Resident Evil Zero brought some fresh new ideas to the table, most notably the partner zapping system in which players solve puzzles by switching between the game's protagonists Rebecca Chambers and Billy Coen. Advertisement - Continue Reading Below Resident Evil 3: Nemesis also introduced a small element of player choice, letting users make occasional decisions about how to best deal with danger. Memorable moment: While you could arguably pick from any of the Nemesis encounters, the one that really stands out is when it bursts through the corridor window of the police station.
Update February 15, 2017: Resident Evil 7 is now a commercially successful product, having recouped its development costs since its release in January. That means it’s Money Town for Capcom from here on out. The survival horror game has now shipped 3 million units, and Capcom expect that figure to bump up to 4 million during its first fiscal year.
If you miss the itchy, tasty Resi days, check out our list of the . “Compared to Resident Evil 6 this may seem like a lower initial pace, however this can be attributed to the recent wider adoption of digital downloads and the transition from a sharp initial spike in sales for games to a continuous long tail,” Capcom explain during a .
“Further, we believe that achieving our fiscal-year target of 4 million units for this title is wholly possible, as we expect sales to continue for a longer period, buoyed on highly positive post-launch reviews from both the media and consumers.” Capcom say that the majority of Resident Evil 7’s financial success comes from direct game sales, with DLC acting in a “complimentary role”. Hopefully this news sees Capcom’s stock start shooting back up again. Update January 30, 2017: Capcom’s stock is falling despite strong sales of Resident Evil 7.
Shares in Capcom are down 6.5% in four days in the wake of Resident Evil 7’s sales figures – even though it shipped 2.5 million units and became the best-selling game in the UK this month. Resident Evil 7 is the UK’s best-selling game so far this year according to GfK Chart-Track, a statistics group who monitor physical software sales in the UK. They say Capcom’s latest “is the third-best week one debut for the series”, with the record currently held by 2009’s Resident Evil 5.
And yet, despite this success, shares in publisher-developers Capcom have tumbled since the initial announcement of 2.5 million shipments three days ago (see original story, below), as you can see in this tweet by a business reporter: Resident Evil 7 shipment numbers have put the chills up Capcom investors – shares continue to drop today — Gearoid Reidy (@GearoidReidy) Resident Evil is Capcom’s most successful brand, say GfK.
In the UK, “it sits just outside the top 30 all-time brands since [its] arrival in 1996, around the same revenue as Sony’s ‘Crash Bandicoot’ (also launched in 1996) and Ubisoft’s ‘Just Dance’ (2009 onwards).” Clearly, though 2.5 million shipments in three days (RE7 launched on January 24) is strong by most standards, it isn’t strong enoughfor Capcom’s biggest franchise. As industry analyst Daniel Ahmad says in the above twitter thread, it doesn’t compare well to Resident Evils 5 and 6; they shipped 4.5 million units of RE6 just after its launch in 2012.
In their , Capcom projected RE7 would sell 4 million by the end of the financial year (that is, by March 31). Perhaps the poor reception of RE6 has dampened enthusiasm for the sequel. There’s a chance that sales will pick up in the light of positive reviews and a lengthy schedule of DLC support by Capcom. Original story January 27, 2017:Resident Evil 7 has shipped a massive 2.5 million units.
Capcom didn’t reveal how many of those units shipped to retail have turned into sales, but the full amount would put the series as a whole at over 75 million sales. Resident Evil 5 is currently Capcom’s best selling entry, at 7.1 million sales, but Resident Evil 7 could well exceed that if the pace keeps up. Meanwhile, downloads of the game’s demo have surpassed 7 million, which is a new record for the series, proving the first-person revival sparked the game buying public’s curiosity.
Capcom expect Resident Evil 7 to top 4 million sales by the end of the financial year (by the end of March). Our Matt reviewed it and he considered it deserving of a 9/10.
