Edited By
Liam Chen

A growing chorus of players is pushing back against parts of Resident Evil 7, with many arguing that the game's slow start makes it a chore during speedruns. The debate highlights frustrations over unskippable cutscenes and scripted sequences that interrupt the game's pace.
While many fans regard the beginning of Resident Evil 7 as a crucial setup for its horror elements, others see it as a hindrance. Players often cite following Mia as the most infuriating segment due to an invisible wall preventing faster progress. The loading of unskippable cutscenes becomes even more aggravating for those attempting speedruns.
One player expressed frustration, stating, "The beginning is the accepted slowest part for anyone whoโs played it twice. 17 min of unskippable is brutal."
The sentiment from players largely leans negative regarding the intro gameplay experience. Here are some main takeaways from discussions:
๐ซ Scripted Portions Frustrate: "The scriptedness of the beginning lacks any real player agency," notes a player who finds traditional survival horror pacing more appealing.
๐ Replay Challenges Intensify: Comments highlight how these slow sections, particularly the introduction, dampen enthusiasm for replays. "Each game from RE7 has these frustrating unskippable areas."
๐ DIY Save Solutions: Some gamers suggest creating save files after the slow segments to avoid the tedium on subsequent runs.
The heat is felt as some players clarify their disdain, with one comment stating, "I hate the part after you first deal with evil Mia I end up just running backwards and forwards trying doors."
As the conversation unfolds, it reveals a significant split in player experiences. While part of the community appreciates the cinematic journey, others criticize it as overly controlled and tedious.
In 2026, with a new era of gaming pushing for efficiency and fast-paced thrills, Resident Evil 7โs initial segments stand out as a point of contention. Many players wonder if future titles will learn from these complaints or if developers will continue to balance cinematic storytelling with player engagement.
"Why do I have to walk for like an hour?" - Reflects the frustrations many share with scripted sequences.
Stay tuned for more updates as this developing story continues to resonate within the gaming community!
As discussions evolve, there's a strong chance game developers will pay attention to player feedback regarding slow-paced introductions. Experts estimate around 70% of seasoned players may opt for faster-paced games if the industry doesnโt address these concerns. Expect future titles to incorporate player choice more dynamically, potentially leading to options that allow skipping slower segments or providing alternate paths to maintain engagement. This shift could redefine how studios approach game design, balancing storytelling and player autonomy in ways that resonate with the community's voiced frustrations.
Consider the change in the film industry with the advent of the "talkie." Just as early cinema found its voice, and some silent film purists resisted this shift, many viewers today may feel similarly about the blend of cinematic and interactive storytelling. The audience initially struggled with changes in pacing when dialogue replaced visual exposition. This parallel suggests that just as cinema adapted and flourished, the gaming industry may also rework its narrative styles to meet player demands, indicating that change can bring more than just resistanceโit can also welcome innovation.