Following the critical praise of Resident Evil 7 for revitalizing the on again/off again franchise, many people were left wondering what will become of the new virus, the new Umbrella, and of course the new Resident Evil. When it was announced that we were not going to get answers to those questions any time soon, but were returning to the past, a lot of people were left confused.
With Resident Evil 2 back again in the public eye, we once again have a horror franchise being dragged into the modern era…with some baggage along for the ride.
Resident Evil 2 Remastered is making the rounds as a celebrated hit among fans and newcomers of the series. A major part of this game is the reintroduction of the alpha antagonist known as Mr.X. For today, I want to talk more about this kind of design and what it takes to design a horror game where fight or flight is definitely an option.
For this segment, we talked about horror design, and the important aspects when it comes to generating it in video games and other mediums.
Recently I had a chance to go back to Resident Evil 1 Remastered edition. This was Capcom rebuilding the original game for the Gamecube back in the day. This version turned out to be one of the best games in the Resident Evil franchise; thanks to a new layout and design.
Going back over it, there is one detail that I don’t think was given enough credit, and that was the development of “Crimson Head” zombies, and how it solved a problem that modern horror designers are struggling with.