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Resident Evil 7: Biohazard

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This article is still under construction. It may contain factual errors. See Talk:Resident Evil 7: Biohazard for current discussions. Content is subject to change.


Resident Evil 7: Biohazard
ResidentEvil7Biohazad.jpg
Release Date: January 24, 2017
Developer: Capcom
Publisher: Capcom
Series: Resident Evil
Platforms: PC
PlayStation 4
Xbox One
Genre: First-Person Survival Horror


Resident Evil 7: Biohazard is a first-person survival horror game and the ninth numbered installment in the main-line Resident Evil video game series. Set after the events of Resident Evil 6, the player is given control of Ethan Winters, an average Joe who is looking for his missing wife, Mia, after receiving a mysterious message instructing him to travel to the fictional town of Dulvey, Louisiana. Things soon take a horrific turn for the worst after he finds his wife has somehow gone insane, and was subsequently captured by the violent and seemingly-unkillable Baker family on their isolated plantation. With nothing but his wits and will to survive, Ethan must overcome the homicidal and relentless Baker family members, survive among the roving packs of Bio Organic Weapons (B.O.W.s) stalking the plantation, and uncover the truth of what happened there if he is to have a chance of saving his wife or even himself.

The game received several DLCs, including two major campaign story DLCs, "Not a Hero" and "End of Zoe". "Not a Hero" is set after the events of the main story, and features anti-B.O.W. specialist Chris Redfield venturing into the salt mines that surround the Baker family household to hunt down an escaped Baker family member and tie up some loose ends. "End of Zoe", also set after the main story, stars the reclusive and non-infected Baker family member Joe Baker, who returns to the Baker house to save the life of his infected niece Zoe Baker, and kill every last remaining monster on the Baker plantation to protect Zoe.

SPOILERS.jpg WARNING! THIS PAGE CONTAINS SPOILERS!



Overview

The game is notable for being the first mainline series game not played in the traditional third-person fixed-camera view of early Resident Evil titles, nor the third-person over-the-shoulder view pioneered in Resident Evil 4 and onwards. Instead, this title is a first-person shooter, intended to provide a new perspective on the survival horror gameplay and act as a "killer app" for the PlayStation VR headset, sixteen years after the release of Resident Evil Survivor 2 – Code: Veronica, the RE series' previous foray into the FPS genre.

Weapons may be fired from the hip or fired while aiming. For most player characters in Resident Evil 7, aiming will not make them actually aim down their firearms' sights; instead, the game simply tightens the crosshair and gives a very slight zoom to assist in aiming. The sole exception is Chris Redfield, player character of DLC campaign "Not a Hero", who will aim down his sights when the aim key is used, like a traditional first-person shooter.

Recoil in Resident Evil 7 is simulated by implementing crosshair bloom; when the player fires while aiming, the crosshair momentarily expands to the wide hipfire crosshair after the shot is fired. This gives almost all weapons in the game a very heavy and uncontrollable recoil (much heavier compared to real life, almost unrealistically so for the pistol-caliber weapons), forcing players to fire shots slowly (about one round each second) to stay accurate, preventing them from simply gunning down all opposition before it gets close enough to do harm. The exception is again Chris Redfield, whose accuracy is impacted minimally by the recoil when he fires while aiming down sights.

Finally, firearms in this title are universally lacking animations for visible hammers, despite the first-person view providing a closer view on weaponry.

Handguns

M1911A1

An M1911A1 with features from Llama M1911 models (note the hump in front of the mag well and inclined notches on the slide) and the Para-Ordnance LDA 7.45 (note the exposed hammer) is featured in the game, called the "M19 Handgun", first seen being picked up by Ethan in the Tokyo Game Show 2016 trailer. The pistol is found as a secret in the "Beginning Hour" demo, and in the final game is first found near the end of the first section of the game, in the attic of the Guest House, just before Ethan's second fight with Mia.

