Not for me though, since it doesn’t have an option for fixed camera gameplay, and I will assume it still tries to be an action movie like RE has been since RE2.
In this interview, Koshi Nakanishi (Director) and Masato Kumazawa (Producer) discuss Resident Evil Requiem, detailing its protagonist, setting, and gameplay (0:16).
Here’s a breakdown of the key information:
• Protagonist and Story Start (0:42): The game introduces Grace, a new, vulnerable protagonist who is kidnapped and finds herself pursued by a monstrous creature. The initial demo at Gamescom emphasizes a strong horror focus. Grace starts helpless but will grow more capable and find weapons as the game progresses (4:19).
• Setting - Return to Raccoon City (2:12): While not directly continuing from Resident Evil Village, Requiem returns to the mainline story and Raccoon City. The developers reimagined the city in ruins, aiming for believability in its devastation while keeping iconic locations recognizable, such as the RPD gate, to evoke a sense of tragedy (2:52).
• Gameplay Evolution and Horror Focus (6:00):
• Requiem shifts back to a more “old-school” Resident Evil style, similar to Resident Evil 7 and the Resident Evil 2 remake, focusing on exploration, backtracking, combat, puzzle-solving, and resource management (6:12).
• The game features a dynamic pacing curve between tense horror sequences and moments of release (6:57). A new system aims to make the “wavelength” between tension and release bigger than ever, creating a rollercoaster experience (7:16).
• First-Person and Third-Person Perspectives (7:42):
• A significant new feature is the ability to switch between first-person and third-person perspectives. This decision was made to cater to a wider variety of players who prefer different viewpoints from recent Resident Evil titles (7:53).
• The developers acknowledged that first-person in Resident Evil 7 might have been “too scary” for some players, and the third-person option in Requiem offers a slightly less immersive, and therefore potentially easier to handle, horror experience (8:25).
• Implementing both perspectives presented design challenges, requiring specific tweaks and animations for each to ensure an optimal experience and convey emotions effectively (9:15).
• Release Information (10:26): Resident Evil Requiem is set to release on February 27, 2026, for PlayStation 5, Xbox Series X|S, and Steam.
Gotta love James. Super creative, and he's joined the movement to de enshitifying peoples lives picking up Linux and working to switch his workflow to open source alternatives.
It's probably not worth editing (vs. deleting), 'cos the video is also linked to in !games, !gaming and again in this community too (a minute after you).
Przesłuchałem i brakuje mi takiego rapu, zajebiste. Szkoda, że za cenzurą Youtuba i bez wysłania dowodziku nie można posłuchać. Na szczęście mam na Spotify
Mi generalnie brakuje społecznie zaangażowanego mainstremu. Za dzieciaka na MTV czy VIVA2 trafiałem na teledyski wzywające do oporu i gloryfikujące walkę przeciw władzy. Nawet jeśli traktować je jako naiwne czy oportunistyczne to jednak jakiś pozytywny efekt to miało, a teraz tego praktycznie nie ma…
I’m sure those who know more about this stuff will roll their eyes at this question but like, I’m about 9 minutes in and why do almost all the examples the guy’s using have white pixels flashing on and off around the edges of the screen? Around 8m25s in particular it’s evident. I thought maybe it was a snow or rain effect, but I don’t think so. It looks like an artifact of some kind.
I’ll take good art direction over realistic graphics any day of the week. I just replayed Bioshock infinite and for all I care it looks far better than your average AAA of choice.
I’m not gonna watch the whole video, so apologies if this is addressed in the video.
It’s not necessarily a problem of the engine. Sure, there are bugs, compatibility problems, regression, etc that will happen from time to time, setting back development milestones or simply just break existing games until they are patched.
But, the cause here is the people using the tools: AAA-studios have laid off so much staff that experts regarding UE(5) aren’t involved anymore. Plus, QA, and by extension optimization, has been hit hard too.
So you got developers who don’t fully know how to use the engine to its fullest, and a gutted QA department that won’t be able to get all the issues reported, tested and prioritized anymore.
I used to work in game development as a Designer, Programmer and even QA. Definitely missed the industry at times but seeing the state it’s in now, I’m glad I left. I’m fortunate to have experienced it around the time of PS3’s launch, it all went downhill after that it seems.
Thank God for Stephanie Motherfucking Sterling! Other game “journalists” barely cover the blatant evils of the industry, it saddens me to think that she’s probably looking for an exit and may not be reviewing for a lot longer. No one is going to fill those fabulous boots.
It’s mainly about how Kojima’s themes and stories in the Metal Gear series are deeply influenced by his own childhood trauma of losing his Father at a young age, and how he resented his father for leaving a void in him after his death. The series evolution tends to reflect his own evolving feelings about his dad, revenge, and forgiveness.
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