Whereas Capcom has spoken fairly a bit about how scary Resident Evil Requiem shall be, the corporate has additionally revealed that it needs to make the upcoming horror title right into a “full rollercoaster trip”. In an interview with GamesRadar which you’ll be able to take a look at under, recreation director Koshi Nakanishi spoke about how pacing out the scary elements of a horror recreation is necessary, and the way video games can’t simply go one hundred pc scary on a regular basis, since that may be exhausting for gamers.
On this interview, Nakanishi introduced up the variations of strategy Capcom has with totally different Resident Evil titles. He introduced up how the 2 most up-to-date releases, Resident Evil Village and Resident Evil 4 remake have been each extra action-oriented titles whereas nonetheless sustaining some horror components. Resident Evil Requiem is slated to be fairly totally different from these two video games.
“I believe the 2 current titles, Resident Evil 4 remake and Village, are extra on the motion facet of the sequence by way of the combination of components that they’ve,” stated Nakanishi. “Resident Evil Requiem is one thing totally different. If I needed to examine it to previous titles, it’s extra alongside the traces of Resident Evil 7 or the Resident Evil 2 remake. You could possibly name it old-fashioned Resident Evil, you realize, with exploration and backtracking and that sort of factor.”
“It does, in fact, characteristic all of the traditional core pillars of Resident Evil options that everybody is aware of and loves, akin to fight, exploration, puzzle fixing, useful resource administration of restricted variety of objects, and we’ve given it our personal spin this time for Resident Evil Requiem‘s recreation ambiance.”
As for pacing out the horror sequences for Resident Evil Requiem, Nakanishi introduced up how Resident Evil 7 and 2 remake each had a deal with horror with out being too overbearing about it. He famous that gamers will really feel too exhausted from enjoying a horror recreation the place the scariness is being always escalated and there are not any moments of launch or catharsis for the participant.
“Talking then to Resident Evil 7 and 2, I believe they mirror a typical recreation design that we’ve got for this sequence, the place you’ll be able to’t hold the horror stress to the max by means of the entire recreation, as a result of it’s fairly exhausting,” he stated. “So, it’s good to have this dynamic pacing curve the place you’ll have a a really tense, horrific sequence, after which we provide you with a little bit of a launch or a catharsis from that and allow you to come down from that with extra barely peaceable exploration or some thrilling fight, after which we steadily deliver you again up the horror a part of the curve.”
“Once more, that’s the usual apply for Resident Evil. The distinction this time is there’s a brand new system that I can’t fairly get into but, however when you consider the distinction between the stress and the discharge being a sure measurement of wavelength, because it have been, of that curve, I need to make the gap between these features larger than ever earlier than within the sequence, and it simply turns into an entire curler coaster trip between the totally different features of the sequence. I’m very excited for individuals to ultimately perceive what I imply by that.”
Resident Evil Requiem is being developed for PC, PS5, and Xbox Sequence X/S, and is about for launch on February 27, 2026.