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"Personal fear experience"
--: This time, I felt the development team tried to step the users surprise
up, it is like a "positive fear". The original Resident Evil's
charm was dark, cold and creepy feelings. I think Resident Evil 2 is a
really entertaining game.
K: Yes, I think you're right.
--: Still, Resident Evil 2's expression is so realistic and scary, I'd
like to know what is the fear for you?
K: Well..... hard question......
--: For example, what was the scariest experience in your life?
K: I am scared of almost everything, cause I'm just a chicken..... Oh, a
few days ago, my apartment got broke in to.
--: Oh, No! When you where out?
K: Yes, When I came back from work, I tried to unlock the front door, and
it was already open. I thought "Why?" and opened the door. When
I opened the door, I felt cold air blow on me. First, I thought I forgot
to turn the air-conditioner off before I left, and inside of the apartment
is dark but I could see room is really messy, even I cleaned up the place
the day before. I panicked for just a second and I thought I'm visiting
a messy friend's room.
When I turned the light on, it was not only messy, everything was tossed
on the floor........ when I saw it, it made me a chill down my back.
--: That is scary, the situation you said when you opened the door, cold
air blew on you.......
K: Then I called the police.. well, somebody broke in to my apartment didn't
take anything important, that was a kinda good part. Anyway, from that
day, I kind of feel scared to go in to my own place, When I get home, I
don't want to open the door. I feel like somebody is in the room and may
attack me..... so, now I open the door slowly and peek inside to make sure
nobody is inside.
--: In Resident Evil 2, it was scary to open the door too.There is only
one door, when you open it, suddenly zombies attacking character. After
I opened the door, it scared me every time I open other doors.
K: I wanted to do that trick from the very beginning.
--: In the development stage, do you let somebody play and see how people
are going to react?.
K: Yes, sometimes it is fun to see people's reaction.
When I let Mega-man's director play Resident Evil 2, he was surprised by
the scene and throw the controller away *laugh*. Also,I heard a story that
somebody pull the controller cable out of the game machine.
By the way, I hate bugs.
--: There are a lot of bugs at Resident Evil 2, roaches, spiders and caterpillar....
K: I really, REALLY hate caterpillar, so I put them on the game. Long time
ago, when I was kid, I stapled caterpillar's picture page in the school
science textbook together, so I don't accidentally open the page and see
the picture. I unbearably hate caterpillar.
And in the original Resident Evil, When you kill Chimera, maggots splashed
out from Chimera's dead body. That was my idea. It is like "GASH I
hate those!! So, I have to put it on the game!!"
--: I see... *laugh*
K: I'm not scared of roaches but one of the staff really hates roaches, I
can totally understand his feelings when I think my caterpillar is his
roaches. So, I told him to make Large roaches. I knew, it is going to be
really creepy if the person who hates roaches makes it. He was making Large
roaches graphic and complaining about he can't stand it when they fly toward
the screen. *laugh*
--: How about spiders?
K: I hate to see spiders inside of my house. Once, I found spider inside,
so I took some Kleenex and squashed them by my hands, I still remember
those feelings... it was like squashing grapes......
--: Noooooooooooooo
K: After that, I try not to kill them, I just gently put them outside.
--: But sounds like your team had fun to create enemy, people said like
"OH! I hate this!!!!"
K: Yes, our team was soooo loud and noisy. Other teams always complaint about
us. *laugh*
"GamePlay"
--: Mr.Kamiya, You were on the first Resident Evil's development team.
K: Yes, when I started working for Capcom, I joined Resident Evil development team.
--: I heard that when Resident Evil development started, the other team
didn't see much of the progress in the Resident Evil team work and didn't
know what was going on, so people called Resident Evil team as "the
polygon team".
K: Yes, It took a long time to figure everything out.
--: How long did it take to develop a concrete idea for Resident Evil?
K: Well... it was about 2 years. In those days, Playstation was not released
yet and the main console was Super Nintendo. The first idea was to develop
something for Playstation by using the latest technology, that was the
concept of the study. Actually, they started development before I even
started working at Capcom.
