“By adding virtual reality support to Resident Evil 7, we were practically making two games at the same time,” admitted Kazuhiro Takahara, the lead VR engineer of the Resident Evil 7: Biohazard project.
Takahara said that he and his team faced many difficulties and creative challenges while working on the VR incarnation of the seventh episode of zombie horror: they had to adapt the controls, deal with the behavior of the camera in the screensavers and come up with their own solutions for game design.
For example, the designers abandoned Warp control (when the player moves around the location “teleporting” from one point to another) and focused control on the analog sticks of the joypad. It turned out unexpectedly well and saved some of the players from the nausea that often occurs when using VR devices.
“Analog control in VR is kind of taboo, but we did it to give the player as much as possible to get used to the role of Ethan Winters and make him go through terrible events in the struggle for life,” Takahara explained.
The developer stressed that the experience gained will be used in future Capcom projects.
Source: Gamasutra