Ethan loses this handgun after his second fight with Mia, presumably taken by the Bakers when they capture him. He can then acquire a broken M1911A1 in Zoe's trailer, which can be combined with a "Gun Repair Kit" to restore the double-action 1911 to working order. The 1911 has a smaller capacity than the Glock 17 but does more damage, and it also can use the in-game "Enhanced Pistol Ammo", making it much better than the Glock 17C by that point in the game.

The 1911 has no animations for its hammer, implying it functions in DAO (Double Action-Only) mode; this is especially jarring since Ethan's first act was to chamber a round, which should have automatically cocked the hammer on a real single-action or DA/SA 1911 handgun. In the demo it used 9mm ammo, though in the final game the weapon's caliber isn't stated.

The 1911 also appears in an automated "Sentry Gun" mounting in the first volume of the "Banned Footage" DLC for this game. The sentry gun version of the 1911 will aim and shoot the handgun at any motion it detects with a certain radius, but can only fire a limited amount of shots before running out of ammo and disappearing.

Pre-War Colt M1911A1 - .45 ACP
Llama IX-A, 2nd series - .45 ACP
Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP
The "M19"'s model; note the hooked double-action trigger, and uncocked hammer. The hump in front of the mag well is only observed on some Llama 1911 clones for 1911s.
An official screenshot from Capcom at TGS 2016 (the same scene is also glimpsed in the TGS 2016 trailer), showing Ethan checking the 1911's chamber in the Guest House. The trigger discipline suggests that Ethan may have some firearms training, though apparently not enough to make him aim down sights.
This above brass check scene at the Guest House doesn't play in the final game, since Ethan doesn't have his left hand during this sequence. The brass-checking animation is still present in the game however, used when any pistol is picked up for the first time in a game by a two-handed player character. If Ethan skips the Guest House M1911 and repairs the broken M1911 in Zoe's trailer, this animation will be played, as it's his first time picking up the M1911 in a game, after his left hand has been reattached.
The protagonist from the "Beginning Hour" demo, camera operator Clancy, finds a 1911 after flushing a blood filled toilet. This is a possible reference to Silent Hill 2 as it too featured a useful item that could be fished out of a clogged and filthy toilet.
Clancy fires his new "M19 Handgun" at the basement dwelling B.O.W. called "the Molded" during the "Beginning Hour." Note the uncocked hammer; Resident Evil 7 appears to be the first game in the main series since Revelations not to feature any hammer animations.
Ethan finds himself at a severe disadvantage during his second fight with Mia, after his wife decides to start reenacting scenes from Paranormal Activity without first warning him. Lacking a support hand, the reload animation is different during this, and only this, fight. Note the hammer still hasn't moved, despite the slide being locked back, leaving one to wonder where exactly it's gotten to.
Ethan finishing the supremely uncomfortable act of loading a pistol with only one hand so he can resume the extremely traumatic act of emptying it into his wife, presumably holding the magazine upright by placing it between his upper chest and the side of his left forearm's bloody stump. Note the hammer, which is still steadfastly decocked, despite the slide just being locked back.

Glock 17

The Glock 17 is the second handgun available to Ethan, after taking it from a sheriff's Deputy shortly before the first fight with Jack Baker, and will most likely be the player's main weapon for the rest of the game due to its commonly-found ammunition and versatility. Like the 1911, the Glock allows for use of the in-game "Enhanced Pistol Ammo" (which claims to be a higher pressure variant than the regular kind), making it a less powerful weapon after the 1911 becomes available again.

It could be either Gen 1 or Gen 2 because it lacks the accessory rail and finger grooves on the grip. It also has a 10-round magazine capacity, which is inaccurate for a police officer to be carrying in a service handgun. 10-round magazines do exist for the Glock 17, but they are intended for civilian customers in locales with magazine capacity restrictions.

