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  • 1 week ago
At Gamescom 2025, we sat down with Capcom’s Koshi Nakanishi and Masato Kumazawa to talk Resident Evil Requiem’s protagonist, setting, and how it compares to the wider franchise.
Transcript
00:00Stay away from me!
00:16Hi, my name is Koshi Nakanishi and I'm the director of Resident Evil Requiem.
00:23Hello, my name is Masato Kumazawa and I'm the producer of Resident Evil Requiem.
00:30Can you talk us through a little bit of what the press has been playing in the demo,
00:35like where are we in the game, what's going on in the story and what are some of the gameplay
00:38elements
00:39that they've been able to experience here at Gamescom?
00:42The section in the demo that we're showing here at Gamescom is from towards the start of the game
00:47and the protagonist Grace finds herself kidnapped by some sort of mysterious entity or organization
00:55and she's literally strapped upside down to a table and has no idea what's going on.
01:01She frees herself only to find that she's being pursued around this location by a bizarre monstrous creature.
01:10Needless to say from that description of all the different aspects of Resident Evil games,
01:14this demo section is firmly focused on horror.
01:17And so then, going back to Resident Evil Village, the concluding scenes of Resident Evil Village
01:24suggest like a continuation of that story, but then Requiem feels like something very different.
01:31Are we likely to see any more references to Resident Evil Village or is this a very separate story?
01:42I think it's a common experience with Resident Evil games where we don't exactly pick up the exact thread that
01:47was left on the previous game.
01:48You know, Resident Evil 6 ended on a sort of tease of Jake, the character from that game,
01:53possibly seeing where he might go next and then Resident Evil 7 was a totally different protagonist, for example.
01:58So, there's a lot of parallel threads in motion and I think we just choose where we're going to focus
02:02our spotlight at any given time.
02:04It doesn't mean those other characters aren't out there somewhere getting on with business, but we're just not showing you
02:08just yet.
02:08Although at the end of Village we saw Chris Redfield at the BSAA in action,
02:12we decided to return to the more general mainline story of the series for this entry.
02:17So, it's looking towards Raccoon City and after so many years not having seen this location,
02:22catching up on where we're at with that and picking that up as the main thread.
02:25So, rest assured, I'm sure Chris is out in action somewhere in the world,
02:29but for now we're not really looking at him and we're looking at somewhere different.
02:32Yeah, you mentioned Raccoon City there. Obviously now it's in ruins.
02:36And so, what is it like re-imagining a lot of those locations after the sort of devastation of Raccoon
02:42City?
02:44How do you keep those locations still iconic and recognisable after such a devastating event?
02:51In terms of the process of returning to Raccoon City, I don't want to go into too much detail about
02:57exactly which locations you'll be visiting because, you know, it gets into spoiler territory,
03:01but we did essentially start with the existing design and layout of Raccoon City as has been seen most recently
03:07in Resident Evil 2 and 3 remakes.
03:09I won't say we went into like a physics simulation of exactly how it was affected by the biologic weapon
03:14that was used on it, but we thought it through.
03:16We were like, okay, well this is where the bomb landed in the city, then this would be the blast
03:19zone and, you know, the shock wave would maybe travel into these areas and that's how they'd be affected.
03:25And I wanted to have a certain level of believability to that while still having creative freedom to design this,
03:30as you can see here, you know.
03:31At the same time, you want to keep some of those iconic places and even if it's not necessarily realistic
03:36that they wouldn't be reduced to rubble,
03:38things like the RPD gate that we've been showing, you know, you want to keep some of those iconic locations
03:41recognisable and something for fans to point to.
03:44I think it also gives it a sense of tragedy and loss to look at the ruins of something that
03:48you thought you knew so well from the past games when they're intact and to see them crumbling and barely
03:52there.
03:52It's got a poignancy to it that I wanted to have as a bit of an edge to that depiction
03:56of Raccoon City as it stands today, 30 years after the incident.
04:00So Grace is a much more, I guess, vulnerable protagonist than sort of Chris Redfield.
04:07So what does that mean for the shift in gameplay? Can we expect this to be more horror focused when
04:14I'm playing as Grace than the previous iteration presently?
04:19The start point for her is to be incredibly vulnerable and helpless. She hasn't got any weapons on her and
04:23she's completely unaccustomed to being thrown into this kind of intense situation.
04:27But she goes on a journey and you'll go with her too. She will grow throughout the game and gradually
04:32become more competent and capable and overcome her fear somewhat.
04:35She will naturally find weapons eventually and be able to, you know, grab guns and shoot back at the horrors
04:40that await her.
04:41So she doesn't stay in this completely terrified, helpless state throughout the whole game.
04:45In Resident Evil Village, the house Benvenito, I can never pronounce that very well, was like a particularly sort of
04:52scary, claustrophobic, really unique kind of gameplay element.
04:57And from what I've seen of the demo, a lot of those kind of similar claustrophobic horror running away instead
05:04of fighting back.
05:05Was that an inspiration on this game going forward specifically?
05:09There are similarities to that section for sure. I think each Resident Evil title has these sort of standalone parts
05:15where maybe you don't have the weapons you're used to and we can increase the horror feeling with that.
