Chris Redfield
Writer & S.T.A.R.S. enthusiast. Chasing deadlines and Crimson Heads with equal intensity. Still waiting for "one last herb" and a bigger inventory.
Published: March 9, 2026 | 8 min read | Last updated: March 9, 2026
Why Doesn't Chris Redfield Start With His Pistol in the RE Remake?
You boot up Resident Evil Remake as Chris Redfield, check your inventory, and wait. Where's the gun? Jill gets to stroll into the Spencer Mansion with her trusty Beretta Samurai Edge already loaded and ready to headshot the undead. Chris? He's got a knife. A knife. The man is a trained S.T.A.R.S. operative with forearms the size of holiday hams, and Capcom hands him a butter knife to start his nightmare. If you've ever asked why Chris Redfield doesn't begin with his pistol in the RE Remake inventory, you're not alone and the answer is actually a clever mix of in-game lore, deliberate design philosophy, and a Cerberus-shaped moment of chaos that changes everything.
⚡ Quick Answer
In Resident Evil Remake, Chris canonically drops his Samurai Edge pistol during the frantic Cerberus attack in the opening sequence. Unlike Jill, who holds onto hers, Chris arrives inside the Spencer Mansion without his firearm — forcing him to locate Jill's identical model on the Main Hall floor. It's lore, not a glitch.
The Opening Chaos What Actually Happens
Before we even get to the mansion's front door, Resident Evil Remake throws the entire Alpha Team into a Cerberus ambush. The opening cutscene establishes the tone fast: team member Joseph Frost finds a severed hand still clutching a pistol, Cerberus tear him apart, Brad Vickers panics and abandons everyone in the helicopter, and the remaining members sprint through the forest toward the only shelter in sight the Spencer Mansion.
It's a full sprint through darkness, infected dogs snapping at their heels. By the time Chris, Jill, and Wesker make it inside, they've been in a literal life-or-death scramble through a forest at night. Guns have been fired. Adrenaline is high. Things get dropped. And canonically, that's exactly what happens to Chris's Samurai Edge.
The Lore Explanation: Chris Drops His Gun
This isn't a plot hole. It is canonically established that Chris drops his Beretta Samurai Edge in the opening cutscene and is forced to use Jill's version of the gun in his scenario. The darkness of the cutscene makes it easy to miss the first cutscene is too dark to clearly identify Chris's pistol, and canonically he loses his gun before arriving at the Mansion.
So what Chris picks up in the Main Hall isn't just a random handgun left by some unnamed STARS member it's Jill's Samurai Edge model. The in-game item is the same weapon, same stats, same everything. She keeps hers because her scenario establishes that she held onto it throughout the chaos. Chris didn't.
📊 Key Stat: In the Resident Evil Remake, Cerberuses typically have an HP value of 400–1,210 — compared to Chris's own HP value of 1,400. It's easy to imagine one of those things knocking a pistol clean out of your hand during a nighttime sprint through the trees.
Where Chris Finds His Handgun in the Remake
After the opening cutscene, Chris starts with only his Combat Knife. His first objective is to investigate the gunshot from the west wing which leads him to the horrifying discovery of Kenneth Sullivan getting eaten in the Dining Room. When he retreats back to the Main Hall, everyone else has vanished. The mansion is now his to survive alone.
Chris will find the handgun in the Main Hall. He only has 6 inventory slots, so managing the item box frequently becomes essential. The pistol is sitting near the red carpet on the Main Hall floor close enough to the front door that it feels like it was dropped in the chaos of their hasty entrance.
💡 Pro Tip: Don't waste knife durability on the zombie near Kenneth. Back away, return to the Main Hall, grab the handgun first, then deal with threats. Your knife is precious for the early game and finishing downed enemies — not your opening act.
Why Chris Is the Harder Character By Design
The pistol thing isn't an accident. Capcom intentionally designed Chris's campaign to be more challenging than Jill's and the gunless opening is just the first punch. Jill has a slight advantage over Chris in the beginning of the game since she also has a Beretta M92FS in her inventory, but Chris can find a Beretta M92FS shortly after.
The gap between "shortly after" and "immediately" matters a lot in a game where a single zombie hallway can end your run. Those few minutes where Chris has only a knife wandering into the Dining Room to find Kenneth's decapitated body while hearing shuffling sounds are some of the most tense moments in the entire game. That tension is manufactured. Deliberate. Capcom knew exactly what they were doing.
"Jill's storyline is naturally easier as she gets better weapons, but both offer challenges."
Here's a fun thing nobody tells you: Chris actually has some compensating advantages that make his run uniquely satisfying once you push through the early struggle. He gets more shotgun shells, access to the Flamethrower (which Jill doesn't get), and he has more health points than Jill. Chris is one of the main playable characters, and has a slightly harder scenario to Jill's. He only has six inventory spaces instead of eight, and he misses out on the Grenade Launcher. However, these disadvantages are made up by the amount of Shotgun Shells he finds, and the Flamethrower.
The Inventory Gap: Six Slots vs Eight
If you thought losing the pistol was Chris's only handicap, wait until you feel the inventory squeeze. Chris can take more damage than Jill, but he has the disadvantage of only having six inventory slots. Jill gets eight. Two slots might not sound like much until you're trying to juggle a handgun, handgun bullets, a shotgun, shells, an herb, a key item, and one of the game's many unique puzzle components simultaneously.
