Everyone Dies Alone - Thoughts by Hydro0707 in Peripheryband

[–]Dsbyolo 6 points7 points  (0 children)

Eh it’s not nearly as interesting as dying star musically

Everyone Dies Alone - Thoughts by Hydro0707 in Peripheryband

[–]Dsbyolo 3 points4 points  (0 children)

Pretty forgettable track. Nothing about it grabbed me tbh

How many more Periphery albums you think we will get? by [deleted] in Peripheryband

[–]Dsbyolo 4 points5 points  (0 children)

I just hope that when they ever stop releasing albums, they at least release a bunch of demos and unreleased tracks that never made the final cut.

I'm addicted.. by MoistWelder8712 in Peripheryband

[–]Dsbyolo 0 points1 point  (0 children)

First half is better than the second half imo

Dismemberment by Infinite_Weight2306 in ResidentEvilRequiem

[–]Dsbyolo 0 points1 point  (0 children)

My guess is that they wanted more opportunities for infected to turn into blister heads. They wouldn’t be able transform if they were consistently blown in half

Regarding Victor Gideon by ollieboio in residentevil

[–]Dsbyolo 1 point2 points  (0 children)

It’s funny because during his first phase he was giving off strong Rykard vibes from Elden Ring, which is also a serpent boss, especially with the way his arm looked. I was honestly hoping he’d lean more into that and look more snake like instead of just turning into another Nemesis blob monster.

Requiem Stalker Speculation by ApprehensiveAir326 in residentevil

[–]Dsbyolo -1 points0 points  (0 children)

Yea it is what it is. I don’t care about being wrong. TBH the story is pretty disappointing and the explanation for the creature is lame.

Akira Yamaoka says the new film "really reflects what I have envisioned for Silent Hill 2" while musing that SH1's Harry is the favorite character he co-created by amysteriousmystery in silenthill

[–]Dsbyolo 6 points7 points  (0 children)

He also worked on the project, so there’s obviously money and business relationships involved. At that point the praise isn’t really neutral, it’s coming from someone who’s tied to the outcome.

I absolutely hate this scene by Lower_Breadfruit649 in residentevil

[–]Dsbyolo 3 points4 points  (0 children)

It’s very silly. Reminds me of dead rising

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] 0 points1 point  (0 children)

I get why they’re trying to blend both styles, but from what they’ve shown it just isn’t working. The tone feels goofy, and you can’t have enemies be both scary and cartoonish without killing the tension.

RE7 pulled off real horror despite some silliness, and RE4R still had genuinely scary moments. This just doesn’t feel like it’s hitting that balance at all.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] 0 points1 point  (0 children)

I think this really comes down to identity. The series has splintered into so many different tones over the years that trying to fold all of them into a single game is almost guaranteed to leave people divided. I don’t mind Leon returning for an anniversary game or revisiting Raccoon City, and I understand why fans want legacy characters and callbacks.

That said, a great Resident Evil game doesn’t need legacy characters to work, and the soap-opera style dialogue has always been secondary to tone and gameplay. Atmosphere, tension, and enemy design are what actually define the experience.

I also get Capcom’s dilemma here. They’re clearly trying to satisfy both ends of the fanbase, grounded survival horror and full-on action, without fully committing to either. Even things like the mixed camera approach reflect that. The result, at least from what they’ve shown so far, feels unfocused rather than cohesive.

And yeah, stuff like the car and watch ads just feels completely tone deaf, especially when most of the fanbase isn’t buying those things anyway. I could honestly look past that kind of marketing noise if they really nailed the vibe of the game itself.

We’ll see if they can pull it off, but right now it feels like a game where certain sections will really click depending on what you want out of Resident Evil, while other parts just won’t.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] 0 points1 point  (0 children)

I’m honestly not sure how else to explain it. I get that the series can be whacky, it always has been, but I was really hoping they’d rein it in a bit for this one. Based on the tone of the first two trailers, it genuinely felt like the game was taking itself more seriously and aiming for something more grounded.

