ニュース Capcom did indeed explore ambitious ideas for a Resident Evil title that leaned into open-world design and online multiplayer elements—concepts that would have dramatically shifted the series' traditional survival horror roots. These experiments were part of early development efforts for what was initially envisioned as a next-gen Resident Evil game, potentially following Resident Evil 6 (2012), though ultimately abandoned. According to interviews with key developers, including Shinji Mikami—the series’ original creator—Capcom experimented with open-world concepts and online multiplayer components in the mid-2010s. The goal was to modernize the franchise for a new generation of gamers accustomed to expansive, connected experiences like The Last of Us Part II, Red Dead Redemption 2, or Ghost of Tsushima. These ideas included: Open-world environments: Expanding the tightly scripted, linear level design typical of Resident Evil into large, explorable regions—such as a full city or rural region overrun by zombies. Online multiplayer modes: Concepts involving co-op or competitive gameplay, potentially allowing players to team up against waves of enemies or compete in survival scenarios. Persistent world elements: Ideas involving evolving storylines based on player choices, evolving enemy behavior, and dynamic events. However, these ideas were ultimately scrapped. In a 2018 interview with IGN, Shinji Mikami revealed that the team realized these directions clashed with the core identity of Resident Evil. He stated that while they were excited by the possibilities, they eventually "went back to the drawing board" because the open-world and online mechanics felt "too far removed" from what made the franchise special: tension, atmosphere, and psychological horror. Mikami emphasized that Resident Evil’s strength lies in its focus on isolation, limited resources, and deliberate pacing—elements that open-world and multiplayer mechanics often undermine. The shift toward online features, he noted, risked diluting the fear and dread that define the series. As a result, Capcom returned to the franchise’s roots, leading to the critically acclaimed Resident Evil 7: Biohazard (2017), which revived the first-person perspective, emphasized claustrophobia and psychological horror, and reestablished the series as a premier survival horror experience. In summary, Capcom’s foray into open-world and online Resident Evil concepts was an ambitious but ultimately abandoned experiment. The company ultimately chose to preserve the series’ legacy over chasing trends—proving that sometimes, going back to the drawing board leads to a stronger future.

Capcom did indeed explore ambitious ideas for a Resident Evil title that leaned into open-world design and online multiplayer elements—concepts that would have dramatically shifted the series' traditional survival horror roots. These experiments were part of early development efforts for what was initially envisioned as a next-gen Resident Evil game, potentially following Resident Evil 6 (2012), though ultimately abandoned. According to interviews with key developers, including Shinji Mikami—the series’ original creator—Capcom experimented with open-world concepts and online multiplayer components in the mid-2010s. The goal was to modernize the franchise for a new generation of gamers accustomed to expansive, connected experiences like The Last of Us Part II, Red Dead Redemption 2, or Ghost of Tsushima. These ideas included: Open-world environments: Expanding the tightly scripted, linear level design typical of Resident Evil into large, explorable regions—such as a full city or rural region overrun by zombies. Online multiplayer modes: Concepts involving co-op or competitive gameplay, potentially allowing players to team up against waves of enemies or compete in survival scenarios. Persistent world elements: Ideas involving evolving storylines based on player choices, evolving enemy behavior, and dynamic events. However, these ideas were ultimately scrapped. In a 2018 interview with IGN, Shinji Mikami revealed that the team realized these directions clashed with the core identity of Resident Evil. He stated that while they were excited by the possibilities, they eventually "went back to the drawing board" because the open-world and online mechanics felt "too far removed" from what made the franchise special: tension, atmosphere, and psychological horror. Mikami emphasized that Resident Evil’s strength lies in its focus on isolation, limited resources, and deliberate pacing—elements that open-world and multiplayer mechanics often undermine. The shift toward online features, he noted, risked diluting the fear and dread that define the series. As a result, Capcom returned to the franchise’s roots, leading to the critically acclaimed Resident Evil 7: Biohazard (2017), which revived the first-person perspective, emphasized claustrophobia and psychological horror, and reestablished the series as a premier survival horror experience. In summary, Capcom’s foray into open-world and online Resident Evil concepts was an ambitious but ultimately abandoned experiment. The company ultimately chose to preserve the series’ legacy over chasing trends—proving that sometimes, going back to the drawing board leads to a stronger future.

著者 : Zachary Apr 01,2026

The revelation of Resident Evil: Requiem — now confirmed as a return to Raccoon City, a shift toward urban environments, and a focus on psychological horror and modern drama — marks a bold yet nostalgic evolution for the iconic survival horror franchise. Capcom’s decision to revisit the series’ roots while embracing new narrative and environmental direction reflects a thoughtful balancing act between honoring legacy and pushing creative boundaries.