Glock 17 (2nd Generation) - 9x19mm
The "G17"'s 3D model.
The Glock's custom slide, showing grooves similar to the compensator cuts of the Glock 17C.
Ethan performing a brass check when first picking up the Glock 17.
Ethan holds his Glock while witnessing his car explode.
Ethan aims the Glock at the now-flaming Jack Baker.
Ethan fires his Glock 17 at Jack Baker.
A clearer look at the Glock 17 as Ethan fires at a Molded BOW.
Ethan fires at Jack Baker with his Glock 17. This is a pre-release screnshot, as in the final game it's impossible to encounter this particular version of Jack here once you have a weapon.
Not content to steal (and then crash) Ethan's car, Jack decides to have some fun with Ethan's Glock by demonstrating the extent of his regenerative abilities, with some spectacularly gory results.

Makarov PM

The Makarov PM is the third handgun available to the player, first discovered by Mia aboard the tanker after she and Ethan escape the Bakers' plantation. This appears to be based on the Arsenal P-M01, a Bulgarian commercial variant, with custom grips, and is depicted with an M1911 style cocking hammer. Ethan can use it once the player resumes control of him, although there's no reason to as it doesn't have more stopping power or ammunition capacity than the Glock 17C. The pistol appears as the "MPM Handgun", as it did in Resident Evil: Revelations 2 and like in that game, it is depicted, in reloads, not using the heel mag release and the mags magically drop out.

As with the 1911, the Makarov is depicted as firing in DAO, with the hammer never moving. It is also portrayed with a 9 round capacity as opposed to the 8 that it should have.

Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov
Examining the "MPM" handgun, which has a squared triggerguard typical for some commercial Makarovs, and (for some reason) an M1911-esque spurred hammer. Its grips also resembles the ones made by Hogue and Eagle Grips for the Walther PP, but P-M01 also may be have the similar.
Mia chambers a round in the Makarov upon finding it aboard the tanker while searching for Ethan. Note her excellent trigger discipline; like her husband, Mia has apparently received some firearms training in her past, and apparently also hasn't gone soft in the three years since she went missing.
Mia, having found more ammo, decides to change magazines in her Makarov.

AMC Auto Mag

If Ethan and Mia manage to obtain least 9 of the 20 "Antique Coins" scattered throughout the game, Ethan can use them to unlock the AMC Auto Mag in one of two places: Zoe's trailer or later on, just before the final boss fight. Called "44 MAG," the Auto Mag is completely optional but very powerful, although ammo is scarce. It also initially only has one round loaded.

The AMC Auto Mag also appears in an automated "Sentry Gun" mounting in the first volume of the "Banned Footage" DLC for this game. The sentry gun version of the AMC Auto Mag will aim and shoot the handgun at any motion it detects with a certain radius. It is the most powerful of the sentry guns but can only fire a limited amount of shots before running out of ammo and disappearing.

High Standard .44 AutoMag TDE (Covina, CA) - .44 AMP (Auto Magnum Pistol)
In-game model of the "44 MAG". Note the trigger design that differs from the real pistol.
"Who builds this shit?"
Ethan finds the AutoMag locked in a birdcage in Zoe's trailer, secured behind a locking mechanism requiring nine strange coins to unlock in the style of a old-fashioned coin-operated vending machine, and decides not to question anything.
Having done sufficient exploring, Ethan returns to "pay" for his well-earned handcannon.
Ethan examines his new gun, admiring the nice, shiny finish.
Ethan then checks the chamber, and finds that, while Zoe has left it loaded, it only has one round. Undeterred by this display of miserliness or a hint to save the sole round for himself, he decides to explore the Baker estate further.
Ethan holds the AutoMag and contemplates his next move. As ever, the hammer isn't cocked.
Ethan decides he wants more than one round in his weapon, and finally gets around to reloading.

"Samurai Edge - AW Model-01"

A heavily modified version of Albert Wesker's "Samurai Edge" returns in the game as a heavy anti-B.O.W. pistol. It has been modified with a M9A1 frame with extended beavertail an LAM, and an octagonal suppressor based on the SilencerCo Osprey. Three versions are found at different points in the game, each slightly different from the other. Like other pistols, they lack hammer animations, making them apparently double-action only.

