{"id":176875,"date":"2021-01-26T00:25:34","date_gmt":"2021-01-26T00:25:34","guid":{"rendered":"https:\/\/gamerant.com\/resident-evil-8-guarding\/"},"modified":"2021-01-26T00:25:34","modified_gmt":"2021-01-26T00:25:34","slug":"resident-evil-8-how-guarding-changes-the-franchise-formula","status":"publish","type":"post","link":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/2021\/01\/26\/resident-evil-8-how-guarding-changes-the-franchise-formula\/","title":{"rendered":"Resident Evil 8: How Guarding Changes the Franchise Formula"},"content":{"rendered":"<p class=\"syndicated-attribution\"><meta name= \\\"keywords \\\" content= \\\"\u96fb\u5b50\u8a08\u7b97\u6a5f, \u6559\u80b2, IT \u96fb\u8166\u73ed,\u96fb\u8166\u88dc\u7fd2\uff0c \u96fb\u8166\u73ed\uff0c \u5bb6\u6559\uff0c \u79c1\u4eba\u8001\u5e2b\uff0c \u8cc7\u8a0a\u6280\u8853\uff0c \u7a0b\u5e8f\u8a2d\u8a08\uff0c \u96fb\u5b50\u8a08\u7b97\u6a5f\uff0c \u904a\u6232\uff0c \u860b\u679c\uff0c \u96fb\u5f71\uff0c \u8a08\u7b97\u6a5f\uff0c\u7de8\u78bc\uff0c Java\uff0c C\/C++\uff0c JavaScript\uff0c PHP\uff0c HTML\uff0c CSS\uff0c MySQL\uff0c mobile\uff0c Android\uff0c \u52d5\u6f2b\uff0c Python\uff0c teacher\uff0c \u88dc\u7fd2\uff0c \u96fb\u8166\u88dc\u7fd2 \u8cc7\u8a0a, \u7535\u5b50\u8ba1\u7b97\u673a, IT ,Game, apple, movie, Computer,student,Java,\u6559\u80b2, ,\u5b66\u751f, \u5b66\u4e60, learn, \u6559\u5b66,  Android, apple,anime, animation, \u4fe1\u606f\u6280\u672f, \u7a0b\u5e8f\u8bbe\u8ba1, \u79fb\u52a8\u7535\u8bdd, \u8cc7\u8a0a\u79d1\u6280,Game, Jeu, Juego,Call Of Duty ,\u4f7f\u547d\u53ec\u559a , \u6e38\u620f, \u7535\u5b50\u6e38\u620f,, \u591a\u4eba\u7535\u5b50\u6e38\u620f, \u7f51\u7edc\u6e38\u620f\uff0conline\uff0conline game, \u624b\u673a\u6e38\u620f, mobile \\\"><\/p>\n<figure><img decoding=\"async\" src=\"https:\/\/static3.gamerantimages.com\/wordpress\/wp-content\/uploads\/2021\/01\/Resident-Evil-8-Guarding.jpg\"\/><\/figure>\n<p><span style=\"font-weight: 400;\">The long-awaited <em><strong>Resident Evil 8<\/strong><\/em>\u00a0is finally gearing up for release, and Capcom has begun the slow rollout of features and story details to get fans hyped, as it did in the recent <a href=\"https:\/\/gamerant.com\/resident-evil-showcase-event-recap-jan-21\/\"><em>Resident Evil 8<\/em>\u00a0showcase<\/a>. Among the typical gunplay and puzzle-solving endemic to the series was something a little different: guarding. This little mechanic may seem small at first, but could have ramifications felt a decade of sequels from now.<\/span><\/p>\n<p><span style=\"font-weight: 400;\"><a href=\"https:\/\/gamerant.com\/resident-evil-survival-horror-tropes-best-worst\/\"><em>Resident Evil<\/em> has long been about surviving horrors<\/a>, and thus an emphasis on mitigating damage has always been present. Zombies were often slow to move and turn, so even in the cramped confines of the <em>Resident Evil 1<\/em> Spencer Mansion or <em>RE2<\/em>\u2019s rapidly repopulating Raccoon City police station, protagonists could juke around hostiles to conserve ammo and health. Even though there was no dedicated mechanic yet to minimize damage, the game design allowed players to sprint through rooms once they had a good handle on the controls and enemy layouts.