Home » Technology » When will “Resident Evil Village” be in VR? Ask the PSVR 2 development staff about their commitments and difficulties: Dengeki Online

When will “Resident Evil Village” be in VR? Ask the PSVR 2 development staff about their commitments and difficulties: Dengeki Online

PlayStation VR2 (PSVR2) のPre-playback for media. Here is an interview with “Resident Evil Village” producer Tsuyoshi Kanda and “Resident Evil Village” PSVR2 director Kazuhiro Takahara.

The PS VR2 version of “Resident Evil Village” lets you experience the main part of the game in VR. The textures of the walls and furnishings stand out even more, creating an even deeper sense of immersion.

In the interview we talked about the background of the development of the VR2 version, what we felt during the development and the points of interest.

Honorary titles are omitted during the interview.

“Resident Evil Village” was created with the VR version in mind since development began

──What did you keep in mind when creating the PSVR2 version of Resident Evil Village regarding visual impact?

Kanda:I thought the resolution of PSVR2 and the original “Resident Evil Village” graphics would have some impact.

Among them, we are aware of promoting the sense of immersion in the action part where the player enters the VR space and wields the gun with an intuitive operation, as well as the sense of distance when facing the real enemy during the event.

── Did you create Resident Evil Village with the VR version in mind from the start?

Kanda:I agree. The VR version of “Resident Evil 7: Resident Evil” was very well received by users, so we were aware of the VR version from the beginning of development.

However, it wasn’t until the main story was released that production began in earnest. In response to the high level of user satisfaction of “Resident Evil Village”, which was created as a horror theme park, production of the PSVR2 version has begun.

──In the development of the PSVR2 version, were there any changes compared to the VR version of “Resident Evil 7”?

plateau:The selling point is that you can experience 3D sound and graphics without compromising the quality of the assets. To deliver a better horror experience, we were able to use the sounds and graphics from the PS5 version of Resident Evil Village.

Kanda:In the PSVR version of “Resident Evil 7”, there was a part where the resolution led to motion sickness. PSVR2’s technology was an important part of that improvement. In addition, the real action and the experience part have improved greatly, so we can offer it with confidence.

plateau:As a supplement to the action, “Resident Evil 7” was a title played using DualShock, not PlayStation Move. However, “Resident Evil Village” is a VR-specific game that uses the PlayStation VR2 Sense controller, so that’s a big change in the experience too.

──Have you adjusted the rendering and frame rate while making the VR version?

Kanda:Nothing was largely omitted during the making of the VR version. The only things I’ve solved are things other than performance issues, like the fact that the left and right eyes inevitably see different things when looking stereoscopically. It keeps the graphics and atmosphere of the original game virtually intact.

──It’s true that I didn’t have the so-called virtual reality disease, and I didn’t feel tired, but what kind of ingenuity did you do from a software point of view?

plateau:One of the tricks is to incorporate ideas to reduce the VR ache that occurs in Resident Evil 7’s VR mode. Also, in the scene where she is being dragged by her sisters, we had her try ear shaking and adjusted that vibration, including the force, frame by frame. We are making it difficult to get motion sickness comprehensively, such as how to feel those vibrations and how to insert images.

How easy is PSVR2-exclusive VR game development?

──Although it’s the same “Resident Evil Village”, it seems like it takes many hours of work to create a new job or remake when it comes to VR, but how was it in reality?

Kanda:Compared to “Resident Evil 7”, the quality of the assets was higher, so we started by checking how it would be converted to VR and whether the image would be satisfactory. From there, we adjusted it to match PSVR2.

──Does the tuning really take many hours of work?

plateau:To be honest, “Resident Evil Village” was made with PS5 in mind, so I didn’t have any particular issues with performance. Therefore, it was good that we were able to focus on bringing the original material to life in VR, such as the overall design of the game’s levels when played in VR and the production of the camera movements. I feel this was possible because it was a combination of PS5 and PSVR2.

──How did you create unique elements for virtual reality, such as actions using guns?

plateau:It is said to be under construction, and is still under construction. For example, now I take a gun off my thigh, but it wasn’t decided from the start.

And I think it is necessary to pursue what and how to play comfortably in the future. Furthermore, I am aware that the finished product is not only a fun VR game, but also a “Resident Evil”.

──From what you said, it seems that it was much easier to proceed with development than the VR adaptation of “Resident Evil 7”.

plateau:It definitely makes development easier. The most obvious example is the existence of the “transparent view” (a function that shows the surroundings on the viewer).

When I use a headset during development, I naturally want to take notes and make small changes. I’m grateful that I don’t have to take the headset off at such times (laughs).

Ms. Dmitrescu is one of the highlights

──Please tell us about the unique particularities of virtual reality and the difficulties you have encountered.

Kanda:The point I’m particularly careful about is how close the action of the gun can be to reality. If you make it too realistic, it will become more like a shooting simulator and could ruin the survival horror feel of “Resident Evil”.

That’s why I pay attention to the balance between the similarity of the VR game and the similarity with “Resident Evil”.

plateau:The unique difficulty with VR is that I use the PlayStation VR2 Sense controller while controlling, so my hands and arms get tired compared to controlling non-VR titles (laughs).

However, it’s also fun to explore how to play more comfortably as you move your hands.

── Speaking of guns, is it because of the virtual reality-like game that you don’t see anything like a show on the screen?

Kanda:I agree. However, considering how easy it is to aim and how fun it is to aim is one of the points to correct this time around.

──Please tell us as much as possible about the weapons other than the guns you tried this time.

plateau:In the VR version will also appear guns such as shotguns and shotguns that appeared in “Resident Evil Village”. Other guns are similar to guns in the way they are handled, but each gun has a different feel.

── Has the PSVR 2 version of “Resident Evil Village” been decided on how it will be sold?

Kanda:Both the sales form and the release date have not yet been decided and are being studied.

──Please tell us about the points you want people interpreting this TGS work to pay attention to.

Kanda:First of all, I want you to see the high quality of the assets, including the details. And Ms. Dmitrescu is also a point.

You should be able to feel that power again and bewitch with PSVR2. I hope you enjoy the overall experience, including the gun action.

plateau:I’m doing this so that no matter where you look at it from, it won’t fail, so I can only say I want you to see it all. If you look at it on PSVR2, you will notice how detailed the decorations are, the texture of Ethan’s clothes and the wrinkles and scratches on the sofa.

The snow-covered landscapes and castles were created with precision, so I hope you enjoy them even if you feel like visiting the city.


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