{"id":42719,"date":"2026-09-02T23:53:04","date_gmt":"2026-09-02T23:53:04","guid":{"rendered":"https:\/\/gaitgames.com\/?p=42719"},"modified":"2026-09-02T23:53:04","modified_gmt":"2026-09-02T23:53:04","slug":"capcom-director-of-resident-evil-2-voices-worry-about-rising-fear-factor-in-modern-resident-evil-titles","status":"publish","type":"post","link":"https:\/\/gaitgames.com\/?p=42719","title":{"rendered":"Capcom Director of Resident Evil 2 Voices Worry About Rising Fear Factor in Modern Resident Evil Titles"},"content":{"rendered":"<div class=\"media_block\"><img decoding=\"async\" src=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/09\/capcom-director-of-resident-evil-2-voices-worry-about-rising-fear-factor-in-modern-resident-evil-titles.jpg\"><\/div>\n<p>### The Progression of Horror in Resident Evil: Perspectives from Hideki Kamiya<\/p>\n<p>In a recent discussion with Video Games Chronicle, Hideki Kamiya, the mastermind behind the original *Resident Evil 2*, shared his thoughts on the progression of horror within the *Resident Evil* series. His comments provide a distinct perspective on the evolving landscape of horror games and the psychological implications of contemporary game design.<\/p>\n<p>Kamiya openly acknowledged his unease with horror, stating, \u201cI don\u2019t like horror, and I don\u2019t like scary things. I\u2019m not able to make it through scary movies, and that was even the case back in the day.\u201d This declaration is particularly compelling given the association he holds with one of the most legendary horror franchises in gaming history.<\/p>\n<p>Traditionally, the early *Resident Evil* titles predominantly relied on atmosphere to instill fear. The anxiety felt by players arose from the game settings\u2014poorly lit passageways, haunting audio environments, and the ever-present threat of horrific adversaries. According to Kamiya, the horror was less about raw fright and more about mental discomfort.<\/p>\n<p>Jump ahead to the current gaming landscape, and technological advancements have significantly transformed how horror is portrayed. Developers now craft monsters with unparalleled realism, resulting in an amplified sense of fear. Kamiya noted, \u201cThe amount of crazy, horrifying things that people are able to put on the screen is absolutely insane.\u201d He expressed concern that the creators at Capcom might have become desensitized to their own frightening creations, potentially hindering their ability to evoke the same atmospheric dread that characterized earlier installments in the franchise.<\/p>\n<p>The newest releases, such as *Resident Evil 9*, feature grotesque and unsettling foes that push players&#8217; limits of horror. The graphical improvements in current games, including *Grand Theft Auto VI*, similarly extend the boundaries of violence and horror representation, leaving some players feeling uneasy.<\/p>\n<p>To combat this growing fright factor, Kamiya suggested a potential remedy similar to the &#8220;arachnophobia mode&#8221; introduced in the game *Grounded*. He conveyed a wish for a non-horror mode to be integrated into *Resident Evil* titles: \u201cI legitimately wished *Resident Evil Requiem* would include some kind of non-horror mode for people like me.\u201d This proposal underscores an increasing acknowledgment of diverse player experiences within the gaming community, emphasizing that not everyone desires an adrenaline surge when engaging with horror-themed experiences.<\/p>\n<p>Kamiya&#8217;s remarks remind developers of the fragile equilibrium they must maintain between horror innovation and the emotional connection that players seek. As the franchise continues to develop, it will be fascinating to observe how developers incorporate such insights and whether additional options will be introduced to cater to players&#8217; varying tastes for fear and horror in gaming.<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"media_block\"><img decoding=\"async\" src=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/09\/capcom-director-of-resident-evil-2-voices-worry-about-rising-fear-factor-in-modern-resident-evil-titles.jpg\"><\/div>\n<p>### The Progression of Horror in Resident Evil: Perspectives from Hideki Kamiya<\/p>\n<p>In a recent discussion with Video Games Chronicle, Hideki Kamiya, the mastermind behind the original *Resident Evil 2*, shared his thoughts on the progression of horror within the *Resident Evil* series. His comments provide a distinct perspective on the evolving landscape of horror games and the psychological implications of contemporary game design.<\/p>\n<p>Kamiya openly acknowledged his unease with horror, stating, \u201cI don\u2019t like horror, and I don\u2019t like scary things. I\u2019m not able to make it through scary movies, and that was even the case back in the day.\u201d This declaration is particularly compelling given the association he holds with one of the most legendary horror franchises in gaming history.<\/p>\n<p>Traditionally, the early *Resident Evil* titles predominantly relied on atmosphere to instill fear. The anxiety felt by players arose from the game settings\u2014poorly lit passageways, haunting audio environments, and the ever-present threat of horrific adversaries. According to Kamiya, the horror was less about raw fright and more about mental discomfort.<\/p>\n<p>Jump ahead to the current gaming landscape, and technological advancements have significantly transformed how horror is portrayed. Developers now craft monsters with unparalleled realism, resulting in an amplified sense of fear. Kamiya noted, \u201cThe amount of crazy, horrifying things that people are able to put on the screen is absolutely insane.\u201d He expressed concern that the creators at Capcom might have become desensitized to their own frightening creations, potentially hindering their ability to evoke the same atmospheric dread that characterized earlier installments in the franchise.<\/p>\n<p>The newest releases, such as *Resident Evil 9*, feature grotesque and unsettling foes that push players&#8217; limits of horror. The graphical improvements in current games, including *Grand Theft Auto VI*, similarly extend the boundaries of violence and horror representation, leaving some players feeling uneasy.<\/p>\n<p>To combat this growing fright factor, Kamiya suggested a potential remedy similar to the &#8220;arachnophobia mode&#8221; introduced in the game *Grounded*. He conveyed a wish for a non-horror mode to be integrated into *Resident Evil* titles: \u201cI legitimately wished *Resident Evil Requiem* would include some kind of non-horror mode for people like me.\u201d This proposal underscores an increasing acknowledgment of diverse player experiences within the gaming community, emphasizing that not everyone desires an adrenaline surge when engaging with horror-themed experiences.<\/p>\n<p>Kamiya&#8217;s remarks remind developers of the fragile equilibrium they must maintain between horror innovation and the emotional connection that players seek. As the franchise continues to develop, it will be fascinating to observe how developers incorporate such insights and whether additional options will be introduced to cater to players&#8217; varying tastes for fear and horror in gaming.<\/p>\n","protected":false},"author":1,"featured_media":42720,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"Default","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-42719","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts\/42719","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=42719"}],"version-history":[{"count":0,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts\/42719\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/media\/42720"}],"wp:attachment":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=42719"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=42719"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=42719"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}