Resident Evil 7 Biohazard

Header image credit goes to Reddit user darkdeus' 8K screenshot gallery

Resident Evil 7 knows that filth is a staple of good horror. Just like Seven, its credits are a series of disorienting shots of old cut-out newspaper articles and photographs, scribbled on by some offscreen creep. It introduces the Baker family by seating the player at the foot of a dinner table covered with plates full of (likely human) meat, almost completely recreating the composition of The Texas Chain Saw Massacre’s climactic scene. It nods to Saw, too, through a toilet bowl filled with syringes and disgusting rooms that can only be left via grotesque self harm—film has always understood the power of dirt and disorder in creating fear.

Anyone who can’t be bothered to take a pile of trash from the kitchen a few steps away to the patio (the Baker’s solution: just shove those suckers into the oven) obviously doesn’t care too much about, well, anything

It’s the subtle discomfort of exploring this setting that makes the chainsaw fights and hide-and-seek chases frightening. Without the dread that comes from spending time amidst the trash and rot of their home, the Bakers—Jack in particular—wouldn’t be nearly as scary.

A real fixer-upper 

Though out of the way in the Louisiana backwoods, the Baker home is potentially gorgeous—a multi-story plantation house set on a sprawling property with a series of smaller sheds and outbuildings surrounding it. There’s a spacious front hallway with a pair of stairways leading up to a balcony, a greenhouse set up next to docks that run through a patch of Southern bayou, and a well-equipped barn. It seems like a pretty great place to raise a family.  If only Jack took better care of the place.

As Ethan Winters, one of the first things the player sees after arriving at the Baker’s property is a gnarly, almost palpably stinking meat sculpture. Lifting yet again from The Texas Chain Saw Massacre (in this case, the nightmarish corpse installation featured in the movie’s opening shots), entering the house involves ducking under a bizarre ouroboros of rotting cow legs circled around a horned skull, bits of tattered flesh still spoiling on the bone. It’s evidence of the creator’s madness, sure, but also of their artistic sensibilities.

Bob Ross got weird in later seasons.

Throughout the Baker house, meat is used not just as food, but as conversation piece and ornament. Before he knows anyone is home, Ethan picks through the kitchen, opening a fridge where loose piles of either intestines, raw snake, or some wretched mix of both are stacked haphazardly on a big sheet of aluminum foil. He lifts the lid of a pot on the family table and a handful of cockroaches come skittering out of a greyish-brown stew, the fat from some mystery creature congealing on the surface.

As Ethan continues to poke around the house he finds stacks of unwashed dishes filling rusty sinks, ashtrays overflowing with yellowed cigarette butts, and little clouds of flies buzzing around tables piled with decomposing fruit and, no surprise, yet more spoiled meat. The walls haven’t been painted in what looks like decades. The wooden framework juts out in almost every room, the house’s skeleton showing through the crumbling wallpaper of its skin. An unassuming metal tackle box has nothing stored in it but a few hundred glistening maggots. I wonder if Jack likes to fish.

We see that Jack Baker (or “Daddy” if you’re nasty) cuddles up on a crusty bare mattress when he wants a nap—that when he takes a shower he has to kick aside another full garbage bag and watch out for plunging holes in the cracked tile. By the time Jack gets to the business of actually trying to kill Ethan, the player sees him as more than just an old, balding, khaki-wearing jerk out to kill with a spiked hammer or jury-rigged chainsaw scissors.  

He becomes whatever other horrifying traits we fill in for someone completely okay with eating rotten food, making death sculptures, and living in an elaborately architected dumpster. And it’s all overlaid with the familiar: a home that should be beautiful, a man that should be domestic and boring and telling awful dad jokes. ‘Hey, Ethan, I’ve got a bone to pick with you.’

What makes Jack scary is that he, like the rest of the Bakers, is developed as a character through context, not direct exposition. Exploring his house, we see that he was once just a guy who liked playing football and posed for regular old family photos with his wife and two children. The state of the Baker house forces us to fill in the gaps between a stereotypical American dad and the scuzzy creep trying to kill Ethan. 

