{"id":1908886,"date":"2026-04-29T14:18:10","date_gmt":"2026-04-29T11:18:10","guid":{"rendered":"https:\/\/analyse.optim.biz\/?p=1908886"},"modified":"2026-04-29T14:18:10","modified_gmt":"2026-04-29T11:18:10","slug":"resident-evil-requiem-director-says-capcom-cut-an-entire-chapter-before-games-release","status":"publish","type":"post","link":"https:\/\/analyse.optim.biz\/?p=1908886","title":{"rendered":"Resident Evil Requiem director says Capcom cut an entire chapter before game&#8217;s release"},"content":{"rendered":"<article class=\"article \" data-ads=\"true\" data-article-type=\"news\" data-article-group=\"news\" data-paywalled=\"false\" data-premium=\"false\" data-sponsored=\"false\" data-type=\"article\">\n<header class=\"article_header\" data-component=\"article-header\">\n<div class=\"breadcrumbs\">\n<nav class=\"nav_breadcrumbs\" data-component=\"nav-breadcrumbs\" aria-label=\"Breadcrumb\">\n<ul class=\"nav-links\">\n<li>\n                <a href=\"https:\/\/www.eurogamer.net\/\" data-active=\"false\"><br \/>\n                      Home<br \/>\n                <\/a>\n            <\/li>\n<li>\n                <a href=\"https:\/\/www.eurogamer.net\/news\" data-active=\"false\"><br \/>\n                      News<br \/>\n                <\/a>\n            <\/li>\n<li>\n                <a href=\"https:\/\/www.eurogamer.net\/games\/resident-evil-9-revenant-shadows\" data-active=\"false\"><br \/>\n                      Resident Evil Requiem<br \/>\n                <\/a>\n            <\/li>\n<\/ul>\n<\/nav><\/div>\n<div class=\"headline_details\" id=\"main-content\">\n<h1 class=\"title\">Resident Evil Requiem director says Capcom cut an entire chapter before game&#8217;s release<\/h1>\n<p class=\"strapline\">Gideon up.<\/p>\n<\/p><\/div>\n<div class=\"headline_asset\">\n<figure class=\"headline_image_wrapper\">\n<p>        <img fetchpriority=\"high\" decoding=\"async\" class=\"headline_image\" src=\"https:\/\/assetsio.gnwcdn.com\/Victor-Gideon-in-Resident-Evil-Requiem.-He-has-scarred-pale-skin-and-is-wearing-headgear-that-covers-his-eyes.jpg?width=570&amp;quality=85&amp;format=jpg&amp;dpr=3&amp;auto=webp\" alt=\"Victor Gideon in Resident Evil Requiem. He has scarred pale skin and is wearing headgear that covers his eyes\" loading=\"eager\" data-uri=\"Victor-Gideon-in-Resident-Evil-Requiem.-He-has-scarred-pale-skin-and-is-wearing-headgear-that-covers-his-eyes.jpg\" data-lightbox width=\"570\" height=\"321\"><figcaption>\n          <span class=\"attribution\">Image credit: <cite>Capcom<\/cite><\/span><br \/>\n        <\/figcaption><\/figure>\n<\/p><\/div>\n<div class=\"metadata\">\n<div class=\"avatar\">\n<p>    <img loading=\"lazy\" decoding=\"async\" alt=\"Victoria Phillips Kennedy avatar\" src=\"https:\/\/assetsio.gnwcdn.com\/1644925423.jpg?width=2048&amp;height=2048&amp;fit=bounds&amp;quality=85&amp;format=jpg&amp;auto=webp\" style=\"aspect-ratio: 1\" width=\"180\" height=\"179\"><\/p>\n<p>  <img alt=\"Victoria Phillips Kennedy avatar\" data-autosize=\"crop_lossy\" data-uri=\"1644925423.jpg\" loading=\"lazy\" style=\"aspect-ratio: 1\" width=\"180\" height=\"179\">\n<\/div>\n<div class=\"text\">\n<div class=\"byline\">\n                  <span class=\"article_type\" data-slug=\"news\"><br \/>\n                    News<br \/>\n                  <\/span><\/p>\n<p><span class=\"by\">by<\/span> <span class=\"author\"><a href=\"https:\/\/www.eurogamer.net\/authors\/victoria-kennedy\">Victoria Phillips Kennedy<\/a><\/span>                    <span class=\"job_title\"><br \/>\n                      News Reporter<br \/>\n                    <\/span>\n            <\/div>\n<div class=\"published_at\">\nPublished on <time datetime=\"2026-04-29T14:18:10+00:00\">April 29, 2026<\/time>              <\/div>\n<div class=\"comments\">\n      <a class=\"comments__link comments-bubble\" href=\"https:\/\/www.eurogamer.net\/resident-evil-requiem-cut-chapter-final-release?view=comments\" rel=\"nofollow\"><br \/>\n          2 comments<br \/>\n      <\/a>\n    <\/div>\n<\/p><\/div>\n<div class=\"mypop-header-wrapper\">\n<p><button class=\"mypop-button button wide\" data-state=\"follow\" data-type=\"tag\" data-uuid=\"50f32f00-4134-42c6-8d2a-21e4b9383601\" data-name=\"Resident Evil Requiem\" data-follow-text=\"Follow Resident Evil Requiem\" data-unfollow-text=\"Following Resident Evil Requiem\" data-aria-follow-text=\"Follow Resident Evil Requiem\" data-aria-unfollow-text=\"Following Resident Evil Requiem\" data-popup=\"true\" data-force-login=\"true\" aria-label=\"Follow Resident Evil Requiem\" title=\"Follow Resident Evil Requiem\"><br \/>\n  Follow Resident Evil Requiem<br \/>\n<\/button>          <\/div>\n<\/p><\/div>\n<\/header>\n<div class=\"article_body\" data-component=\"article-content\">\n<div class=\"article_body_content article-styling\">\n<p>Capcom cut an entire chapter from Resident Evil Requiem ahead of its release, as part of a &#8220;rigorous process of selection and elimination&#8221;.