The handgun is first dropped to Ethan during the final boss fight to finish off the boss, as per RE tradition of finishing the final boss with either a rocket launcher or a magnum. Here, it is called "Albert-01", and comes with 9 rounds in the magazine and no additional ammo. The LAM on this version is turned on, the only version to do so.

A replica (described as such in its description) becomes available at the start of a new game after beating the game once, called the "Albert-01R". "Albert-01R" has a low capacity of 3 rounds, and uses standard handgun ammo, including Enhanced Handgun Ammo. Its base damage is comparable to a Magnum, which is further enhanced with the Enhanced Handgun Ammo. The slide lacks a cycling animation, but it does lock back when empty. The two base game versions feature a distinctively sharp firing sound.

The pistol returns in the "Not a Hero" DLC and is one of the two firearms available to Chris Redfield. Here, it is named "Samurai Edge - AW Model-01", which is presumably its full name. Like the final boss version, it has a 9 round capacity. It now has a correct slide cycling animation. On Easy and Normal, the pistol is provided to Chris at the start of the game. On Professional, the pistol is found inside the first room of the mine cart puzzle area. It can fire standard handgun ammunition or a new type of special anti-B.O.W. rounds called RAMRODs (rapid-acting mycetotoxic rounds). Like Enhanced Handgun Ammo, RAMRODs deal greater damage, reduce the rate of fire by lengthening the recoil animation (Chris's arms are knocked back much higher when using RAMRODs), and are required to take down the new and stronger molded variants that are invulnerable to normal attacks.

RAMRODs create a cloud of bright white mist upon striking a target, likely representing the toxins they release to combat the fungal B.O.W.s. This effect is also seen on shots from the "Albert-01"; it can thus be deduced that the "Albert-01" dropped to Ethan is filled with RAMRODs.

Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the Resident Evil video game series.
Official Tokyo Marui airsoft replica of the "Albert-01" from Resident Evil 7.
The "Samurai Edge Albert W. Model 01" and its components.
Ethan checks the chamber on the "Albert-01R", the name given to this pistol by its mysterious makers and an obvious reference to one of the series previous antagonists and owner of this Samurai Edge. Note that the sights are glitched and don't move with the slide.
Ethan, having just gotten his hands on the "Albert-01R" decides to hold it on a suspicious looking wall.
A look at the Samurai Edge's right side.
The left side of Wesker's Samurai Edge, including the original STARS emblem; it's not clear why this is part of the weapon, since it's not being used by any member of the STARS RPD.
Tired of the noises it makes, Ethan decides to kill the Mr. Everywhere bobblehead inside the first Safe Room. Note the higher-than-average recoil. This high recoil is observed on the "Albert-01", "Albert-01R", and "Samurai Edge - AW Model-01" when using RAMRODs (the "AW Model-01" has a normal level of recoil when not using RAMRODs).
Ethan holds an empty "Albert-01R", curious about why the slide has locked back when it wasn't moving to begin with while firing.
"Samurai Edge - AW Model-01" as it appears in "Not a Hero". Note Chris' cup-and-saucer grip, something a trained operator like him would never do.
Aiming the pistol in the DLC. Note that iron sights are fully usable in the DLC.
The new reload animation for the DLC. When reloading on an empty magazine, Chris will pull back the locked slide to release it and chamber the first round, in contrast with the "Albert-01R", which automatically releases the locked back slide when loading in a new magazine.

Shotguns

Remington 870

A Remington 870 (with a Ithaca 37 forend and magazine end cap and trigger guard in the Winchester Model 1200/1300 style) can be seen in a cutscene during the game's opening. Called the "M37 Shotgun", Ethan can later acquire one by completing a puzzle similar to one from the original Resident Evil game, though without the crushing ceiling and with a simple locked door instead. To acquire the weapon, the player can either swap it with a broken over-under shotgun found in one of the rooms (see below), or with a wooden toy replica of the 870 found later on (which allows the player to keep both of the shotguns). A wooden toy replica of a shotgun would realistically not be anywhere near heavy enough to replicate the weight of a live-fire shotgun, assuming the shotgun room's trigger mechanism was made to discriminate for weight.

