Resident Evil 6: ‘The Resident Evils of the Deep’

A new video game from the Resident Evil series looks set to take the franchise to the next level with the arrival of Resident Evil 7, which is set to be released next year.

Resident Evil 8 will follow up on last year’s release with a brand new chapter, while Resident Evil 9 will bring a brand-new twist to the series.

The game, titled Resident Evil: The Director’s Cut, is due to be out in 2018 for PlayStation 4, Xbox One and PC.

It is set in a dystopian future where the human race has been driven to extinction by a virus which has mutated into a highly advanced, sentient being.

Resident Hell is the city which the player can visit as the protagonist of the game, who is called The Director, after the name given to the Resident character from the first game.

The Resident Director is the first character to be created and designed by veteran video game designer and game director Hideki Kamiya, who has worked on the likes of Metal Gear Solid, Metal Gear Rising: Revengeance and Resident Evil.

The first thing that you can do when you start the game is go to the kitchen and put in some food.

There are lots of things to do in the city, but it’s a very small kitchen with a lot of different things you can buy.

There’s a bunch of things you do here, but there are also a lot more things to be done in the world, but I think that’s something that’s very much tied into the atmosphere and the environment, so that you feel like you’re not actually in the real world.

You’re just in a fictional world.

It’s a lot about the feeling of going back to the real, you’re back to your house and all those memories and memories and whatnot.

The main thing is the environment and it’s the same world that you’re in in Resident Evil 2, but with a completely different feeling, which I think was very important to the design of this game.

When you’re at home, the atmosphere is very different.

You don’t feel like this is a place where you have to be in a situation where you need to go to get some food, you don’t have to get something and you don.

That’s one of the big things we wanted to achieve with this game, that we wanted that sense of, ‘This is the real you’.

You’re still in this world, you know, it’s just not like this.

It’s not like a fantasy world.

It feels very much like this world where you go out to get food and stuff.

And that was really important to me.

I felt like the atmosphere was important to make the player feel like the character and the person that you are in the game.

I feel like a lot, like in the games that I’ve worked on before, I’ve never felt like I was a real person in the universe that I was playing.

But here, you are.

That was the first thing I was like, ‘I want this to feel like I’m playing the game’.

The game is set within the fictional world that The Resident Director has been given the ability to inhabit, but unlike previous games, this time you are not alone.

You have a friend that’s also a Resident, who you can talk to and see things.

They have a few more abilities and things like that.

I was really happy with the way that it all came together.

There were a lot things that were added, but the overall feel of the gameplay was very different from what I’ve experienced before.

And again, it was a huge challenge to get that feeling from a gameplay standpoint.

It took a lot to make sure that it was really authentic and feel that way, because we were using so many assets that were so unique that I had to be very careful about where I placed them and how I placed things.

That kind of got into the way the game was built.

It was very much a challenge for the studio to create a believable environment, and a believable character.

It needed to be able to feel that authentic feel.

I think one of my favorite things about the game’s writing and the direction of the story, which has been so different than anything that I have worked on, is how it’s written and the way it’s put together.

The way that the writing is done, the way in which the writing has been written, it really makes for a very authentic story that’s different from anything that’s been done before.

It gives the player a feeling of being in a world that they’re in, and the atmosphere, and how the game plays, all of that really ties into that feeling of a world where a lot has changed, and that’s really what this game was created to achieve.