Masato Kumzawa
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We could get a Resident Evil game set in Japan someday as producer Masato Kumazawa reveals the development team…
Capcom producer Masato Kumazawa revealed that the development team has considered creating a Resident Evil game set in Japan. While no concrete plans exist, the idea has been discussed internally due to the team's base in Japan. Kumazawa also emphasized the team's commitment to evolving the series while preserving its core elements.
Resident Evil Requiem producer suggests the legendary horror series could finally visit Japan in the future - "I think every member [of the team] has given it some thought"
Resident Evil Requiem producer Masato Kumazawa suggested that a future installment in the horror series could be set in Japan, a location the development team has considered. Kumazawa also discussed Capcom's flexible approach to character aging and timeline consistency within the Resident Evil franchise, noting that narrative needs dictate these decisions.
Resident Evil Requiem Producer Says the Franchise Could Go To Japan in Future Titles
Resident Evil Requiem producer Masato Kumazawa has hinted that future installments in the franchise could be set in Japan. While Japan has not been a setting before, Kumazawa noted that many Japanese developers at Capcom have considered it. The article also briefly mentions an upcoming remake of Resident Evil - Code: Veronica.
Capcom producer teases a Resident Evil based in Japan: "It might make an appearance at some point"
Capcom producer Masato Kumazawa has indicated that a future Resident Evil game set in Japan is a possibility. While no concrete plans have been announced, Kumazawa stated that the development team has considered the idea, and it could appear at some point. He assured that the core identity of the series would be preserved, even while exploring new challenges and settings.
Resident Evil Requiem finally has a free PC and console demo, three months after the full game released
Capcom has released a free demo for Resident Evil Requiem on PlayStation 5, Xbox Series X/S, Nintendo Switch, PC, and Steam, three months after the full game's launch. The demo allows players to experience early game stages, though save data is not transferable. Resident Evil Requiem has been a critical and commercial success for Capcom, becoming the fastest-selling entry in the series and contributing to record profits.
"Who knows, we could bring him back when he's 70" - Resident Evil Requiem director reckons Leon's got what it takes to last
Resident Evil Requiem director Koshi Nakanishi believes the character Leon S. Kennedy could remain a compelling protagonist even into his 70s, suggesting an approach that doesn't strictly age characters with each new installment. The game itself has become Capcom's fastest-selling entry, exceeding 7 million copies sold.
Capcom: 90% of Resident Evil Requiem players prefer third-person with first person more divisive
Capcom's internal data for Resident Evil: Requiem indicates that approximately 90% of players preferred the third-person perspective for Leon Kennedy's sections. Grace's horror-focused segments showed a more divided player base, with 60% opting for the default first-person view and 40% switching to third-person. Director Koshi Nakanishi and producer Masato Kumazawa noted that most players adhered to the preset perspectives.
Resident Evil Requiem's director admits they needed to raise the bar for their zombies to 'keep having that…
Resident Evil Requiem director Koshi Nakanishi discusses the design of the game's zombies, aiming to make them more unsettling by retaining human-like actions and memories. Producer Masato Kumazawa emphasizes the importance of pacing and tension in horror. The article also touches on the balance between fear and enjoyability for players.
Resident Evil Requiem producer says the negative reaction players had to Nvidia's DLSS 5 yassification of Grace Ashcroft was 'positive' because 'it meant we got the design right'
Resident Evil Requiem producer Masato Kumazawa stated that the negative player reaction to Nvidia's DLSS 5 'yassification' of Grace Ashcroft was positive, as it indicated the character's design was well-received and established her as a fan favorite. Nvidia CEO Jensen Huang defended the use of generative AI in DLSS 5, emphasizing its role in content control rather than altering game art.
Resident Evil Requiem’s Zombies Repeat Human Actions Because It’s Creepier, Says Director
Resident Evil Requiem director Koshi Nakanishi explained that the game's zombies repeat human actions to enhance the horror by emphasizing their lost humanity. Producer Masato Kumazawa also discussed the importance of pacing and tension, noting that the absence of zombies can be scarier than their presence. Capcom designed these elements to balance fear and catharsis, which is central to the Resident Evil franchise's identity.
Capcom's glad we hated Resident Evil Requiem's terrible DLSS 5 AI demo, because it means fans "really liked the original design of Grace"
Capcom producer Masato Kumzawa stated the company is pleased with the negative fan reaction to Nvidia's DLSS 5 demo for Resident Evil 4, as it indicates players appreciated the original character designs, particularly for Grace. The demo showcased AI-generated character models that were widely criticized for deviating from the game's established art style.
'It Was a Positive': Resident Evil Requiem Dev Is Pleased by Heated Reaction to DLSS 5 Grace
Resident Evil Requiem producer Masato Kumzawa views the strong player reaction to Nvidia's DLSS 5 technology, particularly its impact on character Grace Ashcroft's appearance, as a positive sign of fan engagement with the original design. While Capcom's stance on future DLSS 5 support remains unclear, the discussion highlights player attachment to established character aesthetics.
Resident Evil Requiem Producer Sees DLSS 5 AI Backlash as 'a Positive' Because 'It Meant We Got the Design Right'
Resident Evil Requiem producer Masato Kumazawa stated that Capcom views the controversy surrounding the DLSS AI version of Grace Ashcroft as a positive sign that the original game design was correct. This reaction suggests the company believes the backlash validates their initial artistic choices.
Uproar Over Grace's DLSS 5 Makeover Proves Original Design Was Right, Says Resident Evil Requiem Producer
Resident Evil Requiem producer Masato Kumzawa stated that player backlash against Nvidia's DLSS 5 technology altering character appearances validates Capcom's original design for Grace Ashcroft. He believes the strong reactions indicate the character's successful design. Nvidia's Jensen Huang has stated developers retain control over DLSS 5's output.
"It meant we got the design right": Resident Evil Requiem's producer on the DLSS5 Grace Ashcroft debacle
Resident Evil Requiem's producer Masato Kumzawa views the negative community reaction to Nvidia's DLSS 5 technology, which altered character Grace Ashcroft's appearance, as a positive sign that the original character design was well-received. Game director Koshi Nakanishi also commented on the character's relatability and emotional expressiveness resonating with players. The discussion touches upon the controversy surrounding AI-generated assets in games.
The big Resident Evil Requiem interview: how Capcom made a modern horror classic
Resident Evil Requiem's director Koshi Nakanishi and producer Masato Kumzawa discuss the game's success and design philosophy, emphasizing the balance between horror and action that defines the series. They highlight the intentional design of the game's uncanny zombies and the narrative pacing, including the use of Leon S. Kennedy's sections as a pressure release from the intense horror experienced by newcomer Grace Ashcroft. The interview also touches on the game's role as a 30th-anniversary celebration and the team's strategy for appealing to both long-time fans and new players.
Resident Evil Requiem Development Started by Exploring the Concept of Fear, Says Director
Resident Evil Requiem director Koshi Nakanishi stated that the game's development began with a focus on the concept of fear, balancing horror elements with cathartic action. Producer Masato Kumazawa also discussed the positive player reception to the game's story, particularly the return to Raccoon City, and the fan appreciation for character designs like Grace Ashcroft.