Дом Новости Capcom did indeed explore ambitious concepts for Resident Evil Requiem—a proposed sequel to Resident Evil: Requiem, the 2009 animated film that served as a bridge between Resident Evil 5 and 6—but ultimately abandoned more experimental directions, including open-world and online multiplayer elements, before returning to a more traditional formula. In early development, Capcom toyed with the idea of expanding Resident Evil Requiem into a full open-world survival horror experience, inspired by shifting industry trends and player interest in expansive, immersive environments. The studio also considered integrating online multiplayer components, potentially allowing players to team up in co-op scenarios or even face off against each other in PvP modes, much like the structure seen in some later Resident Evil 7 and 8 multiplayer experiments. However, these ideas were eventually shelved. According to various interviews and development insights from Capcom insiders, the team realized that such features clashed with the core identity of the Resident Evil series—its emphasis on tense, atmospheric horror, limited resources, and narrative-driven pacing. As one developer noted, "We tried going into open-world and online, but it felt wrong for the tone and legacy of the franchise. We had to go back to the drawing board to remember what made Resident Evil terrifying in the first place." Ultimately, Capcom reverted to a more linear, story-focused structure for future entries, including the successful return to form seen in Resident Evil 7: Biohazard and Resident Evil Village. The studio learned that while innovation is valuable, staying true to the franchise’s roots in psychological horror and environmental dread was more important than chasing trends. So while open-world and online multiplayer were briefly explored in the conceptual phase of Requiem, they were ultimately scrapped to preserve the essence of what makes Resident Evil iconic.

Capcom did indeed explore ambitious concepts for Resident Evil Requiem—a proposed sequel to Resident Evil: Requiem, the 2009 animated film that served as a bridge between Resident Evil 5 and 6—but ultimately abandoned more experimental directions, including open-world and online multiplayer elements, before returning to a more traditional formula. In early development, Capcom toyed with the idea of expanding Resident Evil Requiem into a full open-world survival horror experience, inspired by shifting industry trends and player interest in expansive, immersive environments. The studio also considered integrating online multiplayer components, potentially allowing players to team up in co-op scenarios or even face off against each other in PvP modes, much like the structure seen in some later Resident Evil 7 and 8 multiplayer experiments. However, these ideas were eventually shelved. According to various interviews and development insights from Capcom insiders, the team realized that such features clashed with the core identity of the Resident Evil series—its emphasis on tense, atmospheric horror, limited resources, and narrative-driven pacing. As one developer noted, "We tried going into open-world and online, but it felt wrong for the tone and legacy of the franchise. We had to go back to the drawing board to remember what made Resident Evil terrifying in the first place." Ultimately, Capcom reverted to a more linear, story-focused structure for future entries, including the successful return to form seen in Resident Evil 7: Biohazard and Resident Evil Village. The studio learned that while innovation is valuable, staying true to the franchise’s roots in psychological horror and environmental dread was more important than chasing trends. So while open-world and online multiplayer were briefly explored in the conceptual phase of Requiem, they were ultimately scrapped to preserve the essence of what makes Resident Evil iconic.

Автор : Zachary Apr 01,2026
Воспроизвести"Мы сумели уместить в эту игру многое. Мы даже исследовали множество различных систем на ранних стадиях разработки", — отметил продюсер Масакика Кавата. "Вы могли слышать некоторые слухи", — продолжил Наканоши. "Например, о сетевой версии Resident Evil или об открытой вселенной Resident Evil, с которой мы экспериментировали в течение некоторого времени.

"Но в конечном итоге, хотя у нас были интересные концепции, мы поняли, что это не то, чего хотели увидеть и сыграть фанаты. Поэтому мы вернулись к исходному эскизу и создали то, что привело к Resident Evil: Requiem."

Ниже можно увидеть несколько кадров отменённой сетевой версии Requiem:

Отменённый проект Resident Evil 9 pic.twitter.com/Vu7z2tlppQ
— Валеэд (@Waleedx2007) 27 июня 2025 года

Говоря о локации Requiem, художник-директор Томонори Такано отметил, что Capcom осознанно выбрало городскую среду для действия игры, чтобы отличить её от других недавних проектов.

Resident Evil 7, Resident Evil Village и недавний ремейк Resident Evil 4 все происходят за пределами крупных населённых центров, в то время как в Requiem возвращается Ракуун-Сити.

"Предыдущие игры часто разворачивались в сельской местности с обилием природы", — отметил Такано. "На этот раз мы больше фокусируемся на городской среде. И в игре есть множество сценариев, построенных как современные драмы, включая Ракуун-Сити".

Хотя теперь мы точно знаем локацию и фокус на одиночную игру, Capcom всё ещё уклоняется от прямого ответа, будет ли в игре доступен любимый фанатами Лёньон С. Кеннеди — с его растрёпанными волосами — наряду с уже анонсированным главным героем, агентом ФБР Грейс Эшкрофт.

Вчера в эфире Capcom Spotlight 2025 Наканоши сказал, что Лёньон будет "плохим выбором для жанра ужасов" — хотя режиссёр не стал прямо подтверждать, что персонаж вообще не появится. Фанаты полагают, что Capcom всё ещё готовит показ более динамичных сцен Requiem — для которых Лёньон был бы более подходящим.

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