3 years ago
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According to director Morimasa Sato, the development of Resident Evil Village started on August 8, 2016. For the 8th main entry in the series, that’s an interesting date for sure (8/8/16!), but the real surprise lies in the fact that this was almost six months BEFORE the release of Resident Evil 7.
“We were still busy developing Resident Evil 7, but my boss told me to start planning for the next entry in the series,” recalls Sato, who was also the director for Resident Evil 7. “At the time, we had no idea how users would react towards the new horror experience and characters of 7 yet.”
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Resident Evil 7 took the series back to its survival horror roots, but it was much more than a simple throwback. As the first mainline entry played from a first-person perspective, it was seen as a fresh start for the franchise.
“We had no idea how the change of perspective would be received, so at first we were quite worried. But when we released Resident Evil 7 about half a year after the development of Village started, it was received very well. This helped us decide to make Village a direct sequel,” Sato says.
After seeing the success of Resident Evil 7, Sato decided to have protagonist Ethan Winters make a return as the hero in Village, and kept the first-person perspective.
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“As the original creator of Ethan, Sato really wanted to bring this character’s story to completion,” says producer Tsuyoshi Kanda.
“If you look back, you can see that Resident Evil’s systems have drastically changed after every three titles. In that sense, Resident Evil 7 was a title that came with some big changes,” says Kanda. “For us, it was a sincere attempt to deliver a true horror experience once more, focusing on an experience played in first-person. In the process, we brought Ethan to life.”
While Sato initially imagined that it would be more difficult to depict a main character in first-person, he became more and more attached to the character. In Village, he wanted to take this further, and show how Ethan has grown as a person.
“After somehow surviving the events of Resident Evil 7, Ethan and his wife Mia gave birth to Rosemary, their daughter. They were living a quiet life together, but then suddenly Chris Redfield – a familiar character for fans of the series – appeared, killed Mia and took Rosemary away. The game starts with Ethan making his way to the village to save his daughter. While Ethan was just a young man who had somehow found himself in this house of maniacs in Resident Evil 7, this time I wanted to portray him as a father,” Sato explains.
Kanda adds that family functioned as a theme for Village’s story, to which Sato nods. With the Baker family as the main villains in Resident Evil 7, family was an important theme in that game as well, but this time Ethan will be protecting his own family.
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While Village is indeed a direct sequel to Resident Evil 7, Kanda and Sato say it’s much more than that. Sato explains that during the planning phases, he had already come up with the idea of a village as the game’s location, and that he was inspired by Resident Evil 4.
“If Resident Evil 7 was like a reboot that inherited the DNA of the original Resident Evil, then you could say that this time we’re doing the same for Resident Evil 4,” Kanda says. “We’ve designed the game and its structure with Resident Evil 4’s essence in mind, so I think that you’ll be able to find a lot of elements that remind you of that game.”
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“In the history of the series, I believe that Resident Evil 4 is where the action and combat evolved the most,” Sato explains. “Interestingly, Resident Evil 4 was also set in a village. For Resident Evil Village, we’re bringing the essence of Resident Evil 4, while Resident Evil 7 functions as the base for the game. It’s not a reboot of Resident Evil 4, but the offspring of both Resident Evil 7 and Resident Evil 4.”
If Village succeeds in combining the horror of Resident Evil 7 and the action of Resident Evil 4, it might become one of the most beloved entries in the series – but these two elements could also stand in each other’s way. If being haunted by the Baker family was frightening because you felt so weak, won’t a more action-focused approach disrupt the balance of that experience?
“That is indeed something we need to be very careful with,” Sato admits. “If you increase the action, it quickly turns into a game that allows you to kill enemy after enemy. That is not what I want. It’s important that the player constantly feels afraid of the enemies, and the experience should be all about overcoming that fear.”
Sato says that he believes that resource management – a traditional feature of the series – will prevent the action from diminishing the sense of fear. Conserving bullets and health items, being forced to advance to dangerous areas to stock up on supplies and wisely using items at the right moment all contribute to that traditional survival horror experience. For this, Sato used the 2018 Resident Evil 2 remake as a reference, which he sees as a perfect example of well-balanced survival horror.
Kanda says that for Village, the team didn’t just want to create a scary horror game. While Resident Evil 7 satisfied fans of the genre, some players found it too scary to even play. For Village, the team went for an experience that is still scary, but in a way that more players can enjoy. To achieve this goal, they came up with two key phrases that would shape Village’s identity: “a theme park of horror” and “ultimate survival horror”.