Before the game takes (the really unnecessary) steps to explain exactly what caused his transformation, Jack is far more frightening as someone twisted from regular family man into a strange creature who, for reasons we don’t yet understand, is now something else entirely—a bizarre, violent man who lives in filth and is hell-bent on murder.

All told, the player doesn’t spend much time with Jack. They see everything that makes up the man, from humble beginnings to the twisted monster he is now, and it’s in attempting to reconcile his humanity with the absolute opposite surroundings that horror takes shape. What is otherwise a goofy dad character model is now a living person with a terrible, impenetrable psychology. And he’s coming this way, hammer in hand, calling out your name.

Homesick 

The deranged killer stalking their victim to bash in their head with a spiked hammer, or hang them from a meat hook, evokes basic, instinctual fear. Physical danger is easy horror. Resident Evil 7 wouldn’t be much more than an action game if the Bakers weren’t surrounded by the big, stinking mess they leave behind. It proves this itself towards the end.

It s impossible to imagine the molded doing anything other than slopping their gross bodies around, being stupid and angry at blank walls,

As the setting shifts from the grotesque Baker house to a wrecked ship and the tunnels of a salt mine, most of the atmosphere is left behind, too. The chipped steel bulkheads and dim, cramped compartments of the ship aren’t pretty, to be fair, but they’re industrial and dull in comparison with the lived-in mansion that came before.  

The molded enemy creatures that stalk the player as Mia navigates the boat are usually deadlier than the Bakers (especially in its narrow hallways and sharp corners), but there’s no greater context for the threat they pose. They’re just stupid and angry. It’s impossible to imagine the molded doing anything other than slopping their gross bodies around, being stupid and angry at blank walls when there’s nothing for them to kill. 

Source: darkdeus' amazing 8K screenshot gallery

Resident Evil 7 is at its best when it wallows in its own filth—when it makes you wonder if Jack Baker has any hobbies besides mutilation, meat sculptures, and binging on rotten food. Walk around checking for items in rooms buzzing with flies, blocked up with knocked-over furniture, walls and doorways filled with pulsating, carcinogenic-looking black gunk, and a deep, discomforting curiosity sets in. 

This is an ordinary kind of dread, less exciting than bizarre creatures and masked killers, but in exploring a quiet scene dressed in a family's history, Jack's implied journey from average guy to middle-aged dad monster heightens the traditional videogame horror sequence. With every chase scene, we're not just pursued by an angry collection of polygons, we're pursued by a man with a tragic history, a dad fallen from grace that hates doing the damn dishes.

Resident Evil 7 Biohazard - contact@rockpapershotgun.com (Alec Meer)

For several years of this website’s existence, our most-read post was my short, hasty, freeform, crude, drunken> poem lamenting videogames’ excessive use of locked doors to gate progress or pretend that an area is larger than it really is. I’m not proud, not even slightly. But it is a universal frustration, which is why the piece took off as it did. So very often, we play as action heroes capable of amazing feats of strength, skill and survival, but give ’em a wooden door or chainlink fence and they’re totally confounded.

Resident Evil 7 [official site] is my favourite new game of January, a master-crafted slice of tension and gross-out excess, yet its over-reliance on evidently flimsy yet entirely impassable obstacles is very nearly its undoing. … [visit site to read more]

Resident Evil 7 Biohazard

It was just a year ago that Chinese piracy outfit 3DM declared that it had given up on cracking single-player games, because the anti-tampering software Denuvo was just too damn tough to get around. It left the door open to a return, however, saying that it would take another run at the scene in one year's time, when advances in technology and know-how would presumably make the job easier. 

Here we are, one year later, and it appears that 3DM's choice of timeline was surprisingly good. Ars Technica reported earlier this week that a cracked copy of Resident Evil 7 had turned up online over the weekend, less than one week after its release. That's a much quicker turnaround time on a Denuvo crack than we've seen previously. 

