Interview with "Resident Evil Requiem." This installment features a main character experiencing Resident Evil for the first time, making it perfect for newcomers to the series [TGS2025]
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/917/G091773/20250926086/
Writer: Shingo Yonamoto | 2025/09/27 15:00 (UTC)
At the currently ongoing Tokyo Game Show 2025 at Makuhari Messe in Chiba Prefecture, Capcom’s booth features Resident Evil Requiem making its first public playable appearance in Japan, drawing significant attention—especially with the addition of a Nintendo Switch 2 version. A joint interview was conducted with producer Masato Kumazawa and director Kōji Nakanishi on-site; here’s how it unfolded.
At Capcom’s booth, a large wall-mounted display was used to screen trailers. The photo shows the scene before opening hours—no lines yet.
From left: Director Kōji Nakanishi and Producer Masato Kumazawa
——At Tokyo Game Show 2025, Capcom’s booth is featuring the Nintendo Switch 2 version of Resident Evil Requiem. Could you share any challenges faced during development?
Kōji Nakanishi (hereafter, Nakanishi):
We originally designed development to be scalable and adaptable across various hardware specs. As a result, creating the Switch 2 version went quite smoothly—no need to force down high-end content. It turned out exactly as planned. Honestly, we were amazed when we first saw it running on the Switch 2.
Masato Kumazawa (hereafter, Kumazawa):
I was shocked—it’s so much more beautiful than I expected!
Nakanishi:
Once people actually see it in motion, even Japanese players will react just like overseas audiences with “Wow!"—that kind of surprise. It’s thanks to our engineering team and the RE Engine. Of course, gameplay remains unchanged compared to other versions.
——This is the first time Resident Evil Requiem has been publicly playable in Japan. How did visitors respond during Business Day?
Nakanishi:
The reaction was excellent. We saw people screaming out of fear, stepping back from terror, and saying things like “It’s so scary!”—we’re truly grateful for that.
——As one of the most anticipated titles at TGS 2025, do you feel any pressure?
Kumazawa:
More than pressure, I just really want players to try it as soon as possible. That’s why we also brought a notebook PC exhibit—so people could experience Resident Evil Requiem on their own devices.
Nakanishi:
Seeing the game in action is by far the fastest way for anyone to understand it.
——Were player reactions what you expected?
Nakanishi:
Exactly as anticipated. Japanese players show a higher preference for third-person perspective compared to overseas audiences—where only about one-third choose that view, but here it’s closer to half.
——What do you think explains this difference?
Nakanishi:
It probably comes down to the types of games people have played. Whether they grew up on FPS or RPG titles. That said, younger players seem less resistant to first-person perspective—after all, many kids today have been playing Minecraft since elementary school.
——Does the choice between first- and third-person perspectives really affect immersion and horror?
Nakanishi:
It’s completely different. Third-person offers a sense of safety—you can see your character on screen. First-person brings an extremely close feeling of presence—so realistic it feels almost tangible. If players find it too intense, switching to third-person is definitely an option.
——The corpses seen in the demo are infected victims, right?
Nakanishi:
Yes. In this world, infection spreads through a virus—and their behavior is driven by one goal: to eat. When creating a new entry in the series, we realized that players aren’t scared if they already know how enemies behave. So we’ve updated the zombies’ behaviors. Some scenes in the second trailer show them doing things never seen before—this difference creates fresh experiences.
As gameplay progresses, Grace gains combat abilities. She can use firearms since she’s an FBI agent—but isn’t naturally skilled at fighting. Like classic Resident Evil titles, players must decide whether to fight or avoid enemies based on available items. Resident Evil Requiem follows a similar approach. For specifics, please watch the upcoming gameplay reveal videos.
Image Gallery No.006 thumbnail / “Resident Evil Requiem” Interview. This game introduces a protagonist experiencing Resident Evil for the first time—perfect for newcomers to the series [TGS2025]
Image Gallery No.007 thumbnail / “Resident Evil Requiem” Interview. This game introduces a protagonist experiencing Resident Evil for the first time—perfect for newcomers to the series [TGS2025]
——Even though the infected have been updated, they remain terrifying—and this game delivers an experience close to classic Resident Evil, correct?
Nakanishi:
Exactly. It’s the unpredictability of “What might this guy do?” that’s scary in daily life. So we’ve introduced new behaviors for these infected enemies.
——Has Grace ever fought creatures before?
Nakanishi:
No, she hasn’t. This is her first encounter with a Resident Evil-style threat—so in many ways, she experiences the series just like someone playing it for the first time. As you’ll see in the demo version, familiar elements from the franchise appear—including herbs. Leon or Chris would immediately recognize them as healing items—but Grace, new to this world, might simply think, “Hmm, I guess I’ll take this.”
Her mother, Alessa, probably never taught her about using herbs for recovery either. In a way, Grace is a character who questions the rules of the Resident Evil universe.
——Is it possible for players who are new to the series after playing this game to go on and enjoy other entries?
Nakanishi:
Absolutely.
Kumazawa:
You can even prep by exploring earlier games before release. We’ve included plenty of little touches that turn a 100% enjoyable experience into something potentially worth 110%.
Nakanishi:
Each Resident Evil game is designed to stand alone. Many players start with just one entry and then become curious about the entire series—so Resident Evil Requiem makes a great debut.
——What about Resident Evil Outbreak, which isn’t remastered or playable on current systems? Is it okay if people haven’t played that?
Kumazawa:
Yes, absolutely. You can enjoy this game without having played Outbreak at all.
Nakanishi:
Knowing the previous title might deepen emotional engagement slightly—but it’s not required.
——To those trying Resident Evil for the first time, or even to players with low tolerance for horror: any message?
Nakanishi:
We’ve included third-person mode so even if you’re uncomfortable with horror, please give it a try. Difficulty can be adjusted—so even action-shy players can progress smoothly. And in first-person mode, options exist to reduce motion sickness: minimizing camera shake, adding a central dot, increasing brightness—all designed for comfort.
Development continues right now. But seeing how enthusiastic fans are has kept our team highly motivated—we’re doing everything we can to deliver something that lives up to expectations.
Kumazawa:
We’ve entered the final adjustment phase.
Nakanishi:
And after this, there will be one more final round of adjustments… (laughs).
——Good luck with it. Thank you very much!