Read our at that link. If you’re wondering how performance is, check out our .
best medical student date resident evil 7 - Resident Evil 7 Teaser: Beginning Hour
• • • Resident Evil 7 features some challenging, and surprisingly unconventional boss fights. While some require you to think outside the box, others impose strange new features to accompany the existing fighting mechanics. During our first playthrough, there were definitely times when we felt helpless or as though we were simply missing something.
We realise not everyone is quite as patient, so we put together this handy guide for those who need a little help taking down the Baker family. Below is an expandable list of the boss encounters – the boss names have been removed, though – so just click or tap on the relevant boss fight location, and all shall be revealed to you. Obviously, there’s a veritable minefield of spoilers once you get beyond the trailer. Afraid of spoilers, but still want to read something about Resident Evil 7?
? Spoiler Warning! A Baker in the Garage The first boss battle is against Jack, and as with many of the boss fights in Resi 7, fighting him for the first time can feel like a war of attrition. It doesn’t take long to realise that there’s something strange about the Baker household and here you get a much closer look at Jack’s inhuman pain tolerance. Another thing to note about most of the bosses is that they actually move quite slowly while deliberately getting caught on their surroundings, often giving the player enough time to run away, wheel round, and unload a few shots.
When the garage brawl begins, it’s best to get feel for how Jack moves, pacing around the area until you feel comfortably out of reach. Ethan’s only weapon is a flimsy pocket knife though the freshly-mutilated deputy lying on the floor has a handgun next to his body. Simply lure Jack away – running around the parked car does the job – before making a grab for the pistol.
Don’t expect the fight to suddenly become much easier. Learning to effectively aim the handgun takes time, and even if you do land a flurry of headshots, these will only stagger Jack for a moment. If you’re light on your feet, don’t waste your bullets. Instead, you need to hunt for a set of car keys, which are out in the open on a table by the wall to the car’s left.
Then, once there’s enough distance between you, jump in the driver’s seat of Jack’s car. Predictably, Ethan doesn’t get to drive off into the sunset. Daddy Baker will quickly grab and launch him across the room before getting in himself. Now the boss fight takes a bizarre turn.
Despite being in a fairly confined space, Jack will attempt to run you down in the car, either directly or by swinging his back end out. All you can really do is keep out of his way, reading the car’s movements and where it might turn. Dodging the car will also give you a small window to stab/shoot at him but this isn’t completely necessary. He’ll keep on driving for what feels like a good few minutes before ploughing into the garage wall one final time, the hood going up in flames.
The battle is effectively over, so just move away from the burning vehicle and watch as it blows up. A Baker in the Workshop After trudging through a fairly tough section of the game, the second encounter with Jack is bound to frustrate. Prepare to die quite a few times as you slowly get a feel for his new routine. Each time you fall, you’ll feel better prepared for the next attempt. We’d recommend at least two first aid packs and at least a dozen or so rounds of handgun ammunition.
If you’re short on either, there’s a green herb and chem bag in the same area as the fighting pit. Make sure you’re stocked up before triggering the battle. After grabbing the final dog head needed to open the mansion’s front door, Jack will launch you into a pit before leaping down, axe in hand.
This first phase is fairly straightforward; simply move back a little before firing off some headshots. If you’re not the best sharpshooter, you may want to let him swing around before lining up an easy shot. You’ll notice three bodybags hanging from the ceiling too. Kicking these into Jack will knock him off balance, but only for a couple of seconds.
Once he takes enough damage, he’ll fall to his knees before regenerating. We used this as an opportunity to whip out the knife and slash at him until he stands back up. Jack will now walk to the edge of the workshop, towards the wired fence. You can keep using the knife as he does so, but be sure to stay behind him – he might just grab and throw you, dealing a small amount of damage.
From the fence, he’ll pull out a crazy-looking cross between a chainsaw and a pair of scissors! It’s intimidating, and if you’re not careful, it can kill you in a single blow, even at full health.
