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Resident Evil 7 was the best-selling game of January 2017, Call of Duty: Infinite Warfare, other heavy-hitters play musical chairs

17 Feb

The NPD group has released hardware and software figures for January 2017 and it should come as no surprise that PlayStation 4 and Resident Evil 7 topped the respective sectors.



January 2017 NPD at a glance

Resident Evil 7 tops software charts

PS4 was best-selling console

PC software spend declined 12% year-over-year

All categories – accessories, hardware, software – down 4% year-over-year

Compare month-on-month: December 2016

Compare year-over-year: January 2016

While hardware sales declined, software was up 14% to $313 million. NPD attributed the increase to Resident Evil 7’s release, especially when comparing the year-over-year (yoy) release slates.

It’s also worth noting Resident Evil 7 was only on the market for five days when the NPD reporting period ended.

“With only five days in the market, Resident Evil 7 was the best-selling game in January,” said NPD analyst Sam Naji. “The last time Capcom had the best-selling game of the month (in dollar sales) was in March 2009 with Resident Evil 5.”

First-person shooters Call of Duty: Infinite Warfare and Battlefield 1 were still two of the best-selling games for the month, and neither title has fallen off the chart since release in fall 2016.

Overwatch also returned after dropping off the NPD software list in October.

The rise in sales could possibly be attributed to various discount offers or the Overwatch Year of the Rooster event; however, that’s just conjecture on our part as NPD didn’t elaborate on why Overwatch was once again charting. It was, however, one of the best-selling games of 2016 per NPD’s yearly report in January.

Action titles Grand Theft Auto 5 and Watch Dogs 2 also remained on the chart, while sports titles Madden NFL 17 and FIFA 17 remained popular with US consumers as well.

PC software came in at $16 million, a 12% decline yoy from $18 million.


NPD Software Top Ten January 2017

You’ll notice not much changed on the chart since December 2016, as the heavy hitters played musical chairs and that’s about it.

The biggest changes were the entry of new releases Resident Evil 7 and Kingdom Hearts HD 2.8 Final Chapter Prologue – the second best-selling PS4 title for the month.

Pokemon Sun and Moon and Final Fantasy 15 fell off the chart, and again, Overwatch reentered it.

The full NPD software chart is below, but keep in mind not all digital stores report sales data. Some publishers who sell through the PlayStation and Xbox Stores report data, but others do not. For example: Microsoft, Sony and Blizzard (Battle.net) do not report first-party sales.

  1. Resident Evil 7 (PS4, Xbox One)
  2. Call of Duty: Infinite Warfare (PC, PS4, Xbox One)
  3. Grand Theft Auto 5 (PC, PS3, PS4, Xbox 360, Xbox One)
  4. Battlefield 1 (PC, PS4, Xbox One)
  5. NBA 2K17 (PC, PS3, PS4, Xbox 360, Xbox One)
  6. Kingdom Hearts HD 2.8 Final Chapter Prologue (PS4)
  7. Madden NFL 17 (PS3, PS4, Xbox 360, Xbox One)
  8. Watch Dogs 2 (PC, PS4, Xbox One)
  9. Overwatch (PC, PS4, Xbox One)
  10. FIFA 17 (PC, PS3, PS4, Xbox 360, Xbox One)

This month, NPD also started reporting catalog sales of titles from the first six months of availability – starting with month seven (thanks, MCV). The winning publisher in the category for January 2017 was Take-Two and it was also the top publisher for 2016. NPD attributed this to continued sales of GTA 5.

NPD Hardware January 2017

Last week, the initial NPD report had PS4 topping hardware followed by Xbox One – which according to Microsoft enjoyed year-over-year (yoy) growth compared to January 2016.

PS4 sold the most units, with Xbox One coming in second place, and Nintendo’s Nintendo Classic Mini: NES in third.

“The PlayStation 4 was the best-selling hardware (in units sold) during January 2017,” said NPD analyst Sam Naji. “And for the fourth consecutive month, PlayStation 4 Slim System 500GB Uncharted 4: A Thief’s End Bundle was the top-selling PS4 sku in terms of units sold.”

For the month of January 2017, hardware totaled $127 million, a decline of 19% yoy compared to $157 million in 2016.

Accessories declined 17% yoy to $155, with toys-to-life skus (ex: Skylanders, amiibo, Lego Dimensions) showing the biggest decline.

Total spent in the US on accessories, hardware and software for the month January hit $611 million. While that’s indeed as large figure, it’s 4% less compared to $637 million spent in 2016.

NPD said the lower figure was due to a decline in hardware sales and general lack of growth.

Resident Evil 7 Daughters walkthrough: how to get the true ending in Banned Footage Vol 2 DLC

14 Feb

Be a model daughter. Get the good ending.


Resident Evil 7’s second DLC drop has now arrived, featuring two more story expansion chapters for the game paired with another non-canon adventure. The story chapters continue the long suffering adventures of Clancy and also offer a bit of insight into the life of the Bakers before they befell a terrible fate… and here we’re going to talk about the latter.

Daughters, as the chapter is called, puts you into the shoes of Zoe Baker, at first on the fateful night when their lives would change forever. A word of warning here – this DLC hinges upon major events that are revealed very late in Resident Evil 7’s main story, so if you’re looking for the maximum impact out of the main narrative you should play this DLC after finishing the core game.

Daughters has two potential endings – a bad ending that spells disaster for Zoe plus the ‘True Ending’, the ending which also isn’t so hot for her but ultimately leads into the events of Resident Evil 7 proper.

We’re going to keep story elements to a minimum in this guide, but here’s how to get both endings in a nice easy-to-digest breakdown. SPOILERS, obviously.

