HITMAN World of Assassination & 007 First Light News & Walkthrough Channel. Covering everything including Silent Assassin Suit Only, Challenges, Escalations, Elusive Targets & Featured Contracts in HITMAN to all things 007 First Light.
I also cover all news and updates for 007 First Light & HITMAN World of Assassination
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MrFreeze2244
There'll be no EARLY content from me for 007 First Light.
I'll be learning the game alongside you all from Day 1.
But don't worry - there'll be plenty of videos on 007 First Light. Hopefully you'll stick around... this could be the channelโs second coming.
If not, it's been a great 10 years on YouTube, providing literally thousands of guides on HITMAN World of Assassination and getting to meet a lot of great people along the way.
We're just 3 weeks away until 007 First Light is released. Time to get excited.
2 weeks ago | [YT] | 1,926
View 122 replies
MrFreeze2244
๐ซ๐ฆ๐ฃ๐๐๐ก๐ง๐๐ฅ ๐๐๐๐ ๐ฅ๐๐ฉ๐๐๐ช๐ซ
Splinter Cell is a game built entirely around stealth, but a lot of its mechanics actively work against that idea, which made it a frustrating experience overall.
One of the first issues is how clunky basic interactions feel. You canโt open doors while carrying bodies, and moving bodies in general is painfully slow. Simple actions like jumping through windows or stepping over knee-high obstacles feel awkward and unresponsive. Even grabbing ledges isnโt always reliable, which leads to unnecessary mistakes.
The game also includes tail missions, which are never fun in any game, and here theyโre no different. On top of that, there are long sections where youโre forced to carry bodies, which drag on way longer than they should and completely kill the pacing.
A big problem is how the game forces you into certain playstyles. Youโre often required to knock out specific guards just to get satchels for keypad codes, even if youโre trying to play more stealthily and avoid unnecessary takedowns. It removes player choice and feels restrictive.
The pistol is incredibly inaccurate, to the point where itโs hard to justify using it at all. Which is ironic, because the game teaches you early on to shoot out lights and stay in the shadows โ but then a lot of those lights are conveniently covered or protected, meaning you canโt shoot them out anyway. It completely contradicts its own mechanics.
Sound design is another major issue. The game is extremely sensitive to noise โ guards hear almost everything unless youโre crouch-walking at the slowest possible speed. That wouldnโt be so bad if it didnโt clash with another problem: guards often walk faster than you can move quietly, making it difficult to even catch up to them for a takedown.
Even when you do get close, guards will:
โข Stop suddenly
โข Turn around after just a few seconds
โข Or randomly spin around for no reason
It genuinely feels like they know youโre behind them at times.
Detection is also unforgiving to the point of being ridiculous. If a guard spots you for even a split second, suddenly every guard in the area knows exactly where you are and starts shooting immediately โ even if youโre standing in pitch-black darkness where they shouldnโt realistically be able to see you.
That said, the game absolutely nails its atmosphere and immersion. The music is excellent โ subtle, tense, and perfectly suited to the stealth gameplay. It builds suspense without being overbearing and really enhances the mood of each mission.
The guard chatter and background dialogue also add a lot. Guards having random conversations with each other, doing radio check-ins, or just talking amongst themselves makes the world feel alive. Itโs one of the few areas where the game truly shines and helps pull you into the experience despite the gameplay frustrations.
Overall, Splinter Cell has the foundation of a great stealth game, but itโs held back by clunky movement, inconsistent mechanics, overly sensitive AI, and systems that contradict each other. Instead of feeling like a calculated stealth experience, it often feels like youโre fighting against the game itself.
๐ฑ/๐ญ๐ฌ
๐๐๐๐๐๐๐๐๐๐
1 month ago | [YT] | 180
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MrFreeze2244
๐ซ๐ง๐ข๐ ๐ ๐ฅ๐๐๐๐๐ฅ ๐๐ ๐ฅ๐๐ ๐๐ฆ๐ง๐๐ฅ๐๐ ๐ฅ๐๐ฉ๐๐๐ช๐ซ
Tomb Raider II pretty much drops you straight into the game with little to no context. Thereโs no real explanation for why youโre there or what your overall goal is โ youโre just expected to figure it out as you go.
