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Family matters: how humans became the real horrors of ‘resident evil 7’.

Mike Diver

Header and all Resident Evil 7: Biohazard screenshots courtesy of Capcom.

Kōshi Nakanish. Photograph courtesy of Capcom.

"The fear we can portray in the shadows of things we recognize from normal life can be so much more impactful than fantasy monsters." — Kōshi Nakanishi
Related, on Waypoint: 'Resident Evil 7 Is the Game Horror Fans Have Been Waiting For  

Masachika Kawata. Photograph courtesy of Capcom.

"I don't think that games are the best medium for horror. You lose that horror movie quality of watching and thinking: don't go down there, or through that door." — Masachika Kawata

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Den of Geek

Resident Evil 7’s Haunted Homecoming

As Resident Evil 7 approaches, we look back on the series' true origins.

resident evil 7 haunted house

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“There’s always a lighthouse. There’s always a man. There’s always a city.”

With this simple credo, Ken Levine and the BioShock development team defined their franchise. Whether the series ventured to sky above or sea below, fans would always be able to identify a BioShock game by looking for those three simple elements. A lighthouse, a man, a city.

At no point in the Resident Evil franchise did any character utter a similar statement. If someone had, they certainly would have saved the Resident Evil 7 development team a lot of grief.

The moment that Resident Evil 7 was revealed, you could hear the misgivings of franchise fans. “That’s not Resident Evil ,” they declared with the absolute certainty expected of fans closed off to change. “That’s not my Resident Evil .”

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The source of their outrage is easy enough to identify. All we knew with certainty about Resident Evil 7 following its debut at E3 and the release of the game’s first demo was that the next Resident Evil was going to play out from a first-person perspective. Capcom left a lot of room in their marketing strategy for fans to fear the worst. Many suspected that Resident Evil 7 would not feature combat or zombies or Umbrella or any of the trademark gameplay elements of the series. 

Since then, we’ve learned that not all of that is necessarily true, but doubt still runs through the veins of some Resident Evil fans. They worry that Resident Evil 7 will sacrifice every series hallmark in the name of conforming to the conventions of a new generation of horror games. As one YouTube commenter so eloquently puts it, these fans looked at Resident Evil 7 and saw, “Resident Evil: Outlast of the Layers of the Amnesia: P.T.”

Pundits will tell you that Resident Evil 7 represents Capcom’s forfeiture of the franchise. It doesn’t. Resident Evil 7 represents Capcom’s best chance yet to bring the franchise back home.

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When Capcom tried to bring their  Biohazard  project to the United States in 1996, they realized that they would never be able to get away with the name in Western markets. There were too many properties that already had the name Biohazard locked down. Instead, the studio held an internal contest to determine what the name of the international version of Biohazard would be. “Resident Evil” ended up winning despite the fact that some within Capcom – including the person who realized Biohazard wouldn’t work, Director of Communications Chris Kramer – felt the name was weak.

“I voted against the name – I thought it was super-cheesy,” said Kramer in an interview with GamesRadar . “[I] can’t remember what I felt was a better alternative, probably something stupid about zombies.”

As trivial as it may sound, Kramer believes that the reason why the team chose “Resident Evil” is because it had the word “resident” in the title and the game took place in a mansion. Ironically, there is a more meaningful justification for the name, which most Western gamers weren’t even aware of at the time.

As some of you may know , Resident Evil/Biohazard   began its life as the spiritual successor to 1988’s Japanese-only horror game  Sweet Home . In fact, the game was initially conceived as a simple remake of Sweet Home . It was supposed to feature the same inventory management, the same emphasis on puzzles, door loading screens, and mansion setting.

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While Resident Evil did retain all of those qualities, nobody considers it to be a remake of Sweet Home . Somewhere along the way, designer Shinji Mikami was forced to alter his vision. In several interviews, Mikami has stated that he originally intended to turn Resident Evil into the game he wanted Sweet Home to originally be: a first-person survival adventure that emphasized psychological horror. The problem was that the technology of the time didn’t allow him to make that game for the Famicon. Sadly, the PlayStation also wasn’t quite capable of running such a game.

Instead, Mikami elected to adopt the fixed-camera system from 1992’s Alone in the Dark . This perspective allowed Mikami to retain the game’s technical and cinematic qualities, but in an interview with GameSpot , he admitted that it came at a price:

“The changed perspective had an effect on immersion,” said Mikami. “[It made] the player feel a bit more detached. It took a little bit of time to get my feelings in order and make the call to change it.”

It’s easy, then, to portray Resident Evil 7 as an opportunity for Capcom to do justice to Mikami’s original vision and make a first-person horror game that utilizes atmosphere over cheap scares; that those who praise Resident Evil ’s roots worship at the altar of a false god. To a degree, some of that may be true. However, Resident Evil 7 ‘s incorporation of first-person isn’t the only way that the game is reconnecting with its roots.

Yes, Resident Evil does have roots, and I don’t mean a few design aspects that have remained stalwart throughout the series. After all, “There’s always a shotgun. There’s always a green herb. There’s always a jump scare” isn’t exactly the kind of motto that franchises are built on.

No, Resident Evil ’s real roots are in the haunted house genre. Sweet Home laid the foundation for a horror game that would be worthy of an entire genre, and Resident Evil built upon it the structure known as Spencer Mansion. Before Resident Evil was the premier name in horror gaming, it was just an intriguing-looking title that promised a new kind of cinematic horror experience. 

Resident Evil  certainly rewarded its initial group of adopters. Once players moved past the opening live-action short, which stands as a testament to how far video game storytelling has progressed, they entered the mansion. And this haunted house greeted them with the echo of a gunshot, informing them that they were not alone. Remarkably, looking back so many years later, the sound of that gunshot feels somehow muted compared to the hollow stomps of the characters’ footsteps, the rhythmic ringing of a nearby clock, and the beating of the player’s own heart.

The general sense of unease players felt upon entering Spencer Mansion was converted to full-blown terror once they turned down a seemingly normal corner and were confronted with the game’s first zombie. The sight of this shambling nightmare, which was blissfully off-frame mere moments ago, confirmed their worst fears. They now knew that every turn could bring them face to face with a monster they were not prepared for. 

While Resident Evil certainly borrowed aspects of Sweet Home , these opening moments of Resident Evil prove that Shinji Mikami was right when he said that the Famicom wasn’t capable of allowing him to complete his vision. The audiovisual elements that gave Resident Evil its unmistakable haunted house atmosphere couldn’t have been done on any system that came before. This is what he intended to deliver.

Soon, Mikami’s idea of what horror gaming was capable of became an industry standard. That same vision also turned Resident Evil into an incredible success. Once that happened, everything was destined to change.  

People talk about Resident Evil 7 abandoning the conventions of the franchise and not being a true Resident Evil game, but the truth of the matter is that the series abandoned its haunted house origins years ago.  Honestly, it abandoned it shortly after Resident Evil  was released when Mikami and his team started to work on a sequel. Their intention was to turn Resident Evil 2 into the story’s finale. However, legend has it that Capcom producer Yoshiki Okamoto had other plans. He saw Resident Evil as a future franchise and felt that the sequel should expand upon the game’s world. As such, he brought in a new screenwriter to help craft this new world.

Resident Evil 2 did a brilliant job of mainlining the original’s atmosphere of dread, but it also made it clear that the intimate nature of the original experience was gradually going to be replaced by a grand adventure. From its earliest years,  Resident Evi l  was destined to escape the haunted house.  However, in the process of expanding the scope of the Resident Evil series, Capcom slowly whittled away at the thrill that comes from stepping into a hostile environment and feeling like every turn could put you face to face with your doom. 