Resident Evil 7 Daughters Banned Tape: how to get the true ending

In order to get the ‘true’ ending of the daughters tape you’ll actually have to head to a place not quite so obvious at first. Here are the basic steps:

  • When instructed, head to the laundry room (the first save room from the main story after the dinner scene) and pick up the change of clothes.
  • Instead of just leaving the laundry room, hop down into the crawlspace (again, familiar from the main story) and crawl through towards the pantry. On the way through the crawlspace, grab the LOCKPICK – it’s hard to miss.
  • When you head upstairs, don’t head straight to the indicated room, but instead duck into the bathroom. (Remember where you got the first wooden puzzle piece in the main game?) There’s a locked drawer in here – grab the SMALL COMPONENT inside.
  • The small component you just grabbed actually isn’t vital to the true ending, but it will give you some cool story background. Once you’re in Lucas’ room (where Eveline is), after the short scene when Jack leaves don’t go up to Evie right away. Instead, turn right and look in the corner of the room….
  • There’s a trophy in the corner of the room. Use the component on it to insert the component into the trophy. Stairs drop. Head on up!
  • Upstairs, read the note and then use the laptop. Earlier on if you’d snooped around Lucas at the dinner table you’ll have seen him put his code into his phone: the code is 1019. Input it into the computer. Have a read.
  • With that done, head on back downstairs, interact with Evie. Yeesh. Head downstairs, you’ll find Lucas. Check he’s okay. You hear a noise upstairs, head upstairs, find Maugerite.
  • Out of the bathroom when ordered, run down to the garage! Open the door with the button, then grab the ROPE from inside.
  • Once you return upstairs, the situation changes again. Run away and hide in the Recreation Room (the room where you found the Mia tape). As you head through the door, turn around and face the door again – use the rope on the door to tie it shut, buying yourself time.
  • Go into the room marked as Grandma’s Room (remember where you get the Broken Shotgun as Ethan?) and find a FORK.
  • Leave grandma’s room, and use the fork to pull the nails out of a boarded-up window in the Recreation Room to get out onto the balcony.
  • Outside, turn right. Walk as far as you can. Notice right in front of you there’s a bright red box, out of reach… take note. On your right you’ll see a tiny opening – go through it.
  • Once through the opening, turn left. Look for the red box you just saw. Open it to find a DOG HEAD RELIEF. You’ll know all about these bad boys from the main story.
  • With that done, head inside and enter the main hall. There’s an enemy down here, prowling about. Don’t get spotted.

This is where things branch.


How to get the bad ending of the Daughters DLC

If you head back towards the main area of the house where the Kitchen and so on are, Maugerite will appear. She’ll scare you, but then have an attack of conscience.

She’ll give you keys to the Baker’s car and tell you to go. Run to the garage, but be aware on the way you’re going to have to dodge daddy. Get to the garage and get into the car… welcome to the bad ending.

How to get the good ending of the Daughters DLC

Either after Maugerite gives you the keys or before she has the chance sneak to the main door of the house out into the yard. Instead of going to the car, even if you have the keys, head out to the trailer instead. To do this you’ll need the Dog Head – slot it on into the door.

An earlier note in this DLC indicated the Bakers’ other sudden guest was out in the trailer. Go out there and find her. Examine the note on the table and the item the unconscious Mia is holding. This is the true ending.

Resident Evil: Vendetta trailer provides a first look at the film’s antagonist Glenn Arias

11 Feb

Those planning to watch Resident Evil: Vendetta in theaters will have to wait until summer.

When in summer isn’t known, but the feature-length, CG movie was originally slated for a spring 2017 release.

Hopefully the new trailer will help tide you over until its theatrical debut.

Developed by Capcom and Marza Animation Planet and distributed by Sony Pictures, the film takes place between Resident Evil 6 and Resident Evil 7. In it, Chris, Leon and Rebecca will need to stop a fella named Glenn Arias from spreading the Trigger Virus in New York City.

The trio also explore a rather familiar, isolated mansion. Whether its the Spencer mansion or not isn’t known, but the film contains various other locations as well – as you see above.

One scene in the trailer about 38 seconds in, is reminiscent of another film handled by executive producer Takashi Shimizu: The Grudge. Kill her with fire and with extreme prejudice, please.

If you missed the first Resident Evil: Vendetta trailer, give it a watch by clicking the first link in the post.

Resident Evil 7 shifts another 500K units in 2 weeks, latest movie grosses $1B

10 Feb

Resident Evil 7 is more than a flash in the pan.


Resident Evil 7: Biohazard has reached 3 million units shipped globally, Capcom has announced.

It’s no GTA, but that’s an increase of about 500,000 in the less than two weeks since we last got Resident Evil sales figures.

Although we don’t have sell-through figures, it’s a pretty respectable amount to be sending to retailers this many weeks on from launch, and suggests Resident Evil 7 is benefitting from post-release word of mouth, which generally leads to a healthy sales tail.

Buzz for the latest Resident Evil film may be helping, or perhaps it’s the other way around; in any case, Resident Evil: The Final Chapter has grossed $1 billion worldwide, Capcom said. BoxOfficeMojo puts the figure at $1.2 billion, 80% of which was harvested outside the US as is usual for the series.

“The Resident Evil film series boasts the all-time top box office gross of any film series based on a video game to date,” the publisher said. It doesn’t have a heck of a lot of competition, but don’t ever let anybody tell you the Resident Evil movies are failures. They mint it.

Resident Evil 7 is available now on PC, PS4 and Xbox one. The PS4 build supports PlayStationVR, while the Xbox One has cross-buy with Windows 10 PC.

Resident Evil 7’s latest PC patch should make it run on older CPUs

8 Feb

Resident Evil 7 is not a very demanding game, and the recent update could further expand the number of CPUs capable of running it.

resident_evil_7_kitchen_demo (2)

Capcom has released a new Resident Evil 7 patch this week for the PC version. The update has a single note: it should increase the range of supported CPUs.

The patch allows the game to recognise older-generation processors by no longer relying on the SSSE3 SIMD instruction set, a feature that was previously required to run the game.

This automatically means CPUs that do not support SSSE3 SIMD now have chance to run the game. Capcom did not list a specific set of CPUs the game now supports, nor offer an idea of which of the old, non SSSE3-enabled CPUs are likely to actually run it.

It’s also worth noting that the game’s minimum PC specs have not been updated.

But, you can always consult Wikipedia to find out whether or not your old CPU supports the tech.

Suffice it to say, if your PC was built in the last five or six years, you should be fine. If you’re still unsure, downloading and running a programme like CPU-Z will help you out.

Resident Evil 7 sticks it out at UK No.1 bringing it one week closer to the series’ record for longest run at the top spot

6 Feb

Resident Evil 7 is still scaring the crap out of a lot of people.