The biggest issue I had โ and there are quite a few โ is the sheer amount of trial-and-error deaths. The game is full of instant death traps: pits, spikes, falling hazards like giant snowballsโฆ and most of the time, you wonโt even know theyโre there until itโs too late. Youโll slide down a slope thinking itโs part of the path, only to fall into a death pit. Then you realise after dying that you were meant to go down backwards and grab a ledge โ something thereโs no way you couldโve known beforehand.
That kind of design runs throughout the entire game. It constantly feels like you're being punished for not already knowing whatโs coming.
And to make matters worse, there are no checkpoints. If you donโt manually save โ and save often โ youโll be restarting entire sections or even full levels. It forces you into this paranoid playstyle where youโre saving every few seconds just to avoid losing progress, which completely breaks the flow of the game.
The camera and controls make things even worse. A good example is the snowball trap โ the camera cuts to show it rolling toward you, which is fine in theory. But because the perspective suddenly changes, your controls flip with it. So when you try to move in the direction you think you should to escape, Lara runs somewhere else entirely. Itโs incredibly frustrating and feels completely unfair. Youโre fighting the controls more than the actual game.
This isnโt just a one-off issue either โ it happens in multiple situations where fixed camera angles interfere with movement, leading to avoidable deaths that donโt feel like your fault.
Thereโs a good game buried in here somewhere โ the exploration, atmosphere, and puzzle elements are still there โ but itโs dragged down heavily by outdated design choices, clunky controls, and unfair difficulty spikes that rely too much on memorisation rather than skill.
Overall, Tomb Raider II feels more frustrating than fun. Itโs a game built around learning through failure, but the punishment for failure is so harsh that it kills any sense of enjoyment.
๐ฏ/๐ญ๐ฌ
๐๐๐๐๐๐๐๐๐๐
1 month ago | [YT] | 83
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MrFreeze2244
๐ด ๐๐๐ฉ๐ ๐ง๐ข๐๐๐ฌ โ ๐ฒ๐ฃ๐ (๐จ๐)
HITMAN: World of Assassination stream laterโฆ but thereโs a twist ๐ฆ
Iโm launching a community challenge LIVE on stream where you can win an ultra rare golden Trophy Duck. Only a few people in the world will have it.
There are just 2 codes to win!
Iโll reveal everything at 6PM ๐
If you think you know HITMAN like the back of your handโฆ youโre going to want to be there for the first round.
See you then.
2 months ago | [YT] | 352
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MrFreeze2244
I know I havenโt uploaded a video in 2026 yet.
HITMAN has been winding down content-wise for a while now, and this year continues that trend with only a few new Elusive Targets releasing โ so there hasnโt been a huge amount to cover.
On top of that, I had an Implantable Cardioverter-Defibrillator (ICD) fitted earlier this month. Recovery hasnโt been straightforward and there were some complications Iโve been dealing with.
Right now Iโm also down with a fever and tonsillitis, which makes speaking pretty painful โ great timing.
That said, Milla Jovovichโs Celebrity Elusive Target launches Wednesday 25th February alongside a DLC pack and an ET Arcade mission.
Iโll be covering the usual line-up:
โ Definitive Silent Assassin guide
โ DLC showcase
โ ET Arcade walkthrough
Outside of that, Iโll be streaming nearly daily on YouTube covering various games and any HITMAN / 007 First Light news as it drops.
When 007 launches, you already know whatโs coming.
Thatโs the plan.
Appreciate everyone whoโs stuck around during a quieter period.
2 months ago | [YT] | 1,878
View 115 replies
MrFreeze2244
๐ซ๐ง๐๐ฅ๐ ๐๐ก๐๐ง๐ข๐ฅ ๐ฎ๐: ๐ก๐ข ๐๐๐ง๐ ๐ฅ๐๐ฉ๐๐๐ช๐ซ
Terminator 2D: No Fate is a faithful tribute to Terminator 2: Judgment Day, clearly inspired by classic side-scrolling run-and-gun / beat โem ups like RoboCop vs Terminator, Contra, and Metal Slug. Itโs a short, arcade-style homage that recreates iconic moments from the film โ the truck chase, the steel mill, the helicopter sequence โ with player choices unlocking alternate paths, endings, and modes.
At first, the game is genuinely fun. It nails the 90s sprite work, the animations look great, and the controls are mostly solid. Performance is exactly what youโd expect from a game like this โ no real issues there.