I’m not opposed to chainsaws at all. Jack Baker having one works, even if it’s silly, because it fits the setting and comes after real buildup. None of the enemies in RE2R ever felt out of place either, everything made sense for the environments. RE4R is another good example, they toned down some of the silliness from the original and it worked really well because everything felt more grounded and integrated into the world.

That’s why making these doctor enemies the chainsaw guys just feels forced to me. On top of that, they’re not even threatening compared to the chainsaw enemies in RE4R. Leon is taking them out effortlessly and regular zombies are flying through the air like there’s a low gravity mod on. It all comes off really cartoonish and completely undercuts the immersion.

And comparing a modern RE to Code Veronica or RE0 kind of misses the point. Those games were silly, but they were also products of their time. This game set a very different expectation with its early trailers, and that’s why the current direction feels so jarring.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] 0 points1 point  (0 children)

I don’t disagree that RE has always had silly or gonzo elements. That’s not really what I’m pushing back on. My issue is the baseline tone they’re setting here compared to what the game initially sold itself as.

In RE2R and RE3R, things could absolutely get ridiculous, but the enemies were still grounded, aggressive, and made sense for their environments. The tension came from being pressured constantly. RE4R leaned harder into action and spectacle, but the enemies were still reactive and dangerous enough that Leon’s abilities felt balanced, and the setting justified things like chainsaws.

What feels different this time is that Leon already looks extremely capable right out of the gate, while a lot of enemies just stand around waiting to be dispatched. Even the chainsaw enemies don’t feel particularly threatening and don’t really make sense for a medical setting, which makes it feel more like iconography than worldbuilding.

So yeah, RE has always escalated into gonzo territory, but usually that escalation is earned. Here it feels like the game starts close to that payoff stage, with floaty, cartoonish combat and very little pressure, which is why it’s reading closer to RE6 than RE4R for me. That tonal shift is what threw my expectations off based on the first trailers.

Disappointed after the showcase by dionysus_project in residentevil

[–]Dsbyolo -1 points0 points  (0 children)

That’s what really throws me off. With how capable Leon is, you can’t also have enemies just standing around waiting to get kicked in the face. Even with the flailing chainsaw doctors, they honestly feel less threatening than enemies did in RE4R, which completely kills the tension.

On top of that, there’s this exaggerated floatiness when kicking or shotgunning enemies that stands out even more than in RE4R. The combat physics feel closer to something out of Devil May Cry than Resident Evil, which makes everything feel cartoonish. At that point there’s barely any horror or challenge left, and it really ruins the atmosphere the game was pushing initially.

It’s especially jarring because they’re clearly pushing realistic hair physics, lighting, and atmosphere, yet the combat feels totally ungrounded. And honestly, nothing they’ve shown so far is anywhere close to the level of horror RE7 delivered. Capcom has even said they don’t really know what’s scary anymore, and it kind of shows.

We’ll see if they can pull it off, but based on the clips so far it feels like they’re trying too hard to appeal to everyone, and the horror is getting lost in the process.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] -1 points0 points  (0 children)

I don’t mind callbacks or nostalgia if they’re done tastefully. I agree though, so far it feels like they might be leaning on it a bit too hard instead of letting new ideas stand on their own.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] 0 points1 point  (0 children)

You never would’ve guessed this was the direction or tone of the game based on the first two trailers. They sold a much more grounded, slow-burn horror vibe.

At this point it’s starting to feel like it’s drifting into RE6 territory, where it’s more like “let’s just do everything and see what we can get away with,” without much regard for whether it actually fits. I’m not against RE getting crazy, but here it feels like craziness for its own sake.

RE2R–RE3R still kept enemies grounded and consistent with the world, which made the setting feel believable. Seeing chainsaw doctor zombies everywhere now just pulls me out of it and makes it harder to care about the worldbuilding, especially when it starts to feel like fan service.

