However, the push to appease everyone seems to have appeased almost no one. With an even bigger step into being a full blown action title, Resident Evil 6's design was not a step made in the right direction. In speaking with 1UP, Executive Producer Hiroyuki Kobayashi, Director Eiichiro Sasaki and Producer Yoshiaki Hirabayashi explain how the game came to be.
"Nowadays, to have a system where you're restricted to six or eight items and that's all you can have with you... I think the core fans might really like that, but it might not get Resident Evil into a lot of people's hands. We want to make it as accessible as possible. A system like that is just much too difficult for what people want from their games nowadays."
"We're making games and we need to have mass-market appeal in order to survive. It becomes an issue of tracking one way or the other. How far do we go into horror before we lose the support of the average player? How far are we going to lessen the horror elements at the risk of losing core fans, including Resident Evil fans? Where's the Venn diagram that shows the happy medium of those things? The challenge is trying to push it as close to the edge either way, so that we can satisfy both groups of people. I think we can do it. personally speaking, I really do like horror. I like it as a genre. I'm fine with pushing it up to 11 in terms of horror. But maybe that's not what we can do and still be saleable."
This is one of those weird situations where you think you have the right idea, trying to appeal to as many markets as possible but you just ultimately fail on all fronts because no one single aspect stands out. This isn't Resident Evil. The series hasn't been "Resident Evil" since the launch of the fourth game.
The fans want Resident Evil. They want horror and puzzle solving. They don't want "Generic Action Shooter #12816065 Staring Some Characters from Resident Evil".