The soundtrack, however, is easily the highlight. Classic Terminator 2 themes are remixed, and the results are genuinely excellent. It carries the atmosphere hard and does a lot of the heavy lifting.
Unfortunately, the game starts to fall apart once the difficulty spikes. At times it feels outright unfair. Enemy placement, damage intake, and hit detection can make progress frustrating rather than challenging. This ties into the ranking and challenge system, which I really didnโt like.
If you die even once โ even if you play perfectly afterward โ youโre locked out of high rankings. Getting S Rank requires near-perfect runs, and certain modes are locked behind flawless scores. Considering how hard it is to avoid damage, this feels less like an incentive and more like punishment. The gameplay simply isnโt good enough to make me want to replay it repeatedly just to perfect every run through trial and error.
Level design is another weak point. Many stages feel samey and uninspired, with not enough variety to stay interesting over multiple playthroughs. For a game that relies on replayability, thatโs a problem.
One of the biggest disappointments for me is that this is a Terminator game, yet about 90% of the time youโre playing as Sarah Connor. It may as well be called Sarah Connor: The Game.
You only play as the Terminator twice:
โข The opening biker bar scene (which is cool for nostalgia, complete with the proper music and Bad to the Bone)
โข The bike chase while rescuing John from the T-1000
Even then, those sections are underwhelming. The biker bar segment is fist-fighting only, and punches are clunky, hard to land, and lack impact. The bike chase mostly involves shooting backwards or opening gates โ functional, but not particularly exciting.
At ยฃ25 in the UK / $30 in the US, the price is hard to justify. The game lasts around 40 minutes on a first playthrough. Yes, there are alternate paths and endings, but the story doesnโt change enough for those replays to feel meaningful. It simply wasnโt enough to keep me engaged.
Overall, itโs a loving, respectful tribute with great music and strong presentation, but held back by repetitive level design, frustrating difficulty, a punishing ranking system, and a lack of variety โ especially considering how short it is.
It just didnโt click with me.
๐ฑ.๐ฑ/๐ญ๐ฌ
๐๐๐๐๐๐๐๐๐๐
4 months ago | [YT] | 63
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MrFreeze2244
๐ซ๐ฌ๐๐๐จ๐ญ๐ ๐๐๐ช๐๐ ๐ ๐ฎ ๐ฅ๐๐ฉ๐๐๐ช๐ซ
Yakuza Kiwami 2 improves on Kiwami in a lot of areas, but it also doubles down on some of the same frustrations I had with the first remake.
Starting with the substories, this was one of the weaker parts for me. Most of them follow the same formula: an NPC is in trouble, being bullied or creeped on, and Kiryu steps in to save the day. There are a few decent ones, but the majority felt very average and forgettable. To make matters worse, a lot of substory conversations were missing music entirely. I donโt know if this was intentional or a bug, but it made many of them feel awkward and lifeless.
Combat-wise, I ran into the same hit detection issues I had in Kiwami. Punches, kicks, and grabs would frequently miss enemies when they clearly shouldnโt. From what Iโve read, this seems to be tied to high framerates, but regardless of the cause, itโs extremely frustrating โ combat is the backbone of the game, and when it feels unreliable, it drags everything down.
That said, Kiryu himself feels much stronger as a character in this game. He comes across as more capable, more confident, and more intimidating. There are moments where he just no-sells attacks in cutscenes โ including taking a bottle smash to the head โ and it really sells him as a proper badass. That was a highlight for me.
Performance is better than Kiwami overall, but I still experienced occasional stutters, again seemingly tied to framerate issues. Not game-breaking, but noticeable.
Visually, the game is a clear step up. Graphics are sharper and cleaner, animations are smoother, and background NPCs going about their day add a lot to the atmosphere. Itโs not perfect โ close-up shots of faces still expose some flaws โ but overall itโs a solid presentation.
Majimaโs return was handled much better this time. Heโs far less annoying than in Kiwami and feels more naturally integrated. However, his new minigame, Majima Construction, was a huge disappointment for me. Itโs slow, repetitive, and lacks any real engagement. It felt like busywork rather than something fun or rewarding, and I bounced off it pretty quickly.
On the flip side, Cabaret Club makes a return, and itโs still one of the best side activities in the series. Itโs engaging, has clear progression, and actually feels worth your time โ a massive improvement over some of the weaker side content elsewhere in the game.
