What are the things that feel better when they are made into a physical presence, and what are the things that still remain better as an abstraction in some way? It's like, "Well, that's not better in any way." We made computers to get away from that.
There's that trope of a lot of old VR experiences that are like, "I'm going to go manage my files," and you're going to a file folder. We press buttons for some of our things, but we try and get as close as possible to as little abstraction as possible while not making it overly cumbersome. We're still in the day and age where a lot of stuff is still abstracted. I move my hand and the avatar moves his hand I don't abstract that. VR and the controllers that they have there, in terms of the inside-out tracking, provides you some ways to get one step closer to being a direct match. I move forward by pressing the stick forward I jump by pressing A or whatever. So, everything you do goes through an abstracted interface. It's also just the sense of immersion, because usually when you're playing a game, you're abstracted by a controller by one step, right. Can people even stomach playing your game? And how can you make it more accessible in that way, as well as accessible to people with different body types and different expressions? But VR definitely has, on top of that, comfort and accessibility concerns. Our company had done multiple VR games before, but there are some game tricks and things that you do and things you have to worry about that are universal to all games, in terms of your plot and your systems and your presentation. But I also helped out with little design things and give my opinion or whatever.Ĭoming on to VR, from a design perspective, this was my first VR game. They just asked for some help, so I came over to help them with scheduling and setting up the project and managing people. When Resident Evil started up, it was a bigger project than we had done for a while - our other VR projects, Fail Factory and Sports Scramble, are a bit smaller. That started on some of our port projects, and I had done a few of those. I came in and started at Armature as a designer, then slowly started moving into production just kind of a spreadsheets and people person. Tom Ivey: Yeah, I was a game designer for a very long time. How did that transfer when you started working in the virtual reality sphere? I happen to be a huge Resident Evil fan, and I saw all of the experience you've had prior to working with Armature. Tom Ivey, Lead Producer for Resident Evil 4 VR, recently sat down with Screen Rant to discuss adapting the beloved third-person survival horror game and bringing The Mercenaries to virtual reality.
In the spirit of all Resident Evil games, it even includes new unlockables to reward speedrunners and collectors alike. The Mercenaries for Resident Evil 4 VR promises to include everything fans remember and love about the classic version and add new and interesting mechanics that should fit the theme of the original minigames while making use of the medium of VR. Related: Resident Evil 4 VR: Beginner’s Guide (Tips, Tricks, & Strategies)
Players will also earn rewards for completing stages in Mercenaries and earning high scores, like a series of golden skins for all main guns, the ability to play in black and white in Classic Horror mode, or a new Big Head mode that inflates the Ganados' heads for easier headshots. They can also take on a horde of terrifying Regenerators or Iron Maidens if they are brave enough. Players can accept challenges to use only rocket launchers or the infamous Harpoon gun, or they can use a gun with a one-shot kill but can only make headshots or take damage themselves. These are considered Challenges, which play on the rules of Classic mode. While players will have the opportunity to revisit classic stages of Resident Evil 4's Mercenaries mode in virtual reality, they can also take on new stages developed by Armature Studios. Mercenaries even makes an appearance in the latest release, Resident Evil Village. The Mercenaries was included in the original version of Resident Evil 4, and the game mode has been a series staple across multiple games. In Resident Evil 4: The Mercenaries, players can land directly in the shoes of familiar characters like Leon Kennedy, Ada Wong, Jack Krauser, and Albert Wesker and face waves of advancing Ganados and attempt to achieve a high score and survive until a transport can come to the rescue.
After several months of teases, a new update to Resident Evil 4 for the Quest 2 reintroduces The Mercenaries, a fan-favorite time-attack mode that includes both classic and new content.