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Resident Evil 7 Will Have Green Herbs, If You Know What We Mean

What're ya buyin'?

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Capcom has confirmed Resident Evil 7: Biohazard will have Green Herbs. And by that we mean the medicinal plant that has been used to recover health in the survival horror franchise since its inception and definitely not marijuana. If you inferred that we were talking about weed based on the headline, that's on you because everyone knows what Green Herb is used for in the context of Resident Evil.

Anyway, Capcom sent images to those that have signed up for the Resident Evil newsletter. "Take a first look at the healing items in the game! Oh wait... what's this coin doing here?," reads the message. Along with it is the picture below, courtesy of NeoGAF.

No Caption Provided

The presence of a coin suggests there may be an in-game vendor to buy and sell items from, however this has not been officially confirmed as of yet. Here's hoping Resident Evil 4's Merchant makes his triumphant return.

Following its debut at E3 2016, Capcom released Resident Evil 7 Teaser: Beginning Hour, a short demo of the game that was available on PS4. The demo set a record for the most downloaded single-player PS4demo in the first week of its release for North America.

Resident Evil 7 is scheduled for release on PS4, Xbox One, and PC on January 24, 2017.

GameSpot recently interviewed Resident Evil 7 producer Masachika Kawata at E3, who talked to us about what the full game will actually be like. Kawata was also producer for Resident Evil: Revelations, and Umbrella Corps.

Kawata said Resident Evil 7 represents a "return to horror" for the series, but noted that combat and gun-play will also be a focus of the game. The game will be playable from start to finish using PlayStation VR.

In terms of story, it takes place after the events of Resident Evil 6 and is set in the modern day setting. The story centres on a "foreboding, derelict plantation mansion in rural America. Players must explore and survive the horrors within the mysterious, sprawling estate.

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rzaartz

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Please bring back typewriter ribbons for save data

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mogan

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mogan  Moderator

@rzaartz: Making the save points typewriters would be cool, but don't bring back a consumable resource that takes up inventory space and require players use it to save their game.

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Grenadeh

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Edited By Grenadeh

@MoganNo. Do bring it back. That is real Resident Evil. Maybe don't play games you suck at.

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mogan

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mogan  Moderator

@Grenadeh: Requiring an limited use inventory item to save a story driven single player game does nothing but make that game worse. There's no benifit. The old RE games always gave you more ribbon than you needed, it was just a hassle to go back and pick some up whenever you needed to save. Unless you could only play in short sessions, in which case running out of save items because life happened was an really artificial feeling constraint. There's no point to bringing back Ink Ribbons the way they were except to stroke the nostalgia of gamers too far gone to realize it was always poor design.

You'll have to do better than, "That's real Resident Evil" to justify shackling a new game to an antiquated save system that was a bad idea then and a worse one now.

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Grenadeh

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Edited By Grenadeh

@Mogan: It was a design constraint that existed entirely because of technical limitations, yes. They could still have made the game give you infinite saves, but it didn't. The point of the limited saves was to increase tension and make you play intelligently, instead of being a dumbass and wasting ammo and running into combat at every opportunity when you weren't supposed to.

RE4 had typewriter save points as a pure nostalgia factor and it was stupid, not to mention RE4 was an awful RE game in every way possible. They needn't do that again, not to mention this is a modern era RE game. Being on a farm doesn't automatically mean people are using typewriters, it's ridiculous. No one uses typewriters.

The fact is, if you think it was a "bad idea" that's simply you expressing your emotions as fact. You didn't like real Resident Evil, and so you aren't an actual Resident Evil fan. Quit expecting everyone else to willfully give up a proper game because you're too shit to deal with the way it was originally designed.

You probably think the magic subspace item box was bad design too. Because you think Resident Evil was an action game. And you're fucking wrong, because it's an adventure game with horror elements. The combat is not the point of the game. Finishing the story and thus the game is, while surviving the encounters.

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mogan

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@Grenadeh: Simply using typewriters as manual checkpoints provides the same tension. There's no good reason to limit the total number of saves unless that's an optional challenge that can be turned on. There's even less reason to make the "save item" something that takes up space in your inventory.

Quit expecting everyone else to stay stuck in the past, happily accepting archaic game design in the name of your nostalgia. Resident Evil hasn't been "real" in well over a decade, and there's a good reason for that; the design was outdated and hardware limitations no longer necessitated Capcom continue to use it.

Now you're just making things up about me in order to make your argument seem valid.

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Grenadeh

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Edited By Grenadeh

@Mogan: No, it doesn't. Saying that proves you don't get it. There is no tension to being able to run up to a save point and just save without having to properly manage your items and inventory and have the item to save with.

The number of saves was limited in the first place because the goal of the game wasn't to win. It was to win as fast as possible without leisurely saving and lingering around. If you played RE just to beat the game, you weren't the target audience. The point was to get an A ranking, which means no saves and beating the game in a very short period of time.

Once again, no. Antiquated design is the crux of Resident Evil. It does not translate to modern technology, at all. The only thing that would have come close was the hooked man RE4 beta, which still relied on - guess what - antiquated design. Fixed camera angles, rigid controls, claustrophobic environments.

Open ass streets where everything is fucking on fire, cars are constantly crashing, jet fighters, helicopters, fuel trucks, motorcycles, buses, and any other type of vehicle are constantly exploding or stealing camera focus is not Resident Evil. Kung fuing the **** out of bioweapons is not Resident Evil. Resident Evil is atmosphere, dodging, limited resources, limited inventory space and inventory management, piecemeal plot discovery, graphics, ridiculous villains, ridiculous viral weaponry, genetic experimentation, good sound work, adventure gameplay, and maniacal scientists.

All Capcom had to do, all they've ever had to do in the modern era, is make a game with the control scheme of RE4 and gameplay more akin to the originals or Silent Hill or Fatal Frame or Demento or Clock Tower. That isn't hard.

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ALLIAMOS

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@rzaartz: and the magic box

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