The game also does a much better job with character depth than Kiwami. Relationships are more developed, emotional moments land better, and I found myself caring far more about what was happening this time around.
Weapons were mostly underwhelming, at least in my experience. Aside from a particular katana, nothing really stood out. From what I understand, some of the best weapons are locked behind New Game Plus, which is unfortunate because it means I never really got to experience the combat at its best during a normal playthrough.
Combat overall isโฆ fine, but disappointing in places. The finishers, in particular, felt weaker than in Yakuza 0 or Kiwami. Locking most of the cool ones behind Extreme Heat Mode isnโt great, especially since theyโre not easy to pull off even when youโre in that mode. As far as I can tell, thereโs no proper in-game guide explaining how to trigger specific finishers, and many combat abilities are locked far too deep into the story progression.
The humour, at least, is still top-notch. That classic Yakuza charm is very much intact, and itโs one of the reasons I stick with the series.
I also liked the way the game lets you freely switch between Kamurocho and Sotenbori, especially for substories and exploration. It adds variety and keeps things feeling fresh.
The castle section was a great idea in theory but awful in execution. The spike traps constantly hit me even when I quickstepped out of the way, while enemies were rarely affected. This section really highlighted how broken the hitboxes can feel โ I was swinging at thin air constantly.
The following area with the minigun was even worse. Thereโs a delay before it starts firing, but enemies immediately shoot you, knocking you back and forcing restarts. The ladders leading to enemies are pointless too, since you get shot while climbing. Itโs badly designed and unnecessarily frustrating.
One of my biggest issues with both Kiwami 1 and Kiwami 2 is the way boss fights are handled. Thereโs often a huge build-up to these encounters, but once they start, the boss blocks or dodges around 80% of what you do. It turns what should be hype moments into tedious slogs.
The game clearly wants you to rely heavily on Extreme Heat Mode, weapons, and constant quickstepping, but I donโt enjoy fighting that way. I prefer straightforward brawls, not constantly popping Heat just to do meaningful damage. The excessive blocking and dodging really kills the momentum and makes fights feel more annoying than fun.
Overall, Yakuza Kiwami 2 is still a better experience than Kiwami for me. It has stronger characters, better presentation, improved performance, and more emotional weight โ but itโs held back by janky combat, frustrating boss design, and some very weak side content.
If youโve never played it before, itโs still worth playing, just go in knowing itโs far from perfect.
๐ณ/๐ญ๐ฌ
๐๐๐๐๐๐๐๐๐๐
4 months ago | [YT] | 41
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MrFreeze2244
๐ซ๐ฅ๐๐ฆ๐๐๐๐ก๐ง ๐๐ฉ๐๐ ๐ฉ๐๐๐๐๐๐ ๐ฅ๐๐ฉ๐๐๐ช๐ซ
Having freshly replayed Resident Evil 7, it was time to jump back into Resident Evil Village and its DLC, Shadows of Rose. Village is essentially RE7 on a much bigger scale โ and while some things are definitely improved, not everything hits the mark.
The atmosphere and set pieces are easily the highlights. Castle Dimitrescu absolutely oozes gothic horror. The tone, the lighting, the pursuit sections โ all perfect. That feeling of dread and unease is there early on, and the jump scares land well. But unfortunately, it doesnโt last. The castle section is over too quickly, and for how iconic Lady D has become, itโs a shame sheโs the first one to go. She had more to give.
The gameplay has seen some welcome upgrades. Movement is faster and more responsive compared to RE7, though still feels too slow overall. Shooting is smoother, but weapons still lack punch โ thereโs not enough recoil or impact. Reloading animations are sluggish, and even when you unlock the speed upgrade rewards later on, they barely help. That said, thereโs a good variety of weapons and plenty of upgrades to unlock, but most are gated behind progression or locked until you complete the game or finish Mercenaries Mode โ which personally, Iโm not a fan of.
Crafting is copy-pasted from RE7, but it works fine. Youโll usually have more than enough materials for ammo and healing items. But just like in RE7, enemy variety is lacking. Youโll be fighting the same types over and over, aside from the main Lord boss fights.