<\/span><\/p>\n<p><span class=\"related-single\"><strong>RELATED:\u00a0<a href=\"https:\/\/gamerant.com\/resident-evil-1996-jill-valentine-best-ending-speedrun\/\">Want To Speedrun Resident Evil (1996)? Follow These 10 Tips For Jill Valentine&#8217;s Best Ending<\/a><\/strong><\/span><\/p>\n<figure><img decoding=\"async\" src=\"https:\/\/static2.gamerantimages.com\/wordpress\/wp-content\/uploads\/2020\/04\/Resident-Evil-3-Jill-vs-Nemesis.jpg\"\/><\/figure>\n<p><span style=\"font-weight: 400;\">That all changed with <em>Resident Evil 3: Nemesis<\/em>. Marking the franchise\u2019s first step towards action-centric gameplay, a defensive mechanic was introduced: dodging. At the press of a button, Jill Valentine could shunt herself to the side, offering protection from both zombie grabs and the much more dangerous Nemesis. This system returned with a massive upgrade in <em>Resident Evil 3 Remake<\/em>, slowing down time <a href=\"https:\/\/gamerant.com\/bayonetta-3-switch\/\">in a manner akin to <em>Bayonetta<\/em><\/a> while giving players the chance to deliver a souped-up counterattack. This was the strongest players had seen a <em>Resident Evil<\/em> protagonist to this point, a sensible choice for <em>RE1<\/em> veteran Jill Valentine, but Capcom wasn\u2019t even close to done.<\/span><\/p>\n<p><span style=\"font-weight: 400;\"><a href=\"https:\/\/gamerant.com\/resident-evil-4-remake-benefits\/\"><em>Resident Evil 4<\/em> brought\u00a0the series to the over-the-shoulder era<\/a>, and introduced mechanics that would set the stage for <em>5<\/em> and <em>6<\/em>. While enemies always had some kind of different reaction to shooting them in the head, chest, or legs, <em>Resident Evil 4<\/em> expanded that to include all of an enemy\u2019s limbs and any weapons they were holding. The game\u2019s mantra was essentially \u201cthe best defense is a good offense,&#8221; and nowhere was that made more clear than Leon\u2019s iconic roundhouse kick becoming available after a leg shot. This idea of a contextual finisher that could also push back other enemies held fast for\u00a0a few more\u00a0games until finally giving way in\u00a0<em>Resident Evil 7<\/em>.<\/span><\/p>\n<figure><img decoding=\"async\" src=\"https:\/\/static2.gamerantimages.com\/wordpress\/wp-content\/uploads\/2021\/01\/Resident-Evil-7-Jack-Baker.jpg\"\/><\/figure>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400;\">First introduced to the franchise <a href=\"https:\/\/gamerant.com\/resident-evil-7-crazy-rumors-true\/\">in <em>Resident Evil 7: Biohazard<\/em><\/a>, guarding adds a new dynamic to <em>Resident Evil<\/em>\u2019s typical zombie-dodging gameplay. While prior games emphasized movement speed and clever offense, <em>Resident Evil 7<\/em> allowed players to\u00a0hunker down and become a sort of tank. Guarding works by holding a single button, causing Ethan to cover his face with his arms. This slows him down, obscures his vision, and prevents him from doing anything but crouch (another, more situational, defensive mechanic). On top of all that, Ethan can only block one attack at a time, so it\u2019s clear that Capcom took great care in making guarding a balanced mechanic.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Still, despite those weaknesses, guarding can be a lifesaver for newer players, and <a href=\"https:\/\/gamerant.com\/resident-evil-7-long-beat\/\">a speedrunning tool for experienced ones<\/a>.\u00a0At its most basic, players can continuously block and walk until they\u2019re hit, and most damage taken will be reduced to one quarter. With certain special items or by perfectly timing a just guard right when an enemy hits, players can reduce damage to one eighth or even nothing at all. Some attacks, like Mia\u2019s chainsaw charge, even have built-in deflections that can stagger an enemy without any harm to the player. Avoidance is still important in higher difficulties and survival modes where enemies will be swarming\u00a0the player and dealing more damage, but it\u2019s still a good tool to fall back on when\u00a0there&#8217;s no other options.