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Unlike most - but not all - Resident Evil titles, Resident Evil 7: Biohazard strictly follows a first-person perspective. The game also makes use of Sony's new PSVR Headset as well as other VR Headsets such as the HTC Vive and Oculus Rift. Capcom has stated that non-VR players won't have an experience any different from those who play with VR capabilities enabled.


In a reversal of previous games such as Resident Evil 5 and Resident Evil 6, Capcom decided to limit the use of firearms in the game.[1] Firearms in Resident Evil 7 has more in common with older Resident Evil titles, as ammunition is scarce and weapons are very hard to find, in addition certain, more powerful, weapons require effort (and sometimes resources) on the player's part to acquire.

Despite the game being in first person, enemies prove a formidable challenge. It can take a significant amount of firepower to down a enemy, and ammo conservation via aiming for the head is heavily encouraged. Enemies however are somewhat intelligent in this manner as they will attempt to make it harder to attack them, such as attempting to dodge, swaying their body in a erratic fashion to make it harder to track them or even using their arms to block their heads from attack.

In this regard the game also encourages the player to attempt to evade enemies when possible.

Resident Evil 7 features a moderate selection of weapons and firearms, but is far more limited unlike more modern RE games and is more akin to older RE games. The weapons range from Pocket Knives, Handguns, Shotguns, an SMG and special weapons like a Grenade Launcher and Flamethrower.



Health in game is tracked by a combination of blood build up on the player's user interface, and from an electronic watch on the player's left arm. This watch emulates prior RE games in giving a rough estimate on the players health. With a green ECG showing full or high health, down to a red ECG showing low health.

As with most Resident Evil games, RE7 features Green Herbs. Using Green Herbs will restore a small portion of health by themselves, however Green Herbs can be combined with Chem Fluids to create far more potent First-Aid Fluids, which heal for significantly more and can be used in game/combat. The First-Aid Fluids are poured only on the player's arms.


Ammunition in game ranges from uncommon to very rare. Stock pistol rounds tend to be the most common type of ammunition. All other ammo types are typically hard or near impossible to find, further encouraging conservation of ammo in combat.

Some ammo types can be crafted with the usage of Chem Fluids and other base components, such as using Gunpowder and a Chem Fluid to create Pistol Bullets. This crafting system can also allow the player to craft significantly more powerful and potent ammo for their weapons with the usage of the much rarer Strong Chem Fluid, though some ammo cannot be crafted, such as Shotgun or Magnum ammo. Though this forces the player to chose between crafting medical or ammunition supplies with their limited Chem Fluid supply.


Puzzle solving remains a core component of RE7. Like older RE titles the player will have to navigate and solve puzzles to advance the plot and/or open up areas of the residence. Puzzles range from rotating items to match a symbol, solving riddles and similar.

Quick time events, introduced in Resident Evil 3: Nemesis and featured heavily in more recent titles, are for the most part absent altogether.[2]

Search and Collection

In addition to the search and collection of files and documents, an alternative is presented in the form of VHS tapes. Like the files, these can be optional, but are recommended for a greater understanding of the story, in addition to providing the player with tips and a level of foresight of areas yet to be discovered. However, unlike simple files, VHS tapes allow the player control of the character recording the film, as first shown in the Beginning Hour teaser.[3] With this control, the player can minorly alter the events recorded in the tapes in order to change things in the present, similar in concept to the "Zapping System" originally featured in Resident Evil 2 and iterated in other games of the series.


  3. GameSpot

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