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Abdullah | SpookyHoo 📴

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𝐒𝐨𝐥𝐨 𝐈𝐧𝐝𝐢𝐞 𝐆𝐚𝐦𝐞 𝐝𝐞𝐯𝐞𝐥𝐨𝐩𝐞𝐫 🇸🇦 Draw my horror inspiration from the iconic #ResidentEvil series.

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Leon looks into the mirror, memories of his youth flooding back, the same moments from 28 years ago. #ResidentEvilRequiem #LeonKennedy

Leon looks into the mirror, memories of his youth flooding back, the same moments from 28 years ago. #ResidentEvilRequiem #LeonKennedy

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(Rumor) DUSK GOLEM says: Leon’s gameplay will NOT repeat RE6 RESIDENT EVIL: REQUIEM Since RE6, Capcom has been extremely cautious with QTEs. They’ve moved away from heavy QTE usage in cutscenes and shifted more toward gameplay-driven interaction to keep players engaged. Leon’s gameplay will feel similar to RE4, but with new innovations never seen before in the series. Drivable vehicles will appear in certain sections. There will be a new close-quarters combat system, evolving from the knife mechanics in the RE4 Remake, with some influence from The Last of Us Part II. Compared to RE4, Leon’s sections will still strongly emphasize atmosphere and horror, rather than being nonstop action. There will be breathing moments that focus purely on tension and atmosphere. Some exploration areas will be fairly large in scale. Leon’s storyline in REQUIEM will lean further into horror elements. Capcom is fully aware that moments like the Salazar statue or the Heisenberg tank fight crossed the line into excessive spectacle and broke immersion. There will still be some over-the-top moments with a B-horror action vibe, but they’ll be limited and kept in balance with the horror. REQUIEM has been in development and refinement for a long time to ensure proper pacing and presentation, unlike RE6, which was rushed to meet deadlines. Because of this, REQUIEM will not follow RE6’s path. Dusk believes many players will grow very fond of Grace after finishing the game, though we’ll have to wait and see. Dusk wouldn’t be surprised if Ada is mentioned, but from what he’s heard, she doesn’t play a major role in this entry. This may be because she doesn’t fit the game’s tone, and Capcom may want to explore her story later through CG films or future titles. Even after the reboot/rework, the idea of RE9 being a conclusion to many long-running threads still remains in REQUIEM, while also laying the foundation for the future. Dusk thinks Capcom wants to push Resident Evil further forward instead of staying trapped in a “safe zone.” Repeating the same formula without innovation weakens the series. RE needs to experiment while preserving its core: horror-adventure with action elements. Dusk also believes that positioning RE9 as a possible endpoint for Leon is Capcom’s way of showing they won’t endlessly exploit the same characters. Refusing to conclude stories or move forward is what makes a series stagnate, and Capcom wants RE to evolve beyond that #ResidentEvilRequiem #ResidentEvil #REBHFun #RE9

(Rumor) DUSK GOLEM says: Leon’s gameplay will NOT repeat RE6 RESIDENT EVIL: REQUIEM Since RE6, Capcom has been extremely cautious with QTEs. They’ve moved away from heavy QTE usage in cutscenes and shifted more toward gameplay-driven interaction to keep players engaged. Leon’s gameplay will feel similar to RE4, but with new innovations never seen before in the series. Drivable vehicles will appear in certain sections. There will be a new close-quarters combat system, evolving from the knife mechanics in the RE4 Remake, with some influence from The Last of Us Part II. Compared to RE4, Leon’s sections will still strongly emphasize atmosphere and horror, rather than being nonstop action. There will be breathing moments that focus purely on tension and atmosphere. Some exploration areas will be fairly large in scale. Leon’s storyline in REQUIEM will lean further into horror elements. Capcom is fully aware that moments like the Salazar statue or the Heisenberg tank fight crossed the line into excessive spectacle and broke immersion. There will still be some over-the-top moments with a B-horror action vibe, but they’ll be limited and kept in balance with the horror. REQUIEM has been in development and refinement for a long time to ensure proper pacing and presentation, unlike RE6, which was rushed to meet deadlines. Because of this, REQUIEM will not follow RE6’s path. Dusk believes many players will grow very fond of Grace after finishing the game, though we’ll have to wait and see. Dusk wouldn’t be surprised if Ada is mentioned, but from what he’s heard, she doesn’t play a major role in this entry. This may be because she doesn’t fit the game’s tone, and Capcom may want to explore her story later through CG films or future titles. Even after the reboot/rework, the idea of RE9 being a conclusion to many long-running threads still remains in REQUIEM, while also laying the foundation for the future. Dusk thinks Capcom wants to push Resident Evil further forward instead of staying trapped in a “safe zone.” Repeating the same formula without innovation weakens the series. RE needs to experiment while preserving its core: horror-adventure with action elements. Dusk also believes that positioning RE9 as a possible endpoint for Leon is Capcom’s way of showing they won’t endlessly exploit the same characters. Refusing to conclude stories or move forward is what makes a series stagnate, and Capcom wants RE to evolve beyond that #ResidentEvilRequiem #ResidentEvil #REBHFun #RE9

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Failed attempts to reach a single objective: control, evolution, and immortality. Eveline A bioweapon developed to achieve obedience through psychological manipulation and forced emotional attachment. The result was artificial familial bonds, severe mental instability, and complete psychological breakdown. The experiment demonstrated that emotional manipulation cannot produce genuine humanity. Las Plagas A parasitic organism capable of enhancing physical abilities and enabling shared cognition. However, it overrides individual autonomy and free will. The outcome is increased physical power at the cost of mental independence. This confirms that evolution without autonomy is not true advancement. Progenitor Virus The foundational organism from which subsequent bio-organic weapons originated. Intended to create a superior form of human life, it instead resulted in extreme mutations and biological instability. Forced evolution consistently led to physical and genetic degeneration. Immortality Virus A research project aimed at halting cellular aging and achieving biological immortality. While preserving the physical body, it failed to maintain mental and personal integrity. The pursuit of immortality without equilibrium resulted in irreversible loss of identity. Spencer These projects ultimately served the vision of a single individual. A man who sought transcendence beyond humanity, yet fundamentally failed to understand human nature. His downfall stemmed from viewing humans as experimental subjects rather than living beings. --- And then comes a different name. Not a virus. Not a parasite. Not a forced experiment. E + L + P + I + S = Elpis Hope after every failure #ResidentEvilRequiem #ResidentEvil #REBHFun #RE9

Abdullah | SpookyHoo

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37 days left ⏳ #ResidentEvil #REBHFun #RE9

Abdullah | SpookyHoo 📴

27,110 просмотров • 5 месяцев назад

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