PS5 Creators: How Resident Evil 4 Harnesses PS5’s Power

PS5 Creators: How Resident Evil 4 harnesses PS5’s power

Released on Friday, March 24, Resident Evil 4 is a well-known original game. It retains the essence of Survival Horror 2005, but features streamlined gameplay, reimagined storytelling, and dynamic, detailed graphics.

We asked AMPA Director Yasuhira, Sound Designer Hiroshi and Art Director Hirofuma Nakuka how they used the unique features of the PlayStation 5, including AUDID 3D, adaptive triggers, haptic feedback and incredible graphical fidelity, to create a PS5 game.

PlayStation Blog: What were your first impressions when you discovered the power and possibilities of the PS5 from a developer's perspective?

Yasuhir AMPA (Director): Games with higher read speeds can handle more resources, delivering richer graphics and faster loading times. IMEMAL HARRAR is one of the key elements of the Resident Evil series, so it is very convenient that players cannot stop during the game even when transitioning between scenes.

3D AUDIO creates realistic soundscapes in games and is an important element that brings something new, causing fear and horror. How did you take advantage of 3D AUDID IN RE4 to create even more terrifying sound?

Hiroshi Hiroshi (sound designer): 3D audio played a major role in shaping Re4's sound. In moments of quiet tension, we reproduce dynamic 3D, such as the shaky crackle of moving wooden houses or other subtle noises above the bass, which creates surround sound (a kind of 3D sound format). In intense combat scenes, we made sure that most of the sounds played as 3D objects, so the sounds of enemies or objects could be heard behind the wall or the floor above. Our goal was to create an immersive experience by increasing the tension and creating a 3D soundscape. Also all music in this game was created and mixed in 7.1.4 channels.

Management in Re4 has also been finalized and modernized. How did you take advantage of the unique PS5 features like adaptive triggers and in-game haptic feedback?

Yasuhir Ampa (Director): We wanted players to share the feelings that Leon, the protagonist of the game, had in the game. For example, the Dualsense controller will vibrate and make unpleasant sounds when Leon reloads his weapon. The adaptive chicken's resistance also varies depending on the weight of the weapon.

With Re4's updated graphics, the isolation of the original game and its horrific environment has been improved. How did the PS5 help you with this?

Hirafumi Nakuka (Artistic Director): Keeping the distinct character of each designated area that is central to the original Resident Evil 4, we've updated each area to match the PS5's ability to terrify players. Isolation while exploring a remote European village surrounded by forest. Not only did we want to make the environment darker to evoke fear, but we also paid more attention to shadows and silhouettes rather than lights to capture the essence of the horror. This requires a console capable of emitting high quality lighting. In addition to shadows, we also worked hard to capture the dynamic nature of the environment, such as grass and trees moving in the wind, or fog reflecting stagnant air. These precise environmental details can only be unlocked with the PS5 powered.

What did you want or didn't want to change in this remake?

Yasuhiro AMPA (Director): I played the original Resident Evil 4 before the remake was developed, and I felt there was room for improvement in the game's controls, story, and characters to match the level of modern games. So here are some of the areas where we've made modern improvements. On the other hand, we've made only minor changes to core gameplay elements of the original Resident Evil 4, such as aiming and shooting, resource management, and weapon upgrades. They're still great today, so we've only made minor improvements to expand on the gameplay while retaining the essence of the original game.

As a gamer, what is the PS5 feature that worries you the most? Or what do you think makes the gameplay more exciting?

Yasuhir AMPA (Director): Personally Dualsense. You can hear the radio through the controller's speaker, you can feel the gun in your hands with haptic feedback, and you can see how much health you have left because the controller lights up when you play in the dark. These are fun little features that provide a great gaming experience.

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