I’ve always held the opinion that Resident Evil 7: biohazard could be one of the key projects that could really sing the benefits of virtual reality. Up until now, almost every virtual reality game has lacked the depth and design that traditional games do – instead opting for shorter more vignetted experiences. While not every person who plays Resident Evil 7 will be able to shell out for a Playstation VR, or even a Playstation 4, it seems fitting to comment on how well virtual reality works with the finished, complete Resident Evil 7.
The question I am sure is on everyone’s lips is whether or not the virtual reality mode for Resident Evil 7 feels tacked on. The answer is a resounding “NO”.
When I first wrote about Resident Evil 7 and how it plays in VR, I was almost certain that there was no other way I wanted to play the game. Having run through the game twice now, once entirely in VR, I still hold the opinion that virtual reality is a great way to experience the game as your first or even subsequent play through. But there’s a little bit more to it than that. The experience that virtual reality provides Resident Evil 7: biohazard is a unique one, and one that enhances the scares and the tension. But it comes with a few caveats.The first and most obvious change is the way that Ethan is controlled in the game when using Playstation VR. Presumably in a way to alleviate any motion sickness that free-looking could possibly induce, players can rotate their character in degree increments. It’s a bit jarring at first and seems quite restrictive, but during more intense moments I could quickly flick the stick multiple times to orient myself where I needed to be and quickly. Aiming is also done with head movements, which felt surprisingly intuitive and sometimes easier than aiming with sticks as per normal.