De sekvenser vi har set fra Resident Evil Requiem vidner om et spil der virkelig skruer op for horror-stemningen til det punkt hvor det nærmest bliver lidt for intenst.
Men i det endelige spil der ankommer til februar, så vil spillet benytte sig af en "dynamic pacing curve", som betyder at intense scenarier pardannes og kombineres med åndehuller, hvor det er muligt at samle sig lidt.
I et interview med FGS siger Game Director Koshi Nakashini og Producer Masato Kumazawa dette:
"You can't keep the horror tension to the max through the whole game because it's quite exhausting. So you need to have this kind of dynamic pacing curve where you'll have a very tense horrific sequence, and then we give you a bit of a release or a catharsis from that and let you sort of come down from that with more slightly peaceful exploration or some exciting combat, and then we gradually bring you back up the horror part of the curve. Again that's the sort of standard practice for Resident Evil. The difference this time is there's a fresh there's a new system that I can't quite get into yet. But if you think of the difference between the tension and the release being a certain sort of size of wavelength as it were of that curve. I want to make the distance between those aspects like bigger than ever before in the series. And it just becomes a complete roller coaster ride between the different aspects of the series. And I'm very excited for people to eventually understand what I mean by that. We're definitely going to play around with your emotions a lot with this one."
Det her nye system er endnu ikke blevet afsløret, og vi ved ikke rigtig hvad det består af.
Hvad tror du?
<social>https://www.youtube.com/watch?v=Z4w_WVzPHCg&t=276s</social>