When we began the project, one area we focused on was how playable portions of games usually shift into atmospheric pre-rendered movies. I'll provide an overview of what this entailed and how we were able to achieve it with some specific examples from the game.
This meant looking at everything from presenting a new way to experience fear, creating more frightening enemies, implementing new ways of using items, and much more.įor this postmortem, we'll use one element, which was also one of our biggest challenges, as the archetype for the game's development: the successful creation of the title's graphical style. Because the series has been around for so long, we really wanted to address the feedback from both our fans and our development team in order to revamp the game. The Resident Evil series has a broad fan base, and in order to meet players' expectations, we decided to create a totally new entry with Resident Evil 4.