Resident Evil 7 has been out for a fortnight and made its debut at the UK top spot last week.

Capcom’s fresh take on the franchise is riding the wave of glowing reviews and equally positive consumer reception and is hanging on to the No.1 spot for a second week.

If it can stick it out for a third week, Resident Evil 7 will catch up with Resident Evil 3 and Resident Evil 5 to hold the longest run at UK No.1 for a title in the series.

GTA 5 is still at No.2 while Kingdom Hearts HD 2.8 Final Chapter has dropped from third place to 21.

Hitman: The Complete First Season came out last week and settles in to the top ten at No.4 while Square Enix’s second top ten title, Final Fantasy 15, climbs up from 15 to 8.

You can check out this week’s full top ten list below:

  1. Resident Evil 7: Biohazard
  2. GTA 5
  3. FIFA 17
  4. Hitman: The Complete First Season
  5. Call of Duty: Infinite Warfare
  6. Rocket League
  7. Battlefield 1
  8. Final Fantasy 15
  9. WWE 2K17
  10. Mafia 3

We’ve nearly finished Resident Evil 7, but it’s getting really tense – come watch us

5 Feb

Resident Evil 7 isn’t proving any less terrifying even with most of the game under our belts.

Watch live video from vg247 on www.twitch.tv

Resident Evil 7 has been good to us, where “good” means “has traumatised poor Shabana”. But she’s nearly done, maybe – and we might knock it over tonight.

If she does finish Resident Evil 7 in quick order, Shabana may switch to Conan Exiles, but at time of writing she was luring in the hallways of the Baker mansion, fending off baddies and occasionally pausing to hyperventilate slightly and examine her inventory in the hopes that it will suddenly feature more ammunition. Specifically “good bullets”, apparently.

At this end of the game, you have to wonder – is it worse reserving all the best gear in case there’s a boss, or should you start using it all up? Good old inventory management. You can tell this is a real Resident Evil game.

I’m personally really glad it’s been Shabana playing Resident Evil 7 in front of a camera and not me, because her reaction to extreme fear involves significantly less screaming, falling over and crying than mine does. Still, if you enjoy watching people suffer, the scarier moments are definitely having an effect.

Banned Footage Vol 1 tackles two of Resident Evil 7’s main criticisms

3 Feb

Resident Evil 7’s first DLC brings puzzles and something tougher than Madhouse mode.

RESIDENT EVIL 7 biohazard_20170131130006

“Banned Footage Vol 1 creates a fantastically claustrophobic feeling, and the sort of horror Resident Evil 7 does best.”

It’s no secret that I liked Resident Evil 7 quite a lot, and while I had no real problem with the game’s length or replay value in terms of the retail package, I was pleasantly surprised to learn that a little more of the game would be arriving quite quickly via DLC.

We’re barely a couple of weeks out from launch and Volume 1 of the Banned Footage DLC series is out. After playing it I figured I’d pass a quick verdict. Yep, this sure is some more Resident Evil 7. That’s no bad thing.

This first half of the Banned Footage DLC includes two new chapters. These chapters put you into the shoes of Clancy, another victim of the Baker family a while before the main game. Players will already be a little familiar with Clancy, since he’s the star of a few of the in-game tapes in RE7 proper, but these additional tapes serve to fill in the gaps in his story.

The better of the two is Bedroom, a mode that’s entirely focused on one aspect I wished Resident Evil 7 went a little deeper on: puzzles.

Clancy comes around shackled to a bed in the Baker’s bedroom, and Maugerite is ducking in and out of the room, taunting you and bringing you suspicious and disgusting food. The goal is pretty simple: escape the room.

It’s an interesting and linear A to B to unlock C sort of puzzle that’s most reminiscent of the Happy Birthday tape in RE7, but the nature of it provides an interesting wrinkle. Maugerite keeps coming in and out of the room, and if she notices you’ve been out of your restraints you’re going to be in serious trouble.

The result is a clever game of cat-and-mouse: not only are you solving puzzles to gain items to grant your escape, but you’re also regularly resetting the room in order to avoid Maugerite discovering what you’re up to. The panic when you realise she’s on her way and you have to quickly reset the room is a fantastically claustrophobic feeling, and the sort of horror RE7 does best.

It’s over quickly and has little replay value but as a one-shot episodic experience it felt decent.

The second major chapter is Nightmare, the antithesis to Bedroom. Instead of puzzles, Nightmare is all combat. In real terms it’s a wave-based survival mode, but they’ve found a clever way to tie it into the Resident Evil 7 universe, with the goal to survive until morning.

I quite like Resident Evil 7’s combat, but it’s augmented here with the ebb and flow of a wave-based game. Resources are just as scarce, if not even more so than in the main game, forcing you to manage them carefully and calmly in order to make it to the later waves.

Nightmare is less immediately inspiring than Bedroom but is no less enjoyable. It has a little more replay value with multiple difficulty levels, plus the nature of combat means things can play out differently from run to run.

The final bonus is Ethan Must Die, a non-canon mode that offers a brutally unforgiving difficulty and a degree of randomness that serves to make matters even harder still. Some complained Madhouse was too easy: this sees to that.

There’s even a Dark Souls style mechanic where your corpse will be marked by a statue that you can then run back to and retrieve for bonuses. It’s a fun little extra, but compared to the other two modes it does feel more like that: a little extra.

As this package goes it all feels pretty worthwhile. The season pass for the game is £25 and this is half of the content, with the other half coming in another few weeks. Capcom is on track to fulfil that value, at least: one only hopes they stick the landing in the second package.

There’s definitely a debate to be had about a mode like Ethan Must Die, since its remixed assets absolutely smack of the sort of mode that’d be a free unlockable bonus in more innocent times. But even as part of this paid package, it feels worthwhile. If Resident Evil 7 left you wanting more, be rest assured that the DLC will give you what you need.

Come watch our Resident Evil 7 stream as we continue our murderous rampage slash terrified quivering

1 Feb

Resident Evil 7 holds no terrors for us! Some of this statement is an abject lie. Most of it.

Watch live video from vg247 on www.twitch.tv

Resident Evil 7 somehow manages to be scary for the player even with a roomful of helpful Twitch chatters. (Slightly less so with our Resident Evil 7 guide and walkthrough, plug plug.)