In combat, the shotgun is a practical weapon, able to kill a Molded in one well-placed shot. Ammo drops are randomized though, and can be scarce, so care should be exercised when using the Remington 870. It only holds 4 shots like this particular model does in real life.

Remington 870 Police Magnum Riot Shotgun - 12 gauge
Ithaca 37 Riot Version - 12 gauge
Up close of the "M37" shotgun. Note the weird cutout in the stock.
The Shotgun is seen on a table with matching ammo.
Ethan finds the shotgun inside the Baker house; fortunately, there isn't a danger of him becoming an "Ethan Sandwich" here.
Having decided to throw caution to the wind, Ethan decides to take the shotgun from the statue. Upon doing so, a unique ready animation plays where he pumps it; this is odd since the weapon is empty when found.
Not letting this stop him, Ethan loads some more shells into the Remington. The animation here is unique, in that Ethan will always have shells in his hand equal to the number needed to reload the shotgun; his hand will be empty when the cycle is completed, but he'll also pump the shotgun at the end, regardless of whether or not there was already a round chambered. This (and the sound effect which plays) are both nods to Resident Evil 4.
Careful not to let a Safe Room wall get the best of him, Ethan demonstrates his idea of aiming the shotgun, which apparently consists of squinting at the side of it. Somehow, this results in the crosshair narrowing, though not as much as it does on the handguns.
When not aiming, the shotgun's cross hair is a more traditional FPS pattern icon, as shown here.

Over-Under Shotgun

An over-under shotgun of unknown make and model, called the "M21 Shotgun", can be found by Ethan in a locked room early in the game. The shotgun is broken when found, and can be used as a replacement weight to acquire the Remington 870. Alternatively, the broken shotgun can be kept (or be retrieved by replacing it with the wooden toy shotgun) and repaired with a Gun Repair Kit item into a functional weapon.

Compared to the Remington 870, this shotgun deals the same amount of damage, but it can fire twice as quickly, has an increased effective range and greatly reduced shot spread, with the only downside of being limited to two shots. The shotgun also makes an appearance in the "End of Zoe" DLC as an unlockable bonus weapon.

Baikal O/U - 12 gauge
The "M21" shotgun.
Ethan finds the broken shotgun, and realizes this will allow him to have the Remington 870 and use it too.
Performing a brass check when first equipping the repaired Over/Under shotgun. However, when Ethan reloads this firearm, any shells already in the weapon are never extracted and just disappear from the barrels while Ethan inserts new ones.
Breaking open the shotgun for reloading. Interestingly, the release latch is never used and the shotgun is simply forced open with bare hands.
Reloading the shotgun. Note the shell seems to have changed color from green to bluish-grey and how it looks considerably smaller.

"Thor's Hammer - AW Model-02"

The "Thor's Hammer - AW Model-02" is a semi-automatic shotgun based on the Tokyo Marui SGR-12 airsoft shotgun (Capcom and Tokyo Marui being longtime collaborators), appearing as one of the two firearms in the "Not a Hero" DLC. It is used by Chris Redfield and other Blue Umbrella operators, and has a 12-round capacity.

On Easy and Normal, the shotgun is provided to Chris at the start of the game. On Professional, the shotgun is found inside the room filled with tripwire mines, where Chris rescues his teammate Marquez. When reloading, Chris always racks the charging handle, for some reason.

Thor's Hammer is always fitted with a reflex sight, which has three options, the latter two also granting stat bonuses. The default sight is known as "Thor's Hammer Sight A". Sight B is unlocked by completing Not a Hero on Normal, and increases firepower at the cost of accuracy. Sight C increases both accuracy and firepower, and can only be unlocked in Professional mode, found inside a bird cage requiring 6 Antique Coins to unlock.