<\/p>\n<p>Director Koshi Nakanishi recently spoke with <a href=\"https:\/\/news.denfaminicogamer.jp\/interview\/260428c\">Denfaminicogamer<\/a> about a variety of topics, including <a href=\"https:\/\/www.eurogamer.net\/resident-evil-requiem-minigame-dlc-combat\">Requiem&#8217;s upcoming combat-based minigame<\/a> (which we all presume to be Merceneries). During the same interview, Nakanishi mentioned that &#8211; much like Resident Evil 7, which he also took the lead on &#8211; Resident Evil: Requiem had a chapter that never made it into the final game.<\/p>\n<figure>\n<div class=\"primis_wrapper\">\n<div class=\"primis_video\">\n<p><span class=\"embed_placeholder\" data-type=\"targeting\"><br \/>\n<span class=\"message\">To see this content please enable targeting cookies.<\/span><br \/>\n<button class=\"optanon-show-settings link\"><br \/>\nManage cookie settings<\/button><\/span> <\/div>\n<\/div><figcaption>Here&#8217;s Requiem&#8217;s launch trailer. <a class=\"video\" href=\"https:\/\/www.youtube.com\/watch?v=-H7w9wKigMw\" rel=\"noopener\" target=\"_blank\">Watch on YouTube<\/a><\/figcaption><\/figure>\n<p>&#8220;I&#8217;ve mentioned in interviews and elsewhere that Resident Evil 7 originally had a &#8216;Chapter 2&#8217; that was scrapped during development,&#8221; Nakanishi explained (as translated by DeepL). &#8220;It was the scene where you move from the outbuilding to the main house.&#8221; While he didn&#8217;t go into further detail about Requiem&#8217;s cut content, he did say that as the development team finalises a game, there is a &#8220;rigorous process&#8221; which can lead to content being changed or cut altogether. This could mean moving a scene to another part of the game, or adding a &#8220;different element&#8221; somewhere.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"1\"><\/span><\/p>\n<p>&#8220;Of course, we don&#8217;t suddenly cut things out in the final stages of development; we often make repeated revisions during the early, rough-cut stages. In that process, it&#8217;s quite common for entire chapters to disappear,&#8221; he said. Nakanishi likened the approach to &#8220;editing text or video&#8221;.<\/p>\n<p>&#8220;You gather a lot of footage, lay it out, and while considering whether your intended message comes across and how the pacing and interest hold up, you cut out anything superfluous. It&#8217;s surprisingly often the case that the overall result is better without it. Subtraction really is crucial.&#8221;<\/p>\n<p>The Requiem lead noted this could be &#8220;a shame for the people who created it&#8221;, and &#8220;they might get angry&#8221;, but if it results in a better game then &#8220;everyone comes round to it&#8221; at the end of the day. &#8220;Put another way, we have to take responsibility for that result.&#8221; As to what stays and what goes, it quite simply &#8220;comes down to whether the intended user experience is being delivered&#8221;.<\/p>\n<p>&#8220;When I first became involved with Resident Evil, I was told, &#8216;Resident Evil must look challenging, yet even casual players who don&#8217;t usually play games at all must be able to understand it&#8217;,&#8221; he continued. &#8220;Even if the story looks complex, the atmosphere conveys it, and players get a sense of understanding. Conversely, the more the development team gets worried and tries to explain things by adding bits and pieces, the more confusing it tends to become, and players end up thinking it&#8217;s a hassle.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"2\"><\/span><\/p>\n<p>&#8220;It&#8217;s the same with gameplay; the more things you try to include, the more the game becomes obscure and unfriendly. Even if we&#8217;ve worked hard to create something, if we judge that &#8216;it would be easier to grasp without it&#8217;, we choose to cut it out.