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Resident Evil Series ECG

A ECG system from Resident Evil Series.

Health (also called Condition in earlier Resident Evil games) is a common factor in video games, including the Resident Evil series, which measures the current status of the player character.

Earlier games[]

Starting with the original Resident Evil, the player's health is shown in the inventory menu/status screen, and is represented by an electrocardiogram (ECG).

Depending on the condition of the character, the ECG will read the following:

  • Fine (green) - the character has none to minimal damage taken.

Fine re2

  • Caution (yellow) - the character has taken moderate damage, but health is still above half.

Ycaution re2

  • Caution (orange) - the character has taken significant damage, health is below half.

Ocaution re2

  • Danger (red) - the character has taken major damage and health is almost gone. In this state, one or two more hits will result in death.

Danger re2

From Resident Evil 2 and onward, health was indicated with body language from a player character. This was mostly done because health could only be seen in the pause menu. In "Fine" characters stand upright and can move smoothly. In the varying levels of "Caution" characters hold their sides and lower their heads slightly. In the Resident Evil remake and Resident Evil 0, yellow "Caution" kept them in their "Fine" pose. In "Danger" characters limp and move sluggishly.

Healing items include Herbs, the effects of which vary depending on the mixture, and First Aid Sprays, which are full healing agents, but cannot cure poison.

Later games[]

Resident Evil Outbreak[]

In Resident Evil Outbreak and Resident Evil Outbreak File #2, the games followed similar rules to the main early games. However, when health is depleted, rather than dying the character collapses and is limited to only crawling until either assisted by another player or if they use a healing item to revive themselves. While they cannot die by depleting their health alone, their Virus Gauge will begin to fill very rapidly as infection progress accelerates greatly. Allowing the Virus Gauge to completely fill will result in the character fully dying and, in multiplayer mode, reanimating as a player controlled zombie. Most one hit kill attacks will however bypass the incapacitated state entirely and kill the survivor where they stand, regardless of the progression of the Virus Gauge.

Resident Evil 4 & 5[]

Resident Evil 4 and Resident Evil 5 use a more traditional on-screen health gauge. The color of the health gauge will change accordingly as well as the movement animation.

In Resident Evil 4, health can be upgraded via mixing green herbs with yellow herbs. Herbs and First Aid Sprays return as healing items, in addition to Eggs and Black Bass.

In Resident Evil 5, a "Dying" status was added when the character's main health is gone, requiring the assistance of the partner character. Self-resuscitation is available when playing the Mercenaries on single player. Death occurs when the Dying meter is depleted. The gauge drains by itself and the rate depends on the chosen difficulty, the meter will also be drained further from additional damage. Recovering from the Dying state restores a difficulty-varied amount of health.

Resident Evil 6[]

Resident Evil 6 features a health gauge similar to Resident Evil 4 and Resident Evil 5's, but is now clearly segmented into six pieces, which is universal among all playable characters (including Agent Hunt characters and creatures). One Herb represents one segment and following tradition, First Aid Sprays heals the character to full, and green+red herb mixes provides 6 blocks worth of recovery. Dying Status returns, but characters in this state can recover if given enough time, provided they don't take any additional damage during this phase. Recovering from Dying status grants the player with one "temporary" block of health which depletes in one hit and instantly results in death, emphasizing the need for healing items.

Resident Evil 6 added a subtle feature called "natural recovery", which is a slow health regeneration of the nearest undepleted block. Piers Nivans is given a much faster health regeneration during the final battle of Chris Redfield's scenario, though this is not tied to the mechanic.

Resident Evil 7: Biohazard[]

The following information comes from the BIOHAZARD 7 resident evil kaitaishinsho

Resident Evil 7: Biohazard displays the player's health by the amount of blood splatters on screen as well as on the Genome Codex as ECG-style health gauge which the player character will have for specific sections of the game.

In the main game, players start with a maximum health value of 1000, and this can be increased in increments of 100 by using steroid collectables (making maximum health 1400). Players regenerate 10 health per second back up to 300 starting 10 seconds after being hit. During certain story events the player's health will be replenished.