You can’t entirely fault Capcom for their approach. In fact, some of the best games in franchise stemmed from this new philosophy. The problem was that Resident Evil ’s story was never meant to serve as the start of something grander in the way that Sweet Home ’s innovations were. Sweet Home was designed to be built upon.

Inevitably, then, the story wore thin around the same time that the game’s mechanics were showing their age. To Capcom’s credit, they did try embracing the new action-adventure path they had slowly been forging with Resident Evil 4 . However, they never really found where the franchise needed to go from there. The developers achieved what they had set out to do with the original, but had wandered too far in the aftermath, making it very difficult to give the franchise a coherent return to its haunted house roots. 

What Capcom left behind in their attempt to turn Resident Evil into a premier gaming franchise with RE5 and especially RE6 , other titles found. Dead Space became a hit, in part, because Visceral adopted the haunted house method of horror game design when crafting the game’s infamous layout of traps. Amnesia and Outlast employed a new camera perspective but retained that feeling of pure dread that comes from exploring every new room and just hoping you are prepared for what comes next.

These games understood what Resident Evil  forgot in the long run, which is that a horror game is often at its scariest when it is trying to create the ultimate digital haunted house. Not every horror game must follow that formula in order to be a success, but it’s no coincidence that recent revolutionary genre titles such as P.T. utilized a similar design philosophy.

There’s an intimacy to haunted houses that few other horror sub-genres can recreate. They force us to confront the intimacy of the average home by filling it with our worst nightmares. From a design perspective, they allow a developer to engage players by restricting their abilities while expanding their imaginations.

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It’s no surprise, then, that in their attempt to revitalize the franchise, Capcom has decided to focus on the home of the Baker Family. We don’t know if the entire Resident Evil 7 experience will focus on that home and the family within, but it doesn’t matter. What matters is that Capcom finally seems to have found what it is that made the Resident Evil franchise special in the first place. 

Should Resident Evil 7 prove to be a hit, then Capcom may very well be tempted to do as they once did over twenty years ago and use the game as the basis for something much grander. Honestly, that wouldn’t be the worst thing in the world. They will always do well to remember that the fundamental qualities which made Resident Evi l special are tied to the haunted house genre, but the truth is that most people will always happily consider a great Resident Evil game to be any great horror game that has the name “Resident Evil” on the box. 

For now, though, it sure does feel good to come back home. 

Matt Byrd is a staff writer.

Matthew Byrd

Matthew Byrd | @SilverTuna014

Matthew Byrd is Games Editor at Den of Geek and an entertainment enthusiast living in Brooklyn. When he's not exploring the culture of video games, he's…

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Resident Evil 7 walkthrough 3-0 Old house (all sections)

This old house is creepy

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resident evil 7 haunted house

Table of contents

3-1 the back yard, trailer, old house and the cellar.

  • Full Resident Evil 7 guide table of contents

The back yard

The trailer, the old house, the safe room, the burner nozzle and flamethower, 3-2 shadow puzzle, outhouse, fighting marguerite.

  • The spider shadow puzzle

The outhouse

The crow key and the grenade launcher, marguerite fight, to the greenhouse, 3-3 the greenhouse, lantern puzzle and d-series arm, the greenhouse, greenhouse collectibles, old house lantern puzzle, the d-series arm, things are about to get shooty again.

resident evil 7 haunted house

Take the red dog’s head upstairs and install it into the Cerberus door to escape. Well, not escape, per se, but at least you’re outside. Turn left on the porch and take it to the far end to pick up a green herb and some gunpowder . Your goal is that trailer in the middle of the yard, but there are some things to grab first. Counterclockwise around the yard:

  • Supplements by the door with the electronic locks — these can be combined with chem fluid to make psychostimulants or neuro rounds
  • Gunpowder in the rusty basin behind the trailer
  • An antique coin in a flower pot down a small alley to the left of the back porch
  • Separating agent on the windowsill above and to the left of that pot — this will break down items you’ve previously combined
  • Between the two sets of steps on the back porch, look for a sheet of metal — pull that aside and smash the crate under the porch for a repair kit
  • Another green herb in a pot
  • Chem fluid from the crate to the right of the trailer’s door
  • There’s a Mr. Everything under the trailer’s steps

resident evil 7 haunted house

The trailer in the middle of the yard is your next safe room. Pick up the broken handgun from the bed to your left. Use the repair kit to turn this into an M19 handgun , which is more powerful than the deputy’s G17 handgun that you’ve been using. (Sadly, you can’t reclaim any ammo already loaded into the G17 — we tried.)

The three bird cages — two right in front of you when you walk in and one on the table to your right — are where you spend your antique coins . Pick up the antique coin from the table by the 44 Magnum . This should bring your count to seven. This is, sadly, not enough for the Magnum, but it is enough for a stabilizer , which decreases your reload time.

On your way out, Zoe will call again with information about where you’re going next.

resident evil 7 haunted house

You’re going to be retracing a lot of the steps from the Mia tape in this section. Cross the doll-lined bridge just like Mia did. Before you go through the main doors, smash the first crate on the right for some handgun ammo . Smash the second crate if you’re in need of a pile of bugs.

resident evil 7 haunted house

Inside, you will see your new enemy for this area — gigantic bugs (or regular-sized bugs for Louisiana). You can shoot them, but they’re really not worth the bullets. Use your knife to take out all three — the third one is behind the door on your left. Check the floor to your right for a hint about some exciting times to come.

resident evil 7 haunted house

Turn left and follow the same path you took when you were here as Mia. Before you go into the room, sneak around to the left to pick up some 44 MAG ammo on the ground next to the hole in the floor.

resident evil 7 haunted house

The mold-and-TV room has been replaced with a hive-and-TV room. Sprint through, keeping to the right — there’s a swarm on your left — and kill the giant bugs on the wall. Don’t try for the locker yet — we’ll get back to it soon enough. Go through the door to the hall with the crate (where Mia hid from Marguerite the first time).

resident evil 7 haunted house

Turn left and head for the door. Pick up the old house map from the dresser on the left and get the burner fuel from beneath.

resident evil 7 haunted house

Continue into the gallery room where you solved the spider shadow puzzle. The sculpture is missing, so you’ll have to find that. Head outside onto the balcony.

resident evil 7 haunted house

Turn right and check the garbage cans for handgun ammo and some chem fluid . Turn around and pick up the burner grip from the next trash can — this is the first part of your new weapon. Continue across the wooden plank bridge to find a new safe room.

resident evil 7 haunted house

Turn left in front of the inventory box and look to the shelf slightly above your head and destroy the Mr. Everything statue. Get the backpack off of the table behind the tape recorder — this will expand your inventory by four slots. Leave anything you don’t need in the inventory box. Keep your burner parts and fuel — we’re about to go find the last piece.

resident evil 7 haunted house

Return to the gallery and exit out the door. Use your knife to kill the bugs that fly through the window. Enter the dining room. There’s some solid fuel in the wardrobe. Turn right to find some shotgun shells in the pile of crates. Ignore the door on your right — there is a swarm of bugs just on the other side.

resident evil 7 haunted house

Use your knife to attack the spiders on the locker. Get the strong and regular-strength chem fluid from inside.

resident evil 7 haunted house

Head out onto the deck and turn right. Kill any bugs you see along the way and follow the wall around to the right. Pick up the psychostimulants and the lock pick out of the orange box. Turn around and head to the other side of the door. There’s some gunpowder on the windowsill .

resident evil 7 haunted house

Head back to the door and turn left. Kill the bug on your left, then take the walkway to the right. Inside the building at the end, grab the green herb on the left and then the burner nozzle from the table. Assemble the burner grip and burner nozzle into a burner to create a flamethrower.

resident evil 7 haunted house

Head back outside along the walkway and turn right at the intersection. Now you can try out your new flamethrower on the bug nest. Nests are very flammable, but they’re also armored. Once you set one ablaze, hit it with a shotgun blast to destroy it — if you don’t destroy it, it’ll grow back rapidly.