Use your remaining pistol rounds to pop off several more headshots, forcing him into a vulnerable state. Naturally, that’s easier said than done, as the scissor-saw can wave and shield his head. Take some time to read his attack patterns and how they are telegraphed. Jack has three main attacks in this state: • When the blades are vertical, he can sometimes rush you which can be avoided by sprinting away.
• A three-swing combo. The animation and noise makes it easy to recognise, giving you plenty of time to step back. • When he’s holding the blades horizontally at chest-height. He’ll run in a straight line and if he catches you between them, you’re a dead man.
Once you find your rhythm, shoot him until he falls to the ground before immediately sprinting over to the chain fence. Here you’ll find a chainsaw of your own. Despite feeling like an immediate advantage, the chainsaw can actually make you more vulnerable if you’re not careful. While it’s tempting to hammer the trigger and let Jack have it, you’re safest bet is to back off and wait for an opening. Whenever he attacks, sidestep around him, slashing him one or two times depending on how much time you have.
Jack will quickly react, swinging his scissors in a deadly arc. If you haven’t already learned how melee counters works, then now is the time. Pressing the left shoulder button as an attack is about to land will mitigate most of the damage.
It’s worth noting that Jack can also deflect frontal attacks, throwing the player off balance. Keeping applying the same technique and he’ll continue to stop and regenerate. Like before, this is when he’s most vulnerable. As the flesh starts to heal, keep hacking away to deal the most damage. Also, make sure your own health is kept above orange by using first aid meds and green herbs. Keep an eye on the chainsaw’s engine light too – it will run out after extended use, forcing you to restart it.
Either of these actions can take a few seconds, so be careful! A Baker in the Greenhouse Compared to the first two battles, this one is much easier. Trapped in a confined space, Marguerite will stand at the top of the exit ladder, waving that annoying lantern of her’s. When she does so, it will summon a swarm of smaller bugs that can only killed using a flamethrower. Two or three larger bugs will also appear, though you may want to use the knife/pistol to get rid of these particular pests.
At the same time, you’ll need to keep shooting Marguerite to reduce her health. Several headshots will force her to keel over, giving you time to reload or kill off any nearby bugs. As soon as she gets to her feet, rinse and repeat. Wait too long and she’ll use the lantern to call more bugs so accuracy and timing are key. After a few minutes of this she’ll fall into the pit next to you. As her body decomposes, it will slowly fill the pit with reddish ooze, dealing damage to Ethan if you stick around for too long.
A Baker in the Greenhouse By the fourth boss fight, another encounter with Marguerite, you should have noticed a few things about how boss battles work in Resident Evil 7. With no health bars, it’s hard to tell when you opponent is on their last legs, forcing you to look for less obvious visual clues. When tackling Marguerite for a second time, these can be hard to spot. Since your last encounter, Mommy Baker has mutated somewhat, her arms and legs protruding into insect-like appendages.
She can also crawl along walls and ceilings, and if left alone, will occasionally spawn pesky flies from her hive-like womb. The best advice we can give is to make sure you have enough ammunition for both your pistol and flamer.
You can also return to the main house at this point and use your special keys to unlock Grandma’s room on the second floor. Here you will find some supplies next to a broken shotgun.
You can take this broken shotgun to the statue in the atrium, swapping it for the working shotgun weighing down the door switch. While it’s useful, we managed to fend Marguerite off with just the flamer and handgun. As always you’ll want to maintain a good distance, avoiding attacks while staying close enough to land some shots to her head and stomach. Marguerite’s lunge attack is by far her most deadly, rending a chunk from your health with each hit.
Before she jumps there’s a brief wind-up, giving you just enough time to fall back and counter. Given the flamer’s short range, you’ll need to get dangerously close to Marguerite in order to deal some serious damage. Just be sure to keep an eye on her as you do so.
She’ll occasionally scurry to other parts of the greenhouse building your in before quietly stalking you for a surprise attack. This brief downtime should be used to search between the nooks and crannies for items and ammunition.
