From Found Footage to Flexible Frights: Why Resident Evil 9 Offers a Third-Person Mode

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The first-person perspective in Resident Evil 7: Biohazard was a masterstroke of horror design. By stripping away the distance of a third-person camera and placing the player directly in the shoes of a vulnerable protagonist, Capcom delivered one of the most viscerally terrifying survival horror experiences in a generation. However, according to the director of both RE7 and the upcoming Resident Evil 9: Requiem, Koshi Nakanishi, that success came with a cost. In a recent interview, Nakanishi admitted that Resident Evil 7 was “possibly too scary” for some players, and that’s precisely why the latest entry is taking a different approach by including a third-person mode.

Nakanishi’s candid comments reveal a deep understanding of the delicate balance between horror and accessibility. While a developer’s goal is often to create the most intense and terrifying experience possible, they also need to ensure that their game is enjoyable and approachable for a broad audience. The decision to include a third-person camera from the get-go is a direct response to players who found the first-person view of RE7 too overwhelming to even finish, let alone start.

A Conscious Shift to “Step Slightly Back”

In his interview, Nakanishi explained the thinking behind the new feature. He stated, “I think some people couldn’t handle it, and either couldn’t finish or didn’t even start it.” He continued, “And that’s something that I look back on thinking that, you know, I want to make sure that people can enjoy this game.” The director framed the third-person perspective as a way for players to “step slightly back from that level of horror and make it slightly easier to deal with by having the character on screen as a kind of avatar of yourself.”

This is a significant shift in philosophy. While Resident Evil Village received a third-person mode as a post-launch update, Resident Evil 9 is being designed from the ground up to support both perspectives. This is not a simple camera change; it’s a fundamental design decision that will impact everything from level layout to enemy behavior. The third-person mode will likely offer a greater sense of situational awareness and control, making intense combat encounters and escapes more manageable for players who prefer a less immersive, more tactical experience.

Balancing Terror and Enjoyment

Nakanishi’s comments highlight a key challenge for modern horror games. The genre thrives on fear, but pushing that fear to its absolute limit can alienate a portion of the player base. By offering a choice, Capcom is attempting to strike a perfect balance, creating a “roller coaster ride” where players can dial the intensity up or down based on their preference. The first-person mode will remain the definitive, intended way to experience the horror, with every jump scare, atmospheric sound, and close-quarters encounter designed to be at its most potent. The third-person mode, on the other hand, will serve as a valuable tool for players who love the Resident Evil story and world but want a slightly less heart-stopping experience. It’s a consumer-friendly approach that prioritizes player enjoyment without compromising on the game’s core identity as a survival horror masterpiece.

This move is a strong sign that Capcom is listening to its audience. By addressing a major piece of feedback from RE7, they are demonstrating a commitment to making Resident Evil 9 a game that is not only terrifying but also accessible and enjoyable for a wider range of players. It’s a smart and strategic choice that could very well help this latest entry become one of the most successful in the franchise’s long and storied history.

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