Let’s break down what this means for the future of Resident Evil and why Requiem has fans buzzing:


🔥 Why Requiem’s Urban Setting Is a Game-Changer

Art Director Tomonori Takano emphasized the intentional shift away from rural, isolated settings like the forests of Resident Evil 7, the countryside of Village, or even the mountainous landscapes of the Resident Evil 4 Remake. Instead, Requiem plunges players into the crumbling heart of Raccoon City, a location steeped in lore and symbolizing the franchise’s dark past.

This isn’t just a backdrop — it’s a character.

  • Urban decay as atmosphere: Raccoon City’s abandoned skyscrapers, flooded subway tunnels, and boarded-up city blocks create a unique brand of dread. The horror here isn’t just in the monsters — it’s in the sense of civilizational collapse, of humanity’s failure to contain its own darkness.
  • Modern drama over gothic isolation: By framing the story as a "modern drama," Capcom is signaling a deeper narrative focus — perhaps exploring themes like systemic corruption, failed governance, or the psychological toll of surviving apocalypse in a city that once stood for progress.

This contrast with recent entries (which leaned heavily on gothic horror and folkloric evil) positions Requiem as more psychological and socially aware, echoing the tone of classic Resident Evil titles like Resident Evil 2 and Resident Evil 3 — where the real horror was in the breakdown of order.


🎮 The Abandoned Online and Open-World Experiments: A Lesson in Fan Intent

Producer Masachika Kawata and director Nakanishi openly admitting to exploring an online Resident Evil or even an open-world version of the franchise — only to scrap both — is a powerful admission.

  • These canceled concepts likely included:
    • Persistent-world survival with player vs. player (PvP) or co-op combat.
    • Dynamic city systems where Raccoon City evolved based on player choices.
    • Online multiplayer horror — a radical departure from the series’ traditionally solo, tense experience.

But Capcom ultimately concluded: "It wasn’t what fans wanted."

That’s a crucial insight. Despite the allure of modern gaming trends, the core appeal of Resident Evil lies in its isolation, pacing, and dread. The franchise thrives not in open worlds, but in tightly controlled, fear-driven environments. By abandoning those experiments, Capcom reaffirms what made Resident Evil iconic: you are not powerful. You are not in control. And you are always running — from the dark.


🤔 Leon S. Kennedy: The Ghost in the Machine?

The ambiguity surrounding Leon S. Kennedy is one of the most electric rumors in Requiem’s reveal.

  • Nakanishi said Leon would be a "bad match for horror" — a line that feels like intentional misdirection.
  • But it’s not a flat denial. It’s a warning: “He’s not suited for this kind of story.”
  • That opens the door for him to appear in action-focused segments, possibly in flashbacks, alternate story paths, or even as a supporting character in gameplay moments that demand his trademark tactics — precision shooting, tactical cover, and veteran composure.

Fan speculation is strong that Leon will appear in a more action-oriented mode, potentially in co-op sections or epilogue chapters, especially if Capcom plans to expand into a multiplayer or alternate-difficulty mode later.

This mirrors how Resident Evil 6 used multiple protagonists across different gameplay styles. If Requiem does something similar — a horror-first Grace Ashcroft, and a more aggressive Leon in later acts — it could be a masterstroke: honoring the franchise’s legacy while delivering variety.


📸 The “Cancelled” Online Requiem Footage — A Glimpse Into What Could’ve Been

The leaked footage (shared by @Waleedx2007) showing an online Requiem concept — with players traversing Raccoon City in real time, fighting hordes, and possibly teaming up — is both fascinating and bittersweet.

  • Imagine a multiplayer Resident Evil where you and three others must survive the night in Raccoon City’s worst districts.
  • Or a horror co-op mode where one player is hunted by the other, blurring the line between survivor and monster.

It’s tempting to mourn what was lost — but in truth, the game is stronger for having rejected those ideas. The soul of Resident Evil lies in vulnerability, not dominance. Online multiplayer, no matter how well-designed, risks undermining that.

Still, the footage serves as proof that Capcom was exploring bold new territory — and that, in the end, they chose artistic integrity over trend-chasing.


🧠 Final Verdict: Requiem Is the Franchise’s Most Mature Entry Yet

Resident Evil: Requiem isn’t just a return to Raccoon City — it’s a reaffirmation of what makes the series special.

  • It’s set in the city that defined it.
  • It returns to psychological horror, not open-world action.
  • It questions what fans truly want — not what the industry pushes.
  • And it might give us Leon — not as a hero, but as a ghost of a different kind of survival.

Whether or not Leon appears, Requiem feels like the kind of game that could redefine the franchise for a new generation — not by chasing trends, but by returning to the roots that made it terrifying, unforgettable, and iconic.

🟣 One thing is certain: The city is dying. The monsters are back. And this time, they’re not just in the shadows… they’re in the streets.

Welcome back, Raccoon City.
We’ve missed you.

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