There’s nothing else to do out here at the moment, so head back to the old house.

resident evil 7 haunted house

Burn the swarm that greets you in the dining room. Use the lock pick to open the drawer for a first aid med . Then backtrack into the guest room (the hives-and-TV room) for some more collectibles. Burn the nest in the middle to get at an orange box with a green herb (and some bugs) inside. Turn and burn the spiders off of the locker for more burner fuel .

resident evil 7 haunted house

Head back to the living room. Burn out the nests, and you’ll expose a tunnel into the cellar. Behind the nest in the center of the room, there’s more solid fuel in a drawer against the left wall, there’s more burner fuel in a crate on the ground against the right wall and there’s some chem fluid in a crate on the ground in the middle (it’s easy to miss).

Head into the cellar through the tunnel. Turn to your left on the stairs to see another Mr. Everywhere . Continue down the hall to the door and look to your left again to grab an antique coin .

resident evil 7 haunted house

Go through the door into a workshop and grab the stone statuette from the bench. Then turn to your right to talk to Mia.

resident evil 7 haunted house

It doesn’t go well.

The Venomous Predator painting shadow puzzle

It’s time to use that statue in the gallery to get to the rest of the old house. Turn around from the workshop and head back up the cellar stairs. When you emerge from the tunnel, turn right and go into the kitchen.

resident evil 7 haunted house

Marguerite meets you at the door, blocking the most direct route to the gallery. Repeat what you did in the Mia tape — backtrack to the front door, pass through the guest room and into the hallway with the crate.

resident evil 7 haunted house

Marguerite is going to be patrolling the hallway and the dining room — she won’t attack you directly, but she’ll set a swarm of bugs on you and make your life generally miserable until you run away. Crouch behind the crate and wait for her to pass, then break to the left into the gallery.

resident evil 7 haunted house

Pass through the gallery and go hit the save point (and inventory box) before you continue. When you come back, make sure Marguerite isn’t in the gallery, then go interact with the pillar in the middle. Move the stone statuette until it casts a spider-shaped shadow and opens the passageway.

resident evil 7 haunted house

Follow the (harmless) bug-filled passageway to the end and emerge onto the far side of the first floor of the old house. On the right, pick up the solid fuel from inside the tire and the green herb from the trash can.

resident evil 7 haunted house

Take the first right and go up the stairs to the second floor of the old house. Your way is blocked by a crow door, but there’s a nice note from Marguerite next to the door and some chem fluid in the drawer on your right.

resident evil 7 haunted house

Turn around and return to the first floor. Turn right and follow the path around to your right. Drop through the floor into the crawlspace — again, this is the same crawlspace from Mia’s tape. Smash the crate on your right for some psychostimulants . A little farther along, look behind some pallets against the wall for more chem fluid , then turn around to find another Mr. Everywhere (man, that guy is everywh ... wait, is that why he’s called that!?). At the end of the crawlspace, where Mia’s escape ended, pick up the crank . You’re going to use this a couple times to wrap up this area.

resident evil 7 haunted house

Backtrack all the way out to the main floor and use the crank to raise a bridge across the gap. Your next goal is to use the crank over by that first bug nest you destroyed. You’ll have to pass through most of the house to get there, avoiding Marguerite along the way.

resident evil 7 haunted house

Get back to the dining room and then out onto the back porch. Continue straight out the door and use the crank to raise the bridge to the outhouse. Grab the first aid med from the sink to the right of the door before doing in. Inside, get the burner fuel and antique coin from the toilet, then turn your attention to the fancy chest to your left. Inside, you’ll find the crow key .

Now that we’ve got the crow key , some backtracking is in order. Return to the old house. Before you barge through the door, peak through the window on your right — you’ll be able to see Marguerite if she’s stalking around the dining room. Sneak past her and through the gallery to hit your save point before continuing.

resident evil 7 haunted house

Clear out any extras from your inventory — you’re going to be picking up another two-slot item in a minute, and you won’t be facing any enemies on the way. Return to the main house and get to the drawing room (the room with all the taxidermy where you picked up the steroids). It’s pretty much a straight shot back from the scorpion door on the first floor of the main hall. Use the crow key on the door with the two-headed crow nailed to it.

resident evil 7 haunted house

Inside, pick up the grenade launcher . There are shotgun shells and a flame round (grenade launcher ammo) on the shelves to the left. Turn around and look behind the crates for some strong chem fluid , then grab the solid fuel and gunpowder from the shelves on the left and right side of the door. If you run out of room at any point, remember that you’re close to a safe room and can hit the inventory box without any danger.

Marguarite fight

Hit the save point in the trailer on your way back through and set up your inventory however you like it. You’re in for a bit of a fight, so focus on your burner and guns, but maybe stow the grenade launcher for now. You don’t have enough ammo to make it effective yet.

Inside the old house, turn left and head back to the crow door you saw earlier. March straight up the stairs because of course now’s when things are going to start going your way.

resident evil 7 haunted house

After Marguerite tosses you into the hole in the floor, you’re really only going to have to do two things — burn the bugs and shoot her face. She’s only got one move here — she’ll wave her lantern around and dispatch a swarm of bugs to attack you.

resident evil 7 haunted house

Use your burner on the bugs, then switch to either your handgun or the shotgun and shoot her face. It won’t take long before she falls into the pit with you. When this happens, climb out of the pit.

resident evil 7 haunted house

Now that she’s out of the way (we don’t believe for a second she’s dead), go up the stairs to the crow door. Unlock it and go into the room. There’s nothing in the drawer on your right, so just walk straight up to the altar — the suitcase on the table surrounded by hanging dolls and candles. Open it up and read the note to get the information you’re looking for, then talk to Zoe about what to do next.

resident evil 7 haunted house

Turn left from the phone and explore the hallway there. There’s a room on the left at the end that has a diary, a voodoo doll and some shotgun shells in a drawer. Leave that room and turn left to find another room.

resident evil 7 haunted house

This is the next door you’ll need to unlock, but you’ll need a lantern first. Before you leave, though, destroy the Mr. Everywhere on the table in the middle of the room and grab the antique coin from the drawers in the back right corner.

Head back to the pit where you fought Marguerite. Hey look! There’s the lantern you need!

resident evil 7 haunted house

Climb down the ladder and follow the lanky monster-thing through its tunnel. Climb up the ladder at the other end. Before you head into the greenhouse, turn left and toward the gate you see there. Grab the strong chem fluid on your right, then unlock the gate. This will lead you right back to the trailer. Get inside, save, and we’ll head for the greenhouse in the next section.

  • Previous: 3-1 The back yard, trailer, old house and the cellar
  • Resident Evil 7 guide table of contents
  • Next: 3-3 The greenhouse, lantern puzzle and D-Series arm

Well, since Zoe apparently already has the D-Series head needed for the serum recipe, it’s up to you to find the D-Series arm. The first thing we need to do is get that lantern back. It’s going to take a fight to get it, so you need to prepare. You should have enough antique coins to purchase the steroids from the cage in the trailer.

