
""Looking at the game when it was multiplayer, the horror part was very mild," he continued. "However, in that build, we made a game that was fun to play, but we looked deeply into this game and wondered if a fan of the franchise would really like this, so we thought they probably wouldn't enjoy it as much.""
"Kumazawa stated that what fans want most from Resident Evil is "survival-horror and being scared," calling fear "the number-one thing that fans want." Because of that, he said the team "couldn't just slap on new skins and new characters" and give players the same experience."
"The story introduces the new protagonist, Grace Ashcroft, who begins her journey overwhelmed and in immediate danger. Director Koshi Nakanishi said this contrast is intentional, explaining that Grace starts "way over her head in danger," and described her evolution as a dramatic rise in strength. He even goes as far as to call it " the most extreme gap" between helplessness and power in the series."
Resident Evil Requiem spent six years in development and began as an online open-world multiplayer concept before returning to a single-player focus. The shift prioritized stronger survival-horror and fear over the multiplayer build's more mild horror, while retaining some elements from the earlier project. The development team aimed to create a fresh experience that still fits franchise expectations rather than superficial changes. The narrative introduces Grace Ashcroft as a protagonist who starts overwhelmed and in immediate danger and then evolves dramatically from helplessness toward increased strength.
Read at GameSpot
Unable to calculate read time
Collection
[
|
...
]