![]() ![]() ![]() ![]() "21" follows the normal rules of blackjack except it uses a modified deck consisting only of 11 cards, numbered one through eleven. This time you're forced by Lucas to play a modified version of blackjack, in which you and another captive must play to the death, first by betting with fingers (which get sliced off by a guillotine when you lose), then with increasing voltages of electricity, and then finally with a tug-of-war set of spinning blades that have to be pushed towards your opponent by winning. "21" is yet another video tape flashback in which you play as Clancy. Is it worth, for instance, dropping that shotgun with two shells left in it in exchange for a grenade launcher with one grenade? Resource management is also at the top of its game in this mode, with you having extremely limited inventory space and having to make tough decisions about what to take and what to leave behind. A lot of the mode's fun and excitement comes from that, however, since you never know what to expect sometimes you just have to find a way to make do with three pistol rounds and a knife, and it feels pretty satisfying if you succeed. The luck aspect with random drops can be pretty frustrating, considering that a lot of items are almost completely useless in this mode (what good, for instance, is getting a bunch of healing items when you typically die in one hit, or stabilizers when you're never going to have enough ammo to reload a weapon, or chem fluid if you're never going to find any gunpowder and vice versa) and can leave you completely screwed if you just get hosed on weapons and ammo. You're also forced to learn some of the scenario's mechanics and solutions through trial-and-error, which isn't a problem in and of itself, but it's certainly irritating when certain things screw you over and you had no way of knowing that would happen until you try it, or when you play the entire scenario scenario and then fail at the very end, and have to start over from the beginning because you didn't do one little thing that you didn't even realize was necessary at that specific moment. I was fine with that in "Happy Birthday" because it was deliberately set up (by Lucas) to function like an Escape Room puzzle - it makes sense that there'd be an intended sequence to follow - but "Bedroom" isn't an Escape Room puzzle, it's Clancy improvising on the spot. Instead of feeling like you're trying to come up with a creative solution to a problem, it feels like you're just trying to deduce the idiosyncratic logic behind the intended solution. Either way, I got a few hours of entertainment out of it, and I may find myself coming back to it every now and then, because it's not a bad way to kill some time.Īs usual, the puzzles in "Bedroom" fall victim to typical adventure game logic where there's only one exact way to do something. Then of course, they could've sold the "Nightmare" DLC as it exists now with five waves and the scrap system as an "expanded" version. It reminded me a lot of the Cabin fight from Resident Evil 4, which was one of the most intense and memorable moments of that game for me, and so I think "Nightmare" could've stood out as more memorable and impactful if you could've experienced it as Ethan watching the tape in the main playthrough. I was certainly pleased that the base game chose to stay away from this type of constant action, but after playing "Nightmare" I kind of wish they'd included a trimmed down version of it (one wave, no scrap system) as a video tape that you could play in the base game. If you like the action in Resident Evil 7 and/or wish there were more of it, then "Nightmare" is a good option for you. ![]()
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