You’re going to want your fancy new grenade launcher and any flame rounds you’ve found or made (from strong chem fluid and solid fuel ) so far (and we’ll be getting a few more shortly). Keep at least one full slot of first aid med . You’ll also want your burner and your shotgun . Also bring a lock pick if you have one — you’ll exchange it for a couple flame rounds in a minute. All of this accounts for eight of your 16 inventory slots (and your extra ammunition for all of your weapons will take up even more), so it might take some maneuvering to fit it all. You’re also going to be picking up several items before the fight, so be prepared to run back and forth some to gather it all (we made at least three trips).

You might not need all of your weapons for the first couple trips into the greenhouse, but, like we said, you’re about to have a fight, so it feels foolish to even approach it unprepared.

resident evil 7 haunted house

After you save, head toward the greenhouse. The door on the ground floor of the greenhouse (on your left as you approach) is locked, so you’ll have to enter through the second floor (the covered stairs on your right).

resident evil 7 haunted house

Turn left immediately before the stairs to find another treasure photo . This one is of the toilet in the trailer. Head back to find some 44 MAG ammo (and immediately stash them in the inventory box since we don’t have that gun yet), then return here.

resident evil 7 haunted house

Enter the greenhouse, then turn to your right and go into the room there. There’s a locked drawer on your left. Use the lock pick we mentioned to open it for two flame rounds . Continuing clockwise, pick up the separating agent , solid fuel and two green herbs . As you gather them, turn any strong chem fluid and solid fuel into more flame rounds . You may have noticed that we’re stressing those flame rounds . There’s a reason for that.

resident evil 7 haunted house

Head back to the door you just came through, turn right and drop through the hole to the first floor. There’s nothing to pick up in the room you drop into (not even in the toilet, surprisingly) and the door in front of you is locked, so head into the dark room on your left. In the far right corner, there’s a crate to break for some handgun ammo next to the hole in the wall.

resident evil 7 haunted house

Head out of the door on your right and turn left. Go to the sofa at the end of the hall to pick up some psychostimulants . Turn around and go to the other end of the hall and clean the spiders off the door and open it — this will make running around the house like a crazy person (which you’ll be doing momentarily) easier. Turn around and burn the spiders off of the locker behind you to pick up more shotgun shells and strong chem fluid . This is your last chance to regroup and sort out you inventory before things get interesting. Head back to the middle of the hall and climb the stairs.

resident evil 7 haunted house

New and improved Marguerite will bust through the window and grab you, starting the big fight of this area. It works like this: Marguerite will grab you and toss you around a little, but mostly she wants to run away. When she gets away from you — usually by jumping up, climbing a wall or dropping through the floor — she’ll release a swarm of bugs to bother you.

resident evil 7 haunted house

So your job is to chase her around, keeping her in sight, and hit her with a steady barrage of flame round grenades, burner flames and shotgun shells . Reload every chance she gives you — and be aware that your grenade launcher only holds one shot at a time and takes a long time to reload.

If she gets away from you, use your burner to deal with the bugs she releases and reload all of your weapons while you seek her out. Any time she starts to run, hit with another blast of whatever you have loaded at the time to keep her on the defensive.

resident evil 7 haunted house

She’ll eventually fall to her knees in a weird, full-body spasm and the fight is over. The lantern will be among her remains.

We’re giving the rest of the collectibles in the the greenhouse their own section for a couple reasons — as we wrote above, your inventory is probably pretty full already (so you may need to pick and choose what to seek out) and, if you need one of these items during the fight, you’re going to be in a hurry. If you’ve defeated Marguerite, you’re free to leave the house and stash what you’ve gathered in your inventory box before coming back to grab the rest.

  • Continue to the top of the stairs where Marguerite grabbed you and turn around to the left, there’s another spider-covered locker with a green herb and some solid fuel inside.
  • To the right of that cabinet, the run-down room with a bathtub in it has some handgun ammo in a breakable crate and some burner fuel in a green table.
  • Continue through that room onto the balcony over the first floor. Climb down the ladder on the left side. There’s some burner fuel on the ground to the right of the ladder and some chem fluid on the mower behind you. (That’s the fourth appearance of a mower in this game, by the way.)
  • To the right of the mower, there’s a cabinet with more burner fuel in a drawer.
  • Head into the room behind that cabinet and turn left to find a green herb and a first aid med on the ground on the left side and another green herb in a breakable crate.
  • Turn around and make your way all the way back across the front of the building to find a cabinet in the far corner with solid fuel and chem fluid inside.
  • Turn around from that cabinet and pass through the doorway. Just inside, there’s more chem fluid on your right.
  • Continue in that direction to the green table next to the refrigerator to find some shotgun shells in the drawer. Turn around from that table to unlock the door into the main hallway.

When you’re done clearing out the greenhouse, unlock the front door and return to the trailer. Save and rearrange your inventory however you want. This next part only requires a gun (we prefer the shotgun if you have the shells left over or the handgun with enhanced handgun ammo ) so you can fill the rest of your inventory as you like.

resident evil 7 haunted house

Leave the trailer and return to the door attached to the lantern puzzle. Place the other lantern on the left side of the scale and the door will unlock. Everything behind this door is creepy as hell, but you’re not going to get attacked for a few minutes, so be careful, but don’t be too trigger-happy — we squeezed off more than a couple rounds jumping at shadows. We’ll warn you when things are about to get shoot-y again.

resident evil 7 haunted house

Head through the door and turn right at the back of the room. This will lead you into another room where you’ll see your first of several jump scares. Look on the floor to your left for a picture that Eveline drew of her family. Continue through the room to the right. In the back, there’s another drawing and a teddy bear in a rocking chair. If you pick the teddy bear up and turn it over, it says, "I love you!" Haha, just kidding, black mold pours out of its mouth because everything is awful.

resident evil 7 haunted house

Go through the door next to the teddy bear into the hallway and turn right — which is the only way you can go. Continue through into the room that is more black goo than room and just keep pushing forward through it. After the falling dolls jump scare, there’s a note on the yellow table on your left. Continue through the door.

resident evil 7 haunted house

Turn left, then right and just keep stubbornly walking deeper into the horrifying house. When you get to the long hallway with the metal door at the end, you’re almost there.

resident evil 7 haunted house

In the back right corner of Eveline’s bedroom, open up the dollhouse to find a hand-drawn map showing you where the secret passage is. Turn left and crawl through the passage.

resident evil 7 haunted house

Pull the D-Series arm off the mannequin-thing at the end of the secret passage. Turn around and start your trip out of here.

resident evil 7 haunted house

You didn’t think you were just going to waltz out of here with the arm, did you?

resident evil 7 haunted house

Your escape is going to be plagued by molded . At least it’s only molded and not worse enemies. Remember that the shotgun will drop them with one headshot and just (try to) keep your wits about you as you retrace your steps to the main part of the old house. The first molded with jump you as soon as you try to leave Eveline’s room.

resident evil 7 haunted house

The next one, unsurprisingly, attacks in the black ooze-filled room and there’s one more behind the screen right before the lantern-locked door. Once you’re out, head to the trailer to meet Zoe (and save).

resident evil 7 haunted house

But, obviously, things don’t go quite according to plan.

