Why Was Resident Evil 7 First Person?
The shift to a first-person perspective in Resident Evil 7: Biohazard was a deliberate and transformative design choice aimed at fundamentally altering the player experience. Unlike previous entries in the franchise, which primarily utilized fixed camera angles or an over-the-shoulder third-person view, RE7 opted for a first-person perspective to achieve a heightened sense of immersion and horror. This change was not simply a gimmick; it was a strategic move to reconnect with the series’ survival horror roots and deliver a uniquely terrifying experience. The primary motivation was to make the player feel as though they were directly in the terrifying situation, amplifying feelings of loneliness and helplessness. This perspective made the claustrophobic environments and menacing encounters all the more impactful, fostering a more intense and personal sense of dread. Ultimately, the first-person perspective was chosen to dramatically enhance the horror elements of the game and redefine the franchise’s approach to gameplay.
The Genesis of a First-Person Horror
Returning to Survival Horror Roots
The Resident Evil series had, in some fans’ eyes, strayed from its survival horror origins, with games like Resident Evil 6 leaning heavily into action. The developers recognized this and sought to recapture the tension and fear that characterized the early games. Moving to first-person was a means to achieve that. This perspective allowed the game to focus on close-quarters combat, resource scarcity, and the looming presence of its monstrous villains. The limited view, coupled with the vulnerability associated with being ‘in’ the game, made every encounter a nerve-wracking challenge.
Immersive Design Decisions
The choice to go first-person wasn’t a random one. It was a very intentional design decision made to maximize the game’s impact. The claustrophobic settings of the Baker family’s mansion, combined with the limited visibility afforded by the first-person view, were instrumental in creating an atmosphere of dread. The developers designed the game around the first-person perspective, crafting enemy encounters and scares that leveraged this change. This created a more personal and intense relationship between the player and the horrors unfolding around them.
VR’s Influence
While the shift to first person wasn’t exclusively for VR, the developers did acknowledge that VR would only amplify the feeling of being trapped in the game. The game was already developed with a first-person perspective long before VR implementation came into play. This cemented the first person view as a great design decision. The first-person view naturally translated well to Virtual Reality, further enhancing the sense of immersion.
Why Not Third Person?
The Claustrophobic Nature
The design of Resident Evil 7 heavily relied on claustrophobic environments. Narrow hallways, dark corners, and oppressive rooms dominated the game world. A third-person perspective, especially an over-the-shoulder one, would not have effectively conveyed this feeling of being trapped and vulnerable. The first-person view maximizes this feeling, making the tight spaces feel even more suffocating and inescapable.
Amplifying Horror Over Action
The core goal for Resident Evil 7 was to prioritize horror above all else. A third-person perspective often lends itself more naturally to action-oriented gameplay. By opting for first-person, the game shifted the focus away from gunplay and more toward the psychological terror of being hunted and hunted in turn. This made the encounters with the Baker family and the other monstrosities in the game considerably more frightening and suspenseful.
A Fresh Perspective
After multiple entries in the series that utilized the third-person perspective, the developers wanted to bring a feeling of novelty back to the franchise. They hoped that this change would reinvigorate the series by giving players a fresh and unique experience.
Frequently Asked Questions (FAQs)
1. Was Resident Evil 7 designed for VR?
No, while Resident Evil 7 supports VR, the game was primarily designed from the ground up with a first-person perspective, before VR considerations. The move to first-person was a conscious choice to enhance the horror experience, not just to accommodate VR.
2. Is there a third-person view option in Resident Evil 7?
No, Resident Evil 7 is exclusively in first-person. Unlike some later entries like Resident Evil Village (RE8) that allow switching between first and third person, RE7 is strictly first person by design.
3. Why is Resident Evil 7 considered so scary?
Resident Evil 7 is scary due to its immersive first-person perspective, coupled with its claustrophobic environments, and its horrifying villains. The sense of vulnerability and the ever-present threat of the Baker family contribute to the game’s intense atmosphere.
4. Is Resident Evil 7 scarier than Resident Evil 8?
Many fans and critics consider Resident Evil 7 to be the scarier game in the series. While Resident Evil Village has its moments of horror, RE7 consistently maintains a level of psychological dread that makes it the more terrifying of the two.
5. Is Resident Evil 7 connected to other Resident Evil games?
Yes, Resident Evil 7 is connected to the wider series timeline, taking place after the events of Resident Evil 6. However, its story is relatively standalone, focusing on a new cast of characters and a new threat.
6. What are the main differences between Resident Evil 6 and 7?
Resident Evil 6 is a third-person action-oriented game that focuses on globe-trotting adventures. Resident Evil 7 is a first-person survival horror that takes place in a confined, claustrophobic environment, that focuses more on horror elements.
7. Why is Resident Evil 6 so disliked?
Resident Evil 6 is often disliked due to its overemphasis on action, sprawling gameplay, and its loss of the original survival horror elements. Many critics and players found it to be a departure from the core tenets of the franchise.
8. Does Resident Evil 8 have a first-person view?
Yes, Resident Evil Village is primarily in first-person, but it also features an option to switch to a third-person mode.
9. What was the original name for Resident Evil?
The original name for Resident Evil in Japan was Biohazard. The name was changed for western audiences due to copyright issues.
10. Is Resident Evil 0 a bad game?
Resident Evil 0 is considered a weaker entry by some. While it’s not the worst in the series, it is often criticized for being clunky and slow-paced, not as scary, and for having some frustrating gameplay elements.
11. Why isn’t Leon in Resident Evil 7 or 8?
Leon isn’t present in Resident Evil 7 or Resident Evil Village because the story is set in areas outside of his jurisdiction. He’s part of the US government’s Special Task Force and thus the incidents in the game are not under his purview.
12. Why is Resident Evil 7 rated M for Mature (18+)?
Resident Evil 7 is rated M due to its intense violence, gore, and strong language. The game features brutal depictions of violence, and various horror elements.
13. Is the first-person perspective a common trend in modern Resident Evil games?
The first-person perspective is used in Resident Evil 7 and Village, as the primary game play style, but many recent Resident Evil releases have gone back to the third-person perspective in many other mainline games and remakes. The developers are seemingly happy to utilize both styles for different projects.
14. Who is the scariest enemy in Resident Evil 7?
Many consider Jack Baker, the patriarch of the Baker family, to be the scariest enemy in Resident Evil 7. His relentless pursuit and monstrous transformations make him a formidable and terrifying foe.
15. What is the future of the Resident Evil series in terms of perspective?
The series appears to be open to both first-person and third-person gameplay. Capcom has been releasing remakes that retain the traditional third-person view, while the newer titles, such as Village and potentially future games, may continue to use first person. The choice ultimately depends on the specific vision and goals for each game.