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However, Capcom chairman Kenzo Tsujimoto-who Nakanishi refers to as ‘Big T’-gets the final say on these things, and backed the team. When time came to show the marketing team what the new Resident Evil looked like, they didn’t get too much pushback, but there were concerns over how the audience would respond. Had they tried to include every single element which the fans liked from the past games, they’d have been left with a confused mess he compared to the car Homer designs in The Simpsons. Nakanishi made the point that in development what you choose to leave out is as important as what you put in. There are no zombies, you can’t play with a friend, and there are few if any blockbuster-type action sequences.
#How scary is resident evil 7 series
But Resident Evil 7 also dispenses with a lot of what the series has become best known for. In both, you play as a new character, you’re trapped in a mansion infested with interesting enemies, and the only real goal is to survive. The similarities between the finished games are obvious. Nakanishi said he was trying to recapture the same feeling players had when they picked up the first Resident Evil, and deliver imagery that was equally iconic. The early goals the team settled on were that it should use a first-person camera, have a photorealistic look, be focused entirely on single-player with no co-op, and make minimal reference to the old characters or games. The edict from executive producer Jun Takeuchi was that Resi 7 had to be “scary but fun”, which is pretty broad as briefs go. The new direction was first discussed at a meeting in Osaka in February 2014 to plot the future of the series after Resi 6.
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Taking such a bold approach came with plenty of risks. Instead, you’re thrown straight in and told to have at it. Likewise, in the chainsaw duel with him, the normal design method would be to introduce the player to the chainsaw much earlier on. For instance, in the first battle against Jack, it isn’t necessarily obvious that you need to use the car to defeat him. However, this approach also meant ignoring some accepted game design wisdom. The aim for each of the Baker encounters was to create excitement through new mechanics, rather than just relying on shooting. Marguerite, with her centipede puke and elongated limbs was given ‘body horror’, Jack became ‘slasher movie’ for obvious reasons, and Lucas got Saw-style ‘psychological horror’. So, to keep players on their toes, the team themed each Baker around a horror subgenre. He told us that there’s a danger in horror games that players get too comfortable with defeating the same enemies, and the resulting sense of catharsis stops them feeling scared. Nakanishi showed us it, and a couple of the more interesting bugs listed were "Jack’s model is transparent" and "Jack's model is only wearing underwear". To celebrate Resident Evil 7 going gold, a parody video was created documenting the development process.