There was one game that had everyone talking at this year's E3 games expo. One title that had people sprinting for a spot in the queue for a hands-on demo. One experience that upset gamers more than any other (including us) - for all the right reasons.
The reveal of Resident Evil 7 during PlayStation's news conference elicited gasps, cheers and a frenzy of Tweets. At an event that had struggled to keep a lid on many new titles, Capcom had managed to shroud one of the biggest titles of the year in secrecy.
With one of the biggest video game franchises of all time headed to the brave new world of PlayStation VR (and other platforms), we spoke to the title's producer Masachika Kawata to find out what to expect from Resident Evil 7.
When did the first ideas for Resident Evil 7 emerge? Was it a reaction to the PlayStation VR tech, or had work on it already begun?
What themes will the new game encompass? Is the emphasis on exploration over action?
What challenges did building a game for the VR headset provide?
Given how immersive the experience is, will you be wanting to build all future horror games with a VR element?
"It’s such a great fit for horror as you say, but maybe doing so would make it all just too scary for people to handle!"
Which previous RESI titles do you think RESI 7 is most similar to?
What experience do you hope players will take away from playing this game?