Resident Evil 7: Biohazard
Nice, but where's the trigger?
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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 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.
The game received several DLCs, the major story DLCs being "Not a Hero" and "End of Zoe".
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.
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.
A double-action M1911A1, similar to the several Llama models (note the hump in front of the mag well and inclined notches on the slide) and 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 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.
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.
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.
"Samurai Edge - AW Model-01"
A heavily modified version of Albert Wesker's Beretta 92FS "Samurai Edge" returns in the game as a heavy anti-B.O.W. pistol. It has been modified with an additional accessory mounting system, 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.
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 when hitting a biological target, likely representing the toxins used 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.
A Remington 870 with a Ithaca 37 forend 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.
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 pellet 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.
"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.
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.
M67 Hand Grenade
In "Not a Hero", Chris can find and use explosive hand grenades. These most closely resemble the M67 hand grenade.
AN/M14 Incendiary Grenade
Another grenade available in "Not a Hero" are incendiary grenades, which resemble AN/M14 incendiary grenades.
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.
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.