Write what you are looking for and press enter to begin your search!

Logo
live-news-icon

Live News

New Netflix Ultraman Rising Trailer Arrives Ahead Of Premiere Next Month: In an intense match, the Lone Wolves came out victorious. Read all about the big night here // Return To Silent Hill Unleashes First Look At Creepy Pyramid Head: In an intense match, the Lone Wolves came out victorious. Read all about the big night here // Hot Toys Unveils New Star Wars Figures, Including Obi-Wan Kenobi In Mandalorian Armour: In an intense match, the Lone Wolves came out victorious. Read all about the big night here
post-16 post-13

Resident Evil Village’s Monsters Were Originally Much More Aggressive

Capcom has released a new video on YouTube that reveals some of the internal struggles and issues that the developer had to face and overcome while making Resident Evil Village.

The game launched for the PS4, PS5, Xbox One, Xbox Series X/S, and PC earlier this month. It was a massive success, selling over three million units to date, probably because of how good the game turned out to be (check out our review of the game here).

The video features several members of the game’s development and QA teams speaking about how difficult it was to work on the game during the ongoing COVID-19 pandemic. What’s interesting is that they had to make a pretty significant change to the game’s core gameplay.

According to Resident Evil Village director Morimasa Sato, an earlier version/build of the game was originally harder, featuring more aggressive enemies which would swarm players with overwhelming numbers. However, this made the game unnecessarily more frustrating and not necessarily scarier.

Sato said:

“The original concept for Resident Evil Village was heavily based on “a struggle to survive”.

How much should we try to frighten players?

How aggressive and terrifying should enemies be?

We put a lot of work into these things.

At one point in development, we conducted a focus test with a group of players.

The enemies were very aggressive, but the players found that they didn’t need to think that hard while playing because of this.

In an attempt to understand what to fix, we also shared what we discovered with QA.”

QA Manager Shutaro Kobayashi said:

“I remember having a really strong negative reaction.

The game’s content was completely divorced from what the development team thought they had made.

The playtesters’ first impressions of Resident Evil Village were:

There are too many enemies, and they’re overly aggressive.

Plus, there isn’t enough ammo.

This made the combat uninteresting.

This also made the combat frustrating and boring, and incredibly tiring to play.”

How did they fix the game into what it is now?

Well, Sato and the rest of the development team had a solution.

Sato explained:

“The players shouldn’t mindlessly react to the game but engage the game and even second guess themselves, then finally overcome their fears and the obstacles in front of them.

These points feed into that “struggle to survive”.

Then, it becomes a matter of how players will react to the changes.

How much can the narrative and level design create these waves of emotion?

We struggle a lot trying to tackle these concepts.

“Give them space.”

Rather than making the players panic by just throwing aggressive monsters at them, we make them paranoid about if and how they’re going to be attacked, and worry about where the next enemy will be.

Then, when an enemy appears, it’s relentless.

We consciously focused on improving the pacing.

I think that’s when it started to click.”

You can check out the full 7-minute video below:

Related News

post-07
Respawn Explains Why Apex Legends Season 3 Won't Feature Kings Canyon

Apex Legends Season 3 kicks off today, and that means tons of new features. One of the biggest changes in the battle royale game's latest season is th...

post-07
Little Nightmares 3 Comes Haunting In 2024

During Gamescom Opening Night Live 2023, Bandai Namco and Supermassive Games announced that Little Nightmares 3 will launch for the PS4, PS5, Xbox One...

post-07
John Wick Writer Will Work On Falcon & Winter Soldier TV Show

Ever watched an MCU movie and kept thinking to yourself "The superpowers of these guys and the fight choreography of John Wick, what a dream". Well, y...

Write a comment

Your email address will not be published. Required fields are marked *

Tournament Tool Kit

Kakuchopurei Community

Popular Posts

post-17
Diablo 4 Season 4: The Best Builds Per Class To Get To Level 100 Fast!
post-17
Diablo 4 Season 4: Tempering & Masterworks Guide
post-17
V Rising Everything You Need To Know About Stygian Shards
post-17
Summer Of Gaming 2024 Schedule: Video Game Live Streams & Showcases
post-17
Vampire Survivors: Operation Guns Contra DLC – All New Evolutions & Unlocks
post-17
Vampire Survivors: The Best Builds For Each Stage
post-17
Hades 2 Guide: All Incantations And Effects At Hecate’s Cauldron
post-17
Hades 2: All Boons List & The Best Ones
post-17
Eiyuden Chronicle: Hundred Heroes – 11 Tips To Get Ahead In This JRPG
post-17
Eiyuden Chronicle: Hundred Heroes Review – Rally Forth
post-17
Final Fantasy VII Rebirth Queen’s Blood Guide: The Best Cards & Decks
post-17
Introducing The Kakuchopurei YouTube Membership Program!
post-17
Palworld: All The Guides You Need For 2024’s Surprise Survival Game Hit
post-17
Prince Of Persia: The Lost Crown Walkthrough & Guide
post-17
Delicious In Dungeon Starts The New Year Tastefully
post-17
The Games Of 2024: Our Picks & Highlights
post-17
Main Game: How To Watch Malaysia’s Best Video Game Show Created By Kakuchopurei & RTM
post-17
Marvel’s What If…? Crew Explains Why They Went 3D Over 2D & A Scrapped Episode That Was Too Close To GOTG 3
post-17
Hawkeye Episode 6 Finale Easter Eggs & Breakdown
post-17
We Talk To Hayden Christensen About Star Wars, Sequels, & Prequels
post-17
Sea Of Stars Might Get DLC Post-Launch
post-17
The Book Of Boba Fett Episode 7 Breakdown & Easter Eggs Explained