&#8221;<\/p>\n<figure>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"Grace looks nervous in Resident Evil Requiem\" height=\"930\" src=\"https:\/\/assetsio.gnwcdn.com\/Grace-looks-nervous-in-Resident-Evil-Requiem.jpg?width=2048&amp;height=2048&amp;fit=bounds&amp;quality=85&amp;format=jpg&amp;auto=webp\" style=\"aspect-ratio: 1.778494623655914\" width=\"1654\"><\/p>\n<p><img alt=\"Grace looks nervous in Resident Evil Requiem\" data-autosize=\"crop_lossy\" data-lightbox data-uri=\"Grace-looks-nervous-in-Resident-Evil-Requiem.jpg\" height=\"930\" loading=\"lazy\" style=\"aspect-ratio: 1.778494623655914\" width=\"1654\"><figcaption><span class=\"attribution\">Image credit: <cite>Capcom<\/cite><\/span><\/figcaption><\/figure>\n<p>On its release earlier this year, we dubbed <a href=\"https:\/\/www.eurogamer.net\/resident-evil-requiem-review\">Resident Evil Requiem &#8220;legendary horror at an all-time high&#8221;<\/a>, praising its dual leads Leon and newcomer Grace. It <a href=\"https:\/\/www.eurogamer.net\/resident-evil-requiem-another-major-milestone\">has been a huge success for Capcom<\/a>, becoming the fastest-selling game in the series.<\/p>\n<p>Earlier this week, <a href=\"https:\/\/www.eurogamer.net\/resident-evil-leon-kennedy-name-hideki-kamiya\">Resident Evil 2 director Hideki Kamiya confirmed that Resi&#8217;s buff and suave jacket-owner Leon was actually named after Luc Besson&#8217;s 1994 film<\/a>, L\u00e9on: The Professional.<\/p>\n<\/p><\/div>\n<\/p><\/div>\n<div class=\"preferred-source\" data-component=\"preferred-source\">\nLove Eurogamer.net? Make us a <a rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.google.com\/preferences\/source?q=https:\/\/www.eurogamer.net\">Preferred Source on Google<\/a> and catch more of our coverage in your feeds.  <\/div>\n<\/article>\n<div class=\"article_body\" data-component=\"article-content\">\n<div class=\"article_body_content article-styling\">\n<p>Capcom cut an entire chapter from Resident Evil Requiem ahead of its release, as part of a &#8220;rigorous process of selection and elimination&#8221;.<\/p>\n<p>Director Koshi Nakanishi recently spoke with <a href=\"https:\/\/news.denfaminicogamer.jp\/interview\/260428c\">Denfaminicogamer<\/a> about a variety of topics, including <a href=\"https:\/\/www.eurogamer.net\/resident-evil-requiem-minigame-dlc-combat\">Requiem&#8217;s upcoming combat-based minigame<\/a> (which we all presume to be Merceneries). During the same interview, Nakanishi mentioned that &#8211; much like Resident Evil 7, which he also took the lead on &#8211; Resident Evil: Requiem had a chapter that never made it into the final game.<\/p>\n<figure>\n<div class=\"primis_wrapper\">\n<div class=\"primis_video\">\n<p><span class=\"embed_placeholder\" data-type=\"targeting\"><br \/>\n<span class=\"message\">To see this content please enable targeting cookies.<\/span><br \/>\n<button class=\"optanon-show-settings link\"><br \/>\nManage cookie settings<\/button><\/span> <\/div>\n<\/div><figcaption>Here&#8217;s Requiem&#8217;s launch trailer. <a class=\"video\" href=\"https:\/\/www.youtube.com\/watch?v=-H7w9wKigMw\" rel=\"noopener\" target=\"_blank\">Watch on YouTube<\/a><\/figcaption><\/figure>\n<p>&#8220;I&#8217;ve mentioned in interviews and elsewhere that Resident Evil 7 originally had a &#8216;Chapter 2&#8217; that was scrapped during development,&#8221; Nakanishi explained (as translated by DeepL). &#8220;It was the scene where you move from the outbuilding to the main house.&#8221; While he didn&#8217;t go into further detail about Requiem&#8217;s cut content, he did say that as the development team finalises a game, there is a &#8220;rigorous process&#8221; which can lead to content being changed or cut altogether. This could mean moving a scene to another part of the game, or adding a &#8220;different element&#8221; somewhere.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"1\"><\/span><\/p>\n<p>&#8220;Of course, we don&#8217;t suddenly cut things out in the final stages of development; we often make repeated revisions during the early, rough-cut stages. In that process, it&#8217;s quite common for entire chapters to disappear,&#8221; he said. Nakanishi likened the approach to &#8220;editing text or video&#8221;.