{"id":207488,"date":"2025-09-27T19:07:34","date_gmt":"2025-09-27T19:07:34","guid":{"rendered":"https:\/\/arcader.org\/resident-evil-village-how-capcom-is-balancing-action-and-horror\/"},"modified":"2025-09-27T19:07:34","modified_gmt":"2025-09-27T19:07:34","slug":"resident-evil-village-how-capcom-is-balancing-action-and-horror","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/resident-evil-village-how-capcom-is-balancing-action-and-horror\/","title":{"rendered":"Resident Evil Village: How Capcom Is Balancing Action and Horror"},"content":{"rendered":"<p> <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/resident-evil-village-how-capcom-is-balancing-action-and-horror.jpg\" width=\"800\" height=\"450\" alt=\"\" typeof=\"Image\" class=\"image-style-body-default\" \/> <\/p>\n<p><a target=\"_blank\" href=\"https:\/\/www.gameinformer.com\/exclusive-video\/2021\/04\/26\/resident-evil-village-how-capcom-is-balancing-action-and-horror\" rel=\"noopener\">Click here to watch embedded media<\/a><\/p>\n<p>During the first years of the <a href=\"gameinformer.com\/village\" target=\"_blank\" rel=\"noopener\">Resident Evil<\/a> series, the\u00a0franchise was focused on a singular purpose: scare the living daylights out of\u00a0anyone who dared to enter\u00a0its\u00a0claustrophobic spaces, ratcheting up the tension in ways we had never seen before. But then the series shifted. According to Game Informer\u2019s own Blake Hester, Resident Evil 4 introduced action set pieces that were incredible yet set the series off on another direction. Resident Evil 5 and 6 suffered from an identity crisis and left fans wondering what would come next for the beloved horror series.\u00a0<\/p>\n<p>Resident Evil 7 was the answer, and it brought the franchise back to what fans of the classic games pined for: good ole fashioned \u2018 say a prayer and hope for a quick death\u2019 level of horror. But now Resident Evil Village is just around the corner and fans are left to wonder how\u00a0Capcom will handle\u00a0balancing the horror hardcore fans hope for with a palatable action experience that appeals to the wimps of the world like yours truly.\u00a0Strap in folks, because we asked Capcom exactly that:<\/p>\n<p>In our talks with\u00a0the development team, it became clear early on that they are attempting to give Resident Evil Village a different feel from Biohazard without completely abandoning what people loved about their introduction to Ethan Winters.<\/p>\n<p>During our cover story interview,\u00a0Tsuyoshi Kanda, the game\u2019s producer said:\u00a0\u201cThe objective of Resident Evil 7 was going back to the root of horror and trying\u00a0to make a title that has a lot of confined space with a lot more depth. The objective of that was to make it as immersive as possible\u2026But it\u2019s always an objective for us to want to reach a larger audience and make a title that is entertaining for everybody.\u00a0So,\u00a0when we looked at the aspects of horror,\u00a0one of the lessons we took away is that this isn\u2019t something that is black and white, it\u2019s always going to have some variation or modification and figuring out ok this worked for seven but rather than replicating it, let\u2019s find a variation that works for a wider audience.\u201d<\/p>\n<p>And how is the team at Capcom managing this? As you\u2019ve seen from the last few weeks, the developers are adding an updated upgrade system, more active enemies in the Lycan, and\u00a0an additional\u00a0verticality to the\u00a0play space\u00a0to keep the\u00a0gameplay feeling fresh.\u00a0<\/p>\n<p>But with a new emphasis on more actiony elements, there\u2019s always the temptation to go overboard with the scares\u00a0in order to compensate\u2026 But how does the team strike a balance?\u00a0<\/p>\n<p>On the topic of making a game too scary, the developers said:\u00a0\u201cYes,\u00a0we are always worried about that. We\u2019re always conscious of it especially because as we\u2019re developing the game, we\u00a0actually become\u00a0numb to it. It\u2019s very hard for us to figure out what\u2019s the right level because we\u2019re so close to the project and we\u2019re working on it\u00a0on a daily basis\u2026We have to take a step back and make a judgement call of is this too scary. We do a lot of trial and error with other Capcom staff to make sure we\u2019re not pushing the envelope too much. It\u2019s always trying to figure out the balance of how much horror is the right amount.&#8221;<\/p>\n<p>Now, I know what some of you may be thinking. \u201cThey\u2019re taking the scary out of Resident Evil Village!\u201d But fear not true believers.\u00a0Morimasa\u00a0Sato\u00a0and his team have you covered.<\/p>\n<p>\u201cWhat you saw in seven with its peaks\u00a0and valleys is what you can expect to find in Resident Evil Village as well.\u00a0Those kinds of shocking moments\u00a0that really defined the game. Those are definitely still there,\u00a0which is why we think that people who play RE Village will definitely be satisfied.\u201d<\/p>\n<p>Enjoyed this early look at Resident Evil Village? Be sure to check out our content hub below as we take a deep dive into our cover story on\u00a0<a href=\"https:\/\/www.gameinformer.com\/video-podcast\/the-game-informer-show\/2021\/04\/15\/gi-show-resident-evil-village-cover-details-and\" target=\"_blank\" rel=\"noopener\"><em>The GI Show<\/em><\/a>, walk you through a\u00a0<a href=\"https:\/\/www.gameinformer.com\/exclusive-gameplay\/2021\/04\/17\/resident-evil-village-exclusive-environment-tour-4k\" target=\"_blank\" rel=\"noopener\">tour of the new village<\/a>, and show off how the\u00a0<a href=\"https:\/\/www.gameinformer.com\/exclusive-gameplay\/2021\/04\/14\/resident-evil-village-exclusive-look-at-how-upgrades-work\" target=\"_blank\" rel=\"noopener\">new upgrade system works<\/a>!<\/p>\n<p>\u00a0<\/p>\n<\/p>\n<p> <a href=\"https:\/\/www.gameinformer.com\/exclusive-video\/2021\/04\/26\/resident-evil-village-how-capcom-is-balancing-action-and-horror\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Click here to watch embedded media During the first years of the Resident Evil series, the\u00a0franchise was focused on a singular purpose: scare the living daylights out of\u00a0anyone who dared to enter\u00a0its\u00a0claustrophobic spaces, ratcheting up the tension in ways we had never seen before. But then the series shifted. According to Game Informer\u2019s own Blake Hester, Resident Evil 4 introduced action set pieces that were incredible yet set the series off on another direction. Resident Evil 5 and 6 suffered from an identity crisis and left fans wondering what would come next for the beloved horror series.\u00a0 Resident Evil 7 was the answer, and it brought the franchise back to what fans of the classic games pined for: good ole fashioned \u2018 say a prayer&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/resident-evil-village-how-capcom-is-balancing-action-and-horror\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":207489,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-207488","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-informer"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Resident Evil Village: How Capcom Is Balancing Action and Horror | Arcader News<\/title>\n<meta name=\"description\" content=\"Click here to watch embedded media During the first years of the Resident Evil series, the\u00a0franchise was focused on a singular purpose: scare the living\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/resident-evil-village-how-capcom-is-balancing-action-and-horror\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Resident Evil Village: How Capcom Is Balancing Action and Horror | Arcader News\" \/>\n<meta property=\"og:description\" content=\"Click here to watch embedded media During the first years of the Resident Evil series, the\u00a0franchise was focused on a singular purpose: scare the living\" \/>\n<meta property=\"og:url\" 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