As a die-hard fan, I’ve got some exciting insights to share! You know, our beloved Resident Evil 2 director once experimented with action-game-style mechanics for the original game. However, after rigorous testing, he decided these elements didn’t quite fit and were ultimately abandoned. It’s fascinating to see how the game evolved into what we now cherish!
In a fresh post on platform X (previously Twitter), Hideki Kamiya – the director of Resident Evil 2 – reminisced about the creation process of the original Resident Evil game. His comments follow the release of Silent Hill F’s gameplay, and he shared that team members from the first Resident Evil game proposed ideas like a “sidestep” or a “powerful knife slash.” Director Shinji Mikami permitted these team members to experiment with these features, but ultimately demonstrated why they were not essential for the game.
In the development team of Bio1, there was a desire expressed as “We need a side step”, and “We want a swift slicing attack”. Despite showing some skepticism, Matsumoto-san was watching the experimental implementation. However, when the swift slicing attack was actually implemented, zombies became completely non-threatening… This incident turned out to be a ‘bust’ for us, but we learned a great deal from it… I am reminded of this…
During Bio1 development, there was a call for a side step and a swift slicing attack. Although Matsumoto-san initially showed skepticism, he observed the experimental implementation. Eventually, when the swift slicing attack was implemented, zombies lost all fear factor… This incident was a ‘bust’ for us, but it proved to be a significant learning experience… I am reminded of this…
— 神谷英樹🍀 Hideki Kamiya🍀 (@HidekiKamiya_X) August 3, 2025
In simpler terms, when Kamiya introduced combat mechanics into Resident Evil 1, the zombies lost their terrifying quality and became more comical instead. This led to these features being abandoned by the development team because they disrupted the game’s immersive atmosphere. Through this experience, Kamiya came to appreciate why Shinji Mikami consistently emphasized that “the essence of this game is fear.” Furthermore, Mikami intentionally slowed down the retreating animation to mimic a frightened stumble, which he believed would intensify the fear factor in the game.
In another disclosed detail, the director of Resident Evil 2 shared an abandoned plan where Chris Redfield could find and wield a European-inspired sword during his mansion exploration. This sword was intended to be used against the zombies, but the concept was discarded due to concerns that it made Chris appear too heroic.
To learn more about potential developments related to Elden Ring Nightreign, as revealed by recent data mining, check out the details. And remember to subscribe to our weekly newsletter to stay updated on future announcements!
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2025-08-07 16:25