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Don't play Resident Evil 7, live it with a haunted house-style experience in London

resident evil 7 haunted house

Haunted houses in January? Sign me up. To celebrate the launch of Resident Evil 7 , Capcom is inviting fans to explore a real-life version of the game's creepy locale. All you have to do is show up at the venue in London's East End between January 20 and 23, and bring a partner who can hold your hand-- er, survive. To give you a taste, here's a little teaser trailer of the experience:

Clearly your experience will differ, hopefully featuring more squeals of delight and laughter rather than abject terror and despair. Part haunted house, part escape room (meaning you'll have a selection of puzzles to solve), I'd have to say it looks pretty entertaining.

The event is free, though you should arrive early since tickets will be handed out on a first-come, first-serve basis. The actual location of the house is being kept secret, so you need to head to the Sewer Gators debrief area at Dray Walk Gallery, located at 91 Brick Ln, London E1 6QL. Lines form starting at 11:30am, with doors opening at 1:00pm.

Twenty-eight pairs will be admitted per day. Your ticket, should you be lucky enough to get one, will tell you what time you'll be allowed in. The experience takes roughly 45 minutes to complete, and you'll need to show up at least 30 minutes ahead of your scheduled time - so budget your day accordingly. For more details as well as terms and conditions, check out the event's official site .

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Sam is a former News Editor here at GamesRadar. His expert words have appeared on many of the web's well-known gaming sites, including Joystiq, Penny Arcade, Destructoid, and G4 Media, among others. Sam has a serious soft spot for MOBAs, MMOs, and emo music. Forever a farm boy, forever a '90s kid.

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Resident Evil 7: come in sit down, you’ll never leave

Why Resident Evil 7 is the perfect horror game for 2017

Keith Stuart

Capcom returns to the ‘haunted house’ origins of its survival horror series. But rather than regressive, its move to the deep south couldn’t be more timely

  • Resident Evil 7: Biohazard review – a masterclass in terror

H orror movies have always reflected and explored the political climate of the eras that produced them. In the 1950s, Cold War paranoia led to a spate of films such as Invasion of the Body Snatchers about aliens hiding among us, looking to destroy humanity from within. Later the chaos and bloodshed of the Vietnam war inspired a cycle of cynical, anarchic and bloody movies such as Tobe Hooper’s Texas Chainsaw Massacre and Wes Craven’s Last House On the Left , in which the rules of civilised society collapse amid senseless, numbing violence. Horror cinema, with its in-built tropes of shock and tension, has always provided a convenient way for culture to process real-life fears.

This is why Resident Evil 7, released this week to much critical acclaim, is an interesting benchmark for where horror video games are right now, and what they say about the world around us. Set in a nightmarish version of rural Louisiana, the story has everyman Ethan Winters stumbling on a seemingly abandoned plantation mansion while searching for his missing wife, Mia. What he discovers however, is psychopathic family, who imprison him in their supernatural lair.

It’s an enormous re-direction from the previous two titles in the Resident Evil series, which took the originally tense and slow-paced formula of the survival horror genre in a more action-orientated direction. Those games had epic battles, hordes of monsters and well-armed soldiers, and the pace was more akin to a military shooter than a classic horror experience.

Of course, there are commercial reasons for Capcom to revert to the style and structure of its original Resident Evil games: fans of the franchise were becoming alienated, and there were better military action games out there. But it also feels like the right time for horror games to turn in on themselves.

Resident Evil 7

Whatever your political persuasion, 2016 was filled with seismic sociocultural shocks, with Brexit and Donald Trump being the standout examples. In the aftermath of both the EU decision and the US election, there was an outpouring of uncertainty and alienation; people took to social media to express their incomprehension – families with differing political views turned on each other. In short, we entered an era of mass, localised suspicion: who or what did my neighbours vote for and why? If they don’t think like me, what else are they hiding? In a debate that took in immigration, patriotism and identity politics, the impulse on social media was to ‘other’ those who held opposing views, to represent these people as intrinsically different, even alien.

If horror entertainment really does reflect the fears of our times, then we should be entering another period in which the monsters are our neighbours, and the venues are our homes and towns. Although obviously developed in Japan, it’s fascinating that Resident Evil 7 should take as its setting the American rural south, feeding into the horror mythology of the sociopathic redneck that cinema explored in the 1970s, through the Texas Chainsaw Massacre, The Hills Have Eyes, Deliverance and others. Whether consciously or not, Capcom has taken its latest title into a place of symbolic fear and resentment for metropolitan Americans. The Baker family are the rednecks, the deplorables, taken to their absolute limits.

Visage is another game of domestic horror

Resident Evil 7 is not alone here. Last year saw the prescient We Happy Few about a dystopian society controlled by an Orwellian state obsessed with media manipulation. There was also the excellent Layers of Fear , in which an increasingly unsettled painter fights to finish his major work in a house that is constantly shifting and changing. This year, two other titles Allison Road and Visage will make similar explorations of the old haunted house genre, and both put the emphasis on psychological fear rather than spooks and jump scares. This is, after all, an era in which there is no certainty and no escape – the sociopolitical horrors of the world follow us to our TVs, smartphones and tablets; they chase us on to social media. The haunted house genre subverts our idea of home as a place of safety and escape. This seems remarkably relevant in 2017.

Elsewhere, one of the most intriguing new ‘horror’ titles from the independent sector is Hello Neighbor, a stealth game where the player must sneak into the house next door, ostensibly to find out what is hidden in the basement. The neighbour however, has advanced AI and every time he catches you near the house, he erects a new defence. Due out this summer, the game is an interesting examination of petty paranoia and provincial suspicion, echoing the post-Brexit, post-election days of blame and finger-pointing.

The essence of horror is possibility – the possibility that your worst nightmares could come true. When we live in a political climate of epochal change and uncertainty, the sense of dread floods everything, until the smallest assumptions are tested and found wanting. This is when horror entertainment stops being about super soldiers battling giant monsters and turns in towards the town, the neighbour, the home.

Hello Neighbor – a horror game about spying on the house next door

“I’m interested in vulnerable characters, in normal human beings,” said Resident Evil creator Shinji Mikami when we interviewed him three years ago . “The horror experience is most scary when the player really isn’t sure whether their character is going to live or die – death and survival need to be on a constant see-saw. If there’s a situation where you’re not 100% sure that you can avoid or defeat the enemies, if you feel maybe there’s a chance you’ll make it – that’s where horror lies.”

In 2017, everyone has been battered by these vast political and societal changes, and we all hope things will get better. It’s that hope that horror clings to. Once again, the seemingly deserted house, the one no desperate wayfarer should enter, is a potent symbol of both salvation and annihilation. The scales could tip either way. If we can’t process our fears and our uncertainties about everything and everyone around us, it’s OK. Horror games will do that for us.

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Resident Evil 7: Biohazard Review – A Return to its Horror Roots

True survival horror.

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Resident Evil 7: Biohazard

Brutalist Review Style (Version 2)

I’ll be the first to say that I was skeptical of Capcom’s return to its survival horror roots with Resident Evil 7: Biohazard . Resident Evil has been a tried and true action-oriented series since the second entry, and for the most part, minus some really C-level plotlines that involved Terminator and Norman Bates stand-ins, the franchise has done its job well. Even the fourth iteration, an experience that most hold up as a paragon of “horror,” had already planted the seed of throwing anything resembling “survival” out of the window.

There’s also the case to be made that too many developers have shifted to jump-scare-ridden projects just to garner views on YouTube. Video game horror is in a really weird spot right now, but thankfully Capcom has shown everyone how it’s done once again with Resident Evil 7: Biohazard .

