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Leon: "Six years have passed since that horrendous incident."
Leon: "I received special training via a secret
organization working under the direct control of the President."
Leon: "I was to assume the responsibility of protecting the new president's family."
Officer 1: "Why am I always the one who gets the short end of the?"
Officer 2: "Yo, who are you, really? Come on and get us."
The biggest change is that the game now has a fully polygonal engine;
characters and background. We've also gone from a fixed camera to rear
camera
more of a 'first-person perspective'. The actual controls themselves haven't
really changed all that much
although this time Leon will be able to aim for body parts like the head;
arms; stomach or legs.
I've worked on a number of Resident Evil titles in the past and, honestly,
I think the series had been recycling the same pattern - the same gameplay
each time.
The creators were starting to get bored with it and many moved to other
projects.
So I spoke to Mikami-san, the Director
and we talked about reshaping the series and winning back the fans
as well as winning over new fans who thought they would never play a
Resident Evil game.
So, in order to revitalize the series,
we've given it a complete makeover.
There are a lot of things that are brand-
new to the Resident Evil series.
You can use the action button to jump over things;
getting in vehicles; jump out of windows; fight enemies.
Things like kicks and throw-moves - stuff like that.
Earlier Resident Evil games have all been in everyday settings
allowing you to see your environment crumble around you,
but with this game you're entering a completely-isolated world
We tried to represent that and convey the different kind of fear you would feel
Up until now we've made our pre-rendered backgrounds very intricate
and detailed
but now we have actually moving backgrounds and we're focusing more on
the presence - the realism
and having fun moving around. The biggest thing of course would be that the
environments are really expansive
we also had to integrate indoor and outdoor areas,
blending each section of the game seamlessly. This was quite a challenge
With this game we're using non English dialogue
-mainly Spanish- for the first time and I think that really helps make the
atmosphere of the game new and fresh.
And of course we also worked very *** the sounds for the
guns.
I hope players listen - especially to the first handgun you start off with -
and appreciate the work we put into making their sound.
That's right; there are no zombies this
time around.
Instead, we'll see some new enemies. Leon is confronted by a strange group of
villagers. But these villagers aren't really human - they're these awful creatures.
You'll have to play the game and solve the mystery to find out what they really
are.
The enemies aren't really zombies, and actually at first glance they look like
human.
Their movements are much quicker, so they're like humans but
not really. Kinda like "subhumans".
For some of the voices I used people from inside the company
and got some voices from recording sessions. I then mixed in some
animal sounds - growling and such. Overall it was just a bit of a challenge to
create these voices that were both human
and inhuman at the same time.
Well, they're more zombie than the zombies were in that they're smarter.
They use tools and various weapons, and they attack in groups.
When we were working on the villager enemies,
we were very pleased and thought they would be very scary.
But to add a little spice or little extra 'shock',
we started thinking "how about adding a big weapon?
Something really impressive." So we came up with the idea for the chainsaw.
Well six years have passed and we have Leon from Resident Evil 2
as an agent for the American government heading to Europe on a solo-
mission to rescue
Ashley, the president's kidnapped daughter. He arrives thinking he can just
rush in; save her and get right out, but suddenly gets attacked by these
villagers.
After fighting and getting captured, he finally makes his way to where
Ashley is being held, and they attempt to escape together.
In the process you'll find out who these people are and why they're
doing what they're doing
and the mystery surrounding Leon and Ashley, themselves.
Well, compared to Resident Evil 2 there are a lot more story setting elements to
work with.
Now, Leon's more experienced so I made him a little
tougher than before to reflect that.
But at the same time I also wanted to maintain that 'coolness' about him
so I didn't wanna make him too "buffed-out".
For the lighting we were able to use the
GameCube's processing power
with lots of effects like fog, and focus on creating a believable
atmosphere. Also the differences between daytime and nighttime are dramatic.
During the day you can see enemies easier. There's literally
evil in the air. But at night its dark and of course a lot harder to see, and
maybe you'll see the darker, more vicious side of things.
I'm sorry but that's sort of a secret. You'll have to play the game to find out.
However, I can say that the music is different from
anything heard in previous games so expected a totally different experience
this time around.
about it they've knocked up ok I since there are a lot of different looking
animals in the game
we tried to think of creative ways to portray them in a more realistic manner
and that really comes out in the camp so we'd spent a lot of time and effort in
making the total finished product
especially the cutscenes where new enemies are introduced
really feel realistic to you to follow their what can you cook at the Afghan of
and not that I see when trying out this new camera I was a lot of trial in a
riddle seeing how
close to our how far from the character would work the best
and Mar month we've also added letterbox to certain scenes to make it more
cinematic
more dramatic a lot so even though its 3d you don't have the abrupt movements
making people sick
class with the Nehru you there's more tension
and by being up close and you feel like you're right there and I came
so I think simply changing the camera is added a lot of drama to the game
solely at those he called on what they're doing the
guy was on top that just unlock actually we experimented with the new mocap
system this time around
in the past we had always worked with their own internal Capcom systems
this time we were able to use more sophisticated cameras that were more
precise
and I feel as a result we were able to get a lot of high quality stuff
of course when we do motion capture
that only records body movements not the face so what we did was take the
dialogue were recorded in america
and had each animator animate the facial expressions by hand for each scene
and I think we've been able to achieve some great results your obsessed with
them off
dale has I would make yeah
compared to Resident Evil zero and the remake of the first resident evil
this game features a lot more action elements is a I think everyone should be
able to play through
solving all the puzzles and having a good time through to the end.
I really hope we get to play and see everything the game has to offer.
This is an all new Resident Evil. So whether you gave up on the series;
have never played it before, or have been patiently awaiting
this game since the last one came out, and I feel it is turned out very well.
So, if you're a fan of games
this game is a lot of fun, and encourage you to try out this new
action-packed chapter in the Resident Evil series.
Thank you.