The GTA 3 Conspiracy That Didn’t Kill Resident Evil

Fans are already celebrating the franchise for a different reason. Grand Theft Auto 3 was released 20 years ago, and fans and developers alike are sharing their recollections of the game.

As part of a PlayStation Blog post recalling memories about GTA 3, Koshi Nakanishi, a director at Capcom, revealed how one of Resident Evil 7’s greatest strengths was its massive scope, which inspired one of the series’ most chilling and well-received chapters.

“I remember thinking ‘how did they make this kind of game on PS2?’ Not only from a gameplay point of view but also from a technical point of view,” Nakanishi-san recalls.

“In response to the subsequent development of open-world games, I decided to do the exact opposite and make a small, narrow, dense horror game, and Resident Evil 7 was born. In a way, Resident Evil 7 may have been born because of GTA III.”

GTA 3’s vast scale and freedom also inspired other video game creators to pursue new creative endeavors, giving players far more control over how they wanted to play than ever before.

According to on Brian Hastings, Head of Creative Strategy at Insomniac Games, GTA 3 completely altered his idea of what made a fun game.

“GTA III was the first game where you really made your own fun. That led me to reimagine how exploration and open-ended gadget and weapon usage in Ratchet & Clank could allow players to find their own fun and approach the gameplay in their own creative ways.”

The urge to be creative is a gift.

Some gamers and critics decry the release of new installments and remasters, claiming that they offer nothing fresh.

When you read things like the ones above, you may begin to see their point.

If GTA III hadn’t been such a huge jump forward in terms of what video games are capable of, our favorite game designers (from Resident Evil to Control and Deathloop) might never have been inspired to develop what we have today.

Despite this, sequels and remakes aren’t inherently negative.

With the appropriate mindset, you can educate an old dog new tricks and craft a masterpiece like as GTA 3 and God of War (2018), but relying on the familiar might stymie what video games can achieve.

Hopefully, these GTA 3 re-reunions can serve as a reminder to some developers and publishers that creative innovation doesn’t need to come from small independent studios; instead, AAA games may lead from the front and assist inspire future generations of video game designers.