Affects of health:

  • 100% health or less - Codex will be green

RE3 Fine

  • 60% health or less - Codex will be yellow

RE3 Caution

  • 30% health or less - Codex will be red

RE3 Danger

  • 299 health or less - Edge of screen glows red, movement speed is decrease,

Heal amounts:

Spin-off games[]

Resident Evil: Revelations and its sequel don't feature a health gauge; the player's health is instead indicated by the clearness of the screen. The bloodier the screen is, the more health has been lost. In addition, when a player is on a critical health level, the screen becomes monochromatic except for the blood indication. The only healing item available is the green herb which fully heals the character.

In Resident Evil: The Umbrella Chronicles, only the player's health is shown along with the character they selected. During Co-op the meter is lengthened considerably and shows the names of both characters despite a few inconsistencies (i.e. Wesker & Wesker or Rebecca & Rebecca). In Resident Evil: The Darkside Chronicles no matter what both characters get a health meter with a few exceptions (such as Krauser in Darkness Falls).

Resident Evil Outbreak and its sequel feature the electrocardiogram (ECG) on the bottom of the item screen due to multiplayer inventory screen.

Other Statuses[]

Poisoned[]

RE3 Poison Before Resident Evil 4, there was a status effect known as "Poison" which was purple in color. Poison can be afflicted by several enemies throughout the series and can be cured with a Blue Herb or in special cases, a Serum.

Bleeding[]

In Outbreak there is another status effect called "Bleed" which is multicolored depending on how much health the character has. It is randomly acquired but is often afflicted by the Leech man in "The Hive" scenario. It can go away over time but can also be cured instantly with a Hemostat, by having the Bandage in your inventory, or sholder-carrying a teammate who has the bleed status effect while said bandage is in your inventory (File 2). Having the bandage in your inventory also grants immunity to Bleed.

Resident Evil: Revelations 2 also feature bleeding, if player character is hit with a fatal attack from certain enemies, the screen will got continuous bloody effect and player's health will slowly depleted. The status also go away overtime or cured instantly by bandage.

Virus[]

RE3 Virus In Resident Evil 3: Nemesis, a special status effect is given to Jill Valentine after she is infected by Nemesis-T Type, called "Virus" which is also purple and can only be cured by the Vaccine.

"Poison", "Virus", and Bleed" all have the same animation as "Caution" unless they are taken into "Danger" in which case they'll limp.

Blind[]

Resident Evil: Revelations 2 features the unique blind status. When player is hit by a blind attack (E.g.: A sploder explode), they will have the screen covered with mud and cannot see anything until cured by Eye Drop.

In other media[]

Marvel vs. Capcom series[]

In Marvel vs. Capcom 2, Jill's Heal Type assist move shows her pulling out a Mixed Herb (G + R). If a character touches the herbs the ECG graphic will be shown next to them and they will be healed slightly and an additional ECG animation depicting their health going from "Danger" to "Fine" will be shown. The graphic in question is purely aesthetic due to Jill being a Resident Evil character. The same effect was not carried over to Marvel vs. Capcom 3 nor its Ultimate expansion. In both games Jill (in both incarnations), Chris Redfield, Albert Wesker, and Nemesis T-Type all use the same standard life bars as other characters to indicate their remaining health.

Resident Evil: The Deck Building Game[]

Health in Resident Evil: The Deck Building Game works somewhat differently than in the main games in the series. Like in many games, all characters have different amounts of health. So far the highest amount of Health is 120; which is held by Chris Redfield, and the lowest is 70; which is held by several characters. Infected Characters (introduced in the Outbreak expansion) all have 140 health. Health can be regained by using Green and Red Herbs as well as First Aid Sprays. Certain characters can also heal themselves through their own abilities. Like in Resident Evil 4 health can be upgraded with the use of Yellow Herbs. Characters that take damage can "die", but in accordance with the game's rules, simply reappear with 20 less health. However, if a character is whittled down to 20 or less maximum health and dies, they are taken out of the game. Infected have Health similar to the characters. The highest amount is 90 (held by Uroboros Aheri and Albert Wesker) while the lowest amount is 10 (held by Bui Kichwa and Lurker). Infected do not "respawn" when they are killed nor does their health regenerate

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