Nevertheless, misery loves company so come cheer Shabana on and comfort her in her time of distress. Hopefully Resident Evil 7 won’t give her an actual heart attack; I think we’d get sued.

If you’ve not been watching so far, yesterday Shabana took down [spoiler] who had killed her with a [spoiler] in the previous session. What dark secrets will the Baker mansion throw at her next? How will Resident Evil 7 top yesterday’s scares?

And most pressing of all our questions, how long can we keep streaming Resident Evil 7 before our nerves fail us?

Capcom planning “aggressive” sales campaign for Resident Evil 7 after profits decline, more focus on VR

1 Feb

The most recent financial results from Capcom do not show a lot of growth, but promise some exciting changes.

resident_evil_7_candle (2)

Capcom has released the results for the nine month period ending December 2016 earlier today. In a press release, the publisher noted a decline in multiple categories, compared to the previous period last year.

Net sales saw a 6.2 percent drop to 53,507 million Yen ($471 million) for the first nine months of fiscal year 2016. Operating income took a 51.7 percent hit, dropping down to 5,119 million yen ($$4.5 million).

The publisher said that sales of Dead Rising 4 were “firm”, and the various Resident Evil re-releases had “solid” sales overseas, along with Monster Hunter Generations. That said, sales were down compared to the same period last year due to the absence of a hit Monster Hunter title.

Spin-off Monster Hunter Stories, for instance, had “soft” sales.

With that in mind, Capcom said it’s planning an “aggressive” sales campaign for its major titles. These include Resident Evil 7, and Monster Hunter XX. This is being done in part to maintain the same forecast for the end of the fiscal year, which wraps up March 31, 2017.

Finally, Capcom said it’ll focus more on VR content going forward with the goal of creating a new market, and has undergone some reorganisation internally to better fit the transition. The company is confident in the move thanks to the “successive releases of VR devices that are highly compatible with games.”

Resident Evil 7 guide: How to beat the Nightmare Banned Footage Vol 1 DLC

1 Feb

Tips for surviving a very long night.


Resident Evil 7’s first DLC is out, and it’s actually rather good. The first DLC package throws together three new pieces of content: Ethan Must Die and two new tape-style experiences – Bedroom and Nightmare.

Ethan Must Die is a non-canon twist on RE7’s mechanics and Bedroom is a fairly typical puzzle-solving adventure that we’ve already covered in another guide page, but Nightmare is something new and different: It’s pretty much a canon horde mode set in the basement of the Baker house.

You’re playing as poor old long-suffering Clancy yet again and the objective is just to survive. Surviving means killing anything that attacks, of course, and your aim is to make it through a number of waves of monsters. This even includes a terrifying cameo appearance from Jack, who’ll come after you and need to be downed. Chilling.

Resident Evil 7 Bedroom Banned Tape: top tips for survival

The nature of this DLC makes it rather difficult to write a walkthrough for as we have for RE7 proper and for the Bedroom Banned Tape. That’s because like any wave-based survival mode things change quite a bit as it all unravels – enemies approach from different angles and depending on your situation your supplies will be different.

What we can do, however, is offer some tips. Nightmare gets pretty damn difficult, but these tips cover the things we found to be vital to our survival of the mode in full. So… with that noted, let’s get to it:

Activate all of the compactors

This is probably obvious if you’ve put any time into the mode already, but if you haven’t allow us to make it clear: compactors are absolutely key. You’ll find one in the room where you start, and there’s more scattered about as you explore including one behind a door you can use corrosive to burn open. Compactors can hold up to 1000 scrap each, and scrap is the currency that will really determine your ability to survive.

Get as much scrap as you can and ensure you leave none behind on any occasion. Collect everything you can and be aware that the compactors stop working when each wave/hour’s final boss enemies show up.

Scrap and resource management is key

In the earlier hours of Nightmare you might think that this is all pretty easy, but don’t let the game lure you into a false sense of security. Scrap is your currency, but every time you ‘buy’ an item using scrap it’ll become more expensive to buy the next time, and basically everything in this mode is consumable. High-end items such as traps and turrets should be saved for the finale of each hour, which is when things really reach a head. You should generally also keep in mind that later hours get significantly harder, so plan ahead.

Scrap is also used to boost your own skills (perhaps Clancy is a secret robot), and while things like reload speed upgrades and health boosts might seem less pressing than ammo early on you’ll find that these long-term bonuses have a much greater impact as Nightmare wears on into the final in-game hours.

As mentioned above, compactors stop working before the finale of a wave, so you’ll want to make sure you’ve grabbed any resources you need for that final wave before that happens. Manage your time and your stuff carefully. On that note…


Save ammo and pick weapons carefully

While the back end of Resident Evil 7 gets a bit more generous with ammunition, Nightmare is much more like the early parts of the game when you’re scrambling around for any ammo you can find. You should pick weapons wisely – for the most part, the pistol should absolutely be your go-to weapon at all times. You should be aiming to hit molded in the head to take them down quickly at all times.

If all else fails, don’t underestimate your knife. It’s a great way to conserve ammo and if you find enemies need finishing off you might want to go for that instead of bullets, ducking, weaving and blocking as necessary to avoid getting hit. You won’t want to use it all the time, but the one or two times you do might save you enough ammo to save your bacon later on.

The shotgun is your main back-up weapon for the molded, but other weapons should be conserved for special situations. The grenade launcher should only be used on groups of enemies, the more stubborn molded and of course Jack. Traps and turrets should really be saved for the bullet-sponge molded and Jack, too. If you waste these, you’re sure to die, so think wisely.

Earn points by surviving and don’t be afraid to start again

In a sense Nightmare Mode’s structure is a little like another Capcom zombie slasher, Dead Rising. You’re not going to finish this mode on your first attempt: it’s not designed that way. But every time you play, you’ll earn points for defeating enemies and surviving each hour of Clancy’s nightmare. Expect to get a few rounds in and fail, but that’s okay.

The points you earn are then used to buy upgrades you can take into another attempt. These bonuses will make all the difference and will gradually chip away at the difficulty, though later hours are going to be pretty damn difficult whatever you do. This mode is designed to be replayed and will be a little different each time you play it based on the approach you take, so get as far as you can but don’t be afraid to lose your first couple of attempts and start over.