The item management becomes a secondary puzzle game within the survival horror. Where Jill can hold a broader arsenal and still carry health items without stress, Chris requires constant trips to the item box and ruthless prioritization. Every pickup is a decision. Every decision could mean life or death. It's brilliant design wrapped in genuine frustration.
| Feature | Chris Redfield | Jill Valentine |
|---|---|---|
| Starting Weapon | Combat Knife only | Combat Knife + Samurai Edge pistol |
| Inventory Slots | 6 slots | 8 slots |
| Exclusive Weapon | Flamethrower | Grenade Launcher |
| Partner Character | Rebecca Chambers | Barry Burton |
| Health Points | Higher (1,400) | Lower (960) |
| Lock Pick | No | Yes |
| Overall Difficulty | Harder | Easier (recommended for newcomers) |
The Samurai Edge: S.T.A.R.S.' Custom Sidearm
Here's the nerdy lore layer that makes Chris losing his gun feel even more significant. The Samurai Edge isn't just any pistol it's a custom-built Beretta 92FS, personally tuned for each senior S.T.A.R.S. Alpha Team member. According to official lore from Tokyo Marui, the creators of licensed Resident Evil airsoft replicas, the lead members of S.T.A.R.S. Alpha team Jill Valentine, Chris Redfield, Albert Wesker, and Barry Burton own personalized Samurai Edge pistols.
Each gun has distinct custom features. Chris's version features a blued slide, dark blue medallion, and an extended slide stop. Jill's has a slightly different medallion (discolored, even in the HD Remaster an overlooked detail Capcom apparently never patched). These are their personal sidearms, not issued gear. Losing yours isn't just inconvenient it's embarrassing.
So when Chris picks up the handgun in the Main Hall, he's technically borrowing Jill's personal weapon. She lost it in the chaos too (from the game's perspective, there's one Samurai Edge on the floor regardless of who you're playing as), and in Chris's scenario, he's the one who finds it first. There's something darkly funny about one of the franchise's most iconic tough guys walking into a zombie mansion holding his colleague's gun because he lost his own while running from dogs.
In my own experience replaying this game multiple times, the moment when you first open Chris's inventory screen and see just a knife sitting there never stops being slightly horrifying. The first time I played as Chris after finishing Jill's scenario, I actually checked the screen twice. Once was denial.
Why the Designers Did This on Purpose
Resident Evil Remake was released on the GameCube in 2002 by Capcom and it was a complete reimagining of the 1996 original, not just a graphical upgrade. The team, led by director Shinji Mikami, took enormous care in making the two character scenarios feel genuinely different. Not cosmetically different. Mechanically different.
The no-pistol opener for Chris does several things at once. It forces players to move stealthily through the first critical area. It teaches inventory discipline from the very first minute. It raises the stakes of the otherwise routine task of walking from Point A to Point B in a horror mansion. And it signals to anyone who played Jill's scenario first: this route is different. This is a harder road.
It also adds to the character asymmetry that makes RE Remake one of the most replayable games in the series. Jill's scenario plays like a tense thriller where you have options. Chris's plays like a survival situation where every resource feels precarious. The pistol absence is the opening sentence of that entire story.
⚠️ Important: If you're playing Chris for the first time on Normal difficulty or higher — do NOT try to fight the zombie near Kenneth's body with just your knife. Back away, loop to the Main Hall, grab the handgun, then decide your approach. The knife is loud, slow, and will cost you precious health right at the start.
Frequently Asked Questions
Does Chris ever have a pistol in his starting inventory in any version of RE1?
No. In every version of Resident Evil 1 the original 1996 release, Director's Cut, and the 2002 Remake Chris always begins with only the Combat Knife. Jill is the character who starts with both the knife and the handgun. This is a consistent design choice across all versions of the game.
Is Chris's scenario harder than Jill's in Resident Evil Remake?
Yes, deliberately so. Chris starts without a pistol, has two fewer inventory slots than Jill, no lockpick, and no Grenade Launcher. He compensates with more health, the Flamethrower, and extra shotgun shells but the overall experience demands more careful resource management. Most guides recommend new players start with Jill.
Where exactly does Chris find his handgun in the RE Remake?
After the opening cutscene, the Beretta Samurai Edge is located on the floor of the Main Hall 1F, near the red carpet in the central area. After Chris investigates the dining room gunshot and returns to find the hall empty, the pistol is waiting there for him to pick up.
What is the Samurai Edge in Resident Evil lore?
The Samurai Edge is a customized Beretta 92FS handgun personally issued to senior S.T.A.R.S. Alpha Team members Chris, Jill, Wesker, and Barry each own unique versions. These are not standard-issue police weapons but personalized sidearms modified for each operative's preferences, according to licensed Resident Evil merchandise lore.
Is Resident Evil Remake related to Resident Evil 9 Requiem?
The RE Remake is a 2002 reimagining of the original 1996 game and is set decades before RE9 Requiem. However, it's considered essential canon and establishes the lore backbone including Chris and Jill's origin story and the Spencer Mansion incident that RE9 builds upon in the broader series timeline.
The Bottom Line
Chris Redfield doesn't start with a pistol in RE Remake because he canonically lost his Samurai Edge during the panicked Cerberus attack in the opening sequence. It's not a glitch. It's not an oversight. It's Capcom's way of making Chris's scenario feel more desperate, more grounded, and more challenging than Jill's right from the first second you take control.
The moment you find that handgun in the Main Hall, pick it up, and hear the satisfying inventory slot click you've earned it. And given everything that comes next in that mansion, you're going to need every bullet you can find.
Now go find your herbs. You're gonna need those too.
📚 Sources & References
- Resident Evil Weapons Guide — StrategyWiki
- Resident Evil (2002 VG) Firearms Database — IMFDB
- Chris Redfield Character Profile — Evil Resource
- Shot in the Silence (Chris) Cutscene — Resident Evil Wiki / Fandom
- Resident Evil Opening Cutscene — Resident Evil Wiki / Fandom
- Chris Redfield Walkthrough — GameFAQs
- Resident Evil Remake Full Guide — Steam Community









