Though he wasn't sure, he seemed to recall the dog's name was Diane.Īccording to Takeuchi, they also prototyped a zombie-like enemy that could pick up the player's breathing, so you'd have to hold a button and sneak by. Nakanishi recalled how the Baker family, the game's central villains, once had a family pet that made a startling appearance during one of the game's early scenes. (My face was like that a lot while playing Resident Evil 7…but in VR.)įrom there, Resident Evil 7 moved forward.īut as with any game, some ideas were cut along the way. While technically a sequel, they didn't have a specific framework to build around, so the team made a short CG film to try and crystallize what Resident Evil 7 might look like, if they went forward. Resident Evil 7's team started coming together in January 2014, but production didn't begin in earnest until February. Though Revelations was not without problems, the locked-on-a-ship spin-off was the closest the series had come to capturing the claustrophobia that helped define the Resident Evil series originally. Takeuchi picked Koshi Nakanishi, who lead the team behind Resident Evil: Revelations, as a director. Now with Resident Evil 7, we are moving away from this because we felt that it was harder to feel fear or horror in a game of that scale." The game was designed to be bigger in every way. "And that meant that the scale inevitably became larger, we added various characters, as well as co-op play. "So the theme for RE5 was asking ourselves how to build on RE4 and get as many people as possible to enjoy that game," said Takeuchi. It was a departure from the thinking that'd gripped them for years. This theoretical Resident Evil 7 would takes its primary influences from the Sam Raimi horror film Evil Dead-a movie in a single location, with a small cast of characters-and shift the player's perspective. As that version of Resident Evil 7 struggled to find its footing, executive producer Jun Takeuchi, part of the series since the start, conceived of a new approach.
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