“Our Anti-Tamper solution is hard to crack, not uncrackable,” says Denuvo in the wake of Resident Evil 7’s quick PC crack release

1 Feb

Resident Evil 7 is the latest AAA game to utilise Denuvo’s Anti-Tamper solution, but it seems the game has seen the least benefit of any of the recent releases.

resident evil 7 (5)

Resident Evil 7 was confirmed before launch to use Denuvo’s Anti-Tamper protection. This often-discussed solution prevents the game’s DRM from being cracked, and in some cases, delay it long enough so that it misses the crucial launch period.

However, in the case of Resident Evil 7, the game didn’t even go a week before a crack for the PC version was released. It’s strange for Denuvo’s stringent security measures to be bypassed this early, but the company is downplaying the news.

“Please note that we always position our Anti-Tamper solution as hard to crack, not as uncrackable,” Thomas Goebl, Denuvo’s marketing director 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,” he added.

Sometime ago, there were unsubstantiated reports that Denuvo usually refunds the money – or at least part of it – back to publishers in cases where the games get cracked earlier than anticipated. Denuvo always said no such stipulation has been in place, and Goebl reiterated the same stance today.

At this point, Capcom may decide to remove Denuvo from the game altogether if it appears it’s not doing what it’s supposed to.

You can beat Resident Evil 7 in 93 minutes – or at least this guy can, but he’s pretty good at it

1 Feb

Resident Evil 7 isn’t overly long but it must be said this isn’t the normal way to experience it.

Resident Evil 7 speedrunner uhTrance has bested his previous world records to establish an amazing new benchmark for the horror hit.

Clocking in at 1:33:16, the playthrough above is officially the fastest new game plus, any percentage Resident Evil 7 run uploaded to date. The record probably won’t hold for very long, as uhTrance himself has set and broken multiple records over the past week.

If you yourself, would like to get through the game in the shortest possible time, consider consulting our Resident Evil 7 guide and walkthrough to speed you through the puzzles and battles.

Resident Evil 7 has only been out for about a week and already players have devoured it and are hungry for new content. The first DLC pack dropped yesterday, with another coming in February.

If appetite for the clever blend of old and new school horror continues a pace, Capcom may have to revise its original, fairly modest DLC plans and get some more chapters out there to satisfy hungry Resident Evil 7 fans. That said, we don’t know how big the third drop will be yet, or even when it’s due. Fingers crossed for something meaty to bulk out the season pass.

Our Resident Evil 7 livestream continues, assuming we don’t just get hacked to pieces again – come watch

31 Jan

Resident Evil 7 offers plenty of opportunities to succumb to death and the game over screen. This time, we’re prepared.

Watch live video from vg247 on www.twitch.tv

Our Resident Evil 7 adventures continue today as Shabana picks up where we left off last time.

As you may recall, the last stream came to an ignoble end, but this time – this time! – the Baker mansion holds no terrors for us. We will overcome whatever Resident Evil 7 throws at us – eventually.

If you find yourself stuck in a similar situation, by the way, you could always consult our mega Resident Evil 7 guide and walkthrough. Just sayin’.

Resident Evil 7 seems to be winning hearts all over the place. Given how controversial the shift to first-person was, it’s amazing how many seem to have hailed it as a return to the classic roots of the series. Capcom must be feeling pretty smug right now.

Anyway, join us as we have another go at smashing through whatever Resident Evil 7 has in store. The only sure thing is that we’re not going to like it much.

Resident Evil 7 guide: How to beat the Bedroom Banned Footage Vol 1 DLC

31 Jan

The first DLC for Resident Evil 7 is one big puzzle. Let’s get stuck in.

If the main game of Resident Evil 7 didn’t have enough puzzles for you, we’ve got some good news for you: the Banned Footage DLC bundles have a fair amount more puzzle action for you.

The first puzzle-focused tape of the Banned Footage DLC is ‘Bedroom’, a new story chapter that places you in the shoes of Clancy, a side character whose presence is felt throughout RE7 even if you never actually meet him while playing as Ethan. You might also know him as the chap you played as in the RE7 demo.

Clancy is another of the Baker’s old victims, and this particular tape sees him trying to escape the clutches of Maugerite – mama Baker. Below, we detail the solutions to the puzzles in this mini story chapter – so if you get stuck or just need a hand, we’ve got you covered.

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Resident Evil 7 Bedroom Banned Tape Walkthrough: Breakfast in Bed

When the DLC starts, Clancy wakes up in a room that’ll be familiar if you played the main RE7 story – the Baker’s Master Bedroom. He’s shackled down to the bed. Soon enough Maugerite shows up. She’s got food for you – kind but also not so much once you see it.

There’s a dialogue choice here but it doesn’t impact anything significantly as far as we can tell. Maugerite will leave the room, and then you’re given your first command: Escape from the Bedroom.

Escape the Room: Searching the area

  • Once Maugerite leaves the room, pick up the spoon.
  • If you’re so inclined, you can eat some of her food… but beware that it’s not only going to make Clancy vomit, but it’s going to do damage to him. Three spoon-fulls of Mama Baker’s dinner is all it’s going to take to kill you, for the record.
  • Next interact with the shackle. You’ll be surprised to see that a little fiddling with it and it comes right off. Easy!
  • You’ll slide out of bed on the left side. On the wall to your immediate left (and to the right of the bed) is a hook on the wall, and hanging from it is Maugerite’s signature: a lantern. Take it. Without the lantern it’ll be too dark to interact with anything in the room.
  • Head to the dresser. On top of the dresser is a small pot or urn or something of the like. Examine it and look inside to find a lighter. Take it.
  • DO NOT open the right hand drawer of the dresser. It might screw you over. Inside the left hand drawer there’s a clue on paper. If you open this drawer, close it again.
  • If you’ve played the main story, you’ll remember the clock to the left of the bed. Interact with that and… oops, you break it. Take the broken clock hand all the same.
  • For now, ignore everything else and head to the grandfather clock. It’s near the door. Use the broken clock hand to pick the lock. The clock will open, and inside is Untitled Painting A for the taking.
  • Crap! The grandfather clock sounds out! Maugerite will hear, and is on her way. You have one minute. Very quickly do the following: Close the clock door, hang the lantern back on its hook (right of the bed, lower hook), get back into bed and put your shackle back on. Wait for Maugerite to come investigate.

