r/Resident_Evil_7
unpopular opinion: I like the boat, it's the salt mines that deserve the bad rep
I enjoy story, and while I can understand that the boat doesn't really have the same "vibe" as the early half of the game, it does have this interesting abandoned vibe to it still. and maybe it's just cuz i like the concept of exploring a shipwreck but i don't mind it nearly as much as I've heard other people do. and as for the tape yeah I just like story, I find mia quite interesting and that section was intriguing to me to get some insight on her. I wish so badly it was more though, like more insight on how she ended up with the connections, I have a whole essay I could make on why I think capcom kinda failed her as a character.
it's the salt mines however that do nothing for me. it's like "let's throw a bunch of random annoying enemies at the player before the big boss fight with zero other purpose outside of that" I think you might find a few interesting files in a building before you go in there (it's been awhile since I've last played the game in full sorry) but like. that's about it. re7 is legitimately one of my favorites it's a shame it's ending is sorta lackluster. but hey at least I'm apart of the minority that can enjoy the boat section for what it's worth.
Beat madhouse
This is what I had at the end I will say the saw makes this a lot easier.
Beat RE7 in 2:43:56 with 0 retries! Pretty proud of this stats screen.
I need help
Idk if you can see it, but there are these dots on the edges of shadows and idk how to get rid of them. Also on wet surfaces it’s overly glittery, like I get its light reflecting, but DAMN it’s annoying and bright
Just got Resident Evil 7 platinum and I'm honestly pretty conflicted about it. I feel like I'm maybe too harsh. (Keep in mind I've only played Resident Evil 7 base game, all the Resident Evil prior to it and not 7 DLC's or 8 or 9)
I'm pretty conflicted about Resident Evil 7.
The beginning of the game is almost perfect. The atmosphere of the Bakers' house is phenomenal, and the three main antagonists are all intimidating, memorable, and charismatic. During the first few hours, the game does an amazing job at creating tension and constantly making you feel like you never know what's going to happen next.
Unfortunately, the game gradually falls apart during the second half. Eveline is a cliché and boring antagonist, the final boss is probably one of the worst in the series and requires virtually no strategy or skill, and the final area feels rushed and generic while dumping a lot of lore on you in a very short period of time.
It's especially disappointing because if the game had maintained the quality of its first five hours all the way to the end, Resident Evil 7 would probably have become my favorite game in the serie
Ethan is a pretty interesting case. The fact that he's just an ordinary guy obviously makes his journey more heroic, but he barely talks aside from insulting and screaming (I don't remember him saying a single interesting thing between the swamp and Evie's encounter in the guest house). He also rarely seems interested in understanding what's happening to him or why any of this is happening in the first place.
This actually works fairly well during gameplay, since his silence helps reinforce the feeling of isolation and makes you feel more like you're in his shoes. However, whenever he talks to Zoe or Mia, his lack of personality becomes much more noticeable. He sometimes feels more like an empty shell than an actual character.
The Bakers, on the other hand, are one of the game's biggest strengths. Jack, Marguerite and Lucas all have very different personalities and presences, and their encounters are some of the most memorable moments in the game.
The atmosphere is probably what RE7 does best. The soundtrack is excellent, but it's mainly the sound design and ambient noises that make the game so oppressive. The Bakers' house constantly gives you the feeling that something could happen at any moment.
The puzzles are also very well done and provide a good change of pace from the exploration.
Combat, however, feels much weaker to me. I often feel like my attacks have very little impact, and getting the flamethrower and grenade launcher fairly early, along with their relatively abundant ammunition, significantly reduces the feeling of vulnerability that the game otherwise tries to create.
The Madhouse difficulty partially fixes this by making resource management much more important, but the fact that it's locked behind a first playthrough is a shame.
Thankfully, the bosses are much more interesting. They're generally fun, stressful and memorable. Unfortunately, they almost completely disappear after the Bakers' house, and Eveline doesn't really feel like a proper boss to me.
This is probably my biggest problem with the gameplay.
Capcom really dropped the ball when it comes to the enemy variety. There are basically four different types of Molded, most of which have very similar and fairly unmemorable designs, and you end up fighting them over and over again.
