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Difference between revisions of "Resident Evil 7: Biohazard"

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[[File:Re7 PP-19 Idle.jpg|thumb|none|600px|She then decides to aim it at a suspicious looking crate near the wall.]]
 
[[File:Re7 PP-19 Idle.jpg|thumb|none|600px|She then decides to aim it at a suspicious looking crate near the wall.]]
 
[[File:Re7 PP-19 Block.jpg|thumb|none|600px|Mia demonstrates one of ''Resident Evil 7's'' more bizarre new mechanics, which involves hiding behind her weapon to escape extra damage.]]
 
[[File:Re7 PP-19 Block.jpg|thumb|none|600px|Mia demonstrates one of ''Resident Evil 7's'' more bizarre new mechanics, which involves hiding behind her weapon to escape extra damage.]]
[[File:Re7 PP-19 Aim.jpg|thumb|none|600px|Mia aims her SMG at one of Evie's newly made friends, deciding this is a more reasonably response than hiding behind her gun.]]
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[[File:Re7 PP-19 Aim.jpg|thumb|none|600px|Mia aims her SMG at one of Evie's newly made friends, deciding this is a more reasonable response than hiding behind it.]]
 
[[File:Re7 PP-19 Reload 1.jpg|thumb|none|600px|Mia, having put the Molder to rest, decides to reload her SMG, on the off chance she runs into Skully.]]
 
[[File:Re7 PP-19 Reload 1.jpg|thumb|none|600px|Mia, having put the Molder to rest, decides to reload her SMG, on the off chance she runs into Skully.]]
 
[[File:Re7 PP-19 Reload 2.jpg|thumb|none|600px|The mag 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.]]
 
[[File:Re7 PP-19 Reload 2.jpg|thumb|none|600px|The mag 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.]]

Revision as of 06:14, 29 January 2017

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Resident Evil 7: Biohazard
ResidentEvil7Biohazad.jpg
Teaser Image
Release Date: January 24, 2017
Developer: Capcom
Publisher: Capcom
Series: Resident Evil
Platforms: PC
Playstation 4
XBOX One
Genre: First-Person Shooter



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 worse after he finds his wife somehow gone insane, and is subsequently captured by the violent and seemingly-invulnerable Baker family on their isolated plantation. With nothing but his wits and will to survive, Ethan must overcome the Baker family members, survive among the roving packs of Bio Organic Weapons 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 is notable for being the first mainline series game not set 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. It was released on January 24, 2017, sixteen years after the release of Resident Evil Survivor 2 Code: Veronica, the RE series' previous foray into the FPS genre.

Note: This page contains Spoilers.




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.

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

1911 Style Pistol

A Colt M1911 is featured, 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 M1911 in Zoe's trailer, which can be combined with a "Gun Repair Kit" to restore the M1911 to working order. The M19 has a smaller capacity than the G17 but does more damage, though it also can't use the ingame "Enhanced Pistol Ammo", making it rather obsolete by that point in the game.

In the demo, the 1911A1 has no animations for its hammer, implying it functions in DAO 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 M1911A1 handgun. It also incorrectly features a hinge-style trigger rather than a conventional 1911 straight-pull trigger. In the demo it used 9mm ammo, though in the final game the weapon's caliber isn't stated.

Pre-War Colt M1911A1 Pistol.
Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP
The "M19"'s model; note the odd trigger, and uncocked hammer.
Ethan checks the chamber on the M1911A1, keeping his finger off the trigger. This is a strong indicator that Ethan may have some firearms training, although this suppposed training doesn't extend allowing him to use any firearm's sights while aiming. This scene doesn't play during the final game, since Ethan doesn't have his left hand during this sequence.
The same scene from the finished game has a different animation, since Ethan now lacks the correct number of limbs to actually perform a brass check.
The unnamed protagonist finds the M1911A1 Handgun after flushing the blood filled toilet in the Beginning Hour Demo. 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.
The unnamed protagonist from the demo (presumably Ethan) fires his new M19 Handgun at the basement dwelling B.O.W. called "the Molder" during the "Beginning Hour." Note the uncocked hammer; Resident Evil 7 appears to be the first mainline game in the 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. Unlike the 1911, the Glock allows for use of the ingame "Enhanced Pistol Ammo" (which claims to be a higher pressure variant than the regular kind), making it the clear choice even after the M1911A1 becomes available again.

It appears to be a 2nd Gen Glock because it lacks the accessory rail. 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. It is likely that this restricted magazine capacity was to give players more of a reason to use the ingame M1911A1 if they did not possess any "Enhanced Pistol Ammo."