<\/span><\/p>\n<p><span class=\"related-single\"><strong>RELATED:\u00a0<a href=\"https:\/\/gamerant.com\/resident-evil-7-ending-explain\/\">Resident Evil 7&#8217;s Ending Explained<\/a><\/strong><\/span><\/p>\n<figure><img decoding=\"async\" src=\"https:\/\/static1.gamerantimages.com\/wordpress\/wp-content\/uploads\/2021\/01\/Resident-Evil-8-2.jpg\"\/><\/figure>\n<p><span style=\"font-weight: 400;\">So, what does all that mean now that <a href=\"https:\/\/gamerant.com\/tag\/resident-evil-8\/\"><em>Resident Evil 8: Village<\/em><\/a> has brought guarding back? Well, for one, all the design considerations above have likely made a return. Well-timed improved guards are likely back, unlockable defense-boosting items will pop up here and there, and some attacks will be nullified and pushed back entirely. Some attacks, like a giant enemy\u2019s massive hammer swing, probably can\u2019t be blocked. However, to see the real potential of guarding,\u00a0there&#8217;s nothing better to look at than\u00a0downloadable campaigns of <em>RE7<\/em>: Not A Hero and End of Zoe.<\/span><\/p>\n<p><span style=\"font-weight: 400;\"><a href=\"https:\/\/gamerant.com\/resident-evil-7-dlc-chris-redfield\/\">In RE7&#8217;s Not A Hero DLC<\/a>, performing guards at just the right time results in &#8220;deflects&#8221; which cause enemies to flinch. Deflects can be utilized against every enemy, including the final boss Lucas. In his case, if players deflect Lucas&#8217; instant kill grab, it will cause Lucas&#8217;s chest weak point to be exposed without the need for ammunition. This advanced guarding technique weights the balance of power in favor of the player, and would likely require an increase in attacks that cannot be normal-guarded or deflected at all to compensate. Enemies could even try to flank or strafe around\u00a0players while attacking. Still, if <em>Resident Evil<\/em> ever needs to put the player in the shoes of a mighty series veteran, like this DLC\u2019s Chris Redfield, a correspondingly powerful defensive mechanic would feel that much more appropriate.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The <a href=\"https:\/\/gamerant.com\/resident-evil-8-dlc-story-chris-redfield\/\">other <em>RE7<\/em> DLC campaign, \u201cEnd of Zoe\u201d<\/a>, demonstrates what guarding is like when guns aren\u2019t an option. Newcomer Joe Baker is still a powerhouse compared to the average <em>RE<\/em> protagonist, but because he prefers not to use guns, his combat ends up close and personal. If he can\u2019t take a stealthy approach or instantly take out an enemy with his limited supply of spears, he needs to get in melee range, and that\u2019s a scary prospect when fighting monsters with natural claws and blades. This is in its sharpest focus when fighting the Swamp Man, the DLC\u2019s boss monster who fights with punches and tackles much like\u00a0Baker. Guarding is thrust into the forefront in a way it wasn\u2019t even in the main game, and it\u2019s not hard to imagine comparable situations in a regular <em>RE<\/em> when players run out of ammo and are backed into a corner.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The primary change guarding invites is the viability of melee combat without stunning the enemy with another mechanic. <a href=\"https:\/\/www.thegamer.com\/resident-evil-3-wont-have-disposable-knifes\/\"  rel=\"noopener noreferrer\"><em>Resident Evil<\/em>&#8216;s typically\u00a0trusty knife<\/a> goes from an emergency weapon and a finisher for grounded enemies to a viable option that can bring down any beast, while strafing and blocking added on. Furthermore, extra melee options like those seen in End of Zoe have reason to exist without disrupting other methods of play. Things would still get dicey around bosses and minibosses, but the new first-person <em>Resident Evil<\/em> gameplay has demonstrated a remarkable aptitude for making dynamic encounters full of potential strategies for taking threats down.