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Resident Evil 7: Biohazard
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Resident Evil 7: Biohazard is a First Person Shooter and 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, 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 somehow gone insane, and is 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.
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 (RE) 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. Despite the closer view on weaponry provided by first-person view compared to previous RE titles, firearms in this title are universally lacking animations for visible hammers, and player characters cannot use the sights on any ingame firearms. Furthermore, while not the first RE title to simulate firearm recoil by implementing crosshair bloom, the game's recoil is universally much heavier than it should be for any weapon, which makes firing guns too quickly yield very inaccurate shots. To enhance the survival horror experience, the amount of recoil depicted through this mechanic is almost always depicted as unrealistically high, even with the various ingame pistol-caliber weapons, so as to force players to fire shots slowly (about one round each second) to stay accurate and to keep players from simply gunning down all opposition before it gets close enough to do harm.
Handguns
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.
Double-Action M1911A1
A double-action M1911A1 similar to the Para-Ordnance LDA 7.45 is featured in the game called the "M19 Handgun", first seen being picked up by Ethan in an early trailer. When Ethan picks up the handgun, he performs a brass check, confirming that it is, in fact, chambered; as Ethan has his left hand severed during this sequence in the final game, the animation is instead recycled for Mia when she picks up the Makarov later in the game. 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 and if Ethan did not pick up the weapon during the earlier fight with Mia, he will perform a brass check like in the demo. The 1911 has a smaller capacity than the Glock 17C 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.
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 17 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.
Makarov PM
A 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. 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.
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, called "44 MAG" in one of two places: Zoe's trailer or later on, just before the final boss fight. 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.
Beretta 92FS "Samurai Edge" Wesker Special
Returning once again is the iconic "Samurai Edge", particularly Albert Wesker's version, which is a heavily customized Beretta 92FS. This time around, the Samurai Edge Wesker Special is called the "Albert-01" and fires a powerful round specifically designed for eliminating fungus-based BOWs. The handgun is first available during the final boss fight and holds 9 rounds in the magazine.
A replica becomes available upon beating the game once called the "Albert-01R". Interestingly, the slide doesn't cycle, but it will lock back when empty; this will happen often, as the "Albert-01R" handgun has a strangely-low capacity of 3 rounds. Wesker's Samurai Edge is fitted with an additional accessory mounting system, an LAM, and a fake SilencerCo Ospray suppressor, or a barrel extension shaped like one, since its firing sound is quite loud.
The "Albert-01" returns in the "Not a Hero" DLC and is one of the two firearms available to Chris Redfield. Like the final boss version, it has a 9 round magazine but has the added ability of firing both standard handgun ammunition and special anti-regeneration rounds called RAMRODs which are needed to take down the new and stronger molded variants. The handgun also differs from the main game as the iron sights are used for aiming rather than the HUD reticle.
Shotguns
Remington 870
A Remington 870 with a Ithaca 37 forend called the "M37 Shotgun", is seen in a cutscene during the game's opening. Ethan can later acquire one by completing a puzzle similar to one from the original Resident Evil game. In combat, the shotgun is the most 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.
Unknown Over-Under Shotgun
An over-under shotgun of unknown make and model, called the "M21 Shotgun", is found by Ethan and is used as a counterweight to acquire the Remington 870 early in the game. While it is initially broken, it can be acquired again later by swapping out the broken shotgun for a wooden toy replica of the 870, and then repairing the over-under shotgun with a Gun Repair Kit item. Unlike 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 pellet spread, with the only downside of being limited to two shots. Of course, a wooden toy replica of a shotgun would generally 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. The shotgun also makes an appearance in the "End of Zoe" DLC as an unlockable bonus weapon.
"Thor's Hammer/Albert. W. Model 02"
An auto-shotgun that is a larger version of Tokyo Marui's SGR-12 airsoft gun is carried by Umbrella Corps operators. It is one of the two firearms available to Chris Redfield for the "Not a Hero" DLC.
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 PP-19's capacity of 64 rounds implies that it is chambered in 9x18mm Makarov, a pistol caliber with only moderate recoil, but the in-game version's crosshair bloom is highly exaggerated for the sake of gameplay, requiring that the player only fire shots every half-second or so to remain fully accurate. The game also calls this weapon a "P19 Machine Gun," but the rate of fire when shooting in full auto is significantly reduced. Instead of the triangle folding stock, this one has a wire folding stock similar to the Romanian AIMS type AKs.
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.
Other
During development a crude prototype was built in Unity for testing purposes.