The contrast with the Bakers is particularly noticeable: the bosses all have their own identity, while the standard enemies mostly feel like they're there to fill the combat encounters.
It's especially disappointing considering that this is the only Resident Evil game that barely uses actual zombies. I really wish there had been more enemy variety.
The story is clearly trying to take a more serious approach than some of the older Resident Evil games, but it unfortunately suffers from quite a few consistency issues and leaves far too many things unexplained.
Zoe casually sewing Ethan's hand back on, her living in a trailer without anyone seemingly paying much attention to it, Blue Umbrella, the police officer investigating disappearances but not believing Ethan when he tells him what happened to him despite Ethan being visibly injured...
Some of these things can obviously be explained or expanded upon later, particularly through the DLCs and Resident Evil Village, but I find it pretty frustrating that you have to rely so much on external content to get a more basic understanding of what's actually going on.
Overall, Resident Evil 7 is an extremely frustrating game.
It starts with a first half that is easily a 9/10: an incredible atmosphere, an amazingly designed Bakers' house, memorable antagonists and a genuine sense of tension.
Then the game gradually loses what made it special. The enemy variety becomes repetitive, the combat lacks impact, Ethan remains underdeveloped, and the story becomes increasingly confusing. The final section is, for me, a massive disappointment, with a generic area, a huge amount of exposition and a particularly underwhelming final boss.
It's really unfortunate, because Resident Evil 7 had everything it needed to become my favorite game in the series. But with a first part I'd give a 9/10, a second part around a 6/10, and a final section I'd put around a 2/10, I can't really give it more than a 6/10
Is this even possible? (Re7)
How am I supposed to kill mutated Lucas?
I got 91 handgun bullets
5 special bullets
78 shotgun shells
4 incendiary grenades
2 grenades
Knife
I have used everything and I still can't kill him. Do i just need more ammo or something? I can get to the last phase but then I run out during that phase.
I kinda started this playthrough hard. I don't got anything unlocked to use. Maybe I messed up from the start..
I ran through most enemies earlier in the game
Re7
So I completed my under 4 hour run yesterday to unlock the circular saw and X-ray glasses and I was thinking of starting the dreaded madhouse run before eventually moving onto the dlc’s
What changes can I expect to find in madhouse? I’ve heard item placement, enemy placement etc has been changed but to what extent?
I’ve also heard that Jack becomes sonic.. so to speak. Is he really as bad as people make him out to be or is there a slight exaggeration?
Any tips or tricks I could use in this run would be greatly appreciated
tips for re7 madhouse??
i’ve finished re7 once before on normal difficulty and i decided that it’s time to try madhouse first thing i noticed was in the mia fight is that it’s a lot harder (obviously)but like much harder she’s hitting me and i dont have time to med and also the meds dont restore that much health so any tips for that fight and the whole game will be appreciated!also if anyone knows where i should save and when the auto save are let me know
A lot of action fans say that RE was always an action-thriller, third-person dynamic tactical shooter franchise with terrorism themes in a techno-thriller genre, and that it was never a survival horror, gothic horror franchise that's a Silent Hill thing. Why personally I think it's incorrect:
So the reason why it's incorrect is due to the fact that if you look into the actual development history of Resident Evil 4, it becomes clear that the original vision was meant to be a direct continuation of the basis of RE style/structure seen in RE1, RE2, RE3, Code Veronica, and Zero. In the early prototypes, specifically the Castle and the Hookman builds from 2002 and 2003, the game retained a focus on gothic horror, slow-paced combat, and a genuine sense of vulnerability. Leon wasn’t a dynamic action super spy millitaristic hero and his behavior and the gameplay loop felt very much like an extension of his role in RE2. The entire plot revolved around Leon exploring a mysterious isolated castle while being infected by a very strange virus, which was represented by a mysterious black fog that caused terrifying projection of visions and where the arm of Leon is infected/mutated which weakened him and allowed him to shoot/defend himself with just one arm. This shows that the initial plan for RE4 was firmly rooted in traditional RE structure, rather than the fast-paced tactical shooter arcade mechanics and techno-thriller genre with terrorism and geopolitics themes with super action heroes that we eventually got in the final 