When you heard the advertisement for the first time Resident Evil RequiemWas your hair on your shoulder suddenly at the end signs of excitement, fear … Are both a bit of both? Either way, it cannot be denied that a novel entry in this classic series of survival is always provided by blood. Manufacturer Masato Kumazawa gave us a little more under the body of what we can expect when we return to the broken and bleeding Raccoon City shell …
PlayStation blog: What “Requiem” concludes about the history of the game?
Masato Kumazawa: The title has many layers: Requiem for the hero, – Grace Ashcroft, – struggling with the loss of her mother eight years ago, and a demand for all people who were caught in the City Saccoon incident to mention, but only a few examples. But when you finish the game, I think you will find even more levels of significance for the subtitle.
“By creating a story embedded in the ruins of Raccoon City, we felt that it was good to have a figure with a personal connection with the city itself.”
What made you want to restore the Ashcroft family from the Resident Evil Extbreak series and how is Grace’s lack of experience on the player’s journey?
By creating a story embedded in the ruins of Raccoon City, we felt that he was the right figure with a personal connection with the city itself. In this title, which aims to focus on horror, we present Grace as a novel, related hero who is not similar to the previous heroes of Leon or Chris.
By making Grace someone who reflects the player’s own susceptibility, we believe that players will enjoy a game full of tension and immersion. When walking the obscure corridor itself, her breathing becomes unpredictable; When the enemy suddenly appears, he jumps in fear. Grace is a figure with low tolerance for fear, but he grows throughout the whole story and ultimately begins to confront various horror movies with courage.
Before the players end the game, we are convinced that everyone will love her!
“Thanks to Resident Evil Requiem, we wanted to return to the story, which continues the superior narrative rooted in Raccoon City and secret machinations of the Umbrella corporation”
We clearly see the ruins of the Police Department of Raccoon City and Raccoon City in a trailer. Why go back to this iconic setting?
In the latest main titles, such as Resident Evil 7 and Resident Evil Village, the series studied the wider world of Resident Evil Universe, focusing on incidents involving the Winters family.
With Resident Evil Requiem, however, we wanted to go back to history, which continues the superior narrative rooted in Raccoon City and the secret machinations of Parrell Corporation. Because the series celebrates the 30th anniversary, we think that Raccoon City is the most appropriate environment.
Did the third person’s perspective in the village be launched after the first and third party perspective? Why was it an essential option for players?
The third person’s mode added to Resident Evil Village was simply created in response to fans’ requests and was not intended as a prototype. Our analysis of the last game trends in the series revealed that many players tend to engage only with first -person or third titles.
With this in mind, we took into account both perspectives in Resident Evil Requiem, driven by the desire that all Resident Evil fans enjoy the latest part.
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What are the challenges related to developing the game that can be played so smoothly both in the first and third person at any time?
In newfangled 3D rendered games, some may think that changing perspective is a basic task. However, in the genre of survival, in which dainty corrections are introduced to cause fear of the player, there are significant differences between the perspective of the first person and a third party. These differences not only affect character and animation models, but also refined balance, user interface, sound design and many others.
Basically, this is similar to the development of two separate games in parallel.
“Fear is something that players usually got used to with time, but with this title we were more aware than ever, maintaining a sense of tension throughout the experience.”
What would you say that the philosophy and topics of Resident Evil Requiem compared to previous games?
The concept of the game is “addictive fear” – a sense of experience of something terrifying, but you can’t not want to know what will happen next; You are forced to continue.
Fear is something that players usually got used to with time, but with this title we were more aware than ever to keep a sense of tension throughout their experience.
The reason for this concept is that the last entries in the series, such as Resident Evil Village and Resident Evil 4, although still horror movies, were strongly involved in the action. Thanks to the latest part, we wanted to go back to the game, which is focused on the horror.
Are there any significant graphic improvements that you have indicated in the trailer that really emphasize improvement by increased knowledge of the RE engine?
The RE engine, which powered many titles, is still evolving. In the trailer you will notice many details expressed by visualizations, such as sweat, cleaning the grace skin, the dainty consistency of her hair and subtle trembling of the lips, showing her anxiety and tension.