"Please note that we always position our Anti-Tamper solution as hard to crack, not as uncrackable. So far only one piracy group has been able to bypass it," Denuvo marketing director Thomas Goebl told Eurogamer. "As always, we continue working to improve our solution to create security updates for upcoming Anti-Tamper versions. We will do the same with the learning from this bypass. It's correct that the title in question was cracked some days after release. Given the fact that every unprotected title is cracked on the day of release—as well as every update of games—our solution made a difference for this title." 

That's a valid point. For big-budget games especially, launch day and the days immediately after are what it's all about. Long tails—that is, a game's continued sales over a period of weeks and months—are important too, but the fact is that if you haven't got a hit on your hands after a week or two, you're probably in trouble. So as brief as it is, that first week of protection is undeniably important. 

It's not uncommon for publishers to remove Denuvo from their games after the initial sales rush is over: Playdead dropped it from Inside, for instance, roughly four months after it came out. But if the time required to crack the software on new releases continues to shrink, it will inevitably become less relevant to game publishers—and I would think that if the time from launch to crack routinely becomes much less than a week, it's going to force pubs to reconsider their options. It could be that the quick Resident Evil 7 crack was a fluke, but it could just as well be a sign that the Denuvo shell is—dare I say it?—cracking.   

Resident Evil 7 Biohazard

I'd never heard of panic rooms until I watched the titular 2002 Jodie Foster and Kristen Stewart-starring thriller of the same name. Growing up Glasgow, any bother I'd encountered at this point in my life took place outwith my home, and often involved gangs of youths bigger and stronger than I gratuitously chasing me and my mates around the streets because, well, they were bigger and stronger than us. At home things were suitably quiet, and my parents' need to splash out on a panic room in suburbia was eclipsed by the cost of raising an awkward teen with a seemingly never-ending appetite.

I had no reason to know what a panic room was, then, until I watched Foster and Stewart in action. Except I did know what a panic room was. Because I'd been unwittingly visiting them for years. 

My first stay came off the back of a hard-fought three-on-one situation, where a trio of undead T-Virus-infected bogeymen cornered me at the foot of a stairwell. I unloaded my 15-round S.T.A.R.S. issue baretta twice over, before their corpses finally slouched to the deck and large pools of crimson oozed over the floor. Gun raised and heart pounding, I hung a sharp right and entered the box room ahead. I was met with this: 

That ever-so-sweet melody would go on to define my stay at the Spencer Mansion—the main setting of the original Resident Evil (and it's 2002/2015 remake). I love horror games, but at the same time I'm a bit of shit bag and thus my earliest memories of the Resident Evil series don't always revolve around zombies and Lickers and Tyrants, but often instead involve me limping around their grounds with little ammo and even less health—bumbling from room to room in search of an ever-elusive typewriter. 

Save rooms were my Resi-slanted panic rooms, and I found as much joy in entering a room to the above theme as I did stumbling across ammo or taking down a mid-zone boss. With that door closed nothing could get me, and I was able to revel in the scant reprieve the four walls offered before soldiering out into the wilderness once more. 

In Resident Evil 2, I spent the best part of 20 minutes hiding in the save room immediately following that wall-shattering run-in with this guy. After almost crawling there—Claire all the while clutching her rib cage and nursing a terrible limp—I stood back from my computer, caught my breath, went to the toilet, made a cup of tea, and then waited another five minutes or so before resuming. RE2 afforded me a few of these moments, thus this melody is forever etched into my brain: 

As I mentioned in our list of Resident Evil games ranked from worst to best list, the third series entry, Nemesis, was the first to give enemies the ability to travel through closed doors after you'd activated the area-loading door opening animation. The first time I thought I'd lost Nemesis only for it to burst through a closed gate and continue its brutal hunt nearly gave me a heart attack—therefore the sanctuary of the save room became more important here than ever. The S.T.A.R.S.-despising monster could chase me anywhere on the map, yet the save room was immune to its relentless pursuit. 

At the time, I remember thinking RE 3's save room theme was a little more sinister against its forerunners, but, in light of the above, I don't think I was overly fussed with its composition when it came down to it.

