Resident Evil Requiem Director Reveals They Had To Set A "Maximum Amount Of Peak Leon Craziness"

Resident Evil Requiem Director Reveals They Had To Set A "Maximum Amount Of Peak Leon Craziness"

From TheGamer (Written by Vaspaan Dastoor) on | OpenCritic

Resident Evil Requiem's dual-protagonist formula works perfectly. As Grace, you run around terrified, barely able to string two words together in fear. And then you switch to Leon, where you let it all out by steamrolling through zombies. This back and forth brilliantly builds up the tension and keeps the gameplay engaging.

While Grace has to run, hide, and solve puzzles, we knew exactly what we were in for when it was time to play as Leon. An unending list of corny one-liners, an entire arsenal of weapons, unnecessary backflips, and a whole lot of over-the-top action. When dealing with Leon's antics, it seems the devs had decided beforehand how far they were willing to take it.

Speaking to Eurogamer, director Koshi Nakanishi revealed that the devs had to strike a balance between the serious and action parts of the game. "I think we kept his one-liners and whatnot to relatively few near the start. And as his scenes ramp up in intensity and he becomes more accustomed to the situation, we let him off the leash a bit more - and a bit more Leon-style craziness starts to happen, building up towards the end of...

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