So, here’s the key to this entire DLC, by the way: Maugerite is going to come back from time to time. You need to make progress, but you also need to keep resetting the room. If Maugerite thinks she sees something out of place, you’re for it. So be careful. Our guide will tell you the correct order, anyway.

The puzzle of the paintings

Okay, so – while waiting for Maugerite, let’s take stock. You now have all the items above – ready to start taking this room apart. You also have Untitled Painting A. Good. Once Maugerite has tucked you in and left again, here are the next steps:

  • On the far wall of the room there’s a painting on the wall, and you can also clearly see from the outlines that there are meant to be two more paintings mounted in specific positions. Interesting…
  • Once you get out of bed, grab the lantern and look to the left of the bed for a barrel which has Untitled Painting B on top of it. Grab it, and ignore the stuff behind it for now.
  • Finally, Untitled Painting C is just sitting on the wall – though based on the dust outlines, quite obviously not in the right place – so remove it.
  • Now you have all three paintings, it’s time to put them on the wall in the correct order. The order is Painting B, Painting C, Painting A.
  • When the paintings are in the correct positions, the book beneath them will open. Take the Sewing Needle out of the voodoo doll inside the book.
  • You still need to reset the room to avoid making Maugerite suspicious, so now remove the paintings and put them back as they were: That’s Painting B on top of the barrel, Painting C in the leftmost slot to hang on the wall, and Painting A safely tucked away in your inventory (with the clock door closed).
  • Once this is done, head back to the bedside clock. Use the sewing needle as a replacement clock hand. Set the clock to 5.
  • Damn it, not again… you’ll be familiar with what happens thanks to the main story, and boy, it makes some noise. Underneath the bed there’s a Snake Door. Okay.
  • Maugerite heard the bed, so interact with the clock to slide the bed back into place, drop the lantern off on its hook and get back into bed. Try to look innocent.

Maugerite actually brings you more food. With it comes a Fork and a Stove – two key items you can actually use. Pick them up. Ignore the actual food, unless you’ve got a death wish…

Solving the Combination to get into the Storage Room

Get out of bed and grab the lantern again. There’s one obvious elephant in the room: the combination look on the door to the storage room.

  • Once you’ve grabbed the lantern, look on the floor on the side of the bed where you get in. There’s a note. The note gives you clues as to the password: Snake, Fig Leaf, Apple.
  • In the storage room, look to the right. There’s a wardrobe and the bottom half of it has been nailed shut. Use the fork to pry out the nails and grab the Solid Fuel inside.
  • That’s all there is for you in here. Head back into the bedroom and close the storage room door behind you.
  • Head over to where painting B is. Pick it up. In its place, where the painting sat, there’s a plate.
  • In your inventory, combined the Stove with the Solid Fuel. Place the stove on the plate, then use the Lighter on it. The resulting explosion will get rid of the spiders, allowing you to take the Corkscrew key item.
  • The explosion is going to attract attention. You have even less time this time. Think fast: Remove the stove from the barrel, replace painting B, hang the lantern on its hook, get back into bed and wait.

Getting a snake key and escaping the bedroom

You know the drill by now. Get out of bed. Take the lantern.

  • This seems risky, I know… but use the corkscrew to remove the Lantern Hook from the wall. This is Lantern Hook A.
  • Head into the storage room and use the corkscrew again, this time removing Lantern Hook B from the far wall.
  • In your inventory, combine the two to make Iron Statuette.
  • To the left of the second Lantern Hook is a coat stand with a coat on it. Read the note inside. Hmm… Zoe hides knives in the bedroom. Okay.
  • Exit the Storage Room, close the door behind you and squeeze up against the door. Crouch and look behind the dresser… thank you, Zoe! Grab the knife.
  • Back in the Storage Room, use the knife to open up the Projector.
  • Quickly dash back into the bedroom and use the clock to slide the bed over.
  • Put your lantern inside the projector.
  • On the platform closest to the projected image, use the Iron Statuette. Normal shadow puzzle rules: look at the shadow, not the item, and make the pair match.
  • On the platform closest to the projector, use the fork. Again, match the image!
  • The bird cage will open. Grab the snake key.

Okay, this is it – crunch time. Take out the knife you kindly borrowed from Zoe and head out into the bedroom. Maugerite is pissed, yep. Stab her when she dashes at you, and then while she’s incapacitated, run to the snake key door under the bed. Use it and rush down into the underground passage. Mission complete! You’ll get a trophy for your troubles.

Let’s talk spoilers, tapes and DLC with Resident Evil 7’s director Koshi Nakanishi

31 Jan

Resident Evil is back.


Last week Resident Evil 7 was released and proved to be a reinvigorating elixir for Capcom’s flagship horror franchise, scoring well with critics and earning praise off us in our review. It’s good stuff.

A few days prior to our review, we published an interview with Resident Evil 7’s Producer and Director where the pair talked us through some of the changes they’ve made to the series formula and how RE7 came to be in its current form. Once we wrapped up those questions I had some questions about elements of the game’s design that some might regard as spoilery – so we broke them off and held them back.

Plenty of you have finished the game at this point, so here’s part two of our interview. Below you’ll find questions on tapes, the structure of the game and the future of the Resident Evil series. These questions and answers remain deliberately vague, but the particularly spoiler-sensitive might want to beware.


VG247: So, skipping into spoiler territory… as the game progresses, it changes a lot. Once you find yourself out of the house proper, the last few areas the game put you into really feel more action-driven. To me, in fact, it felt a little more like… the game starts out like Resident Evil, Resident Evil 2, but by the time you reach the end it feels more like 4, 5, 6, at least to a point. Was that a conscious decision on your part?

Koshi Nakanishi: [In English] Exactly.

[In Japanese] I’m happy that was your question, because the fact that you were able to feel that about the game shows that our idea has actually been appreciated and noticed. I didn’t just want to say exactly, so I’m adding that! [laughs]

To go a little further, I also think you really have to escalate something throughout the game as the player gets better at it. If you have an amazing horror atmosphere where you’re someone who has no weapons in their hands and they can just die at any moment – having that for the whole game, people would get tired of it, no matter how great it is at the start.