I've visited many Resident Evil save rooms since—some more than others—and have now sunk a few hours into the latest series entry, Resident Evil 7. As you'll have undoubtedly spotted elsewhere, its first-person makeup and decision to part ways with its familiar series-serving cast has taken it in a bold and new direction. 

After some uncertain first steps, I'm now engrossed in a game which does feel fresh but also feels very Resident Evil-like. Locating keys strewn around an incongruously designed map, scouring every nook and cranny for health tonics and ammo supplies, and battling strange, hostile and ungodly creatures feels familiar but is no less enjoyable than before. 

I've had my fair share of panicked moments already, but they've been nothing the sound of entering a room to the following melody hasn't helped soothe. 

Resident Evil 7 Biohazard - contact@rockpapershotgun.com (Alice O'Connor)

While Resident Evil 7 [official site] DLC has started creeping onto PlayStations, sadly we need to wait for a few weeks because of some lousy exclusivity deal (‘sadly’ because RE7 is great, yeah?). But as we’ve not mentioned the DLC before and it’s out in the wild, rustling through the trees and rattling doorknobs, now seems a good time to have a gander at what’s coming. So! Two paid DLC packs will add a mish-mash of new modes and ministories, followed by a paid new story episode, then finally a new little storyline will arrive free in the spring. … [visit site to read more]

Counter-Strike 2 - contact@rockpapershotgun.com (Alec Meer)

Great Odin’s beard, it’s only the weekly Steam charts! That is to say, the ten games which sold best on Steam last week.

This week: new entries, old favourites, and a very dirty house indeed. … [visit site to read more]

Resident Evil 7 Biohazard

As it stands, I'm yet to play Resident Evil 7 with the lights off. I keep promising myself I will, but whenever I sit in front of my PC, I just can't bring myself to flick the switch because I'm such a wuss. It's really rather good, though. If you haven't picked it up already, know that it's going cheaper than anywhere else we've spotted at CDKeys. 

For £24.99/$39.99 you too can sing the praises of electricity and kid yourself on that one day you might, just might, stumble around the dilapidated Baker residence in the dark. I don't believe you, though. 

In other Resi 7 news, the first of two 'Banned Footage' DLCs arrives on PlayStation 4 consoles today—priced £11.99/$14.99—with its follow-up now due February 14. PC players, on the other hand, will be able to access both Banned Footage Vol. 1 and 2 on February 21, with the game's free 'Not a Hero' add-on expected at some point in spring.      

Here's another look at the base game's launch trailer: 

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info. 

Resident Evil 7 Biohazard

While I had a pretty good idea where Marguerite’s boss fight was going, mutated Jack caught me completely off guard. I thought he was done in the first boss battle, but the dude is resilient. There’s no warning whatsoever, just a massive, clearly distressed Tentacle-Jack in a boat house with a few too many eyeballs and a hankering for human flesh. The good news is that the eyes are clearly weak spots, glowing bright and begging to pop like videogames of yore. The bad news is Jack hits hard, so without smart movement and timing, it’s easy to get cornered and murdered with a few swipes. Keep these things in mind for a simpler time getting this pompous jerk to quiet down. 

Don’t forget to block

If you’re like me, you run from enemies before they can even get close enough to hit you, and if they do get in a swipe, it’s a surprise. Resi 7 on Normal doesn’t incentivize use of the block mechanic often enough for it to stay fresh in the player’s memory, but it can save your life in the Jack fight. Right when the fight begins, Jack gets in a free swipe, so have your arms up at the ready. If he ever backs you into a corner or stuns you, block. It’s obvious advice, but so easy to forget.

Bring the grenade launcher

If you found the grenade launcher, now is the time to use it. Right before the boss fight begins, you’ll find a few free rounds. Consider it a strong nudge. They fire off rounds that burst into flames and do damage over time. With so many tiny eyes hidden all over his body, they make quick work of Jack's tougher weak spots. Save them for later in the fight, when reaching the eyes on his top or bottom proves troublesome. 

