Capcom’s Resident Evil Requiem continues to build anticipation ahead of release, with director Koshi Nakanishi clarifying details about its monsters, gameplay systems, and development process in a new interview with Denfaminicogamer. Nakanishi, who previously directed Resident Evil 7 and Resident Evil Revelations, addressed fan theories while offering insights into how the team is approaching the ninth mainline entry.
One of the major talking points has been the towering creature that stalks protagonist Grace in preview builds. Fans speculated that the creature might be tied to Lisa Trevor, a tragic figure from the original Resident Evil remake. Nakanishi put those rumors to rest, explaining that the similarity stemmed from placeholder audio. “Actually, the current version of the creature’s voice isn’t the final version yet. And to be completely honest, we’re using Lisa’s voice as a base for temporary audio,” he admitted. He even joked, “Feel free to use this as your article headline: ‘It Actually Wasn’t Lisa.’”
Nakanishi also shed light on the sheer scale of development. With Requiem in full production, the project involves over 150 to 200 internal staff members, in addition to research and development units and technical art teams. “There are tons of people,” he remarked, underlining the complexity of modern Resident Evil development.
One of the most notable changes is the ability to switch perspectives, letting players choose between first-person and third-person views. Nakanishi explained that the dual approach was designed to appeal to both horror enthusiasts and players who find the first-person format too overwhelming. “Having a character in front of you provides some sense of security,” he said, contrasting the heightened fear of first-person with the relative comfort of a third-person view.
Combat was another key point. While early previews showed Grace defenseless, Nakanishi reassured fans that traditional survival mechanics would return. “She will acquire weapons. The core elements of Biohazard involve horror as the foundation, combat, exploration, and resource management,” he stated. Although specific weapon details remain under wraps, Nakanishi teased that some entirely new armaments will debut in this installment. Interestingly, he noted that when Grace carries heavy equipment, her animations will reflect the struggle, adding an element of realism to her survival journey.
Looking ahead, Nakanishi spoke about the broader trajectory of horror games. He credited technological advances—such as VR, multiplayer features, and advanced rendering techniques like path tracing—as key drivers for innovation in the genre. “The essence of fear hasn’t changed. Yet there are so many horror games because of technology’s influence,” he said, suggesting that evolving hardware and design tools continue to shape how horror is experienced.
Both Nakanishi and producer Masato Kumazawa emphasized their commitment to making Requiem a memorable numbered entry in the series. “Making a scary and fun Biohazard—that’s all,” Nakanishi concluded, while Kumazawa highlighted the importance of balancing emotional highs and lows to maximize player engagement.
With its perspective-shifting gameplay, new combat options, and a focus on atmosphere, Resident Evil Requiem is shaping up to be one of the most ambitious titles in the franchise’s long history. And while the mysterious stalker enemy may not be Lisa Trevor, it seems destined to leave its own mark on fans when the game launches.