Resident Evil Requiem characters have 'sensors' that affect sweat production and animations, as well as several levels of clothing contamination

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Recently, fans of the Resident Evil franchise drew attention to an interview with developers from the new issue of the Japanese magazine CGWORLD. Developers from Capcom talked about their work on Resident Evil Requiem and revealed some details.

For example, they added a 'pulse scale' that changes in real-time when the character runs or performs other actions. There is also a 'fear level' that reflects tension and fright from encounters with enemies and various situations. Depending on these metrics, the character's movements and breathing will change.

In addition, internal metrics are also used to regulate sweat, humidity, and dirt. Clothing has three degrees of 'contamination' — for the beginning, middle, and end of the game.

A soaked character gradually begins to dry when leaving a wet area. At the same time, 'wetness' is preserved in cutscenes, meaning the character will continue to dry during such scenes.

The developers of Resident Evil Requiem paid a lot of attention to the elaboration of blood. Traces of battle and blood will remain exactly where they were 'left during the battle'. The visual effects team worked with character artists to develop missing eyes, jaws, and other body parts to diversify the gameplay.

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