As you get stronger and you’re able to respond better to threats, I think there’s a natural escalation in the action that can take place. By the end once you’ve got fully immersed in the environment and the story and you know what’s going on… once you’re no longer moment-to-moment scared, I think it’s natural for the action elements to come in the flow towards the end of the game. I think you have to have that scale of difference throughout the game just to keep players interested.

“If you have an amazing horror atmosphere where you’re someone who has no weapons in their hands and they can just die at any moment – having that for the whole game, people would get tired of it, no matter how great it is at the start.”

Balance is probably a challenge there – balancing the action and the horror, and also the weapons and enemies so they work in both styles. How do you feel about finding that balance? Do you think you were successful?

I hope that we were… and I think the team as a whole has been very happy with how we’ve been able to combine elements from the series. There’s the more new approaches we’ve had, but we’ve also managed to keep some of the older stuff that makes Resident Evil great.

I want to talk a little about the tapes. I think they’re a great idea. I particularly liked the gameplay built around them… the way that each tape basically serves as a preparation for the next major area of the game. How did this system come about?

The position of the tapes for us was that… well, in this game we don’t have any cutscenes. It’s first person, the camera never comes out, you never see your character. We’re going for that narrative style, so… everything happening within your experience meant that we’ve kept a lot of additional story to the files and the clippings. You can check props and get information, that kind of thing. You build up this information in your head and create a picture of the background of the story in your mind; a picture of what’s going on.

On top of that we wanted to make something that’s more visual and more interactive than just having those elements… and we reached the tapes.

It’s also a mechanism that allows us to change time and place without breaking the immersion. When you’ve got a sort of seamless first person narrative, you don’t just cut to the next day or a different location on the planet. That kind of means that you don’t have that freedom to say ‘oh, here’s something that happened to someone else’, but the tapes feel like a natural way to let you actually see ‘well, here’s something somebody else did at a different time’.

Once you start a tape you’re not the same person, you’re not in the same place. We can also use this to give a little sneak peek or narrative hint at what’s coming next in the game, all while in the context of this still being Ethan located in the same place.


I imagine movies were an influence on this format, too?

Of course, there is another element to the tapes, and that’s the horror. The idea of horror movies like the found footage Blair Witch style or the videotape theme in The Ring… it’s something that’s appeared in horror movies before. It’s got that atmosphere about it.

Tapes also let us do things we can’t do in the main game. We can have a tape where the main character dies at the end – we can’t just kill your character in the middle of a normal game. Or we can just leave it open where you don’t know what happened – the camera drops and you just don’t know what happened to them. That can leave you uneasy as to if the same thing will happen to you.

Overall they were a great way to let us achieve a lot of the things we wanted to do in the game while keeping the immersive qualities. We’re happy with it.

“Tapes also let us do things we can’t do in the main game. We can have a tape where the main character dies at the end – we can’t just kill your character in the middle of a normal game.”

When all is said and done, this game is still quite a big change. Do you think this is a template for the future?

I think it would be interesting if this became, like you say, a template for future titles, but… the game isn’t even out yet as we speak [this interview was conducted the week prior to launch], so we want to just launch the game and really measure and see how everyone enjoys it, see how they feel about it, gather feedback. Then we’ll take that on board before we decide what we’re going to do next.

Can you talk a little about your plan from here on out? The game does wrap up its story, but it also leaves some interesting threads dangling about where characters go or who certain characters really are that are no doubt going to leave fans screaming for more information…

First, we have more stuff coming after launch. There’s the DLC content in the season pass, the banned footage 1 and banned footage 2. These are kind of little unique experiences, little side stories that’ll explore the story from different angles. Then there’s also an additional story episode coming for free later as well. Even if some people thought that 11 or 12 hours for one run through was a little on the short side, they’ve got more to look forward to in the near future.

Some of those elements you mentioned… and we’ll both be super vague… some of those elements are actually followed up on in the post-launch content, so you can wait and see that stuff. But also, really, we have some other ideas about where can take this next. We’ve got plans on how to develop this story further… we’re excited for the possibilities.

New Resident Evil 7 trailer gives us a peek of what’s coming in today’s DLC

31 Jan

Resident Evil 7: Banned Footage Vol. 1 goes live today. Are you prepared?

Resident Evil 7 can be finished pretty quickly if you know what you’re doing (as you would if you’re read our Resident Evil 7 guide and walkthrough, plug plug) but do not fear: more content is already on the way.

The first of Capcom’s announced DLC packs, Resident Evil 7: Banned Footage Vol. 1, arrives today (unless you’re in the US, in which case please reread this article in a few hours when you’ve caught up to the rest of the timezones we service around here).

Since it is naturally hoping you’ll buy the Season Pass, Capcom has already supplied details of the first two Resident Evil 7 DLC packs. This one has two new chapters and a whole extra mode:

  • Bedroom
    Figure out how to escape from a locked room – but don’t let Marguerite Baker know you’ve been out of bed.
  • Nightmare
    Fend off waves of enemies and survive until morning.
  • Extra Mode – Ethan Must Die
    A tough-as-nails mode separate from the tapes and story of the main game. (Does not support PSVR)

Banned Footage Vol 1. costs $10, but the next one will be $15. The Resident Evil 7 Season pass is $30 and includes both as well as the as-yet-undetailed extra story chapter, which one would hope would be a bit more substantial than these two rapid fire packs, given their pricing relative to the whole pass and release so close to the main game. There’s supposed to be a free content drop coming in northern spring, which may give us a clue on the timing of the mysterious extra chapter.

Resident Evil 7 is out now on PC, PS4 and Xbox One and by all accounts is both a return to the classic formula and scary as heck, if not as long as some of the faithful would have liked.

Capcom shares dip after Resident Evil 7 launch despite positive reception

30 Jan

Despite shipping 2.5 million units, Capcom’s stock is falling.


Resident Evil 7 has had a fairly successful launch week, with the third best week one debut in the series.

Capcom has shipped 2.5 million units over the course of three days according to PCGamesN, but that wasn’t enough to fill shareholders with confidence. 4.5 million units of Resident Evil 6 were shipped during its launch window a few years ago, so expectations were for something significantly higher.