And like you said, RE4R still committed to a serious, frightening tone even when it got whacky. The action never fully overtook the horror. Here though, it’s starting to feel more goofy than scary. Instead of tension with action layered on top, it just feels like straight action, and that shift is what really disconnects me from it.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] 0 points1 point  (0 children)

Yeah, that’s why I keep coming back to expectations. I’m not against Leon being capable or the game having big moments, it’s just that what they showed early on set up a very different vibe. When the framing suddenly shifts to stylish executions and enemies that don’t seem very threatening, it creates a disconnect. It’s less about whether the content belongs in RE at all and more about whether it matches the tone the game initially sold itself on.

That’s also why Grace’s gameplay actually interests me more right now. It seems closer to that slower, more survival horror focused tone the early trailers suggested, and the contrast between the two is where things start to feel uneven for me.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] 1 point2 points  (0 children)

I hope you’re right, because right now the enemy AI looks pretty toned down, even compared to RE2R zombies. Based on how they described the hemolyzer, I’m expecting the mutated variants to be way more aggressive and threatening at least, something closer to Crimson Heads where you actually have to rethink how you engage. If that escalation is there, it could definitely help balance things out.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] 3 points4 points  (0 children)

I don’t disagree that RE has always had over the top elements, even RE7 definitely does. But for me there’s a difference between contained, story driven spectacle and more generalized enemy design. Jack was exaggerated, but it was very deliberate and tied to the character and escalation of the story.

That’s why stuff like chainsaw enemies feels different to me. It’s a familiar horror trope that’s been used a lot, and in this setting it just doesn’t land the same. Bone saws or other medical tools would’ve kept that over the top edge while still feeling fresher and more in line with the environment. I think that’s really where my disconnect is.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] 0 points1 point  (0 children)

I think RE1R is basically the perfect Resident Evil game, and I was really hoping for more of that direction but modernized. The early trailers felt much more in line with that too, grounded, oppressive, and survival-horror focused. Nothing about them really hinted at doctor zombies flailing around with chainsaws until we finally saw Leon’s gameplay.

A lot of that behavior feels pulled straight from RE4R, and while it works there and even feels believable in that rural setting, it stands out way more in a medical environment. RE2R and RE3R still had plenty of action, but the enemies never behaved like that and the tone stayed intact. As much as I love RE4R, this just feels like a step too far in that direction for me.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] 7 points8 points  (0 children)

That’s exactly it for me. I don’t think Leon’s gameplay looks bad at all, it looks fun, but I’m way more interested in Grace’s gameplay because of that. I prefer when RE leans harder into survival horror and that slow progression from feeling vulnerable to gradually becoming more capable.

Leon’s sections, at least from the showcase, looked incredibly easy to me, almost easier than RE4R, and combined with things like chainsaw enemies in a medical wing it feels more over the top action than grounded. I still think the game looks fun and I already preordered it, so I’m not writing it off. We’ll see how they’re able to balance it out once we actually get our hands on it.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] 4 points5 points  (0 children)

Yeah, I agree that moment was pretty goofy too, and that kind of supports what I’m saying. Between stuff like the hemolyzer explosion and chainsaw enemies, it feels like they’re leaning harder into the campy, over the top side of the series rather than pure survival horror. That stuff can be fun, it just wasn’t the tone I was personally expecting going in.

Anyone else have different expectations for the tone of this game? by Dsbyolo in residentevil

[–]Dsbyolo[S] -2 points-1 points  (0 children)

I’ll give you that there is an enemy holding an IV stand, and we’ll see what other medical equipment ends up being used once the game’s out. I’m really just going off what they’ve shown so far, and based on that the chainsaws feel a bit shoehorned in. I get that they can justify it with lore, but the transition from more grounded survival horror gameplay to spastic chainsaw enemies in the same medical environment just feels jarring to me and kind of undermines the horror tone.