Resident Evil 4, out on Friday, March 24th, is a remake of the critically acclaimed original. It maintains the essence of 2005 survival horror while introducing modernized gameplay, a reimagined storyline and brilliantly detailed graphics.
We asked game director Yasuhiro Anbo, sound director Hiroshi Tamura, and art director Hirofumi Nakaoka how the PlayStation 5’s unique features, such as 3D audio, adaptive triggers, haptic feedback, and stunning graphical fidelity, were brought to life. I asked if you’ve used it to make games on PS5.
PlayStation Blog: What were your first impressions when you first learned about the power and capabilities of the PS5 from a developer’s perspective?
Yasuhiro Abo (Director): Enhanced data read speeds allow games to handle more assets while producing richer graphics and faster load times. Immersive horror is one of the key elements of the Resident Evil series, so being able to remain uninterrupted during gameplay, even during scene transitions, is extremely beneficial.
3D audio is an integral component of creating realistic soundscapes in games and bringing something new to evoke fear and terror. How did RE4 leverage 3D audio to come up with an even more terrifying audio experience?
Hiroshi Tamura (sound director): 3D audio was essential to shaping RE4’s audio. In moments of quiet tension, we dynamically layer the bass produced by Ambisonics Audio (a type of 3D audio format) in 3D, such as the irregular cracks of a calm wooden house and other subtle noises. produces a distorted sound. During the intense battle sequences, we made most of the sounds output as object-based 3D audio. This allows enemy and object noise to be heard behind walls and on floors above. Our goal was to create an immersive experience by amplifying suspense and building a three-dimensional soundscape. Additionally, all music for this game was produced and mixed on the 7.1.4 channel.
Game controls in RE4 have also been refined and modernized. How did the game take advantage of his PS5 unique features like adaptive triggers and haptic feedback?
Yasuhiro Abo (Director): We wanted players to share the feelings that Leon, the main character of the game, experienced in the game. For example, when Leon reloads his gun, the DualSense controller makes a complex vibration and sound. Adaptive trigger resistance also changes with gun weight.
Thanks to updated graphics, RE4 enhances the original game’s sense of isolation and haunting environments. How did the PS5 help you achieve this?
Hirofumi Nakaoka (art director): We’ve modernized each location to accommodate PS5 features while maintaining the uniqueness of each area that was central to the original Resident Evil 4. This allows players to feel chilling solitude as they explore a remote European village surrounded by forests. Rather than just darkening the environment to evoke fear, the emphasis was on shadows and silhouettes rather than light to capture the essence of horror. This requires a console that can output quality lighting. In addition to shadows, I also put effort into the dynamic depiction of the environment, such as vegetation swaying in the wind and fog that expresses stagnant air. Precise environmental details like this can only be unlocked with the power of the PS5.
What did you wish or didn’t want to change in this remake?
Yasuhiro Abo (Director): Having played the original Resident Evil 4 before the remake was in development, I felt there was room to revamp the game’s controls, story, and characters, so they are in line with the current generation of games. . These are some aspects with the latest improvements. On the other hand, we’ve only made minor changes to key gameplay elements from the original Resident Evil 4, such as aiming and shooting, resource management, and weapon upgrades. They’re still just as enjoyable, so they’ve kept the essence of the original game’s direction while only making minor improvements to extend the gameplay.
As a gamer, what features of the PS5 excite you the most, or what do you think will make the gaming experience more immersive?
Yasuhiro Abo (Director): DualSense controller for me. You can hear the radio through the controller’s speaker, you can feel the gun in your hand with haptic feedback, and the controller lights up when you’re playing in the dark so you can see your remaining health. They are fun little features that create a great gaming experience.