
'We Are Unsure of Scares': Resident Evil Requiem Director Discusses Challenges in Crafting a Horror Game, 'We Calmed Ourselves Down'
The development team of Resident Evil Requiem expresses their concerns over whether the game is truly scary, revealing insights about the creative process through recent trailers and demos.
Over recent months, details about Resident Evil Requiem have emerged, igniting numerous fan theories centered around Leon and presenting frightening hands-on experiences with a glimpse into the new lead character, Grace Ashcroft. The latest release—a new story trailer showcased at TGS over the weekend—adds to the anticipation.
The trailer impresses with its intense, horror-inducing elements. Grace and her companion, Alyssa, navigate a sinister environment resembling the notorious Spencer Mansion, besieged by grotesque creatures. This classic Resident Evil experience is sure to leave players on edge.
“We’ve crafted so many of these that our sense of fear blurs until it’s experienced by others,” remarks Koshi Nakanishi, the game’s director (via IGN). “Initially, there was concern among the team before showcasing Resident Evil Requiem at SGF and Gamescom—was it genuinely scary? We aren’t even certain now.”
The developers admit that as they continue to enhance their work, they have second-guessed their choices, considering drastic alterations like inflicting more physical harm on Grace’s character.
As someone with experience in the horror gaming realm, I can attest to losing composure while testing Requiem at Gamescom. My nerves escalated so much during a demo that several PR staff and developers had to intervene to boost my confidence.
A simple task escalated when I overlooked critical distractive items required to progress, highlighting just how effectively Resident Evil Requiem can conjure fear.
Capcom’s choice to adopt a survival horror focus rather than lean toward action-oriented gameplay signifies a refreshing shift, especially post-Resident Evil Village.
“Resident Evil titles can be viewed along a spectrum from the horror of Resident Evil 2 to the action of Resident Evil 4,” notes Nakanishi. “Continuing purely in the action direction would lead us to create something we’d find disheartening, akin to Resident Evil 5 and 6, which veered too far from horror. Thus, our intention with the ninth title is to reinforce the survival horror experience.”
In conclusion, the upcoming title aims to strike a balance backward towards its thrilling roots while integrating contemporary advancements.