While Resident Evil Requiem certainly has many action-packed moments, director Koshi Nakanishi has said that its design process still started with the notion of fear. In an interview with Eurogamer, Nakanishi and producer Masato Kumazawa spoke about the success of Resident Evil Requiem and how Capcom even began with the process of making it.
On the subject of starting out with the concept of fear, Nakanishi went on to discuss how Requiem is also able to strike a balance between its horror elements and giving players some catharsis with action elements.
âThere are obviously other horror games out there that try and induce a sense of fear in the player,â he explained. âSo I think Resident Evilâs essence is the balance between the feeling of intense pressure from handling horror situations and the catharsis you get from being able to survive them and also fight back against them.â
âI think our starting point always has to be, as a team, defining the type of horror weâre seeking to achieve with a particular title,â Nakanishi continued. âBecause if we donât have a clear vision for that in mind from the start of [development], then itâs very difficult to structure and design the rest of the game around it as a core.â
Nakanishi also went on to discuss whether a game in the franchise could even be considered a Resident Evil title if it didnât include elements of survival horror along with action.
âI donât know if itâs for me personally to define what is Resident Evil, but I can say with confidence that if we did make a game that was only one or the other, that thereâd be a lot of fans who probably wouldnât accept it as a Resident Evil game,â he said.
On the subject of Requiemâs success, Kumazawa said that the reaction from players has been quite exciting for Capcom, especially for later parts of the game, which involve Leon S. Kennedy revisiting Raccoon City.
âIt was a really great thing,â Kumzwa says, via translator. âWe were very happy to see the reaction of players around the world after the game launched. In particular, because we were very tight-lipped [before release] in order to maintain the surprise for players, especially about what happens after the return to Raccoon City. So watching peopleâs streams and clips and online reactions⌠we felt not only pleased they were enjoying it, but relieved our strategy was right to try and save that for them.â
In the same interview, Kumazawa was also asked about Resident Evil Requiem being part of Nvidiaâs DLSS 5 showcase in March. While he didnât address the controversy directly, he did note that the fact that fans of the game were passionate about the character design for Grace Ashcroft was a great thing for Capcom.
âThe fact a lot of players commented they really liked the original design of Grace and didnât want to see it changed was a positive,â he said. âIt meant we got the design right and points to the fact that Grace quickly established herself as a fan favorite, that people had such strong opinions on her design.â
Resident Evil Requiem is available on PC, PS5, Xbox Series X/S, and Nintendo Switch 2. For more, take a look at how there was a âphantom Chapter 2â for the game that was ultimately cut out.
