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Resident Evil 6 - Chris Gameplay - Poisawan Inner Area

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Published on Jul 19, 2012

Read more commentary from Eiichiro Sasaki, Director of Resident Evil 6:

"Some people might say that the more people you have with you, the less scary the situation is because you feel safer. Chris and Piers are accompanied by an entire squad of counter-bioterrorism specialists who should be the ideal allies in this situation, and yet even this cream of the crop are picked off one by one by unknown horrors. That's what this part of the game is all about, the


escalating fear you feel as your team grows smaller and smaller. It's a kind of terror you can only experience in a group scenario.

In this scene, the enemy is hidden from sight and appears unexpectedly out of nowhere. This creates tension as you walk along wondering what might be up ahead. In other words, you don't even need to have obvious enemies present in a scene in order to feel fear.


Another important element in creating tension is enemy sound design. Even an unseen enemy makes noise as it moves, knocking over tables or crockery, for example. Those ordinary noises become associated with the enemy. So when you hear something like the rustle of a rubbish bag being kicked out of the way, even though it might well have been one of your team members, your heart leaps as you wonder whether it's an enemy coming to get you.

I highly recommend playing the game at high volume or on headphones to get the best audio experience."

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