Glock 17 2nd Generation - 9x19mm
The G17's 3D model.
The Glock's slide, which appears to have compensator cuts that are sadly nonfunctional ingame.
Ethan holds his Glock while witnessing his car explode.
Ethan aims his Glock at the now-flaming Jack Baker.
Ethan fires his Glock at Jack Baker.
A clearer look at the Glock as Ethan fires at a Molder BOW.
Ethan fires at a Jack with his Glock. 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

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. The pistol appears as the Pistol MPM, as it did in Resident Evil: Revelations 2.

As with the M1911A1, the Makarov is depicted as firing in DAO, with the hammer never moving.

Makarov PM - 9x18mm
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 PM.

AMC Auto Mag

If Ethan and Mia manage to recover at least 9 of the 20 old coins scattered throughout the game, Ethan can use them to unlock the AMC Automag in one of two places: Zoe's trailer or later on, just before the final fight with Evie. The magnum is completely optional but very powerful, although ammo is scarce and it initially only has one round loaded.

High Standard .44 AutoMag TDE (Covina, CA) - .44 AMP (Auto Magnum Pistol)
Ethan finds the Auto Mag locked in a bird cage in Zoe's trailer, with a lock requiring nine strange coins, and decides not to question anything.
Having done sufficient exploring, Ethan returns for his hand canon.
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. Resolute, he decides to explore the Baker estate further.
Ethan holds the Auto Mag 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.


Beretta 92FS Mod "Samurai Edge"

Returning once again is the Samurai Edge custom-built Beretta 92FS. This time around the Samurai Edge appears to be a replica, firing some kind of strange, high powered projectile. The handgun is first available during the final boss fight with Evie, although another one becomes available upon beating the game once. Interestingly, the handgun's slide doesn't cycle, but it will lock back when empty; this will happen often, as the handgun has a capacity of three.

Airsoft Replica of the Beretta 92FS "Samurai Edge" Custom from the Resident Evil videogame franchise. With close up on the engravings.
Ethan checks the chamber on "Albert," the bizarre name given this pistol by its mysterious makers.
Ethan, having just gotten his hands on "Albert" decides to hold it on a suspicious looking wall.
A look at the Samurai Edge's right side.
The Samurai Edge's left side, including the original STARS engraving; it's not clear why this is part of the weapon, since it's not being used by any member of the RPD.
Tired of the noises he makes, Ethan decides to kill the Mr. Everywhere bobblehead inside the first Safe Room. Note the higher than average recoil.
Ethan holds an empty Samurai Edge, curious about why the slide has locked back when it wasn't moving to begin with.

Shotguns

Remington 870

A Remington 870 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. In combat, the shotgun is the most practical weapon, able to kill Molders in one well-placed shot. Ammo drops are randomized, though, and can be scarce, so care should be exercised when using the Remington.

Remington 870 Police Magnum Riot Shotgun - 12 gauge
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 Sandwhich 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 cross hair 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.

Unknown Over-Under Shotgun

An over-under shotgun of unknown make and 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 later be acquired again by swapping out the broken shotgun for a wooden toy replica of the 870 of which it then can be repaired with a gun repair kit with one being found relatively close by. Unlike the Remington, this shotgun packs the same amount of damage it can fire two times as quickly, have an increased range and greatly reduced weapon spread with the downside being limited to two shots.


Ethan finds the broken shotgun, and realizes this will allow him to have the Remington and use it too.

Submachine Guns

Izhmash PP-19

During a flashback sequence near the end of the game, the player resumes control of Mia, now equipped with a PP-SMG, as she tries to hunt down Evie the runaway BOW 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.

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 SMG she suddenly finds herself equipped with aboard the tanker.
She then decides to aim it at a suspicious looking crate near the wall.
Mia demonstrates one of Resident Evil 7's more bizarre new mechanics, which involves hiding behind her weapon to escape extra damage.
Mia aims her SMG at one of Evie's newly made friends, deciding this is a more reasonable response than hiding behind it.
Mia, having put the Molder to rest, decides to reload her SMG, on the off chance she runs into Skully.
The mag 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.

Assault Rifles

Unknown Assault Rifle

Depending on the ending chosen, Umbrella Corps operators will show up to rescue Ethan and Mia, carrying an identifiable assault rifle of some sort. One of them, identifying himself as "Redfield" can be seen holding it in the teaser image for the game's first announced story update, called "Not a Hero."

File:Re7 Unkown Assault Rifle.jpg
Redfield holds the unknown assault rifle in the teaser image for "Not a Hero."

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