Horror-thriller gas are different from other genres.
With other types of gas, even if soone isn't particularly interested, it usually doesn't leave them with any bad feelings.
But horror gas often require developers to constantly be imrsed in disturbing content, and if soone genuinely fears that kind of atmosphere, it can seriously hurt their productivity.
Even though ga developnt is just working with code, the work environnt and ntal state can't be ignored.
Plus, ga developnt is inherently a team effort—regular etings are needed to align the team on the developnt direction. If soone on the team really struggles with horror content, Takayuki was willing to let them step away from this project and join a different one in the future.
Horror ga?
A bunch of the female employees instantly wanted to back out.
None of them were fans of horror movies, let alone making a horror ga.
But... they were reluctant. Would they really have to give up a chance to work so closely with their idol?
They really didn't want to.
But they didn't have much of a choice.It was a painful dilemma.
Should they stay or bow out?
At that mont, Takayuki continued:
"Of course, I understand so of you might feel hesitant. So let reassure you: this ga will focus more on suspense than pure horror. Jump scares and terrifying monts will be kept to a minimum. If it's still not your cup of tea, don't worry—I'll have other projects coming soon that you can join instead."
This ti, Takayuki wasn't planning to just make one ga—he wanted to manage multiple projects in parallel.
As long as he set the direction for Resident Evil, he could also oversee a few other teams at the sa ti. Though he hadn't yet decided which other gas to develop.
So of the girls in the crowd were still hesitant, but after giving it so thought, they decided to stay—even if it was a horror ga, they didn't want to miss this opportunity to work with Takayuki.
anwhile, many of the male staff looked downright excited.
A horror ga! A totally new genre—or, well, not entirely new. SureSoft (the rival company) had already released two gas like this, but those relied heavily on cheap jump scares and didn't sell particularly well. Clearly, most gars play for fun, not to scare themselves half to death.
Uchiyama Ei raised his hand and asked,
"President, can you give us a clearer idea of what the ga is actually about?"
"Great question," Takayuki replied. "Let show you the outline I've prepared."
He opened his laptop and projected the story summary onto the screen.
In a fictional city called Raccoon City, a strange murder occurs in a forest on the outskirts.The victim's body is found mutilated and partially eaten, suggesting an animal attack.
The Raccoon City Police Departnt dispatches a special forces unit to investigate—but they vanish without a trace.
A second unit is sent.
During their investigation, the new team is attacked by unknown creatures in the woods. One of them is killed, and the rest flee to a mansion nearby.
Inside, they discover the house is full of zombies, people infected by a virus known as the T-Virus, which causes humans to crave flesh and attack the living.
While trying to survive and find a way to contact the outside world, the team—Jill and Claire—uncover the truth: the virus was created by a massive pharmaceutical company, Umbrella, and everything that's happened is due to a leak from their labs.
That was the general premise.
It was a classic zombie outbreak scenario.
Zombie stories did have so market presence in this world, though not nearly as popular as traditional blockbusters. Most zombie-thed movies were seen as B-grade horror—the kind that grosses people out more than scares them.
"This ga will be called Resident Evil. In short, a mysterious virus is spreading, and the main characters are forced to navigate a world full of danger and unknowns."
"President, this doesn't sound all that scary. It sounds like one of those movies I've already seen," said a staff mber, not entirely impressed.
A lot of the male devs had watched their fair share of zombie movies. This kind of story didn't really phase them.
But Takayuki shook his head.
"It's not the sa. Watching a movie is like being an observer—you're detached from the events. But in a ga, you're living through it.Scenes that might feel ta in a film can beco genuinely terrifying when you have to personally navigate them in real-ti."
Everyone nodded, listening carefully—so were jotting down notes.
Every ti Takayuki hosted a design eting like this, it felt like a masterclass in ga developnt.
Having the God of Gas personally walk them through his thought process was an invaluable opportunity.
"This is just the beginning—just the story frawork. There's still a lot more to add.For this ga, I want the focus to be on puzzle-solving under pressure.Imagine this: a horde of zombies is about to break down the door, and you have only seconds to solve a lock puzzle to escape. That kind of real-ti pressure can really pull the player into the ga."
"Ah, I see now." Many nodded in understanding.
Takayuki then projected a rough ga structure onto the screen.
Puzzle-solving was the core gaplay chanic, with the zombie threat and horror atmosphere as supporting elents.
He spoke for about 90 minutes, walking the team through the vision.
With the concept in place, it was ti to begin developnt.
The programrs would take the first steps.
Then would co the artists and sound designers.
Finally, the level designers would join in.
This ti, Takayuki was only setting the broad vision—the team would fill in the details themselves.
Resident Evil was the perfect opportunity for the team to grow and sharpen their skills, and Takayuki hoped this project would help them mature so that he could eventually oversee multiple gas at once more easily.
Reviews
All reviews (0)