2005 release. However, after the Resident Evil 1 (2002) which was a Nintendo exclusive, didn't meet Capcom's sales expectations in the GameCube a niche console system, Shinji Mikami and producer Hiroyuki Kobayashi decided to entirely change direction. They consciously pushed for a major genre shift with the final version of RE4, aiming to create a mainstream entertainment game with mass appeal focused this time on the action arcade genre and fun rather than a traditional RE experience which is survival horror in genre. This commercial and shifting genre pivot completely replaced the slow-paced, atmospheric, survival horror RE basis level design and atmosphere with a dynamic tactical combat shooting system and arcade-inspired mechanics. Here is the Shinji Mikami and Hiroyuki Kobayashi citations to prove my points: « With Resident Evil 4, I intended to make more of an action game – 5 and 6 were outside of my responsibility, of course… With Resident Evil 1, 2, 3, and all the rest of the series before Resident Evil 4, I was always saying to the staff, ‘Scaring the player is the number one thing.’ But for the first time, in Resident Evil 4, I told the team that fun gameplay is the most important thing. That’s what I said. And then the [next most important] thing is to be scary. » « "Because of the reaction to the Resident Evil remake, I decided to work more action into Resident Evil 4. Resident Evil 4 would have been a more scary, horror-focused game if the remake had sold well." » « However, our biggest goal with RE4 was ensuring that it was a fun game. Not a "fun Resident Evil game", but a fun game more generally… a top-class, mainstream entertainment experience. » so Hiroyuki Kobayashi even admitted that the final version of the 4th entry was made to be a general mainstream game to appeal large public not really strictly RE, the game being RE was a secondary thought that why the final version of RE4 is a shifting genre and not really a continuation to the RE structure/gameplay loop and atmosphere!
Also the gameplay loop of Resident Evil 4 completely abandoned the core mechanics of the survival horror genre to adopt a pure action-adventure structure with heavy RPG and arcade elements. In the previous entries, killing a monster was a net loss of resources because enemies dropped nothing. RE4 completely flips this philosophy by encouraging the player to kill absolutely everything in tight, designed arena fights. Enemies now drop glowing money, ammunition, and items upon death, meaning combat is always profitable. This loop is further driven by a deep treasure hunt system where you explore areas specifically to collect gems and spinels to sell them. This leads into a quasi-RPG progression model centered around the Merchant, an entirely new shifting genre gamepley system concept. Instead of just finding weapons on the ground, you collect cash to buy an extensive arsenal and upgrade their power, firing speed, and reload time. The tension of RE puzzle items and inventory restrictions disappears. There are no more item boxes or stressful backtracking across interconnected maps just to store a key item. Instead, you carry an massive briefcase that can be expanded, transforming inventory management into a simple organization mini-game rather than a survival horror vulnerability limitation. Furthermore, the game is linear in structure. Unlike the pure RE experience of the previous games where the level design was completely interconnected, RE4 moves forward in a straight line through sequential chapters. Exploration no longer serves the purpose of finding essential progression items like specialized keys or hidden tools to open new paths. Progression is straightforward, and the files or notes you find are no longer mechanical tools designed to help you solve riddles or figure out how to advance or the situation that you are in. Instead they are just narrative flavor text. The combat itself functions as a dynamic crowd control shooter rather than a fight for survival. Heavily inspired by early tactical third-person games like WinBack and Kill Switch, RE4 introduces a precise red laser sight for surgical aiming. The gameplay relies on stunning enemies by shooting their heads or knees, then rushing in to perform highly choreographed melee attacks like suplexes or roundhouse kicks. When you remove the puzzles solving as a core part, remove complex backtracking, remove non-linear progression, remove non-tactical slow paced combat and resource scarcity/item box + resource/inventory management + exploration for finding weapons and resources like ammo, health items, ect and replace them with linear arena combat, reward systems, and weapon upgrades, linear progression structure, tactical dynamic combat system, ilimited inventory, and where you can buy every resources and weapons at your merchant partner. You are no longer playing a survival horror escape game, but you are playing a tactical action shooter.
