>>446871623>So why do you care?
Why would I not?
Like said, never before the RE7 did difficulty modes completely change the power balance and style of the whole game. Even if you played on Easy moodo, you still had to explore, prepare, save and fight all the same. You just got tad more supplies, and that's it. >Why do you care how OTHER players experience the game?
Because I'm not a sociopath incel like (You), and actually care how one of my favorite IPs are portrayed. >experience of others has zero impact on you
On the contrary. The devs keep appealing to these mouth breathing casual morons now, thus ruining my games, my experiences. Meaning to get any sort of remote challenge and enjoyment out of most of them, I literally need to blindfold myself and play a game of pretend, turning off half the game, and still feeling patronized.>>446871661>You're using "EXPLORE" as code for "wall hump every wall of every room while hammering X"
Great exaggeration, but what is wrong with that actually?
If you did not get items or crucial information, you at least got the characters' comments on the details in the area. Which is something totally absent in the Demake, further underlining that this is a run-n-gun game by heart, not a puzzler-adventure with some monsters.>you're a moron
Not an argument.>just manually do everything!
Stop being an apologist for shit game design.>back to /vr/
Never been there, but seems like I might migrate soon.>>446871808>It makes more sense and is less frustrating to show the player what in the environment can be interacted with
Wrong. It's just pure laziness that takes away all NEED to explore. You just run into a room, scan for floating X symbols, and move on.
There'd be dozens of more subtle and fitting ways to guide player's focus without succumbing to this spoonfeeding trick. One is to use hi-contrast colors, like they actually did with those tapes and chains. Old RE & SH games did something similar with supplies.