Spend your resources on ammunition

Or at least prioritize creating ammo before first aid vials. Jack is going to absorb a ton of ammo before going down, and getting caught with an empty supply will nearly guarantee your death—thought I’d love to see a knife-only run. His movement and behaviors are easy to predict within a few minutes, so no more than one or two health vials should be necessary.

Use the ladder to ‘move’ Jack

It’s much easier for Jack to hit you if you’re on the same floor as him, and the only way between those floors is a ladder. If he’s not too close to the ladder, and you need to shoot eyes on a specific side of his body, use the ladder to push or pull him up or down. There’s a fulcrum somewhere in the middle that triggers Jack to recognize the player as moving up or down. Find the sweet spot and move just beyond it, then wait for his movement animation to trigger. Quickly drop down or climb up and get some shots in on those beautiful, wet orbs.

Reload when he’s stunned

Don’t get too greedy when you pop an eyeball. See if you can get off another shot or two, but use the time Jack is stunned and busy making his way to you to reload every weapon in your arsenal. There’s nothing worse than being inches from the final eye only to trigger the shotgun reload animation when you fire. It’s especially important during the final part of the fight, where he slams a black tendril and plops the final glowing weak point right in front of you.

Resident Evil 7 Biohazard

It doesn’t take long for Ethan to scrounge up some bullet-shaped protection in Resident Evil 7, but to truly make evil bleed, you’ll want to swap out your dinky starting pistol for something less flimsy and more Evil Dead. In true survival horror fashion, the Baker residence hosts an arsenal steadily ramping up in potency as you continue your search for Mia. You can easily miss these handheld cannons in your travels, so use this guide to make sure your armory is fully stocked before escaping the Bakers for good. 

Be warned, spoilers ahead!

Burner 

You can acquire the Burner as soon as you step into the Yard area outside the Main House after collecting the three dog head door pieces (one of which involves a mostly straightforward boss fight).

Head to the Old House. From the Yard’s central trailer save room, move northeast and take the path to a rusted gate. Cross the cheerfully decorated wooden bridge beyond to get to the house’s front door.

A few oversized bugs will fly into your face and buzz their welcome to this new section of the Baker compound. Don’t bother expending precious ammo. A single slash from your pocket knife will splatter them.

If you’ve viewed the “Mia” video tape, this should be recognizable ground by now. Turn left and move along the walkway lining the room’s watery center. Head through the door to the north.

Glance at the warning hastily sprayed on the wall, but don’t linger—an insect nest in this room will continually spew bugs to peck away at your health. You can destroy the nest with the weaponry you already have, but it’s best to just sprint past and through the door on the opposite side of the room. Quickly close the door behind you to shut out any pursuing pests. If a swarm followed you in, just slash away with the knife until it disperses.

Use the right door in this corridor to enter the Dining Room. Exit via the northern door on the left wall past the sink. Be sure to check around for supplies, including both a strong and regular Chem Fluid in the spider-infested cabinet. (Inch close and slash away with the knife to clear the crawlies out.)

Outside, quickly sprint ahead and take the rightward walkway just before the insect nest to get to the Water Station jutting out of the swampy bog. Close the door after squeezing into the station’s cramped interior. The reward for your nimbleness is the Burner Nozzle, the first half of your new toy. It sits in plain view. Swipe it.

Backtrack to the Dining Room, and return to the corridor you first entered from. Continue straight to the door at the far end. Some bugs will crash through the windows on the corridor’s right side, but the narrow space makes it easy to take care of them with your knife.

Through the door is the Gallery room where you’ll soon solve another shadow puzzle to progress. Walk past it for now, and throw open the double doors leading to another exterior walkway.

Turn left after stepping outside, and you’ll spot the clearly visible Burner Grip carelessly discarded atop a trash bin. Haven’t any of these people seen MacGyver? You know what comes next: Combine both Grip and Nozzle in your inventory to create the Burner. Soon, it'll come in handy for an encounter with another Baker family member.