Resident Evil has impressed critics and players alike so word-of-mouth and positive reviews may be just what Capcom needs to turn this ship around. They already have a bunch of DLC lined up, including a free DLC this Spring.

Do you think the buzz around the game will help to restore shareholder’s confidence? Or will the enthusiasm fizzle out before having a meaningful impact for the company? Chime in below.

Resident Evil 7 bursts into the UK charts at No.1 in its first week

30 Jan

PS4 exclusives slide into the top 10 to shake things up.

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Resident Evil 7 launched on all platforms last week and it’s gone down pretty well with critics, winning over our own Alex too.

And they’re not the only ones to be impressed by Campcom’s fresh yet risky take on the series.

GfK has reported that the game’s week one debut is at no.1 position in the UK charts, toppling GTA 5 from the top spot. It’s also managed to accrue the third highest sales in the series, beaten only by Resident Evil 6 and Resident Evil 5, which are second and first respectively.

According to Gamesindustry.biz, the PS4 version has accounted for almost two thirds of the sales.

Kingdom Hearts HD 2.8 Final Chapter was another new entry and has bumped FIFA 17 down a spot to take third place. A second PS4 exclusive also cracked the top 10, with Yakuza 0 at no.8. Tales of Berseria narrowly missed the top 10, making its entrance at no.14.

You can check out the full top 10 list below:

  1. Resident Evil 7: Biohazard
  2. GTA 5
  3. Kingdom Hearts HD 2.8 Final Chapter
  4. FIFA 17
  5. Call of Duty: Infinite Warfare
  6. Rocket League
  7. Battlefield 1
  8. Yakuza 0
  9. Watch Dogs 2
  10. Steep

Resident Evil 7 walkthrough part 14: bosses and choices

30 Jan

A difficult battle and an impossible choice await.

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Resident Evil 7 Guide: Walkthrough #14 – the big boss, and an impossible choice

Where we left off in the last part, you should be in a save room after going through a little SAW-style set of deadly challenges built by Lucas. Exit that save room and you’ll be outside and in an entirely new area – a part of the Baker estate that backs onto the river.

On your immediate right are some shotgun shells – don’t miss them. On the right of the area you exit into there’s also some pistol ammo.

You’ll notice there’s a big wheel in front of you similar to those you encountered in the Old House. That’s right – go grab the crank item from your crate inventory and use it just as you did back in the bug infested house. Keep it on you.

As you cross the piers, take a detour to the right, then right again. In the small building here you’ll find:

  • Chem Fluid
  • A crate on the left that when smashed contains pistol ammo
  • A crate on the right that when smashed contains yet more pistol ammo
  • A crate on the jetty straight on from this building that ALSO contains pistol ammo. Gee… is there a fight coming up?

In the same place as that last crate is another crank you need to use. Be aware: once you use this, enemies are going to spawn in a big way. Be ready to fight or to make a dash for it.

If you’re fighting, the old rules apply: conserve ammo, place your shots, and plant your feet. Aim to take down the fast-moving crawling molded first. If you’re running, you want to run back the way you came then to the right, across the bridge you just raised. Be aware that as you approach your destination enemies will spawn in front of you, so be prepared to run around them.

If you fight you’ll be cool, and if you run be aware that as soon as you reach the door you need to get your ass through it and slam it behind you – then you’ll be safe.

This is another save room. In here:

  • Psychostimulants near the save point
  • A herb on a chair near the stairs
  • Shotgun shells also near the stairs
  • Burner fuel in a breakable box in the corner
  • 3(!) flame rounds for your grenade launcher on a table. Something big is coming, isn’t it?

Save, swap out gear you need, and prepare yourself. Grab the two serum ingredients from your storage now – you’ll be sent back for them if you arrive without them.

Enjoy the story sequence. Take the vials.

Boss Fight: Family Finale – beating Jack’s giant mutated form

So… this is very old-school Resident Evil all of a sudden. An absolutely enormous, animal-like mutation screaming at you. This boss is threatening looking but is actually remarkably simple: you just need to use the knowledge you’ve built up over the course of the game so far.

That means the following: Be ready to block attacks with L1 at all times. Blocking is surprisingly effective despite its size. This is also a pretty typical video game boss fight: there are obvious weak points, the multiple eyes that have sprouted all over the enemy’s body. They’re bright in colour and easy to spot, so hit them!

Use the two-floored structure of the fight area to your advantage. To get a bead on harder-to-hit weak points I found a great technique was to clamber upstairs on the ladder, wait for him to follow you and then drop back down to shoot up at him as he climbs back down to meet you. If you’re fast enough, you’ll make him topple and land on his back, leaving him more vulnerable for a little longer.

When the place gets smashed up (more than initially…!), you’ll have a lot less room to move around, so… don’t. Instead, be prepared to block in between hits and attack the one remaining eye, because there’s nowhere to run to actually dodge. Mitigate damage by blocking.

After the battle is over, you’ll have a difficult choice to make.


Resident Evil 7’s ending-changing choice: Mia or Zoe? Who to choose to get the best ending

Resident Evil 7 is no Bioware game or the like, but it still contains a major choice. This choice has ramifications for the entire final act of the game, changing outright what happens in some scenes and simply significantly changing the meaning of others. So, who should you cure? Mia or Zoe?

Your choice will impact which of the game’s endings you get, as well as some other scenes. In real terms and remaining spoiler-vague, here is what happens:

If you cure Zoe, your ending changes:

If you cure Zoe you will leave Mia behind but encounter her again later on. She will have succumbed to her infection and you will be forced to fight her. While Capcom doesn’t name the endings, this ultimately leads to what we’d say is the ‘Bad Ending’. Zoe has been helping you all game, though, so it’s understandable why you might help her…

If you cure Mia, your ending changes also:

If you cure Mia the combat encounter against her simply won’t take place, and is replaced by a different story sequence of sorts. Again, while Capcom doesn’t name the endings specifically, we think this leads to what we’d define as the ‘Good Ending’, the more desirable of the two.

There are trophies for both endings, so you’ll probably want to see it both ways.

Next up, the game changes in a big way. Do what you’ve got to do. Make your choice.