Each Lord section has its own tone and strengths. Castle Dimitrescu and Moreauโs lake area are well done, and I liked the build-up to Moreauโs boss fight โ gathering the cranks, solving puzzles, and catching glimpses of the creature made the payoff worth it. Heisenberg was an entertaining character, but his final fight was disappointing โ basically holding one button in a mech suit. There wasnโt much to it. Miranda, the final boss, didnโt leave much of an impression either. I didnโt find her character compelling, and her fight felt like it was there just to wrap things up.
The standout section for me was House Beneviento โ easily the creepiest part of the game. It strips away all your weapons and healing, leans hard into psychological horror, and has some really strong Silent Hill vibes. The baby chase scene? Straight-up disturbing. Thatโs the kind of horror I wanted more of.
Visually, the game looks excellent. The RE Engine holds up well. I had all the ray tracing options turned on, though honestly, it didnโt make much of a difference โ but performance was smooth overall with only a few minor stutters.
Audio design is top-tier. Footsteps, breathing, ambient creaks โ everythingโs finely tuned to keep you on edge. It really adds to the atmosphere and immersion throughout.
What let it down for me was how much more combat-focused it became compared to RE7. Aside from the Beneviento section, horror took a back seat. The factory segment felt especially generic and was a reminder that the game had shifted toward action. Backtracking through the village also became repetitive โ you loop back so many times it starts to feel like padding. While the story encourages replays with stronger weapons and unlocks, the actual replay value is low. Itโs not the kind of game you immediately want to restart.
As for the DLC โ Shadows of Rose, this was my first time playing it, and honestly? I found it more frustrating than fun. The doll stealth section was a good idea in theory, but it dragged on too long and became annoying. Multiple retries killed the tension and made it feel more tedious than spooky. It does give Rose more backstory and hints at the next mainline RE game coming in February 2026, but it also reuses a lot of assets and environments from the base game โ which felt a bit cheap.
๐ฆ๐ผ, ๐ถ๐ ๐ถ๐ ๐๐ผ๐ฟ๐๐ต ๐ฝ๐น๐ฎ๐๐ถ๐ป๐ด?
Yes โ if you enjoyed RE7, youโll still enjoy Village. Just go in knowing it leans heavier into combat, has less horror, and a fair bit of backtracking.
Itโs a better game than RE7 in some ways, but as a horror experience, RE7 wins.
Village is a scaled-up, more action-focused version of RE7 โ both a good and bad thing depending on what youโre here for.
๐ณ/๐ญ๐ฌ
๐๐๐๐๐๐๐๐๐๐
4 months ago | [YT] | 92
View 12 replies
MrFreeze2244
๐ซ๐๐ฅ๐๐ก๐ ๐ง๐๐๐๐ง ๐๐จ๐ง๐ข ๐ฉ ๐ฅ๐๐ฉ๐๐๐ช๐ซ
Grand Theft Auto V is an improvement over IV in a lot of ways, but coming back to the story after so many years, I donโt think it holds up quite as well as I remembered. The world of Los Santos is vast and detailed โ a fully realised San Andreas that feels more alive than any previous GTA entry, with dynamic AI, wildlife, and an absolute ton of activities: heists, races, yoga, golf, tennis โ you name it. It remains a benchmark even now in 2025 for sandbox design.
But despite that, I didnโt find myself enjoying much of what the open world had to offer. Itโs obviously a personal thing, but most of those side activities just didnโt click for me. The world feels busy but not necessarily rewarding. I wasnโt particularly drawn in by the distractions โ most of it felt like filler rather than fun.
The story is a satirical heist tale, and while all three protagonists have their moments, Trevor absolutely steals the show. His introduction is one of the most memorable in the series โ unhinged, violent, and hilarious. The voice acting across the board is excellent, the dialogue is sharp, and there are loads of standout cutscenes. Overall, the story runs about 30โ40 hours, but itโs not perfectly paced.
The first third of the game feels slow โ mostly focusing on Michaelโs family life and his budding partnership with Franklin. Not much really happens here, and it feels like youโre just waiting for Trevor to show up. The middle third is where the game shines. Once Trevor is introduced, the missions pick up in quality, and the character-switching mechanic gets used in really clever ways. The final third, though, is where it lost me. It felt padded out โ like the game was ready to wrap up but didnโt. The final heist, โThe Big One,โ was meant to be the epic finale, but it felt like a letdown. The setup and execution didnโt land the way it should have, and the payoff was underwhelming.
