Still, what Village’s variety of grunts may lack in smarts they certainly make up for in sheer numbers, and although I rarely encountered clusters of more than a handful enemies at a time for the first few hours (outside of the initial overwhelming village reception), at somewhere around its midpoint the size of these enemy swarms started to swell substantially. Granted, most of these enemies aren’t particularly clever in their own right – the genetically modified mutants of Heisenberg’s factory might have deadly drills for arms, but they’re far from the sharpest tools in the shed when it comes to outmanoeuvring you one-on-one. Should you spend your scarce supply of scrap to cobble together a landmine that will blast the armour off one of the tank-like Lycans, or fashion it into sniper rifle rounds so that you can eliminate nesting gargoyles from afar before they have a chance to swoop down on you? This expanded roster of bloodthirsty beasts doesn’t just make for a more interestingly evolving series of combat encounters, but it also adds some welcome new depth and decision making to the bolstered crafting system. Village remedies this by throwing a significantly broader set of nasties into your crosshairs in fact, the last time there was a line-up of village people this diverse they were singing disco songs about the YMCA. Their onslaught feels like an aggressive response to one of Resident Evil 7’s most notable shortcomings in the lack of variety in its enemy types its handful of lumbering monsters were referred to as the ‘Mold’, an appropriate name, since they quickly grew stale. The Wolves of Maul StreetĪside from the aforementioned Lycans – which come in multiple forms – there are zombie ghouls, flying gargoyles, full-on werewolves, and more waiting to ambush you at every turn. Delving into the darkest corners of Village’s world and uncovering the real reason these fairytale freaks have come into existence in the present day made for a compelling mystery that hooked me throughout my 10-hour playthrough. There are noticeable shifts in mood between each setting, with one demanding a more stealth-driven approach while another leans more into psychological horror than combat. Each presides over their own visually distinctive domain that you must survive, from the opulent gold-trimmed interiors of Castle Dimitrescu to the grungy mechanical works of Heisenberg’s subterranean facility. All four report to the mysterious head witch, Mother Miranda, and although admittedly none of them managed to coax out the same kind of genuine scares as the southern-fried psychopaths in Resident Evil 7's Baker family, I found the lot of them to be entertainingly twisted in a slightly cartoonish, Batman villain kind of way.
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