Resident Evil 7: an experience heralded by many as a return to form. Specifically, a first-person mutation of the series’ original form. Hallways, herbs, pistols, shotguns, puzzles – Capcom’s latest scare-fest is a slow-paced trek through a veritable house of horrors.
Absent from the list of things many consider ‘classic Resi’ is the series’ pervading sense of tragedy, something that’s almost impossible to itemise. A half-decent crack at it might include its foreboding musical score, its identifiably human foes and those small, seemingly inconsequential notes.
Continue reading “The untold tragedies of Capcom’s house of horrors”
See that semi-colon all the way down there?
You can actually scroll down to that semi-colon.
It may not actually be all that interesting – it’s there solely for the sake of a silly post introduction. But it is there. You can put your cursor over it, too.
Said semi-colon isn’t an especially well-developed, mechanically rich piece of punctuation, mind you. It’s something to go and do for the sake of going and doing something.
Continue reading “Side quests – and why Prey is a reminder of what makes video games so special”
Them: “Welcome to Murder King – can I take your order?”
Me: “I’ll have sausages, custard and a bit of mustard, please.”
Continue reading “Sausages, custard and a bit of mustard – why The New Order works”