Grenade Launcher 

The mighty Grenade Launcher can be yours for the low price of a short jog through familiar territory after nabbing the Crow Key from the Old House. Retrace your steps back to the Yard and the Main House. You’re heading for the Drawing Room, which you can get to either via sliding through the back wall past the Main Hall projector or taking the long route through the Monitoring Room.

The Crow Door awaits at the Drawing Room’s far end. Open it with the Crow Key, and reap your new fun-tube off the crates right in front of you. Grenade ammo will be quite scarce when you first pick up the launcher, so keep it tucked away until needed against strong foes such as the Greenhouse boss fight or the beefier Molded variants later in the game.

M21 Shotgun

With a wink and a nod to a classic Resident Evil puzzle, getting the M21 Shotgun entails a bit of a convoluted sequence of swaps and item sleuthing, but it’s well worth it in the end. 

Your first step is to get the Scorpion Key from the Processing Area section of the Main House’s basement. It sticks out from a bag of flesh resting on a table in the center of the large room accessed past the corridor with the metal divider after the encounter in the Incinerator Room.

Return to the Main Hall and climb upstairs to the second floor. Head west and enter the Recreation Room via the first door along the exterior walkway to the right, but keep an eye out for a roaming Jack who might be blocking your way. Once inside, use the Scorpion Key on the door adorned with—surprise—a large scorpion to enter Grandma Baker’s room. 

Grab the Broken Shotgun that’s propped up against the door frame inside and to the left. Take it back down to the Main Hall and swap it for the working shotgun held by the statue in the well-lit room on the south end. (If you don’t have something to replace the shotgun, the room’s door will slam shut until you put it back.)

After the Dissection Room encounter and getting access to the Yard, head to the dark patch of vegetation in between the two sets of stairs leading up to the Main House porch. (It’s ahead and slightly left looking from the trailer door.) Crouch down and spot the loose metal panel covering up a crawlspace beneath the porch. Move it aside and grab the Repair Kit from the crate stored within. It’s best to store the kit in a safe room item box for now. You won’t need it quite yet.

Your M21 hunt is on hiatus until you brave the Old House and collect Marguerite’s lantern. That, in turn, serves as the first step to finding the Snake Key which you’ll need to get back on the M21’s trail.

To get it, return to the Processing Area in the Main House using the northeast steps beside the safe room to descend into the basement. Travel through the Boiler Room (if you’re lost, this is the same path you took to get the red dog head piece earlier on), continue down to the Morgue, head up the stairs on the room’s east side, and enter the first door on the right to reach the other half of the Dissection Room.

Here rests the deputy’s gruesome remains. Don’t be shy! Shove your arm down his throat to extract the Snake Key.

With Snake Key in gore-soaked hand, you can now unlock the second-floor Kid’s Room in the Main House. Journey back to the Main Hall, head upstairs, and take the west door. Turn south in the corridor, and unlock the room before you with the Snake Key.

Pick up the lamp from the cluttered table at the room’s right side and rotate it to spot a red button obscured by the shade. Press it to drop down a ladder in the corner.

Climb up into an attic area. Check the corner to the right of the ladder for a Model Shotgun resting on a shelf. Grab it. You’re now ready to get your hands on the M21 which, if you haven’t guessed by now, is the Broken Shotgun you used to get yourself a working boomstick from the statue’s cold, dead hands downstairs. Make sure you have your Repair Kit, too.

Backtrack downstairs to the Main Hall south room. Once again, swap the Model Shotgun for the Broken Shotgun to keep the door from sealing your fate. Combine the Repair Kit with the gun, and bask in the glory of your deluxe double-barrel beauty. It’ll pack a way stronger wallop per shell than the standard shotgun, but you’ll need extra precision to make both shots count before needing to reload.

P19 Machine Gun

You might’ve spotted the Machine Gun taunting you from a locked cabinet in the Captain’s Cabin during your travels on the wrecked ship. Luckily, pilfering the powerful weapon involves a relievingly short procedure with less headaches than the M21. To begin with, you need a key.

