News: Famitsu interview with Resi creator

The latest issue of Famitsu features an interview with Biohazard’s producer, Shinji Mikami, regarding GC’s Biohazard, which will be available in Japan in a couple of more days. Enjoy!

Famitsu: What were some difficult parts about remaking Biohazard?

Mikami-san: The most difficult thing was that among the staff that played the game before, everyone held their own ideal concept of Biohazard. For example, depending on each person, this statement, “If we change this, then it’s no longer Biohazard,” is interpreted differently. Some of our staff were diehard fans of Biohazard. They were rather picky in things like, “This has to be an FMV,” or “The message in on the loading screen must be in English.”

F: Oh, the screen in the beginning where the game is reading the save file, right?

M: Yes, yes.
That was because back then the loading time was long and a black blank screen continued. As a result, after thinking long and hard, we inserted the message. This time around, the GameCube’s loading time is short, and although it’s not necessary, the staff said, “Put it in!”

F: What about when you open the doors to enter rooms?

M: It was necessary, so we put it in, but you could skip it.

F: On the other hand, was their any part that you are persistent, that you will not give in to?

M: Yes, there’s a big part. Like how we do we create tension and make the game come alive?

F: Can you be more specific by what your mean?

M: Although you are creating a sense of thrill for players, for example, in one scene a zombie’s head pops up and flies towards you, and makes you scream, “Whaa!!!” And if you proceed, another zombie comes out suddenly, and you scream again. It is true that by employing this technique, you provide a sense of thrill to the players. However, wouldn’t you think the rhythm becomes plain this way?

In Biohazard, for example, after an intense shooting, a zombie suddenly pops out. Perhaps it is these delicate parts that I am very persistent about. As long as we stick to this concept, the staff is pretty much free to do whatever they like with the rest.

F: We were REALLY surprised by the enhanced graphics

M: That is the nature of our staff. However, it is not just about pretty graphics, but rather, when we focused ourselves about making graphics that people would like, we produced even better graphics.

Nevertheless, since Biohazard is a horror game, in order to create a realistic atmosphere, we inserted many filters. If we did not insert these filters, the graphics may have looked even better, but it would make the game less horrific. Then it feels like the world inside the game has died, or that time has stopped or something.

F: So it could also be said that you made sure that the game was not too pretty.

M: You could say that. We are more focused on the atmosphere over the showy graphics.

For games like Biohazard, and games such as Onimusha or Dino Crisis that originated from it, it is very important to create the atmosphere in the respective world such as a prehistoric dinosaur setting or a samurai setting. Biohazard is without a doubt a horror game.

That is why we must prioritize the realistic atmosphere. That is why we minimized the amount of colors on a single screen. If we increased the colors, we could have created graphics that anyone would be very impressed by. However, after all this is Biohazard we are talking about here.

F: When you first publicly showed the game, we had the impression that you did not focus on the flashy shooting battles.

M: Yes.

It was because as we produced sequels, Biohazard looked like it was moving toward the shooting game genre. That probably originated from the idea of making a game that could easily be accepted typically.

This time, we returned to the original point, and we really made the game for people who like survival horror type of games.

Famitsu: We think the gamers that will be playing this game are quite different from those when the game was originally released. Did you tweak the difficulty of the game?

Mikami: We made the game a bit simpler. It is only natural that times have changed since six years ago. Some die hard fans of our staff still think the game is too easy, but I think we have adjusted it to a very good point. However, I can't really tell for sure. We will just have to release it and see what happens since there are various types of gamers. After all, you only get that "Yes! I did it!" feeling when you overcome a certain amount of obstacles, but depending on the player, this amount varies. Especially recently, wouldn't you think that there aren't much games that cannot be cleared? That feeling of accomplishment comes from the fact that games are about being, "It's diffcult, but if I try just a bit harder," to the player. And Biohazard is especially known for that kind of appeal.

F: When you adjusted the game's difficulty, did you use any particular criteria as a basis?

M: Hmm. I was concerned with making sure there are times where you run out of bullets. This time, I was very careful with the placement of ammunition. It's not about always having ammunition, but rather it's about getting some after it runs out, and then getting some more after it runs out. It is how well you can execute these "waves" that make the game more Biohazard-like.

F: This is just exactly what you said exactly about creating tension and making the game come alive, correct?

M: Yes. We laid those parts as foundations, and adjusted the game. Although it is somewhat easier than the game six years ago, well, for people that think it's easy, just play a different mode. They will probably die.

F: So about those zombies that revive that are introduced in this issue of Famitsu, can you give us some information?

M: Yeah. We were not intending to announce this from the beginning. We wanted to catch players that played the series before off guard. As a result, those gamers might think, "What, it's just like the original Biohazard," or, "Ah. that zombie is already dead." And then they become less cautious, and suddenly all the zombies that were dead come back alive, and players are like, "What the...they're all back! Crap!" (laugh)

F: I see. Was that a result of wanting to add extras to the remake?

M: Well. When we first began to make the game, it was pretty much the same game. It's unfortunate. At that time it was just Biohazard 1. It was just a prettier Biohazard 1.

F: Ah. interesting.

M: Yes. When we began to work on the game, since zombies were like a trademark and so well known, contrary to what many people think, zombies become a symbol of safety. Basically it's much scarier if zombies don't come out. As a result, when zombies appear, instead we feel a sense of relief.

F: Hahaha. I see.

M: But, if there are no zombies, then it can't be called Biohazard. With that dilemma in mind, we asked our staff for opinions and ideas, and went from there.

F: I see. Movies are similar too. I perceive making a sequel for a horror film is also difficult.

M: It starts to get old. That is why Biohazard 4 is extremely difficult to make.

F: We are sure that many people are waiting for Biohazard 4.

M: Yeah. But by remaking Biohazard 1, I think the staff actually discovered the things that they wanted to do for the next game. Part of the reason we decided to make the first Biohazard was also for Biohazard 4. In other words, if we don't understand ourselves, "What is Biohazard," we can't proceed to make a sequel. It's just like when you have black and white, without knowing white, you can't really create black. That is why this time, as a creator through making Biohazard 1, we can see the possibilities and the limits of Biohazard. Among those possibilities, we find out ideas we would like to try. And perhaps those ideas couldn't make it to the first Biohazard. And all these stress and frustration builds up, and in a way it becomes a springboard to create the next game. By learning a lesson from the past, we can give birth to a new Biohazard. As a result, all those, "Let's do that" and "Let's do this" all probably leak out into Biohazard 4. I am not intending to control any of that though.

F: We are looking forward to it.

M: Yes. Since this is the first installment in the series, I played the role of a very stubborn father. For the next game, in a way, I am like an onlooker. I look forward to it.

F: Thank you.

Source: Planet Gamecube


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