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Hideki Kamiya pitches a “Resident not-Evil” cozy life sim starring retired Leon

The Devil May Cry creator wants Capcom to pivot Resident Evil into fishing, bread, and barbecues with a straight face.

ByMaha Al-JuhaniEntertainment Correspondent, The Executives Brief
·4 min read
Hideki Kamiya pitches a “Resident not-Evil” cozy life sim starring retired Leon
Executive summary

Hideki Kamiya, known for directing Resident Evil 2, says he would make a Resident not-Evil cozy life sim starring a retired Leon Kennedy. For decision-makers, the pitch is a real signal: horror IP is being stress-tested for mass-market comfort-mode demand.

Hideki Kamiya has a Resident Evil idea, and it is aggressively not scary. The Resident Evil 2 director and Devil May Cry creator says a new title, “it’d be a game where a retired Leon spends his days in the countryside” doing things like fishing, gathering wild vegetables, baking bread, walking his dog, tending his garden, and even “fixing his elderly neighbour's oven.” He also imagines Leon driving 50 kilometers to the nearest general store, inviting his old friends over for barbecues, and selling homemade lemonade at the local festival, then closing with the question: “Would you still be OK with that?”

So no zombies. No screaming. Instead, the pitch is a cozy life sim cosplay of Leon Kennedy, the series’ most beloved character after his introduction in Resident Evil 2. Kamiya’s move comes as he responds to fan requests on Twitter for him to return to the Resident Evil series, a franchise he has not been involved with since his Resident Evil 4 work turned into Devil May Cry. In the same thread, he acknowledges the interest, including a comment that compares the concept to “Resident Evil Pokopia,” and he tells Capcom: “there seem to be a lot of people asking for a Resident not-Evil game like this.” Then he adds, “If you ever have the time, please consider making it… I'd like to play it too.”

To understand why this matters beyond meme fuel, remember Kamiya’s relationship with horror. Outside of series creator Shinji Mikami, you could argue Kamiya is one of the most impactful people tied to Resident Evil. He was credited on the original game, directed Resident Evil 2, and the fallout of that second game helped define modern survival horror. Leon Kennedy became the face of player attachment for years, a character built for empathy and familiarity inside a genre that usually pushes you to fear and panic.

And yet, Kamiya has openly said he hates horror. Earlier this year, he pitched Capcom creating a “non-scary” mode for Resident Evil Requiem so he could enjoy the game’s puzzles in peace. That “non-scary” framing is the same underlying logic as “Resident not-Evil.” When a creator who shaped a genre says, essentially, “make the gameplay enjoyable without the fear,” it raises a straightforward question for publishers and boards: what parts of horror are actually the product customers buy, and what parts are just the delivery mechanism?

The cozy games market is the other half of the equation, and Kamiya’s pitch is an almost too-clean example of cross-genre packaging. Cozy titles typically rely on low-stakes progression, routine-based play, and satisfying loops like crafting, farming, cooking, and community. Kamiya’s list reads like a life sim checklist with Resident Evil seasoning: fishing, wild vegetables, bread baking, garden tending, dog walks, neighborhood repairs, and a local festival. This is not subtle. It is him taking the most recognizable brand wrapper in survival horror and swapping the emotional load-bearing beam from dread to comfort.

Now, translate that into decision-making. Capcom operates with a constant balancing act: protect the identity of an IP that fans expect, while also growing the audience without turning the brand into a different franchise entirely. Kamiya’s statement is framed as humor and a pitch to Capcom, but it also functions like market feedback. If “a lot of people” are asking for the concept, that suggests audience segmentation inside the existing fanbase. Some players want action and mechanics. Others want puzzles. Some want the atmosphere of Resident Evil but without the stress response. A “Resident not-Evil” mode, or a full cozy spinoff, is essentially a bet that the brand can stretch without breaking.

Second-order implications are where execs should pay attention. First, this kind of comfort-mode demand tends to broaden distribution within platforms that track engagement and retention, because fewer players churn from fear fatigue. Second, it can change how teams design content pipelines: instead of building horror set pieces, you build “day-to-day” systems, crafting economies, and social interactions. That shifts resource allocation from cinematic tension to systemic satisfaction. Third, it can affect how boards evaluate risk. A spinoff that leans on familiar characters like Leon, even in a new gameplay tone, might be seen as less risky than inventing a brand-new IP from scratch.

Finally, there is the creator ecosystem angle. Kamiya says he has not been involved with Resident Evil since his Resident Evil 4 work turned into Devil May Cry. That matters because it highlights how creator involvement is not just nostalgia, it is capability and philosophy. If a creator known for high-action design and puzzle-forward experiences is asking for a way to enjoy Resident Evil without horror, Capcom has to consider not only what players want, but what creative leadership wants to build.

For peers in similar roles, the strategic stakes are simple: if your horror IP can be reframed into cozy play, then the market is larger than your genre metrics suggest. Kamiya is effectively testing the elasticity of Resident Evil. The question he asks, “Would you still be OK with that?” is really a board-level prompt in disguise: how far can you bend your brand while keeping the parts people actually love?

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