Resident Evil 2 Director Calls for a “Non-Scary” Mode in Resident Evil Requiem
Hideki Kamiya, the director of the critically acclaimed Resident Evil 2, has publicly requested that Capcom add a “non-scary mode” to its latest installment, Resident Evil Requiem. Kamiya, who admits to disliking horror games, expressed his desire to enjoy the game’s puzzles and combat without the frightening elements.
Aversion to Horror and a Desire for Puzzle-Solving
Kamiya shared his thoughts while watching a colleague play Resident Evil Requiem with members of his studio, Clovers Inc. He stated, “I just want to enjoy the puzzles… the puzzles and the combat. I don’t necessitate the scary stuff.” Eurogamer reports that he has even suggested a mode where “blood splatters turn into cherry blossom petals” and the music becomes more upbeat.
Concerns About Sleep and Mature Leon
The director’s aversion to horror is so strong that he admitted to losing sleep over the game’s intensity. Dexerto highlights Kamiya’s comment, “I wanna play it, but it’s so scary that I can’t sleep alone at night anymore, so I just can’t bring myself to play…” He as well noted the more mature appearance of Leon Kennedy, remarking, “Leon’s no spring chicken anymore, is he?” IGN reports that this observation prompted laughter from his team, with Kamiya adding, “Guess that goes for both of us.”
Background on Hideki Kamiya
Hideki Kamiya has a long and distinguished career in the gaming industry. He began his work with Capcom on the original Resident Evil and later directed Resident Evil 2. TheGamer notes that he is now the head of Clovers Studio, a successor to Clover Studio, which developed Okami. He is also known for creating popular titles like Bayonetta and Devil May Cry.
Will Capcom Respond?
While a “non-scary mode” might seem counterintuitive for a survival horror game, Kamiya’s request has generated discussion among fans and developers. It remains to be seen whether Capcom will implement such a feature in Resident Evil Requiem, but his comments highlight a desire for accessibility and a different way to experience the game’s core mechanics.
Related reading