05:19And we kind of structurally brought that horror aspect to the forefront right at the start of the game in
05:24order to gel with the characterization of Grace, who's someone who, you know, is completely not expecting to be thrown
05:29into such a horrible situation.
05:31But we want to add something fresh as well. So rather than just copying and pasting over how it's Benvenito,
05:36things like the mechanism for how you protect yourself from the creature in the demo and the creature itself and
05:41its design and how it feels to be pursued by it in this section are something that I think bring
05:45another level to that concept of the claustrophobic, unarmed character section of the game.
05:51So can you tell me any specific ways in which the gameplay has evolved from Resident Evil 4 Remake or
05:58Village?
06:00I think the two recent titles you mentioned, Resident Evil 4 Remake and Village, are somewhat more on the action
06:07side of the series in terms of the mixture of elements that they have. Requiem is something different.
06:12If I had to compare it to past titles, it's more along the lines of Resident Evil 7 or the
06:17Resident Evil 2 Remake.
06:18You could call it so-called old school Resident Evil, you know, with exploration and backtracking and that kind of
06:23thing.
06:24So it's more hewing closely to those lines than the titles you mentioned.
06:28It does of course feature all the classic core pillars of Resident Evil features that everyone knows and loves, such
06:34as combat, exploration, puzzle solving, resource management of limited number of items.
06:39And we've just, we've given it our own spin this time for Resident Evil Requiem's sort of game atmosphere.
06:46Speaking then to Resident Evil 7 and 2, I think they reflect a typical game design that we have for
06:52this series where, you know, you can't keep the horror tension to the max through the whole game because it's
06:56quite exhausting.
06:57So you need to have this kind of dynamic pacing curve where you'll have a very tense, horrific sequence and
07:02then we give you a bit of a release or a catharsis from that and let you sort of come
07:06down from that with more slightly peaceful exploration or some exciting combat.
07:10And then we gradually bring you back up to the horror part of the curve. Again, that's the sort of
07:14standard practice for Resident Evil.
07:15The difference this time is there's a new system that I can't quite get into yet, but if you think
07:20of the difference between the tension and the release being a certain sort of size of wavelength, as it were,
07:27of that curve.
07:27I want to make the distance between those aspects like bigger than ever before in the series.
07:31And it just becomes a complete roller coaster ride between the different aspects of the series.
07:37And I'm very excited for people to eventually understand what I mean by that.
07:41One feature that I know everybody's excited about is the ability to switch between first person and third person in
07:47the settings.
07:48What was the idea? Why was that important to include in this game?
07:52I think one of the main reasons is that we want a variety of players to be able to pick
07:58up and play this game.
07:59And we've had sort of two strands recently with the series, the third person remakes of Resident Evil 2, 3
08:04and 4, and then the first person perspective 7 and Village.
08:07And naturally the player base can tend to sort of fall on either side depending on your preferences of viewpoint
08:11and how comfortable you find each viewpoint.
08:13So by combining them both in this game and giving you the option, what we're basically saying is regardless of
08:17which sub-series of the game you like, then you can play Requiem in that style that suits you.
08:25On reflection though, looking back at Resident Evil 7's first person perspective, I implemented that as a way to make
08:31it more immersive and more scary than ever before.
08:33But it was possibly too scary. I think some people couldn't handle it and either couldn't finish it or didn't
08:37even start it.
08:38That's something that I look back on thinking that, you know, I want to make sure that people can enjoy
08:41this game.
08:42So if you start the game off in first person perspective and you're finding it's too much, then third person
08:46is almost a way to step slightly back from that level of horror and make it slightly easier to deal
08:51with and makes it slightly less hitting close.
08:55From a design standpoint, it seems like it would introduce a lot of challenges. It would be a nightmare.
09:02How do you design levels that work in both first person and third person?
09:05Can you talk about some of the challenges that making that decision to allow the player to pick which one
09:11they want to do, some of the challenges that you guys encountered?
09:15Including both perspectives wasn't exactly twice as difficult. There were some aspects where we had to make adjustments for each
09:21one.
09:21But what we found was that if you just take the camera out of the character's head and show the
09:25third person, if you don't tweak it and add in more animation and characterization to them,
09:30then they look quite unnatural and robotic because the first person version of them is just running along and they
09:34wouldn't be reacting to anything because you couldn't see those reactions in first person, right?
09:38So an example in the demo which you played is that if you played in third person in a certain
09:42scene, Grace actually trips and stumbles over herself.
09:44She's so scared when she's running away from the creature.
09:46That doesn't happen in first person because making the camera move like that in first person would be very unnatural
09:51and possibly even uncomfortable.
09:52So that's a third person specific tweak that we added to make up for the fact that it's not quite
09:57as immersive, but you can almost empathize with the character more when you see them on screen.
10:01And it's two different ways to get across to the player what kind of emotion we want them to be
10:05feeling and how we want them to be scared for the character,
10:08whether that's by seeing through their eyes or on their behalf by looking at their expressions and reactions and their
10:13different emotions.
10:15And throughout the game, we ended up adding lots of tiny tweaks like that to make both perspectives have their
10:19own different take on the horror that you're going to feel.
10:26Resident Evil Requiem is coming to PlayStation 5, Xbox Series XS and Steam on 27 February 2026.
10:33I hope you're excited for it. I look forward to it.
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