Resident Evil 7: Biohazard: Hats off, Capcom!

More action, less survival horror, that was the recent trend in the Resident Evil series . At the latest with Resident Evil 6 , the time-honored horror series mutated into a third-person shooter – much to the displeasure of many fans. But according to the developer Capcom now should be over, the seventh series part would return to the classic roots. Did the Japanese keep word?

By Stephan Petersen

Zumindest schlüpft der Spieler diesmal nicht in die Rolle eines bekannten Serien-Protagonisten. Chris Redfield und Co. müssen draußen bleiben, Held des Spiels ist Ethan Winters. Der ist kein Mitglied einer Spezialeinheit, sondern ein normaler Zivilist. So wie du und ich. Das lässt ihn verletzlicher erscheinen als es bei einem Elitekämpfer der Fall wäre. Unsere Heldenbrust wird jedenfalls nicht breiter; der potenzielle Angstfaktor steigt.

Ethan is looking for his wife Mia, who disappeared three years ago. But suddenly, a sign of life! A video message from Mia warns Ethan: „Forget me! Do not look for me! „The receiver would have heard better of this warning. But after all, there are the good and the bad times in a marriage, right? At any rate, Ethan seems to believe in the covenant for life. Or he misses it, as Mia has always prepared the breakfast eggs for him. His motivation does not really open up to me. But more about that right now.

Text lines for the Transformers audience

Thanks to an email from Mia, Ethan knows her whereabouts: an address in Louisiana. The destination turns out to be a run-down mansion and is not as abandoned as it first seems. Lost newspaper reports, which are reported by conspicuously many missing persons in the region, as well as legacies such as photos and backpacks do not bode well. After all, you will quickly find in a basement dungeon. However, the reunion between Mia and Ethan is remarkably emotionless. As if Mia had gone to the cigarette vending machine and the tipping had actually been on the living room table for five minutes. Sponge over it, that will certainly!

Essentials: C64

The C64. Of course he has to go in here. Because he was essential, that’s for sure. Has sparked my passion for playing, the fascination for technology in general. Although I was an ignorant offspring nerd first fell for the C16 (which has influenced my digital evolution but significant and to which I have already paid homage on this blog ). But when I had finally convinced my annoyed parents of the urgency of a C64 upgrade and the (bread) box – via bulky garbage – used to buy – my own, there was no stopping me and my prepubertal friends.

By Benedikt Plass-Fleßenkämper

When I think of the C64, I think of 5 1/4-inch disks, perforated and double-sided. When they were brand new, they exuded this incomparable fragrance. We exchanged games in the schoolyard like others nonsense in Whatsapp or on Facebook these days; we were the Kings of Copy. That was normal then. Innocent times. I hoarded my huge, bulging diskette box like a precious treasure.

The Game Journalist – Part 13: The Freelancer and the System of Fear

Today’s theme of my game journalist series is certainly not a comfortable one, but it’s a necessary one. All the more so since I have recently held numerous conversations with colleagues about life in self-employment and discovered that „freedom“ is almost all one thing we are afraid of. Far too much fear.

By Benedikt Plass-Fleßenkämper

Of course, being self-employed is a privilege, and it has some advantages. But you always have to be aware of it. But that is not the point here and now; The beautiful pages of Freelancertums I will devote myself in a future blog entry detail.

We are all scared

Back to the fright, which especially haunts those who have taken the risky career of a game journalist. Since you do not even have to look at the current IVW figures of the magazines, to know that there are certainly more crisis-proof jobs. But other freelancers such as graphic artists, translators or editors are also familiar with the system of fear. And not only the self-employed know the everyday fear of being suddenly out of nowhere. In times when small and large companies save, rationalize, and sort out losses without taking (human) losses into account to maximize their profits to the last penny, no one can be sure that he will be up to date with his current job pensionable pension.

In addition, the games industry and the media industry in particular are experiencing constant ups and downs, with the gaming -affine press landscape in particular finding it more difficult than ever before. I do not have to list any examples now; Unfortunately, the graveyard of the game magazines is getting fuller.

Shadow of the Colossus: The Art of Reduction

Today, Shadow of the Colossus is considered a masterpiece of video game programming art. Time to face this colossus again. Can a 3D game of the penultimate decade be relevant at all? Very well, because it still exemplifies how atmosphere arises.

By Stefan Wild

Japanese video games often have the guts to crave interest and undivided attention in addition to the tendency to cheesy drama. In Shadow of the Colossus is this shows already on the intro. „That’s a work of art!“, One might argue, „If you do not like the minute-long input sequence of a leisurely pacing youngster, you’re wrong!“ Yes, you could. It would not be true though. The cutscene at the beginning of the game, I have only once viewed completely, and that will last until the end of my days. However, I enjoy the game experience in all its masterly depth, I am convinced of that. But what is this depth? What makes this now 10-year-old PlayStation 2 game a classic deserving to be called that?