Another gripe is how some characters like Ron and Wade are introduced early on with clear personalities and dynamics, only to completely vanish when Trevor moves to Los Santos.
Gunplay is miles ahead of GTA IV. Itโs easier to aim, headshots are satisfying, and the weapon wheel makes switching a breeze. Thereโs a huge selection of guns to experiment with, and upgrading them at Ammu-Nation adds some light RPG flavour. The driving is also a big improvement โ more arcadey, responsive, and fun to handle. Customisation is decent too, with garages for cars, upgrades, clothing, and weapons. Thereโs finally stuff to spend money on: properties, stocks, vehicles, lap dances โ a major upgrade from IV where money was essentially useless.
Performance is solid across the board, especially with the newer Enhanced Edition. Load times are much better than the original, and some nice RT effects have been added. No complaints here.
That said, mission design starts to feel repetitive and formulaic. Tail missions โ which are never fun in any game โ rear their head too often. Many objectives follow the same structure: drive here, shoot that, escape. Despite how much the world offers, a lot of it becomes background noise. The wanted system is inconsistent, and cops often spawn unrealistically close, which kills immersion during chases.
The online? Couldnโt care less.
Thereโs probably more I could say โ but all in all, GTA V is still worth playing, even now. Itโs enjoyable, but it didnโt quite recapture the magic I remembered. Great in some places, dragged out in others. Still a strong game, but not a flawless one.
๐ณ.๐ฑ/๐ญ๐ฌ
๐๐๐๐๐๐๐๐๐๐
4 months ago | [YT] | 96
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MrFreeze2244
๐ซ๐ฅ๐๐ฆ๐๐๐๐ก๐ง ๐๐ฉ๐๐ ๐ณ ๐ฅ๐๐ฉ๐๐๐ช๐ซ
Resident Evil 7 was a much-needed comeback for the franchise. After RE5 and 6 took a sharp turn into full-blown action territory, most fans had grown tired of the over-the-top set pieces and lack of actual horror. Capcom pulled back hard with RE7, returning to survival horror roots while refreshing the formula with a first-person perspective. Whether third or first person is โbetterโ for horror is subjective โ I prefer third personally โ but the perspective works well here for what itโs going for.
The atmosphere is where RE7 shines most. The game nails that suffocating, oppressive dread, especially in the early sections. The Baker house is a decaying nightmare, and the sound design elevates the immersion โ creaking floorboards, your own breathing, dust settling from the ceiling. Itโs detailed, moody, and thick with tension.
The first playthrough will take you around 10 hours, but replays are much faster once you know the puzzles and enemy placements. There are some standout characters too. Jack and Marguerite Baker are twisted and unpredictable โ easily among the most memorable foes in the series. But thatโs where the highs stop.
Movement is frustratingly sluggish. Running speed is laughable โ even after you unlock an upgrade to move faster, it barely helps. Thereโs no sense of urgency in anything you do, which makes being chased by Jack more annoying than scary. Combat also feels weak. Guns lack punch, reloading is painfully slow, and aiming just never feels right. Inventory management doesnโt help โ itโs the usual grid-based tedium, constantly running back to item boxes just to make room for key items or ammo. It kills the pacing.
Enemy variety is another low point. The Molded are boring, generic, and thereโs too much copy-pasting of enemy types. The game flows well until you hit the ship section, which absolutely drags. The pacing tanks, and the setting lacks the same atmosphere as the Baker estate. Mia herself isnโt a likable character, and her โreunionโ with Ethan after years of being missing is bizarrely muted. They barely react to each other โ zero emotional payoff.
Boss fights vary. Some are good. Others feel overly gimmicky and frustrating even when you know what to do. Also, despite being a โResident Evilโ game, it feels completely detached from the classic lore. Thereโs barely any connection to Umbrella, no recognisable characters or references for most of the runtime โ it couldโve been its own IP and nobody would question it.
RE7 starts out strong โ a horror showcase โ but slowly morphs into a janky shooter by the end. It absolutely saved the franchise and led to RE8 and the remakes, so it deserves credit for that. Did I enjoy it? Yeah. Is it anything special? Not really.
Itโs a solid horror game with a lot of rough edges, carried by atmosphere and a promising reboot direction more than anything else.
๐ฒ.๐ฑ/๐ญ๐ฌ
๐๐๐๐๐๐๐๐๐๐
4 months ago | [YT] | 52
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