Not only that but the narrative and thematic shift in Resident Evil 4 represents a complete departure from the storytelling style of the earlier games. The first entries RE1, RE2, RE3, Code Veronica, and Zero were grounded in a specific blend of gothic horror and macabre science-fiction, much like the classic Frankenstein tale. They functioned as dark, localized investigations where characters started in complete ignorance, slowly uncovering corporate corruption, human trafficking, and horrific biological experiments hidden beneath gothic mansions, old training facilities, or a museum-turned-police-station ect. In contrast, RE4 instantly liquidates the overarching corporate conspiracy in a thirty-second opening monologue explaining that Umbrella simply went bankrupt. The plot immediately transitions into a global espionage techno-thriller. Leon is no longer a vulnerable survivor uncovering a macabre biological secret like what the intial RE4 version was supposed to be; instead he is a highly trained government agent on a linear military rescue mission to save the U.S President's daughter. The antagonists are no longer mad scientists or organisation conducting rogue experiments in laboratories, facilities, ect but instead a medieval religious cult utilizing ancient parasites excavated from a mine. With this change, the horror itself is no longer taken seriously, and the protagonist shows absolutely no vulnerability in the face of danger. Instead, the narrative embraces bombastic, campy action tropes, such as Leon performing dramatic backflips to dodge lasers or running away from a giant mechanical statue that chases him through a castle.The final third of the game completely sheds any lingering horror atmosphere to become a military action-thriller heavily reminiscent of franchises like Metal Gear Solid. The stakes shift toward bombastic geopolitics, where the main villain openly states his goal is to infect and control the United States government. The primary antagonist of this section, Jack Krauser, is quite literally a Metal Gear villain. He is a rogue former brother-in-arms obsessed with military power, and his combat style relies on highly choreographed knife fights that mimic CQC, complete with philosophical battlefield dialogue. Leon even communicates via a radio device that functions exactly like a Codec screen, where villains regularly hack the frequency to mock him. By replacing the localized macabre science-fiction and gothic mystery with global espionage, action-movie set pieces, and tactical military tropes with geopolitics themes, the narrative framework of RE4 completely aligns with the techno-thriller genre rather than survival horror.
And the final and most glaring double standard among some action fans being mostly 4 fans is how they blame Resident Evil 5 and Resident Evil 6 for ruining the franchise by turning it into a bombastic action fest, while refusing to admit that both games are the direct, logical continuation of what RE4 established. Capcom didn't randomly change directions after 2005; they simply doubled down on the tactical action foundation. The producers themselves openly confirmed this trajectory. For Resident Evil 5, producer Jun Takeuchi stated that they naturally looked at RE4 as their starting point to refine the core gameplay mechanics and make the tactical action elements even better. Later, during the development of Resident Evil 6, executive producer Hiroyuki Kobayashi explained that because the action-focused direction of RE4 and 5 resonated with a massive global audience, their goal with RE6 was to push those dramatic action dynamics to their absolute limit to create the ultimate entertainment experience. Once a franchise introduces a combat economy, upgradeable weapons, and agile melee moves, the slow-paced horror naturally fades to make room for escalation. You cannot praise RE4 for inventing this specific action framework and then act surprised when the subsequent titles followed that exact trajectory. Here is the Jun Takeuchi and Hiroyuki Kobayashi citations to prove it: « "For Resident Evil 5, we naturally looked at Resident Evil 4 as our starting point. We wanted to take the core gameplay mechanics that worked so well in RE4 and refine them, making the tactical action elements even better and adapting them for a broader experience." » « "We saw that the action-focused direction of Resident Evil 4 and 5 resonated with a massive global audience. With Resident Evil 6, our goal was to create the ultimate theatrical action entertainment on a massive scale. The game was designed to push those dramatic action dynamics to their absolute limit." »
This brings us to Capcom’s ultimate historical acknowledgment. By 2017, the developers themselves realized that the action path started by Resident Evil 4 had led the franchise entirely too far away from its identity. This is why Capcom had to issue a massive creative course correction with Resident Evil 7: Biohazard. For the release of RE7, the production team explicitly used the term "return to roots" during their marketing campaigns. They intentionally stripped away the bombastic military scale, the weapon merchants, and the dynamic action heroes to bring back isolated locations, first-person vulnerability (fun fact RE1 (1996) was supposed to have a first person camera system) and severe resource management. The very existence of RE7 as an apology tour proves that Capcom recognized the 2005-2012 era as a massive departure from traditional survival horror. Defending the idea that Resident Evil was always an action techno-thriller isn't an opinion; it's a denial of the franchise's mechanical history, its narrative themes, and the explicit statements of its own creators. Here is the Jun Takeuchi and Shinji Mikami citations to prove it: « After our sixth Resident Evil, we got a lot of feedback from fans. I think a lot of [people] loved the game. Of course at the same time, we know there’s feedback that people thought we’re going too far down the road of action horror rather than survival horror.
