RE9 Director Explains How It Avoids RE6’s Mistakes

▼ Summary
– Director Koshi Nakanishi uses a sushi analogy to explain that Resident Evil 9 combines two distinct gameplay styles, arguing the combination creates a new, superior experience.
– The game addresses fan concerns by explicitly distancing itself from the controversial, disparate design of Resident Evil 6, which unsuccessfully bolted different genres together.
– The two protagonists, Leon and Grace, are designed with specific templates: Grace follows the survival-horror style of Resident Evil 2, while Leon follows the action-oriented style of Resident Evil 4.
– Despite Leon’s action-focused showcase, his gameplay will include exploration, horror, and resource management, ensuring his sections are not purely over-the-top action.
– The director asserts that combining these two styles makes the game “more than the sum of its parts,” and early playtests indicate it is a cohesive, promising entry for the series.
The upcoming Resident Evil 9, known as Requiem, is strategically designed to blend distinct gameplay styles into a cohesive experience, directly addressing past criticisms of the franchise. Director Koshi Nakanishi uses a compelling analogy to explain the team’s philosophy, aiming to reassure fans concerned about a return to the divisive structure of Resident Evil 6.
Nakanishi asks us to imagine a world where sushi does not exist. In that scenario, a person who loves rice would want just rice, and a person who loves raw fish would want only sashimi. The invention of sushi, combining both elements, creates something entirely new and greater than its individual parts. “We’re the ‘inventors of sushi’ here,” Nakanishi states. “Even if you think you want one style, the ‘flavor’ of this game comes from the combination of the two styles.” This core idea is central to how Requiem integrates its dual protagonists, Leon S. Kennedy and the new character Grace.
The announcement of Leon’s return was met with enthusiasm, but also a trace of apprehension among long-time fans. That concern stems largely from Resident Evil 6, a title that attempted to weave together multiple campaigns with vastly different tones, ranging from survival horror to outright military action, resulting in a fragmented experience. Nakanishi and his team are emphatic that Requiem is not following that blueprint. Where RE6 felt like different genres bolted together, Requiem is framed as two authentic, yet distinct, versions of Resident Evil merged into one.
The development team uses the recent remakes as a clear template. Grace’s gameplay is designed in the survival horror mold of Resident Evil 2 Remake, emphasizing exploration, resource management, and atmospheric dread. Leon’s campaign follows the more action-oriented pace of Resident Evil 4 Remake, though it remains grounded in series staples. Nakanishi is keen to clarify that Leon’s sections, despite showcasing fluid combat and cinematic moves in trailers, are not purely action. “Leon has exploration scenes, he has horrific scenes, he has backtracking,” the director notes. Players will still upgrade weapons, solve puzzles, and engage in careful inventory management.
The fundamental difference between the characters lies in their narrative experience. Leon, as a seasoned veteran, approaches situations with a confidence that shapes his gameplay. This creates a natural variation in tone and pace when switching between him and the less-experienced Grace. The design intent is that playing both campaigns will provide a richer, more complete understanding of the game’s world and story.
From hands-on time with a near-final version, it is evident that Requiem is a unified vision. The lessons from Resident Evil 6 have been learned; instead of disparate parts, the game offers complementary styles that reinforce the series’ core identity. Nakanishi’s final invitation is simple: “We’re saying: trust us, take it. Dare to take a leap with us and eat this new product called sushi.” Early indications suggest that this unlikely combination could indeed be a highlight, potentially serving as a fitting celebration for the franchise’s 30th anniversary.
(Source: EuroGamer)





