• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Resident Evil Requiem director shares more information on how Capcom is handling each unique zombie in the game

GrayChild

Member
Courtesy of Famitsu:


One of the ideas was that it would be fun to give each zombie a unique personality. However, there is a limit to the amount of information a player can understand, so in the end, we decided to create a game experience where "it's hard to understand at first glance, but as you play you'll understand their characteristics and be able to take countermeasures. That said, all of the development staff worked passionately on giving each zombie their own unique personality, and even regular zombies have their own voices and other things.

I think there are about 100 of them in total.


When it comes to adding variety to zombies, the key is to make them do things that (the player) don't expect. With normal zombies, it's easy to predict what they'll do, such as walking with their arms outstretched. That's a huge disadvantage when playing the game.

My original concept was to create zombies that behave in unexpected ways, leaving room for the player to imagine, "What on earth is this guy?", so I'd be very happy if you could sense that.

The adjustments took a very long time. One of the challenges was the number of cases where things happened that the developers hadn't anticipated. The zombie AI itself was set to react to sounds coming from, so it would make unexpected movements that made you think, "They didn't even react to sounds like that?" Those parts were fun to make, but some adjustments were necessary.

Another issue was that, while we were basically trying to make it scary, by giving the zombies distinctive features, they inevitably became more comically funny.

Of course, there's a fine line between laughter and fear, so we were prepared for that, but the adjustments were more difficult than we expected, and there were parts where even a slight change in the way the lines were delivered could suddenly make it seem like a joke. We carefully adjusted these aspects from various angles, including the appearance, movements, and voice.
 
Last edited:
Seems good. Looks like we might have some emotional attachment and make us conscious and sympathy and some lore and stories to some zombies.
 
Last edited:
I still wanna find files here and there about some of their stories. There's always some dark stories to read in these games. Sometimes you even get some chatter from the main character on what they just read.
 
This is honestly such a cool concept for RE. Can't wait to see their unique behaviors. I bet some will be legit horrifying with their backstories.
 
Cryptocurrency Defi GIF by 1inch
 
It sounds like a lot of fun. I could see the funny/clever aspect working alongside the game rather than detracting from it.

It actually reminds me a little of the first Luigi's Mansion and its distinctive portrait ghosts.
 
The recent previews reminded me more of Dawn and Day of the Dead than ever before so that checks out. Cool to see thought being put into things that matter to gameplay.
 
Well, we haven't see frequently this concept in videogames, so yeah, it can be interesting. The closest to this was...the indie Night at Gates of Hell I think (more about variety, context and uniqueness of zombie models)?
 
Top Bottom