Be sure to keep some fuel in your flamer as this is needed to purge the small bug swarms blocking your access to certain cabinets. Just be warned that Marguerite also makes good use of this time, often summoning a pair of giant flies that need to be dealt with. Keep using the same tactics and she’ll eventually go down. A Baker in the Escape Room Instead of gunning down the Baker’s boy, you’ll engage with Lucas in a test of wits. Once you’ve manage to survive his homemade gauntlet and the bloated Molded that waits at the end, he’ll invite you into an escape room.
Thing is, you’ll need to store away all the items you’re carrying. That isn’t the first step to this battle, however. Before even stepping into the room, you’ll need to have played the “Happy Birthday” video tape found in the previous area – without it, this fight is impossible to complete. Like the other tapes, it gives you flashbacks from another character’s perspective. This time, we play as Clancy, having been captured by Lucas and thrown into the game room.
This list outlines each step of the puzzle: • Take the candle being held by the clown robot thing in the first room. • Have a look around, then go to the back room where the birthday cake is sitting on a table. • Go back to the first room and retrieve the telescope from the toilet (gross!) • Light the candle using the stove in the kitchen. • Use the lit candle on the rope securing the door on the opposite side of the kitchen.
• Go through this door and find the yellow balloon. It’s on the floor about halfway down the right wall. • Use the balloon on the exposed pipe in the kitchen. • Equip the dirty telescope and walk under the shower that connects the kitchen and cake room. • Use it again to look at the television screens next to the kitchen. Make a note of the three symbols. • Go into the cake room and enter the three symbols on the locked cabinet. • Go up to the barrel and remove the winding key.
• Take the wicker man doll from the cabinet and use him on the stove. This will give you the doll finger. • Use the doll finger on the clown. • Use the feather quill from the yellow balloon on the clown. • Use the winding key on the clown. • Go back to the balloon room and enter the password for the final locked door. • Go inside and retrieve the valve. • Return to the cake room and use this valve to switch off the shower.
• Light your candle once more on the stove. • Use this candle on the cake. • Die an agonising, excruciating death. Once you’ve complete the VHS, you’re ready to breeze your way through Ethan’s own attempt. Needless to say, if you do exactly the same steps, you’ll die just the same way Clancy did. We made the mistake of ignoring the “Happy Birthday” video tape – doing so makes Lucas’ trial IMPOSSIBLE to complete.
Because Ethan has watched Clancy insert the password to the balloon room door, all you need to do is go in there, retrieve the valve, and repeat the final few steps of our walkthrough. Without needing to use the winding key, the barrel in the cake room no longer spills oil on the floor, igniting when the cake explodes. Instead, Ethan will drop to the ground. Realising he’s been outsmarted, Lucas will toss a timed explosive into the cake room. Simply walk over to it, remove a piece of wood covering the nearby wall, throw the dynamite in, and there you have it!
A Mutant Baker in the Boathouse Jack is back for a third time, but he’s a little bit different. This one’s pretty straightforward, aping the kind of boss design commonly seen in action adventure games and shooters.
The area you find yourself in is split between two tiers with a precarious walkway hanging above a waterlogged basement. Jack’s mutated form is pretty big now, and therefore has a decent attack range, swinging his arms and tail to deal moderate damage.
If you didn’t immediately figure it out, you need to shoot the puss-filled eyeball protrusions that appear all over Jack’s body. How many shots they take to destroy depends on their size and the weapon you carry. We’d recommend nailing the biggest eyes up close using the shotgun while using the pistol to hit those that are harder to spot.
Don’t be afraid to drop into the space below the floorboards. You’ll find some items here as well as a good position to shoot the eyes on Jack’s underside.
As long as you keep your distance and watch for his attack wind-up, there’s enough time to sprint away before returning fire. Although it’s tempted, going back up the ladder to the above area is risky. If Jack is still mobile, he’ll swat you down, the drop taking its toll on your health bar. Overall, it’s a fairly easy encounter, but using a couple of flame grenades to initiate can make things even simpler.
