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How Resident Evil 4 Harnesses the Power of PS5 – PlayStation.Blog


Resident Evil 4, out this Friday, March 24, is a remake of the popular original. It preserves the essence of 2005 survival horror while introducing modernized gameplay, reimagined storylines, and vividly detailed graphics.

We asked game director Yasuhiro Ampo, sound director Hiroshi Tamura, and art director Hirofumi Nakaoka how they take advantage of PlayStation 5’s unique capabilities, including 3D audio, adaptive triggers, haptic feedback and stunning graphics fidelity for making PS5 games.

PlayStation Blog: What was your first impression when you first learned about the power and capabilities of the PS5 from a developer perspective?

Yasuhiro Ampo (Director): Enhanced data read speeds allow the game to handle higher volumes of content, while also producing richer graphics and reduced load times. Immersive horror is one of the main elements of the Resident Evil series, so it would be hugely beneficial for players to be able to go uninterrupted in their gameplay even during scene transitions.

The 3D sound creates a realistic soundscape in the game, and it’s an essential ingredient that brings something new to the table to evoke fear and terror. How did you take advantage of the 3D sound in RE4 to create an even scarier audio experience?

Hiroshi Tamura (Sound Director): 3D sound is essential to the sound shaping of the RE4. In moments of quiet tension, we use dynamic 3D layered sounds, such as the unusual cracking of wooden houses settling down or other small noises on the bass due to Ambisonics (a type of 3D audio format) generated. During intense combat scenes, we ensure that most of the sound is output as object-based 3D audio, so that enemy or object noise behind walls or floors can be heard house above. Our goal is to create an immersive experience by amplifying the thrill and building a three-dimensional soundscape. In addition, all music in this game is produced and mixed in 7.1.4 channels.

Game controls in RE4 have also been refined and modernized. How did you take advantage of the PS5’s unique features like adaptive triggers and in-game haptic feedback?

Yasuhiro Ampo (Director): We wanted players to share how the game’s protagonist, Leon, is experiencing in the game. For example, the DualSense controller will vibrate complexly and play a sound when Leon reloads his gun. The adaptive trigger resistance also varies depending on the weight of the gun.

Thanks to updated graphics, RE4 enhances the original game’s sense of isolation and haunting environment. How did the PS5 help you achieve this?

Hirofumi Nakaoka (Art Director): While maintaining the distinction of each defined region – which was at the heart of the original Resident Evil 4 – we have modernized each location to match the capabilities of the PS5, so that players will feel the difference. chillingly isolated while exploring a remote European village surrounded by a forest. Not only did we want to make the environment darker to evoke fear, but we emphasized darkness and shading, rather than light, to capture the essence of terror. This requires a panel that can produce high quality light. In addition to shadows, we also put a lot of effort into capturing the dynamic nature of the environment, such as grass and trees moving with the wind or fog to depict stagnant air. These kinds of precise environmental details can only be unlocked with the power of the PS5.

What are some things you want to change or don’t want to change in this remake?

Yasuhiro Ampo (Director): I played the original Resident Evil 4 before developing the remake, and I feel that there is some room to refresh the game’s controls, plot, and characters, so that they match the level of the games. play the current generation. So those are some of the aspects where we have made modern improvements. Otherwise, we’ve only made minor changes to core gameplay elements of the original Resident Evil 4, such as aiming and shooting, resource management, and weapon upgrades. These are still just as enjoyable today, so we’ve only made some minor improvements to expand the gameplay while keeping the essence of the original game’s direction.

As a gamer, which PS5 feature excites you the most? Or what do you think makes the game experience more immersive?

Yasuhiro Ampo (Director): Personally, the DualSense controller. You can hear the radio coming from the controller’s speakers, you can feel the gun in your hand with haptic feedback, and you can tell how much health you have left because the controller lights up when you’re playing in the ball. dark. They are cool little features that come together to create a great gaming experience.

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