E3 conference, Microsoft was surprisingly quiet on the VR front. While nothing too overt came from their segment, Project Scorpio (frontrunner for "potential Microsoft VR system") was finally teased.

And the footage for Scorpio was a goldmine promising "Premiere VR experiences", not the least of which comes from...


If Sony brought out the big guns with the likes of Star Wars and Final Fantasy, other platforms are renting out whole battleships with two of Bethesda's hottest releases coming to VR systems. The most notable of the two, of course, are...

Fallout 4 VR

With a player base as loyal as any Dogmeat and a world known for both vastness and depth, Fallout 4 is the perfect title for the young VR platform (specifically the HTC Vive) to really let players stretch their virtual legs in the new gaming landscape. Complete with Pip-Boy functionality by raising your in-game left arm, players will soon be able to help settlements like never before -- totally immersed in and surrounded by a post-apocalyptic Wasteland.

So it's a lot like visiting New Jersey, except from the comfort of your own home once this title hits the HTC Vive mid-2017.


While initial reports vary wildly and leave readers and watchers with a very "hit and miss" verdict when it comes to Bethesda's DOOM VR demo at this E3, a lot of the "misses" are tell-tale signs that Bethesda is aware of the limitations and and differences Virtual Reality titles have when stacked against more traditional gaming systems. 

This is a good thing

By release (currently date and platform are unspecified), fans of the series, Bethesda, and Virtual Reality will all assuredly have a rock solid entry into the Virtual Reality Demon-Fragging genre, giving players a little more pace than plot in a VR title. 

What it all means

"I have absolutely no idea what most of this says."

While many of the titles shown off at this year's E3 are certainly familiar franchises, the results of this year's concerted effort to make VR a talking point by major players in the game mean more than just "a new way to play Fallout" or "another weird thing that isn't a Summon in Final Fantasy". 

This is the year where titans in the industry stepped up to a worldwide audience, showed their hand when it came to the Virtual Reality platform, and told us "Yeah, absolutely. This is happening. This is here."

It's a new, powerful way to play everything. It's a whole new avenue to explore that's both compatible with existing technology and the start of a whole new front of advancement -- and it's being embraced by people and companies with the power to make lasting impacts in the area. 

Now, sure, similar things have happened with, say, movement controls like the Wii and PlayStation Move -- but those were more alternative controllers than "entire new frontiers for immersion". A little more gimmick than "totally different ways to play games that literally puts the player in the middle of the action" -- and even then, at least one of those was a pretty heavy success. 

What it means, as fans of Virtual Reality, fans of science fiction, fans of gaming, or even just people that know fans of any of those things, is that Virtual Reality -- the awesome thing we've seen or read about for decades -- is being held onto tightly by people with the power to make or break what gaming and technology have to offer us. Virtual Reality gaming -- Virtual Reality period -- is going to happen. It's already happening.

This isn't a guy with frazzled hair standing on the corner ranting that one day we're all going to be plugged into machines with cool goggles. This isn't the plot of a Wachowskis movie, and it isn't a Star Trek episode (though Ubisoft did reveal Star Trek: Bridge Crew VR).

This is the year where titans in the industry stepped up to a worldwide audience, showed their hand when it came to the Virtual Reality platform, and told us "Yeah, absolutely. This is happening. This is here."

"The future is now."

Seriously though. Are these like alternate Oculus Rift models, or...?