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    Home»PlayStation»Resident Evil Requiem Producer Masato Kumazawa Q&A
    PlayStation

    Resident Evil Requiem Producer Masato Kumazawa Q&A

    Rodney KingBy Rodney KingJune 26, 2025No Comments5 Mins Read
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    When you first heard the announcement of Resident Evil Requiem, were the hairs on your arm suddenly standing up on end a sign of excitement, fear… or a little bit of both? Either way, there’s no denying that a new entry to this classic survival horror series always gets the blood pumping. Producer Masato Kumazawa got us a little more under the flesh of what we can expect when we head back to the broken and bleeding shell of Raccoon City…  

    Download the image

    Download the image

    What are the challenges in developing the game to be played so smoothly in both first and third-person at any time?

    In modern 3D-rendered games some may think that changing the perspective is a simple task. However, in the survival horror genre, where delicate adjustments are made to evoke fear in the player, there are significant differences between first-person and third-person perspectives. These differences affect not only character models and animations, but also fine-tuned balance, UI, sound design, and more.

    It’s essentially like developing two separate games in parallel. 

    “Fear is something players tend to grow accustomed to over time, but with this title we’ve been more conscious than ever about maintaining a sense of tension throughout the experience.”

    What would you say are the philosophy and themes of Resident Evil RequiemRE9 in comparison to previous games?

    The concept of the game is “‘addictive fear”’ – the sense of experiencing something terrifying, but you can’t help wanting to know what happens next; you’re compelled to keep going.

    Fear is something players tend to grow accustomed to over time, but with this title we’ve been more conscious than ever about maintaining a sense of tension throughout the experience.

    The reason behind this concept is that recent entries in the series, such as Resident Evil Village and Resident Evil 4, while still horror titles, leaned heavily into action. With the latest installment we wanted to return to a game that puts a strong focus on horror.

    Are there any notable graphical improvements you’d pinpoint in the trailer that really highlight improvements through increased familiarity with the RE Engine? 

    The RE Engine, which has powered many titles, continues to evolve. In the trailer you’ll notice many details expressed through the visuals, such as sweat trickling down Grace’s skin, the delicate texture of her hair, and the subtle trembling of her lips, showing her anxiety and tension.

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