Capcom’s latest installment in the iconic Resident Evil series, Resident Evil Requiem, is set to launch on February 27 for PlayStation 5. The game’s director, Koshi Nakanishi, recently shared insights into this new and immersive entry.


Koshi Nakanishi Resident Evil Requiem director, Capcom
When did development start, and how was the project greenlit?
Initial development for Resident Evil Requiem started six years ago, with the project taking its current form approximately three years ago. Following the conclusion of Ethan’s story in Resident Evil 7: Biohazard and Resident Evil Village, which, despite their success, diverged from the main narrative established before Resident Evil 6, the decision was made to bring the storyline back on track, leading to the creation of this title.
The demo threw us right into the game, so the story felt a little abrupt. Will the final product be accessible for players who haven’t played the earlier entries?
Resident Evil Requiem aims to be accessible for new players unfamiliar with the Raccoon City Incident or previous Resident Evil games. While long-time fans will recognize Leon, Grace is a new character with no prior experience fighting zombies, learning about the Raccoon City Incident only through her mother’s past. This allows new players to experience the Resident Evil world alongside Grace.
Leon’s return to a mainline title since Resident Evil 6, where he was in his early thirties, is a key focus. The game explores his character development as he revisits Raccoon City, the origin of his bioterror nightmare and personal losses. Players will observe the seasoned Leon’s emotions and reflections on his past experiences.
Did you explore any new approaches to horror in this game?
A significant effort was made to reinvent zombies. Their widespread presence in games has made their weaknesses and behaviors, such as susceptibility to headshots, largely predictable, diminishing fear. In Resident Evil Requiem, zombies retain elements of human intelligence and instinct. Some exhibit strange, repetitive human actions, while others can pick up discarded weapons. The goal was to make them unpredictable threats that keep players on edge.
Many players found Resident Evil 7 intensely frightening, leading you to dial things back in Resident Evil Village. Where would you place Resident Evil Requiem on the terror scale?
Acknowledging that some players found Resident Evil 7 excessively frightening, the horror was somewhat reduced in Resident Evil Village. For Resident Evil Requiem, Leon’s gameplay focuses more on action, enabling a heightened horror experience in Grace’s segments. While Leon’s parts still contain suspense, they are more exhilarating than purely terrifying. The game’s overall fear level might exceed Resident Evil Village, but it balances moments of tension with periods of relief, avoiding a constant, overwhelming sense of dread.
The demo took place within a dubious sanatorium. Will the full game open up to more areas?
Trailers have shown that the game will eventually lead players to present-day Raccoon City. Consistent with previous Resident Evil titles, locations will change throughout the game. While the demo featured both Grace and Leon in the same sanatorium, their narratives diverge into different areas later in the story.
Do one protagonist’s actions impact the other’s?
Actions performed by one protagonist affect the other. For instance, if players switch from Grace to Leon in the same area, enemies defeated by Grace remain gone for Leon, and collected items stay picked up. Grace, often low on ammo, struggles to eliminate all threats. A key feature of the game involves using Leon to confront enemies that Grace previously avoided.
With that in mind, it’ll be fun to strategize and maximize efficiency during subsequent playthroughs.
This design encourages replayability, as players will uncover how actions in one character’s segment influence the other’s, offering a unique experience compared to earlier series entries.
Grace could collect antique coins, whereas Leon found them unnecessary and would not pick any up. Is the upgrade system using antique coins exclusive to Grace?
Antique coin upgrades found in the sanatorium are exclusive to Grace, meaning Leon cannot collect them. Leon still has access to traditional upgrades, such as weapon enhancements and modifications. While the demo highlighted Leon’s action-oriented gameplay, he will encounter increasing challenges as the game progresses, making his upgrades essential.
You were able to crouch and evade attacks as Leon in the Resident Evil 4 remake. Can you do that in this game too?
Crouching to evade overhead enemy attacks is possible for both Leon and Grace. However, Grace’s gameplay emphasizes survival and item usage more than direct combat.
Were there any specific scenes or moments in the demo that your team put particular effort into?
Early in Leon’s section, players encounter a zombie doctor wielding a chainsaw. Chainsaws are a signature Resident Evil weapon, and with numerous past iterations, the developers aimed for innovation. The concept of ‘chainsaws for everybody’ was introduced, opening up new creative possibilities. For instance, a weaker nurse zombie might lose her grip on a chainsaw, causing it to fly. Significant attention was given to these specific details.
Why did you add the option to switch between first-person and third-person perspectives? Were there any challenges or discoveries that your team encountered during the development of the two viewpoints?
Mainline Resident Evil games transitioned from third-person (Resident Evil 4-6) to first-person (Resident Evil 7 and Village). Recognizing that some players found first-person challenging, third-person support was introduced in the Village DLC, allowing more players to enjoy the game. This led to the decision to offer both perspectives from the outset in Resident Evil Requiem, a smooth integration thanks to prior DLC experience.
It was observed that while some players found first-person too intense, they could still enjoy the game in third-person. Interestingly, seeing Grace’s on-screen panic in third-person sometimes startled players unexpectedly, which was a positive outcome.
When aiming a weapon in first-person, Leon’s and Grace’s hands are visible, showcasing distinct reactions. Grace’s hands tremble due to her inexperience in combat, and weapon recoil affects her more significantly. Players are encouraged to experiment with different perspectives in subsequent playthroughs.
Previous games in the series, such as Resident Evil Village and the 2023 remake of Resident Evil 4, were available on both PS5 and PS4. This title, however, is a PS5 exclusive. Did any PS5 features, including the DualSense wireless controller’s haptic feedback and adaptive triggers, contribute to the game’s performance and immersion?
Resident Evil aims to create genuine terror, and PS5 features were utilized to enhance horror. For instance, during a zombie attack, haptic feedback simulates the creature’s grip and bite through the controller.
Adaptive triggers dynamically alter resistance based on the weapon, and gun reloads produce vibrations and audio via the controller’s microphone. For puzzles involving rotating a gem-filled box, the clattering of gems is simulated through vibrations and controller audio, enhancing realism and immersion.
3D audio’s immersive soundscape is crucial for pushing the boundaries of horror games. What techniques does this game implement to amplify terror through sound design?
The game’s ambient sounds are recorded across 12 channels, incorporating vertical positioning. This method provides superior spatial reverb compared to basic mono or stereo IR waveforms, resulting in an unparalleled sense of presence.
Are there any PS5 Pro enhancements?
For PS5 Pro users, ray tracing can be toggled. When enabled, the game runs in 4K at 60fps with full ray tracing. With ray tracing disabled, it supports up to 120fps (averaging 90fps) on compatible high-refresh-rate monitors. Significant optimization efforts were made.
Resident Evil Requiem is scheduled for release on February 27 for PlayStation 5.