Review: Resident Evil 7: Biohazard Is True Survival Horror 1

The first hour of the game — while serving as a tutorial — is terrifying, and sets the tone for the rest of the roughly eight hour adventure. Trust me, if you have the means, play it in VR, as the control scheme is perfectly implemented and the VR immersion ratchets up the tension. I’d be remiss to spoil anything in particular, but I can say that Capcom really nails the perfectly blended atmosphere, which relies not on providing stark, direct scares, but more on generating a general unsettling chill through detailed set pieces and master-crafted sound design. At one point the game’s atmosphere creeped me out so much just walking through a hallway that I had to take my VR helmet off — something that’s never happened to me before in my nearly one-year stint with the tech.

After that first guided hour, Resident Evil 7: Biohazard gets a lot more hairy and moves into a more “standard” Resident Evil feel. You have your item boxes, herbs, and inventory management, along with collectible-hunting and secret weapon unlocks galore. Yet, the game never reaches the absurd lengths of using spray-tan healing items, as everything remains a little more grounded than is usual for the franchise to go along with the first-person viewpoint.

That includes the return of limited ammo as opposed to kitting out players with a Gears of War -like arsenal. Very limited, in fact, as there are even low stack maximums for items, forcing players to pick and choose what they want their loadout to be until they acquire more space by way of sparing backpack upgrades. Between that core principle and a mix of other mechanics such as a heavy but balanced emphasis on puzzles, everything comes together to create a game that, against all odds, follows-up the original Resident Evil ,. The game wears its western influences on its sleeve, and amidst plenty of other nods, I saw a lot of Sam Raimi thrown in for good measure. The writing is also sound, as it draws you into the lore without ever letting up on the game’s persistent sense of hopelessness.

Review: Resident Evil 7: Biohazard Is True Survival Horror 3

Even though Resident Evil 7: Biohazard moves into some frantic situations and maintains a rather rapid sense of pacing, the game’s main virtue is restraint. When staggering enemies with leg or headshots I was tempted to go up to them and give them a good old Chris Redfield super uppercut, but there’s no anime-inspired melee system in Resident Evil 7 . Instead, players can slowly walk around while aiming, and use a block button to avoid some damage. An aiming system, mind, that’s perfectly suited for VR , complemented by fine-tuned sensitivity customizations.

“Resident Evil 7: Biohazard is far more than the muted “haunted house” trailers have been leading us to believe.”

And while Capcom could have played it safe with a “spooky backwoods FPS,” motif, they’ve defied a few other conventions that allow Resident Evil 7: Biohazard to rise above the crowd. Without spoiling anything, there are a few instances where the player finds optional VHS tapes that detail the stories of various people who have visited the property in the past. Instead of just showing you their tales, though, the videos are playable, and often directly impact your future experience with the environment.

One video in particular deals with an especially tough puzzle, and the implications of actually watching and figuring out that optional tape impacted me in a way that I had never really experienced before. No joke, I’d play an entire game based around these tapes, they’re that well done. Scenarios also play out differently in real-time, too. In multiple instances I found that NPCs react in entirely different ways after a death, almost adapting to my attempts to thwart them. It’s just one of the many ways that Capcom manages to make the game unpredictable, with a level of effort they haven’t exerted in years.

After the first playthrough, there are collectibles to find, and a “Madhouse” difficulty that serves as an arrange mode of sorts. While that should be enough (especially if you do one run with VR and one without), hinging so much on DLC is a bummer, as a few extra unlockable episodes (in true Resident Evil fashion), as well as a Mercenaries or Raid mode, would have made the game feel more complete.

Review: Resident Evil 7: Biohazard Is True Survival Horror 2

Resident Evil 7: Biohazard is far more than the muted “haunted house” trailers have been leading us to believe. It’s not a fright-fest, but rather a macabre celebration of everything the series has accomplished to date.  If Capcom continues this formula (and the game sells enough for them to justify it), I hope they don’t just take the same concept and transpose it on top of a “big city” setting like Resident Evil 2 did with Raccoon City and go right back to the goofy action drawing board. If the series is instead going to stick with a return to its survival horror  roots, I’m perfectly okay with that.

Final Thoughts

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Main House Maps (Resident Evil 7 Biohazard)

Main house 1f, main house 2f, main house attic, processing area.

Resident Evil Wiki

  • Resident Evil 7: Biohazard articles with empty "in-game usage" sections
  • Resident Evil 7: Biohazard Original Soundtrack
  • Music composed by Akiyuki Morimoto

Haunted House

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Haunted House is a piece of music composed for Resident Evil 7: Biohazard . It appears in the Resident Evil 7: Biohazard Original Soundtrack as track 9. [1]

Music information [ ]

Haunted House was composed by Akiyuki Morimoto .

In-game usage [ ]

Sources [ ].

  • ↑ Resident Evil 7: Biohazard Original Soundtrack . iTunes. Retrieved on 2018-02-10.
  • Resident Evil
  • 1 Leon Scott Kennedy
  • 3 Albert Wesker

Resident Evil 7 Biohazard Walkthrough: The Main House (Part 3)

Did you enjoy this video, in this video.

Resident Evil 7 Biohazard

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‘Resident Evil 7: Biohazard’ review

'resident evil 7’ returns to its gory, bone-chilling roots.

Phil Hornshaw

“Resident Evil 7 is a scary return to form. It brings out the best qualities of the series.”
  • Tense and frightening
  • Beautifully detailed, uber-creepy haunted house
  • Liberal save and checkpoint system
  • Combat feels harrowing and intense
  • Extra spooky in PlayStation VR
  • Slow movement speed
  • Boss fights can go from intense to irritating

I’m stumbling through the main hall of the Baker House, two shotgun shells to my name, my vision red and pulsing with each step. Once again, I’ve survived — but just barely. And I’m sure I don’t have much longer to live.

It’s a perfect Resident Evil moment, and Resident Evil 7: Biohazard  is full of them.

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Resident Evil 7  is a return to the series’ horror roots, in presentation, setting and gameplay. If you played the original Resident Evil while looking through the eyes of protagonist characters Jill or Chris, it would feel like RE7 . It’s slow and methodical, tense and frightening. Every battle is a fight-or-flight decision for your life; every missed shot is a small-scale disaster has the potential to cost you later on (if it doesn’t get you killed). Every time you escape by the skin of your teeth, you’ll wonder if you’ll be able to find a crucial item or ammo in time to deal with whatever will come next.

Despite its radical shift in form and tone — in addition to cutting down on the action, the series moves to first-person perspective for the first time — RE7 feels more like the original Resident Evil than any game in the series has in years. Resident Evil 7  is frightening, dark, gory, and unapologetically weird. It is everything that long-time fans of the “survival horror” series could ever ask for.

Reanimated remix

To explain too much about the story or setting of Resident Evil 7  would absolutely ruin it. In broad strokes, however, think of it as a first-person reimagining of the original Resident Evil . It’s about the exploration of a haunted house that sports its share of disgusting, deadly creatures. You’ll find weapons — series staples like the handgun, shotgun, and grenade launcher — with which to dispatch them, but ammo is scarce. Scavenging is as essential as it is dangerous.

Mechanically, Resident Evil 7  feels exactly like the early entries in the Resident Evil series, but better in just about every way. The house is also full of weird, esoteric puzzles, and most of your time is spent trying to find ways to open new areas to explore. You’ll find a door with a three-headed dog in relief on its face, for example, and need to scour the house for the heads in order to open it. You’ll also keep a small inventory of items, including first aid, weird keys and ammo, and visit item boxes where you can store gear you don’t need. You’ll save your game manually, although the game has an awesome, liberal automatic checkpoint system as well.

