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"Resident Evil 9" Capcom's internal development team has exceeded 200 people

2025-08-30 22:51:35|Myriagame |source:minecraft skins

Koshi Nakanishi, director of "Resident Evil 9: Requiem", recently revealed in an interview with Japanese media denfaminicogamer that Capcom's internal development team exceeded 200.

《生化危机9》Capcom内部开发团队规模超200人

Zhongxi Huangshi is the director of "Resident Evil 7" and "Resident Evil: Apocalypse". In an interview, he mentioned that the number of developers of "Resident Evil 9" gradually increases with the development timeline.

"Since the release period has been made public and now it is time for a large number of people to enter the mass production stage, the number of people is the largest. There are more than 150 to 200 people inside alone.

... Actually, I can't remember it very clearly (laughs).In addition to our team, there are also departments such as R&D departments and technology art.There are many people who are truly involved in development-related work.The conclusion is just one sentence: "There are really many people."”

In addition, in the same interview, Akishi Nakamoto also said that the monster chasing the heroine Grace is not Lisa Trevor!

"In fact, the current version of the Monster's voice is not the final version yet. Honestly, it's a temporary sound based on Lisa's voice.

Not just the sound, of course there are other things that are still under development, so we are updating various parts.If this causes confusion among users, I'm sorry, but...ah, it doesn't matter if you put this as the title of the article - "In fact, not Lisa" (laugh).

《生化危机9》Capcom内部开发团队规模超200人

Selected part of the interviews from Japanese media denfaminicogamer:

Major changes in past works: Perspective switching

──What are the major changes in the development of this work compared to the past "Resident Evil"?

Chinese and Western:

First of all, this is what has been disclosed to the public - one thing is that we have added a mechanism of switching perspectives.

It used to be a "first-person Resident Evil" or a "third-person Resident Evil", and this time it can be played with both ways, which is a big change.

──For example, the first person is like experiencing a horror puzzle game in person, while the third person can see the protagonist in fear, both ways are fun.Is this perspective switching system particularly devoted to doing it?

Chinese and Western:

After all, after using the first person in "7" and "8", the game is indeed even more terrifying, but there is also a certain proportion of players who are "unfiting to the first person".Some people also think that "Resident Evil or third person is better."

In order to allow more players to experience it, we thought, "Then let them choose freely."

Another reason is that first person does create horror, but sometimes it can be "too horror".If you can see the character in front of the screen, you will feel a little relieved.So we use the third person to relieve the horror slightly.

──I am also the kind of person who will be frightened by horror games, so having a third person really makes me feel relieved.

Chinese and Western:

(laugh).When I heard you say this, I think it's really worth it.

《生化危机9》Capcom内部开发团队规模超200人

The new weapon debuts

──Next I would like to ask about the combat aspects.Previously, the only way to fight against monsters was to hide, throw bottles, etc. So, will the protagonist have other factors to become stronger in addition to obtaining weapons this time?

Chinese and Western:

The first trial part you experience is mainly the scene where the protagonist Grace faces the monster for the first time, so we didn't give her any fighting methods.

But this is not the case in the whole game, she will get weapons later.The core element of Resident Evil is to take terror as the main axis, and to combine elements such as combat, exploration, and resource management.

Repel the enemy, collect supplies, find ways to fight - this is the core cycle.Requiem also builds on this and adds some unique new elements.

──What kind of weapons will appear in this article?

Chinese and Western:

It is not convenient to say specifically, but there will be new weapons that will debut for the first time.

──Can you at least reveal the size?

Chinese and Western:

I didn't expect to be asked about the size (laughs).All I can say is quite substantial!

──I just want to know if Grace will carry something big (laugh).

Kumaze:

So that's it, you're wondering if Grace can carry it, right?

Chinese and Western:

Yes, if she holds something heavy, it will look very difficult.

──So that’s it, thank you.It may sound like there will be a "very heavy weapon" to appear, and the expectation is coming.