<\/p>\n<p>&#8220;You gather a lot of footage, lay it out, and while considering whether your intended message comes across and how the pacing and interest hold up, you cut out anything superfluous. It&#8217;s surprisingly often the case that the overall result is better without it. Subtraction really is crucial.&#8221;<\/p>\n<p>The Requiem lead noted this could be &#8220;a shame for the people who created it&#8221;, and &#8220;they might get angry&#8221;, but if it results in a better game then &#8220;everyone comes round to it&#8221; at the end of the day. &#8220;Put another way, we have to take responsibility for that result.&#8221; As to what stays and what goes, it quite simply &#8220;comes down to whether the intended user experience is being delivered&#8221;.<\/p>\n<p>&#8220;When I first became involved with Resident Evil, I was told, &#8216;Resident Evil must look challenging, yet even casual players who don&#8217;t usually play games at all must be able to understand it&#8217;,&#8221; he continued. &#8220;Even if the story looks complex, the atmosphere conveys it, and players get a sense of understanding. Conversely, the more the development team gets worried and tries to explain things by adding bits and pieces, the more confusing it tends to become, and players end up thinking it&#8217;s a hassle.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"2\"><\/span><\/p>\n<p>&#8220;It&#8217;s the same with gameplay; the more things you try to include, the more the game becomes obscure and unfriendly. Even if we&#8217;ve worked hard to create something, if we judge that &#8216;it would be easier to grasp without it&#8217;, we choose to cut it out.&#8221;<\/p>\n<figure>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"Grace looks nervous in Resident Evil Requiem\" height=\"930\" src=\"https:\/\/assetsio.gnwcdn.com\/Grace-looks-nervous-in-Resident-Evil-Requiem.jpg?width=2048&amp;height=2048&amp;fit=bounds&amp;quality=85&amp;format=jpg&amp;auto=webp\" style=\"aspect-ratio: 1.778494623655914\" width=\"1654\"><\/p>\n<p><img alt=\"Grace looks nervous in Resident Evil Requiem\" data-autosize=\"crop_lossy\" data-lightbox data-uri=\"Grace-looks-nervous-in-Resident-Evil-Requiem.jpg\" height=\"930\" loading=\"lazy\" style=\"aspect-ratio: 1.778494623655914\" width=\"1654\"><figcaption><span class=\"attribution\">Image credit: <cite>Capcom<\/cite><\/span><\/figcaption><\/figure>\n<p>On its release earlier this year, we dubbed <a href=\"https:\/\/www.eurogamer.net\/resident-evil-requiem-review\">Resident Evil Requiem &#8220;legendary horror at an all-time high&#8221;<\/a>, praising its dual leads Leon and newcomer Grace. It <a href=\"https:\/\/www.eurogamer.net\/resident-evil-requiem-another-major-milestone\">has been a huge success for Capcom<\/a>, becoming the fastest-selling game in the series.<\/p>\n<p>Earlier this week, <a href=\"https:\/\/www.eurogamer.net\/resident-evil-leon-kennedy-name-hideki-kamiya\">Resident Evil 2 director Hideki Kamiya confirmed that Resi&#8217;s buff and suave jacket-owner Leon was actually named after Luc Besson&#8217;s 1994 film<\/a>, L\u00e9on: The Professional.<\/p>\n<\/p><\/div>\n<\/p><\/div>\n","protected":false},"excerpt":{"rendered":"<p>Home News Resident Evil Requiem Resident Evil Requiem director says Capcom cut an entire chapter before game&#8217;s release Gideon up. Image credit: Capcom News by Victoria Phillips Kennedy News Reporter Published on April 29, 2026 2 comments Follow Resident Evil Requiem Capcom cut an entire chapter from Resident Evil Requiem ahead of its release, as [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[226,253],"class_list":["post-1908886","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-crawlmanager","tag-eurogamer-net"],"_links":{"self":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/posts\/1908886","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1908886"}],"version-history":[{"count":0,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/posts\/1908886\/revisions"}],"wp:attachment":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1908886"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1908886"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1908886"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}