RE7 feels more like the original Resident Evil than any game in the series has in years.

Combat, too, feels like a revival of what the early series gave players. Enemies are slow but resilient and extremely deadly on the normal difficulty, and every shot has to count. Though you’ll be blasting monsters and fleeing battles, the emphasis is on providing just enough action to let you advance, while keeping you just vulnerable enough that every encounter is potentially lethal.

Before RE7  was released, Series Producer Masachika Kawata explained that Capcom drew a lot from a variety of horror films while divising the game’s new direction. Those influences are everywhere in the game experience: It feels like The Evil Dead , Texas Chainsaw Massacre and Saw mashed together. RE7  has a horrific absurdity, an unstoppable dread, and a shocking sensibility at all times. The Baker Estate, the game’s new haunted house, makes the whole combination work — it’s a character unto itself, lavishly detailed and beautifully created in all its decrepit, desolate glory.

But Resident Evil 7  also obviously comes with video game inspirations too, to its benefit. You can feel the how modern horror games like Amnesia: The Dark Descent, Outlast , and Alien: Isolation have made their mark on the game. Capcom has been paying close attention to what works in horror games in the past five years, and the result is a horror game that’s varied in its creepiness. You’ll sneak past enemies you can’t fight. You’ll run from monsters before they can overwhelm you. You’ll use your environment to keep you alive as much as your gun. You’ll face overwhelming forces.

(Bio)Hazardous balance

Early Resident Evil titles were always slow games, about moving carefully through darkened rooms and hallways you couldn’t always see well in. RE7  is also slow — almost plodding — in a way that sells its sense of constant dread. You move slowly, even at a run, and most of the time you’ll appreciate the deliberate pace as you check room after darkened room for things that want to rip you apart.

But there are times when the movement speed undercuts the game’s pacing. Most of the time, Resident Evil 7  feels perfectly balanced, giving you just enough of a chance to save yourself. You might not be able to reliably dodge enemies, but you can block their blows to take much less damage, and you can almost always make a run for it.

Resident Evil 7  is frightening and dark, gory and, unapologetically weird.

That tightrope act — making each fight just hard enough that you only barely make it through — can make the game frustrating, though. It often means dying at least a few times. And while no fight in RE7  took us more than three or four tries to get through, the game can be bad about telegraphing things like whether that thing you’re doing to try to kill a boss is actually, uh, working. Couple that with your slow movement, your dwindling supplies, and your struggle to avoid getting attacked, and there are times when the boss fights might drag players down.

The best and worst aspects of the game are most pronounced during the game’s fraught, frightening boss fights. To say more about what they entail would ruin them, but they’re reminiscent of old-school Resident Evil bosses that involve a closed room and a lot of running and firing and trying not to die. They can be a real test — which is great. They’re tough, lengthy fights that take a lot out of you; like battling Michael Myers of Halloween or Jason Voorhees of Friday the 13th . Every boss fight left us battered and broken, resources expended, barely clinging to life. Every single one is a desperate fight for survival, and that’s exactly what they should be. At the same time, RE7 ’s slow pace and tough maneuverability doesn’t compensate for the confined spaces and seemingly unstoppable enemies. In these more action-heavy moments, the game’s atmosphere can begin to feel like a liability.

Virtual evil

The elements of RE7  that can weaken it, like slow pacing and inability to really move well, seem like they’re specifically meant support the game the PlayStation VR version of the game. In VR, the game restrains your ability to move, which keeps your pace down and helps protect against getting simulation sickness.

In VR, RE7  is altogether spookier. Much of Resident Evil 7  feels like it was designed specifically with virtual reality in mind. PSVR adds to the immediacy of RE7  significantly, upping the realism of those moments of scavenging for supplies as you check under a table or lean around a cabinet. Of course, having the screen mashed up to your face only heightens the scares when RE7  plays off the tight perspective and inherent claustrophobia of wearing the headset.

While designing for two types of gameplay seems like a recipe for disaster, Capcom has successfully worked in the necessities of VR, like the slow movement speed, into both versions of the game. The tech isn’t for everyone, but Capcom’s tiny tweaks to the RE formula often work beautifully in VR, and players who don’t have access to it will still get a well-polished, well-designed survival-horror experience.

It’s tough not to gush excessively about Resident Evil 7 . It updates a classic formula in a way that works beautifully throughout. Tense, gory, hilarious, and scary in all the right ways, Resident Evil 7  feels like something completely new, but fits right in with the RE games you’ve known for the last 20 years.

Is there a better alternative?

Not if you want something that feels distinctly Resident Evil. The horror field for games has expanded quite a bit in the last few years, especially within the indie game space, so there are plenty of options. Layers of Fear , Outlast , Alien: Isolation , and SOMA all feel share some DNA with what with Resident Evil 7 , but none marry so many great ideas together so well.

How long will it last?

Our first playthrough of Resident Evil 7  took about 12 hours. Finishing the game unlocks a tougher difficulty — called “Madhouse” — as well as additional weapons. There are also lots of Easter eggs and secrets to go back and discover, making RE7  good for at least a couple of playthroughs.

Should you buy it?

Yes. Horror fans, Resident Evil fans, and anyone looking for a tense and scary gaming experience should absolutely pick up Resident Evil 7: Biohazard .

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Phil Hornshaw

The replay quotient of the Resident Evil 4 remake is already incredibly high. Aside from attempting the game on higher difficulties, odds are you will miss at least some of the collectibles or guns during your first run. Still, many people will want more, and the included extras like costumes and special weapons can only extend a single-player game's life so much. This is where mods come in. From new models and outfits to reworked mechanics, mods can breathe new life into this survival horror masterpiece. How to install Resident Evil 4 remake mods Modding for the Resident Evil 4 remake is only really available for the PC version, and is most easily done through the popular Nexus Mod Manager. This safe, reliable tool allows you to browse, download, and apply mods with ease. After you download the manager, you simply need to save the mod of your choice, run the installer, go through the installation, and run the game with the mod. For a more detailed tutorial on how to do this, see the Nexus Mods tutorial or watch the video below.

how to download mods from Nexusmods (EASY) 2021 ?? HUNK Mod

The fact that Resident Evil 4 remake retains the original's ability to mix horror with campy fun is one of its greatest aspects. One moment you will be gripping your controller for dear life as a swarm of bloodthirsty villagers relentlessly pursue you, and the next Leon's making quips and performing suplexes. There was one small fun diversion in the original game that has been expanded and improved for the remake, which is the optional Shooting Gallery. This time there are multiple of these safe spaces to hone your aim, but also a fully developed system of challenges, scores, and, best of all, rewards. If you want to take a breather from all the horrors that await you in Resident Evil 4 remake, here's where you can find all the Shooting Galleries, what you can win, and some helpful tips. Shooting Gallery locations

There are a total of five locations across all 16 Chapters of Resident Evil 4 remake, and they all are within the safety of a Merchant zone. Each one, except the last, will introduce a new set of three challenges, but all previous challenges from past Shooting Galleries will be present in the later ones. That means you could technically wait and only visit the final one to take on all the challenges there. Here's where you can find each individual Shooting Gallery in order of appearance:

Everyone loved the attaché case from the original game and was very excited to see that it would return in the Resident Evil 4 remake. This case brings back the delicate balance of managing your inventory space between healing items, ammo, weapons, and other items that you want to bring with you. What's new are the little keychains you can attach to your case called Charms. These are more than minor cosmetic flair, though, as each Charm has a unique buff that can help turn the tides in your favor. However, being brand new, even veterans of the survival horror classic won't know how to get or use them immediately. Leon needs every advantage he can get in Resident Evil 4 remake, so help him out by checking out all the Charm effects and where to find them. How to get Charms

Since Charms are a new addition in the remake of Resident Evil 4, the way to get them is also somewhat new. Those who played the original might recall a small shooting range Leon could mess around in. In the remake, this mini-game has been expanded quite a bit. There are now multiple shooting ranges and within them multiple challenges. The first one you can encounter is when you find the Merchant in Chapter 3 after going through the Quarry. Whichever shooting range you pick, enter the ornate elevator to be transported to the range.

