When the team shared a demo version of the game with a group of players, they noticed that “the enemies were very aggressive, but players found that they didn’t need to think so hard while playing. because of that ”.
Sharing his concerns with QA Manager Shutaro Kobayashi, he agreed, revealing that he had “a very strong negative reaction” and that “the content of the game was completely separate from what the development team thought they had. made”.Player feedback indicated that the game had “too many enemies and they are too aggressive” while not having enough ammo to defend themselves. The project manager, Tatsuo Isoko, described the game as “a real job”. But despite criticism, Sato “found Capcom’s development members doing an excellent job of listening.”
The team wanted the theme of the game to be “the struggle to survive”, but in game testing it felt more like a struggle to even enjoy the game. Bringing the QA and development teams together seemed to be the solution. because the developers heard the testers’ concerns directly.
The solution, as revealed by Sato, was not to “panic the player by simply throwing aggressive monsters at them, (instead) we make them paranoid about if and how they’re going to be attacked.” Then when an enemy appears, it’s relentless.Whether you liked Resident Evil Village or not, the video is definitely worth watching to take a peek behind the curtains at one of the biggest games of the year. In other Capcom news, the company had a record-breaking fourth year, Monster Hunter World sold over 17 million units, and a director accused Capcom of stealing a monster design for Resident Evil Village.
Liam Wiseman is a freelance news writer for IGN. Follow him on twitter @liamthewiseman