That was great timing because, internally, we also felt this is the time for us to just take a step back and re-evaluate what survival horror and Resident Evil means to us. » « "I was leaning forward to see how the creators who received the baton from me would try to recreate the experience of the first game, which was about returning to the series' roots." » so again after all those facts and evidences how you guys can deny and say RE was always a tactical bombastic action franchise?
tips for re7 madhouse??
i’ve finished re7 once before on normal difficulty and i decided that it’s time to try madhouse first thing i noticed was in the mia fight is that it’s a lot harder (obviously)but like much harder she’s hitting me and i dont have time to med and also the meds dont restore that much health so any tips for that fight and the whole game will be appreciated!also if anyone knows where i should save and when the auto save are let me know
RE: Biohazard madhouse run suggestions
As this is the hardest difficulty in the game, what upgrades using the antique coins should I first get and or focus on. As I want to have the best start I possibly can. Also because there’s the three inside the second part of the house. Any suggestions?
Re7 is overrated
RE7 is so overhyped imo. I'm not even trying to hate on it, but I see so many people act like it's the best Resident Evil game ever when I personally found it to be the most boring mainline one.
I get why people like it, the atmosphere is good and going back to horror after RE6 was a good move, but I just don't think the gameplay is that interesting. The enemy variety is kinda lacking, the combat gets repetitive, and after the Baker family stuff the game starts to feel way weaker.
The Bakers carry the whole game jack and the rest of the family are what make RE7 memorable, but once that part is over it kinda feels like the game loses what made it special.
It's not a bad game, I just don't understand why people put it on the same level as games like RE4 or RE2 Remake. It's good, but I don't think it's the masterpiece people make it out to be.
RE7 Trophy Question
Hey all, just planning out my final(?) RE7 run, so I’ve only got ‘Who’s Your Daddy Now?’ (Complete the game on Madhouse) and ‘Mad Pelicans’ (Collect all 33 Madhouse Antique Coins) to go before the platinum trophy pops.
My question is, how difficult is it to get all 33 coins on a first ever run on madhouse? And, should I do two madhouse runs? One just to complete it, and then a second Madhouse run (now with infinite ammo) to get all 33 Antique Coins? TIA
Stuck in laundry safe room in re7 after opening scorpion door and need to get upstairs - how do I do it without alerting jack
He's spawn camping where I need to be💔
Update - I did it! Booking it was the right idea. I am now on the chainsaw fight which is equally annoying x
Pls help am i bugged ? (RE7) !SPOILER!
So i went into the second floor and saw the ingredients to make the serum,got a call from zoe and she told me to get the arm,i went back to the pit where me and **Marguerite fell and after killing her shes still black goo and has disappeared what tf am i supposed to do ?? Am i missing something im really confused searched up everywhere no solution**
First blind play through (controller)
First person with controller is not my thing. How did i do?
Resident Evil 7 Madhouse tips?
I played on normal difficulty and found it hard to not waste my ammo and constantly had no ammo. But now I’m going to attempt madhouse difficulty and ram my head against a wall lol
Any tips would be appreciated :)