Be sure to target a cluster of eyes for maximum impact – the explosion has a decent area of impact and will continue to deal fire damage over time. Once he’s taken enough damage, Jack will break away and retreat to the ground floor.
After burrowing his way down he’ll reappear, boxing you into a small space. There’s little room to move and his arm sweeps are harder to avoid. What you should do here is adopt an all-out offensive, targeting the Jack’s remaining eye. Using several shots of enhanced handgun ammo was enough to finish him off without landing a hit. A Baker in the Guest House The Eveline boss battle comes in two parts, neither of which are particularly challenging. When Ethan finally tries to confront her, she’ll let out a piercing scream that throws him back.
All you need to here is make your way back towards her, blocking the screams with a well-timed guard. There’s enough time between each one for a small sprint, until you’re close enough to inject her with the serum.
This part of the battle lasting no more than a minute. Upon injecting Eveline, she’ll turns the entire Baker mansion into a twisting, oozy horror. In the same room a giant gnawing head will appear before making its way towards you. Instinctively you’ll want to shoot at it, but this doesn’t seem to do much.
Eveline will draw near, triggering a cutscene that blasts Ethan from the Baker house into the yard outside. Once again, this final stage is easy enough. Eveline will reach down with her giant arms, drawing you closer and closer. A dozen or so well placed shots to the head forces her to drop you. At this point, the fight is effectively over.
You’ll receive a call telling you to grab the military-looking case next to you and use what’s inside to finish her off. Needless to say, it packs a punch. Keep hitting the white fleshy areas and Eveline will solidify into a husk before crumbling to dust.
Congratulations, you’ve just managed to beat Resident Evil 7! thesixthaxis - an oscar mike media joint We do not license content or design to any other site. This WordPress theme is the legal property of Oscar Mike Media. No element of this site can be used without written permission. All content should be considered opinion.
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Update 15/09/16: Twilight Version Updating to Version 1.01, the "Twilight Version" of the demo has a number of new features, which affect the original Ending 2 outlined below. The new content added is as follows: Family Portrait Hanging over the fireplace in the opening room, a new family portrait now features 4 members of the Baker clan.
Burned Doorway Turning right out of the opening room, this doorway now looks burned. It's still locked, but rattle the door five times and you'll hear a strange moaning sound, followed by a loud crash. Expanded Attic Room After using the fuse to access the attic room, you'll find the rear wall is now broken to reveal a new area behind it. This area contains another locked door, plus a message written in blood on the wall which reads "Five guests murdered, but where is unknown.
Nothing to point to their final gravestones." A ladder reaches up to a locked window, which apparently leads outside. Object Made of Celluloid (Dummy Hand) Behind the TVs stacked near the ladder, you'll find an Object Made of Celluloid - which is clearly part of a dummy hand. Combine it in your inventory with the Dummy Finger from the hallway drawer downstairs to make a Dummy's Left Hand.
Handgun Ammo Tucked under the end of the bed, you'll find a box of Handgun Ammo. If you have the Axe (via the Lock Pick in the video section) then you can also smash the crate wrapped in yellow tape to find some more Handgun Ammo. New phone message When the phone rings in the attic, a new message is delivered: "Did you find what you were looking for?" "Who's this? And what the fuck is going on?" "What do you mean?
Everything seems fine to me. Just remember, all doors can be opened. If they couldn't, they wouldn't be doors. But some doors must remain closed, for now." Does this final line hint that another update is on the way, opening up yet more of the house?
We'll just have to wait and see. Original guide: Hot off the back of its E3 reveal, a demo of was made available to download on PS4. This playable teaser is dubbed “Beginning Hour”, but canny players soon realised it could be completed in 10-15 minutes and began questioning whether there was more to it than originally meets the eye.
Much like with the before it, were soon formed, and players on and began poring over every inch of the house in search of clues. Here we’ve outlined the two main “solutions” so far for ending the demo, as well as some of the interesting secrets which have yet to be explained. Ending 1: The Back Door From the start, head through the door into the corridor, then follow it round through the kitchen to the other side of the house.