Then, I was one of 3 planners, and Mr. Mikami gave us a game "Sweet
Home" to play. Sweet Home was a game that Resident Evil's main concept
came from. We still have some ideas that came from Sweet Home, like characters
can carry a limited amount of items or all the characters have a different
speciality.
In the beginning, Resident Evil was a full polygon, first person view game,
but in that day it is impossible to create the quality that Mr. Mikami
required, so it changes to what we play now.
--: Pre-rendered 3rd person view.
K: Yes, but still our main concept is the fear, so we try to use the good part of pre-rendered background.
--: It is using the blind spot from the users?
K: Yes, and also we can make the users to feel like they're being watched
from something.
If, we put the camera far away from the character, the users feel uncomfortable,
because it shows the character is alone. We used a lot of this kind of
expression that takes playing character away from the users.
--: When I see the rough sketch of the cut scene, you really care about
composition and camera place.
K: Yes, there are 3 big points I really care about.
--: What are they?
K: First is "beautiful composition". Background picture of the
game made by computer graphic modeling, and it is not only one texture.
For example, if you just put one big texture in the wall, it doesn't look
like real wall, so we put 10 to 20 small texture on the one wall. It depends
on cut scene composition to make those works live or die.
--: I see, if the composition is bad, all that craftsmanship will be worthless.
K: And second is "For the users to easily understand the playable area."
because we have to show the users the structure of the playable area and
the place of the character.
Last and most important thing is "Game Play" <All places are
easy to fight with zombie?> <We put effective blind spot to excess
the fear?> <Easy to move the character?> <We direct the fight
with the enemy good?> This is not everything but I really care about
this game can be played good as a "GAME".
--: So, it is not only a beautiful graphics game.
K: It is the last thing I would make. I always try hard to meet all 3 points.
--: I think always the camera is in the character's eye level when character
fight with boss.
K: Yes, I thought I can express the boss enemy's big and coerce feeling, I like to put the camera down and look up.
--: Make me remember Tyrant.
K: I love Tyrant. This time, the story was made by the writer, and first,
we didn't plan to put that much scene with Tyrant, but when I was talking
to the writer, I was persistent to put Tyrant more on the game. *laugh*
--: I felt your love for Tyrant when I see the first Tyrant cut scene.
K: Yeah, I put the camera way down to show him big and I wanted to make his
atmosphere solemon, so I used that music. The music was kind of unmatched
to the other music, so if the other development team member said "What
is this music!?" I was planning to change it.
--: But nobody said anything like that... *laugh*
K: Yeah, my plan went perfect. *laugh*
I wanted to use that "look up" camera more, but if I think about
game play, I couldn't.
Personally, I want to use "look up"camera for boss but if I do,
it is not a game anymore because the users will hard time to fight, this
is the difference between movie and the game.
--: But still you can put a lot of craftsmanship for composition like a
movie because Resident Evil is a 3rd person view game.
K: Yes, when we where working on the original Resident Evil, a lot of the
staff complaint about changes from 1st person view to 3rd person view.
I was one f them, but when I saw the 3rd person view picture, I changed
my mind.
--: It was good, that the characters motion changed by characters health
condition.
K: Yes, we wanted to do this from the original Resident Evil. It fits better
to survival situation if character is not in perfect condition all the
time.
--: And when character are equipped with the shotgun, they use it to hold
themselves.
K: So, the users can feel the situation "I'm fighting with this hard situation!!" *laugh*
--: HaHa*laugh*
K: But if you too much enjoy this hard situation, you will die by one bite
from zombie. So, you have to recover by herbs, and as soon as you use it,
character back to normal. I feel like "WHY!!"
--: I thought it is a good idea because the users don't have to open the
status to see how the characters condition is. It is the thing the direction
and game play connect together.
K: From when we were working on original Resident Evil, Mr. Mikami always
said he doesn't wants to put health gauges on the main screen like fighting
game. It is a lot scary if you can't see how much exact damage you got.
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