Bartski
Gold Member
Some criticisms of RE8 you can hear in reviews is that it's not really that scary, definitely not as tense as its predecessor...
I liked the game for what it is, I think the pacing is one of its strong points and features of some blood-chilling moments, like the house Benevento.
Most of the gameplay however felt driven by exploring some amazingly crafted environments and overpowering mobs with Ethan's arsenal...
In an interview given to AXIOS, Resident Evil: Village producer Tsuyoshi Kanda admitted the game is designed to be deliberately less scary to be more accessible to a wider audience of gamers.
www.axios.com
One of the ways to achieve this goal was to give the player more safe spaces than before:
Do you think it's the right direction or should Resident Evil be better off following the slightly more grounded, dark, stomach-churning direction of Resident Evil 7?
I liked the game for what it is, I think the pacing is one of its strong points and features of some blood-chilling moments, like the house Benevento.
Most of the gameplay however felt driven by exploring some amazingly crafted environments and overpowering mobs with Ethan's arsenal...
In an interview given to AXIOS, Resident Evil: Village producer Tsuyoshi Kanda admitted the game is designed to be deliberately less scary to be more accessible to a wider audience of gamers.

"Resident Evil" producer Tsuyoshi Kanda breaks down the best way to scare players
The big lesson is that players shouldn't be scared all the time.
Instilling fear in the player is not the only goal: "When we develop a new 'Resident Evil' game, our goal is not always to make it scarier than the previous title, but find a balance to deliver a scary but fun experience for players."
- For 2017's "Resident Evil 7," they knew they needed to get scarier: "For [that game] our primary focus was returning to our roots and looking back at the original 'Resident Evil' and assessing why it gave birth to the genre of survival horror. We drew heavy inspiration from the first title and wanted to reimagine that level of horror with modern technology. We wanted to place players in very tight spaces, as if the walls of the Baker mansion were closing in on them."
- The horror works differently in the new one: "For 'Resident Evil Village,' we took an entirely different approach with the openness of the village and players not knowing what might be lurking beyond the trees."
- In fact, maybe they did overdid it with RE7: "Some of the feedback we received regarding [RE7] that it was too scary to play. In one regard, that’s exactly what we were striving for, so it's a huge compliment for us. But at the same time, it's always our goal to create something that anybody can feel comfortable jumping in and playing, so we eased up on the tension curve [in RE Village] relative to 'Resident Evil 7: Biohazard,' so that players aren't in constant fear."
One of the ways to achieve this goal was to give the player more safe spaces than before:
The bottom line: The big lesson is that players shouldn't be scared all the time.
- "Something we also always have to pay attention to is the tension curve," Kanda said. "We also find that people grow immune to fear if they're consistently pitted up against a tense situation or environment."
- "Those moments of solace act as a buffer to make sure that people aren't completely desensitized to the horror. The save rooms that you often see in many 'Resident Evil' games is a great example of that, where players can take a deep breath and know that they are safe."
Do you think it's the right direction or should Resident Evil be better off following the slightly more grounded, dark, stomach-churning direction of Resident Evil 7?
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