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">After experimenting with what first-person action gameplay is capable of in <em>Resident Evil 7: Biohazard<\/em>, it\u2019s going to be interesting seeing what <a href=\"https:\/\/gamerant.com\/resident-evil-8-things-excited-about\/\">Capcom comes up with for <em>Resident Evil 8: Village<\/em><\/a>. Melee weapons, staggering enemies through timed blocks, and all manner of interesting enemy and level designs can come from implementing just one seemingly small mechanic. Guarding has changed the <em>Resident Evil<\/em> experience forever, and <em>8<\/em> is primed to show how.<\/span><\/p>\n<p><em><strong>Resident Evil 8: Village<\/strong><\/em>\u00a0launches May 7, 2021, for PC, PS4, PS5, Xbox One, and Xbox Series X.<\/p>\n<p><span class=\"next-single\">MORE:\u00a0<a href=\"https:\/\/gamerant.com\/resident-evil-8-preview-demo-impressions\/\">Resident Evil 8 Demo Impressions: A Small Taste of Next-Gen Survival-Horror<\/a><\/span><\/p>\n\n<p class=\"syndicated-attribution\"><figure class= \\\"wp-block-image alignnone \\\"><img src= \\\"http:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-content\/uploads\/2016\/05\/logo2-2.png\\\" alt=\\\"IT\u96fb\u8166\u88dc\u7fd2 java\u88dc\u7fd2 \u70ba\u5927\u5bb6\u914d\u5c0d\u96fb\u8166\u88dc\u7fd2,IT freelance, \u79c1\u4eba\u8001\u5e2b, PHP\u88dc\u7fd2,CSS\u88dc\u7fd2,XML,Java\u88dc\u7fd2,MySQL\u88dc\u7fd2,graphic design\u88dc\u7fd2,\u4e2d\u5c0f\u5b78ICT\u88dc\u7fd2,\u4e00\u5c0d\u4e00\u79c1\u4eba\u88dc\u7fd2\u548cFreelance\u81ea\u7531\u5de5\u4f5c\u914d\u5c0d\u3002\\\"\/><figcaption>\u7acb\u523b\u8a3b\u518a\u53ca\u5831\u540d\u96fb\u8166\u88dc\u7fd2\u8ab2\u7a0b\u5427!<\/figcaption><\/figure>\r\n<\/br>Find A Teacher Form:\r\n<\/br>https:\/\/docs.google.com\/forms\/d\/1vREBnX5n262umf4wU5U2pyTwvk9O-JrAgblA-wH9GFQ\/viewform?edit_requested=true#responses\r\n<\/br><\/br>Email:\r\n<\/br>public1989two@gmail.com<br><br><br><br><br><br><br>\r\n<a href=www.itsec.hk style=color:#FFFFFF;>www.itsec.hk<\/a><br>\r\n<a href=\\\"www.itsec.vip\\\" style=color:#FFFFFF;>www.itsec.vip<\/a><br>\r\n<a href=\\\"www.itseceu.uk\\\" style=color:#FFFFFF;>www.itseceu.uk<\/a><br><\/p>","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>Resident Evil 8 brings back guarding from its direct predecessor, and that spells big changes for the future of Resident Evil games.<\/p>\n<\/div>","protected":false},"author":1273,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"slim_seo":{"title":"Resident Evil 8: How Guarding Changes the Franchise Formula - ITTeacherITFreelance.hk","description":"Resident Evil 8 brings back guarding from its direct predecessor, and that spells big changes for the future of Resident Evil games."},"footnotes":""},"categories":[607],"tags":[],"_links":{"self":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts\/176875"}],"collection":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/users\/1273"}],"replies":[{"embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/comments?post=176875"}],"version-history":[{"count":1,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts\/176875\/revisions"}],"predecessor-version":[{"id":176876,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts\/176875\/revisions\/176876"}],"wp:attachment":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/media?parent=176875"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/categories?post=176875"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/tags?post=176875"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}