Tokyo Marui SGR-12 - 6mm BB
Tokyo Marui Thor's Hammer "Albert W. Model 02" - 6mm BB. This is a licensed replica of "Thor's Hammer - AW Model-02", a shotgun based on the Tokyo Marui SGR-12, from Resident Evil 7: Biohazard.
Comparison of Tokyo Marui SGR-12 and Tokyo Marui Thor's Hammer.
Redfield holds the shotgun in menu image for the Not a Hero mode.
Examining the "Thor's Hammer".
Equipping the "Thor's Hammer".
Aiming the "Thor's Hammer" with Sight A. Note Chris' "C-clamp" grip.
Guarding with the "Thor's Hammer".

Submachine Guns

Izhmash PP-19 Bizon-2

During a flashback sequence near the end of the game, the player resumes control of Mia, now equipped with a PP-19 Bizon-2, as she tries to hunt down Evie the runaway B.O.W. aboard the tanker. When control returns to Mia in the present, she can find the same weapon locked in the Captain's room, which she can then use to track down her husband; it, alongside the Makarov, both transfer back to Ethan when control returns to him.

The game calls this weapon "P19 Machine Gun." Instead of the triangle folding stock, this one has a wire folding stock similar to the Romanian AIMS type AKs. The PP-19's capacity of 64 rounds implies that it is chambered in 9x18mm Makarov. The rate of fire when shooting in full auto in-game is significantly reduced from real life.

The PP-19 is also seen mounted as a sentry gun in the first volume of the "Banned Footage" DLC. Like the other sentry guns, the mounted PP-19 will automatically track and fire at any motion detected within a certain radius, and has more shots available before running out of ammunition and vanishing. It appears again as a sentry gun in the mini game "Ethan Must Die" and "Not a Hero" DLC where it serves a similar function but will continue to dry fire once ammunition has been expended.

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
Mia finds her PP-19 in "timeout," and decides to perform a jailbreak.
Three years earlier, Mia takes a few seconds to examine the PP-19 she suddenly finds herself equipped with aboard the tanker.
Mia chambering her PP-19 when first equipping it.
She then decides to aim it at a suspicious-looking crate near the wall.
Taking another cue from Silent Hill 2, Mia demonstrates one of Resident Evil 7's more bizarre gameplay mechanics, which involves blocking with her weapon to escape extra damage from melee attacks.
Mia aims her PP-19 at one of Evie's newly-made friends, deciding this is a more reasonable response than hiding behind it.
Mia, having put the Molded B.O.W. to rest, decides to reload her PP-19, on the off-chance she runs into Skully.
The helical magazine now seated, Mia chambers a round, careful not to take her finger off the trigger. This portion of the reload cycle appears to be the same as the automatic weapon reload animation from several other Resident Evil games, including the pointless yanking of the charging lever, which plays even if the weapon still should have a round in the chamber.

Grenades

M67 Hand Grenade

In "Not a Hero", Chris can find and use explosive hand grenades. These most closely resemble the M67 hand grenade.

M67 fragmentation grenade
The M67 seen in Chris' HUD.

AN/M14 Incendiary Grenade

Another grenade available in "Not a Hero" is incendiary grenades, which resemble AN/M14 incendiary grenades.

AN/M14 incendiary grenade
The M14s in Chris' inventory. They have a red color.

M84 Stun Grenade

The third grenade available in "Not a Hero" are "Neuro-stun Grenades", which appear to be based on the M84 stun grenade. They are loaded with paralyzing gases, doing to fungal B.O.W.s what normal stun grenades do to normal people.

M84 stun grenade
The M84s in Chris' inventory.

M18 smoke grenade

The M18 smoke grenade is seen on Chris' Blue Umbrella plate carrier.

M18 Smoke Grenade
The M18 on Chris' Blue Umbrella plate carrier. Note that it says N instead of M.

Others

Beretta 92FS

Shown on the boxes of handgun ammo scattered throughout the game is a picture of a Beretta 92FS, likely a nod to when this was the series handgun.

Beretta 92FS - 9x19mm
The handgun ammo model, which bears a strange resemblance to some Federal-brand ammo boxes.

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