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.
This is the recording of my livecast with game designer Bill Gardner. For this extended chat, Bill and I spoke about game industry topics like loot boxes, the state of the market, and more. For the back half of the cast, we discussed horror design: How to generate fear, and games that we felt were the best examples of it.