SolidSnakex
Member
1.) It's Not a Reboot
2.) Herbs Confirmed
3.) Criticism of Resident Evil 6 Was Heard
4. Resident Evil 1 Is a Huge Inspiration...
5. ...and so Are Classic American Horror Movies
6. Maintaining Mystery Is Crucial
7. Fewer But More Meaningful Enemies
8. The Demo Sets the Tone
9. The Kitchen Demo Validated the Concept
10. It Was First-Person Before VR
11. What VR Brings to RE7
12. VR Is Entirely Optional
13. What If You Find VR Too Scary?
http://www.ign.com/articles/2016/06/15/e3-2016-13-things-you-should-know-about-resident-evil-7
This interview made me even more excited about the game as Nakanishi seems to really get it. Particularly his points about trying to keep the game a mystery and how trying to make everyone happy just ends up backfiring.
"Its the next title in the numbered series, so obviously its part of the Resident Evil universe, and overall canon, so to speak. Its not a separate thing, but we have intentionally made it so that maybe when you first play it youll almost think: how could this possibly be related to the rest of Resident Evil? But it is. It is an extension of the series so far. Its not a reboot. Its the next main game."
And when I asked would we see any familiar faces Chris, Jill, Leon or the nefarious Umbrella Corp?
"Basically no. Its a whole new set of characters and situations," said Kawata, who has worked on the franchise since 2005's Resident Evil 4. But he did say, "There could be some interesting surprises in store as well." So expect there to be some easter eggs in there at least.
2.) Herbs Confirmed
"I can confirm herbs are going to be in the game for getting health back," says Kawata. And that's on the record.
3.) Criticism of Resident Evil 6 Was Heard
We saw a lot of different reactions to Resident Evil 6, both positive and negative," says Kawata. "Both ends of the scale. We took a look at the overall state of Resident Evil and the feedback we got, and we asked ourselves how can we bring the horror experience people remember from Resident Evil 96, and how can we bring it to modern gamers once again. Exploring that question, and that core identity of the game series Resident Evil brought us to make Resident Evil 7 the way it is.
"When it comes to the main series, RE is first and foremost a horror series. Ive wanted to separate out the different elements, rather than put them together in one game. By trying to please everyone, you please no one.
4. Resident Evil 1 Is a Huge Inspiration...
"Yeah, thats a game thats always a great reference point to have in mind. Not only this time around, but I also replayed Resident Evil 1 as research for working on Resident Evil: Revelations. So its a kind of touchstone for me."
5. ...and so Are Classic American Horror Movies
"The atmosphere of '70s, '80s, American horror movies the lonely house out in the fields or in the middle of nowhere in the countryside where theres nobody to call for help. I love that kind of atmosphere. That was a big influence on us choosing the Southern United States setting for the game. It feels so helpless and isolated."
6. Maintaining Mystery Is Crucial
"My motivation for not being able to talk too much about that stuff is really because back in 1996 those of us who werent working on the game had the experience of playing Resident Evil with a sense of mystery," Nakanishi tells me. "You know 'Where am I?' 'Whats happening to these people?' 'What are these enemies like?' 'Where are they going to come from?' 'Whats the story behind them?'
"That mysteriousness is so vital to what we want to get across and what emotions we want you to feel. Again, I tend to repeat myself, every time you ask for more information, but were trying to keep it to the minimum as much as possible, so when you finally get your hands on the game its going to be such a fresh new experience. You wont be bored of it already."
7. Fewer But More Meaningful Enemies
"One thing I can say is its not going to be some kind of zombie horror where you have to mow down zombies. Were trying take it into a more personal and intimate scale of horror by there being fewer enemies, but each one poses a significant threat. Thats the kind of horror approach were going for."
8. The Demo Sets the Tone
"The teaser is kind of a tonal preview instead of a content preview," says Nakanishi. Its also not showing off all the gameplay pillars were going to have. Its focussing on up front to the key pillars, which are fear, horror, and exploration of an environment. The other key pillars of Resident Evil puzzle solving, resource management, and combat they're coming down the line. Theyre all in there, but were focussing on horror has come home as a kind of theme for the teaser demo. So if you thought the games were going away from horror in previous years, this is just a statement of intent, purpose, to say its back.
9. The Kitchen Demo Validated the Concept
"Well when we showed Kitchen, Resi 7 was already well under development.* So it wasnt that one lead to the other directly," says Nakanishi. "Kitchen was developed in parallel as a kind of proof of concept of our RE engine and VR specifically. The incredible reaction that we saw to the Kitchen VR demo people screaming at the booth, and everything else it really was a good mile-marker for us that we were going down the right path, and we were really confident that we were taking the game in the right direction when we saw how immersive first-person horror can be especially in VR."
(*Kawata told me: "Development has been going for over two, two-and-a-half years. It started in early 2014.")
10. It Was First-Person Before VR
"First-person camera was part of the original concept of this game," Nakanishi elaborates. "It wasnt something that was decided on part-way through. Whats the most appropriate way to bring the type of horror experience were trying to bring to players. The answer to us straightaway was that first-person perspective it was the solution to what we were trying to do. It was part-and-parcel of the original idea that kicked off this project."
11. What VR Brings to RE7
"PB[One thing that I think is really effective in first-person a lot more so than when you go to a third-person, over-the should-perspective is when something is behind you in first-person you dont want to turn around because your viewpoint is so fixed to what is front of you, and you cant see behind or around the character like you can in third-person; its that much more panic-inducing to turn all the way around and see whats behind you[/B]. I love that feeling of claustrophobia you get in a first-person perspective and you cant pull it off with a more removed camera.
"I also think its great that weve been able to take the classic image of the door opening which was in a kind of first-person perspective in the original game. Those loading screens were separate from the camera system of the first game, but now you get a real-time version of that overtime you walk through a door in the game. I like that sort of legacy feeling in the new game, where youre getting that Resident Evil whats behind this door experience.
12. VR Is Entirely Optional
"One key thing to note the game can be played entirely in VR but its absolutely up to the user," says Kawata. "Theres no separate version, no separate edition. The save data is the same on any given PlayStation, whether you choose to play on the TV or PlayStation VR. If it's getting too much for you in VR, you can take a break from it, and continue from your save file on the TV next time. We dont want to force users down one path or the other."
13. What If You Find VR Too Scary?
"If its too scary, close your eyes inside the VR headset."
http://www.ign.com/articles/2016/06/15/e3-2016-13-things-you-should-know-about-resident-evil-7
This interview made me even more excited about the game as Nakanishi seems to really get it. Particularly his points about trying to keep the game a mystery and how trying to make everyone happy just ends up backfiring.