IMAGES

  1. EXPLORING HAUNTED HOUSE-Resident Evil 7 BIOHAZARD

    resident evil 7 haunted house

  2. Resident Evil 7: Biohazard :: Haunted House

    resident evil 7 haunted house

  3. DULVEY HAUNTED HOUSE

    resident evil 7 haunted house

  4. ArtStation

    resident evil 7 haunted house

  5. Resident Evil 7 Dulvey Haunted House Rehearsal VHS Tape #1

    resident evil 7 haunted house

  6. Resident Evil 7 : Biohazard Gameplay Walkthrough Part-1

    resident evil 7 haunted house

VIDEO

  1. Resident Evil

  2. HE DIDN'T STAND A CHANCE...

  3. RESIDENT EVIL 7 FOR BEGINNERS

  4. Resident Evil 7 Full Platinum Walkthrough

  5. Resident Evil 7 Biohazard Part 1

  6. How Resident Evil Village's Scariest Level Works

COMMENTS

  1. EXPLORING AN ABANDONED HAUNTED HOUSE

    I am super excited for this series! Resident Evil 7 is a huge series that has been long awaited for me. I hope you stick around to enjoy every episode alongs...

  2. Family Matters: How Humans Became the Real Horrors of 'Resident Evil 7'

    January 25, 2017, 7:00am Snap "I think the scariest thing in the world is other people." In just one line, Resident Evil 7: Biohazard producer Masachika Kawata has explained why his new...

  3. Dulvey Haunted House Footage

    #RE7 #ResidentEvil7Resident Evil 7 Biohazard survival horror Capcom Isolated View first-person perspectiveHorror Survival Horror First-Person Atmospheric Sin...

  4. Resident Evil 7's Haunted Homecoming

    People talk about Resident Evil 7 abandoning the conventions of the franchise and not being a true Resident Evil game, but the truth of the matter is that the series abandoned its haunted house ...

  5. Guest House

    The Guest House was a house on the Baker ranch in Dulvey, Louisiana, used as an auxiliary accommodation for guests. The guest house in particular, and the ranch buildings in general, have been referred to as the "Dulvey Haunted House". Following a powerful storm at the end of the 2014 hurricane season, the guest house was abruptly abandoned when the Bakers went missing, prompting an ...

  6. FOUND A CREEPY SECRET ROOM IN A HAUNTED HOUSE

    Resident Evil 7 Biohazard #9 I discovered a creepy secret room!!! This room was extremely spooky from every thing in it. Death was here, for sure... A lot of...

  7. Resident Evil 7 walkthrough 3-0 Old house (all sections)

    Marguerite fight Greenhouse collectibles Old house lantern puzzle The D-Series arm Things are about to get shooty again The back yard Take the red dog's head upstairs and install it into the...

  8. Old House

    Explore the Yard Video Guide: Old House (Part 6) With the last Dog's Head emblem in your hands, return to the Main Hall and open the door to the outside. Note that since Jack has been dealt with,...

  9. Guest House

    Welcome to IGN's Guide to Resident Evil 7 Biohazard. This guide will attempt to see you through the evil that dwells in the Baker home, and point out all the Items, Weapons, and Collectibles...

  10. Main House

    updated Mar 22, 2017 Welcome to IGN's Guide to Resident Evil 7 Biohazard. This guide will attempt to see you through the evil that dwells in the Baker home, and point out all the Items,...

  11. Don't play Resident Evil 7, live it with a haunted house-style

    published 5 January 2017 Comments Haunted houses in January? Sign me up. To celebrate the launch of Resident Evil 7, Capcom is inviting fans to explore a real-life version of the game's...

  12. Why Resident Evil 7 is the perfect horror game for 2017

    Resident Evil 7 is not alone here. ... The haunted house genre subverts our idea of home as a place of safety and escape. This seems remarkably relevant in 2017. Elsewhere, one of the most ...

  13. Resident Evil 7: Biohazard Review

    Resident Evil 7: Biohazard is far more than the muted "haunted house" trailers have been leading us to believe. It's not a fright-fest, but rather a macabre celebration of everything the ...

  14. Main House Maps (Resident Evil 7 Biohazard)

    Interactive maps for Resident Evil 7 Biohazard, including the Main House 1F, the Main House 2F, the Main House Attic and the Processing Area.

  15. Baker House Incident

    ベイカー邸事件 was a series of violent homicides which took place in and around the Baker ranch in Dulvey Parish, Louisiana between October 2014 and August 2017. The exact number of deaths is not known, and though law enforcement investigations linked at least 20 people to the incident, evidence suggests it was far more than 100.

  16. The Tourettes Guy Gets Trapped In a Haunted House (Resident Evil 7

    0:00 / 11:14 The Tourettes Guy Gets Trapped In a Haunted House (Resident Evil 7 Biohazard) dmaster400games 1.51K subscribers Subscribe 14K views 6 years ago (Resident Evil 7) The...

  17. Haunted House

    Haunted House is a piece of music composed for Resident Evil 7: Biohazard. It appears in the Resident Evil 7: Biohazard Original Soundtrack as track 9. Haunted House was composed by Akiyuki Morimoto.

  18. Resident Evil 7 Biohazard Walkthrough: The Main House (Part 3)

    6:00. The 10 Weirdest Resident Evil Enemies. 4:57. 2:58. 8:39. 4:24. Will Resident Evil be Netflix's Walking Dead? IGN's Guide to surviving Resident Evil 7 Biohazard. In Part 3, we try and escape ...

  19. 'Resident Evil 7: Biohazard' review

    MSRP $59.99 Score Details DT Editors' Choice "Resident Evil 7 is a scary return to form. It brings out the best qualities of the series." Pros Tense and frightening Beautifully detailed,...

  20. Resident Evil 7 Story: Episode 1. The Haunted House

    Chapter 1. Taken Chapter 2. The Haunted House Chapter 3. The Serum Chapter 4. A Hard Choice Main Content Resident Evil 7: Biohazard is set in mid-2017 somewhere in the southern United States, where there have been reports of "ghosts" sighted around the bayou of the town, Dulvey.

  21. Real Life Haunted House / Resident Evil 7 Collectors Edition ...

    This is an unboxing for Capcom's Resident Evil Biohazard Collectors Edition! For this video I wanted to shoot it in a creepy location and found this spot ran...

  22. Resident Evil 7 Teaser Demo

    ⬇️ Watch the FULL GAMEPLAYS on my *NEW* Let's Play Channel ⬇️ https://www.youtube.com/channel/UCTr1fTlg3nqxZ4m2Rdy58HgConsider Subscribing to the Let's Play...

  23. FULL Resident Evil haunted house at Halloween Horror Nights 2013

    Visit http://www.InsideTheMagic.net for more from Halloween Horror Nights!Resident Evil comes to live as a new haunted house at Halloween Horror Nights 2013 ...