Drop down the elevator shaft on the Bridge’s southern side (or go straight and look right if you’re leaving the Captain’s Cabin). Use the Lug Wrench to yank open the hatch atop the elevator’s roof. Drop down to be presented with the choice of either climbing up to floor 2F or dropping further to 1F. You want 2F.

Climb up and turn right, heading down the corridor to the Guest Room ahead and slightly around the turn. If the Molded guarding the wall somehow detects you, simply step into the Guest Room and close the door—it’s a safe room, so the silly thing will instantly dissolve once you’re inside.

Pick up the Corrosive lying beneath the small end table straight in front of you. Return back down the corridor (saving at the nearby cassette player is a good idea), and walk past the elevator shaft to the sealed Bunk Room door at the other end. If you’re quick, you can use the Corrosive on the door’s lock and dash inside before the Molded shamble close; if not, scamper back to the Guest Room to clear out some breathing space.

Some Remote Bombs eagerly await your inventory’s embrace inside. More importantly, snag the Captain’s Cabin Locker Key beneath the lamp on the desk. Get back to the Bridge: hop back into the elevator from the corridor, and climb the ladder into the shaft. Climb the longer ladder to drop into the Bridge once more using the hole in the floor.

Be swift but silent, as Molded are now patrolling the Bridge area in search of you. Swing around to the Captain’s Cabin, and use the key to swing open the locker and claim the P19 Machine Gun to finally arm yourself with some real firepower.

There's still one powerful weapon left to obtain, the .44 magnum, but it's locked away behind a hefty coin ransom, nine of them, in the RV. Make sure to check every room for antique coins throughout the game so you don't miss out.

Resident Evil 7 Biohazard

When stat tracking is implemented into video games the right way, there isn't much that beats it. I'll always be interested in seeing how many people did some asinine, completely unnecessary thing in any game that pulls me in, and Resident Evil 7 is the latest of those adventures.

If you were wondering what that prompt for Resident Evil.net was at the beginning of Resident Evil 7, then you might be surprised to hear that Capcom has been tracking every player that's accepted it. No, not the scary, dystopian tracking that you see in episodes of Black Mirror or any number of sci-fi movies (we hope). Capcom is instead using the data to visualize some interesting data. For example, at the time of publishing, Resident Evil 7 players have racked up more than 570 years of playtime. And that's not even counting any player that chose not to be tracked.

What's great about the stat-tracking page is that it connects to your account, so it knows how much progress you've made through the story. This means that Capcom hides certain information from you to avoid spoilers; once you've completed certain sections of the game, more stats are revealed to you.

It's funny to see that the vast majority of people aim for a Molded's head when confronted by the gruesome, regenerating monster—at this point, everyone knows exactly how to best take care of Resident Evil's creatures. But not everyone is successful. The Molded is the number one cause of death, claiming responsibility for more than 22 percent of player fatalities.

Capcom has also been tracking how many times the game's lone bra was examined. Players have looked at it more than 600,000 times, but only 43 percent of players have actually done so. With a tracked player count of about 800,000, that means many players have examined the useless bra more than once. You filthy animals.

Of the roughly 800,000 tracked players, about 10 percent of them have played in VR. That makes us particularly sad as no one on PC will get to experience that for themselves until next year

The last stat I want to share is the number of billiard balls pocketed. If you didn't know you could play billiards, don't worry: you're not alone. I certainly didn't know, and it turns out 99.53 percent of players didn't either. As of publishing time, only 4,424 players played billiards. Now I know exactly what I'm doing next time I load up the game.

There are plenty more stats available on the page, and you can check them all out here.

Resident Evil 7 received a score of 90/100 in PC Gamer's review. Critic Andy Kelly called it "the best Resident Evil in years."

"It takes an industrial pressure washer to the series, blasting off years of accumulated filth and grime," he said. "And you’re left with a lean, polished survival horror that borrows from its legacy, but isn’t afraid to look to modern horror games for inspiration too."

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