Resident Evil is back - can it redefine the survival horror genre once more?
Resident Evil is back - can it redefine the survival horror genre once more? 6 hours ago Laura CressTechnology reporter Thirty years ago, a game named Resident Evil ushered in the survival horror genre - a blend of nerve-shredding tension, elaborate puzzles, and intricate inventory management. The series became Japanese developer Capcom's best-selling franchise ever, prompting books, films and TV programmes, as well as more games. So how does the latest edition, Resident Evil Requiem - released to excited fans worldwide on Friday - keep the scares feeling surprising three decades on? Koshi Nakanishi, who directed the new release, told the BBC the balancing act between "familiarity and freshness" had been a "huge challenge". But he added he hoped the new title managed to "redefine survival horror in interesting new ways", while still "respecting the DNA of the series". Over the years, the franchise has see-sawed between focusing on terror and high-octane action, with mixed results. After hearing the latest game would try to combine the two, some fans were left fearing it would feel too "jarring". However, producer Masato Kumazawa told the BBC the team has always been clear on Requiem's and Resident Evil's signature mood - fear.
"Fear is such a human emotion," he said.
"And through entertainment, we find ways to use fear as a thrill, but in a positive way. "
The evolution of Evil "They have escaped into the mansion where they thought it was safe. Yet…" With those mysterious opening lines, Resident Evil created a new type of game.
But freelance games journalist Vikki Blake told the BBC the series has not always stuck to its genre roots. She said its later "pivot to action" left some fans feeling "like Resident Evil forgot about the horror part of survival horror". And she added by the time of the release of set piece-heavy Resident Evil 6 in 2012, the franchise appeared to be doing "very little" to distinguish itself from "the army of cookie-cutter zombie games that had popped up in its wake".
"It's never possible to make something 100% original," he said.
"You always need to ground it in something familiar as a starting point to give people the sense that it's going to be the same kind of game that you liked before. " Perhaps highlighting how the theme of duality runs deep even within Requiem's team itself, Kawata says how despite this, the team have still brought "something new to the table" with their latest offering. "We don't want to make players feel like we've just produced yet another game in the series with the same old content," he said. "I want players to feel like this is a really fresh new entry in the series. "
But having been allowed to play three hours of the new game weeks before its release date, due to her super fan status, she said this time around, things felt "different".
"Resident Evil 6 is a product of its time," she said.
"So of course we were going to have more action and explosives. I think we are going to be safe in that aspect. "
"We've really taken care that we just don't do the same thing over and over again," he said.
"I think that means fans know that they want another game because they're never quite sure what kind of experience they're going to get - and that's really exciting as a player
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