Chinese and Western:

(laugh)

Kumaze:

Maybe it's like the sledgehammer in Monster Hunter (laugh).

── Regarding combat, I have another question: the defensive actions in "7" and "8" did not appear in this trial.Will the protagonist add more action later?

Chinese and Western:

I can't say that I will never add it in the future.

《生化危机9》Capcom内部开发团队规模超200人

The truth about the monster's "voice"

──I would like to ask about the monster I encountered during the trial play.It gives people the feeling of "absolutely not close" at first glance. Where did this design inspire?

Chinese and Western:

If you feel "can't get close" at a glance, then we have achieved our goal.Thanks.This is exactly what the goal is - "You can tell it is a dangerous thing at a glance."

As for inspiration, I can't remember it clearly... But the prototype is a "trailer in Resident Evil", such as Jack Baker in "Resident Evil 7", or a tyrant.

This time, we start with "making Requiem's ​​unique pursuit monster".

──In fact, there was a topic on SNS a few days ago, saying that the monster screams in the trial sounded very similar to "Lisa" in the first remake.Can you reveal the truth? Chinese and Western:

I saw it, too.

In fact, the current monster sound is not the final version.Honestly, we do use temporary sound effects that are "based on Lisa's sound".

──Ah, so that’s it!

Chinese and Western:

right.Not only that, but many parts are constantly being updated.I'm also sorry for causing misunderstandings to players...

Ah, this can be written directly into the title: "It's not Lisa actually" (laugh).

How will horror games develop in the future?

─"Resident Evil" can be said to be a representative masterpiece of Japanese horror games.How do you think Japan's horror games will develop in the future?

Chinese and Western:

From this perspective, I think compared to when horror games first appeared, many horror games have been made now, including independent games.

The origin of terror is ultimately human emotions.This has not changed.

──So that’s it.

Chinese and Western:

I think the breakthrough points and changes in horror games have actually been based on "changes in technology".

The essence of terror is that people are afraid of disgusting things, fear of darkness, and fear of death.These essences have never changed, but the reason why horror games can continue to increase is because of the promotion of technology.

──In other words, the advancement of technology has driven the development of horror games?

Chinese and Western:

That's right.Let’s give a simple example: From the first generation of Resident Evil to Resident Evil 2, with the upgrade of PlayStation hardware, the picture quality and light and shadow expression have been improved.And when it comes to "7", you can even experience it in VR.

Recently, there are many people online.You can walk into a terrifying western-style restaurant with others and share this horrible experience.I think this is also a new "terror" in itself.

In fact, it is the same as movies. With the evolution of technology, the width of expressiveness will expand.

Once the expression changes, the way of interpretation and the terrifying feeling will also change.In other words, as long as humans continue to evolve, new horror games will surely be born.

To the players looking forward to "Resident Evil 9"

《生化危机9》Capcom内部开发团队规模超200人

──Finally, can you please tell me the most involved in this game and a few words to the Japanese players who are looking forward to "Resident Evil 9"?

Chinese and Western:

If we pay attention to what we pay the most, it is that as a new series of works, many people really have expectations for it.And what we are most committed to is to respond to these expectations even if it is just a little bit.There is only one goal: "Create a Resident Evil that is both terrifying and fun."That's it.

Kumaze:

As the ninth part of the series and the latest numbered work, "Resident Evil 9" itself is based on "challenging new possibilities".

The part we focus on is the switchable perspective system mentioned just now, and the other is the attempt to track paths.

In addition, in terms of gameplay, we particularly emphasize how to make players' emotions fluctuate.We want to maximize this emotional difference, and this is the most core design.I also hope everyone can experience it after the release.

Path tracking: An advanced rendering technology that simulates all paths after light originates from a light source, which can realistically reproduce the light and shadow performance in the real world.

──Thank you very much for taking the time to accept the interview.(over)

《生化危机9》Capcom内部开发团队规模超200人