Open the door at the far end of the next corridor, then grab the bolt cutters sticking out of the carcass on the floor - watch out for the doll that drops from the ceiling when you do. Now go back down the corridor to the locked wardrobe and use the bolt cutters to break the chain, before collecting the “Derelict House Footage” video tape inside. Return to the room you started in, and use the video tape with the player on top of the TV. You’ll now be transported to a previous version of the house, then follow your colleagues as they investigate.
Once you’ve lost Andre, head to the end room and through the secret door once it's open. Go down the ladder, where you’ll make a grim discovery before returning to the present time.
Pull the switch in the fireplace to open the secret door again. Inside, you’ll find a back door key next to the hole - grab it. Now head through the house and use the key on the back door to make your escape… ARGH, so close!
Ending 2: The Telephone From the start, use your knowledge from the last playthrough to pull the fireplace switch straight away. In the secret room, grab the fuse from the side table. Return to the initial room and put the fuse in the box to return power to the stairs. Go along the corridor then up the stairs and hit the button to lower a secret set of steps.
Head up to the attic, then enter the room on the right and answer the ringing phone. Here you’ll receive one of three messages: “Memories hold the truth.
Don’t let appearances mislead you.” “You will have to say goodbye eventually. But will you be ready?” “You have the power to choose. But the outcome of that choice may not be what you expect.” Turn around to leave the room and… ARGH, busted again! Sinister Note On the coffee table in the initial room you can find a note, which reads "I SHALL DASH THEM AGAINST THE STONES".
This may be a reference to the Bible verse Psalm 137:9 "Happy shall he be, that taketh and dasheth thy little ones against the stones." Once you've completed the video flashback sequence, the bloodstained note will reappear in front of the television and now reads "I SHALL DASH YOU AGAINST THE STONES".
How did it get there while you were watching the video? Dummy Finger In the opening hallway, there's a cabinet to the right hand side by the bottom of the stairs. Open the drawer to find a dummy finger inside. Examining it reveals it looks a little like a key, but so far no one has found a use for it. Capcom have since hinted that , sending out a message with the above image to members of its Resident Evil Ambassadors community program.
Creepy Mannequins Head upstairs in the house and you'll find a trio of mannequins with their backs to you. Go around the corner and check the desk, where there's nothing of interest. Turn around, and you'll spot that the mannequins have all turned around to face you. ARGH, a new one has appeared at the top of the stairs too. Dammit... Attic Photograph Next to the phone in the attic room is a photograph you can examine, which seems to show a helicopter with the Umbrella Corporation logo on the side.
Flip it over to find the message "Are they watching us from that helicopter?" scrawled on the back. Ghost Girl During the video tape flashback sequence, players have found seven different brief appearances of a ghostly girl.
It's not been determined yet what triggers these hauntings, or if they have any effect on the outcome of the demo, but one thing's for sure - they're terrifying.
Lockpick and Axe During the video flashback sequence, look in the gap next to the microwave in the kitchen to spot a lock pick on the floor. You may need to crouch down to get close enough to grab it. Go to the opposite side of the kitchen, then use the lock pick on the drawer to unlock it. Back in present time when the video is finished, return to the kitchen drawer to find it open with an axe inside.
You can swing the axe around and destroy certain items around the house, though sadly it won't protect you from your attacker. Headphones / Ear Defenders During the video flashback, head upstairs in the house to find a pair of headphones (or are they ear defenders?) on the table up there. Is this a hint that players should be listening for audio clues? Pause Menu Tape Icon When starting the video flashback, hit Options to pause the game as soon as the title card switches to static.
Wait around 30 seconds, and an animated tape icon will appear in the bottom right of the screen, staying there indefinitely while the game remains paused. This icon doesn't appear elsewhere in the demo, and isn't thought to be a save/load marker, so what could it mean? Found any more secrets in the demo?
Let us know in the comments below.
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