[ Ed. Note: From 2014, Alex Annel works on a book that describes the story behind his favorite series, Resident Evil. Looking back on the history of the development of the franchise from earliest days, the book – planned as two volumes – collapses in interviews with many of the key figures behind the scenes of Capcom.
Aniel does not plan to release the first volume – titled Surviving, a delicious story of the living evil: 1994-2006 (Volume 1) by the end of this year. But to celebrate today's 21
In the late 1980s and early 1990s, Capcom released games that achieved reputable sales. Street Fighter did not ignite the sales charts in 1987, especially in comparison with the successes of other companies like Nintendo and Sega, but they performed well enough to release Capcom . sequels that put these franchises on the map. Mega Man 2 which many believe is the best in the series, overpowers the original and becomes a global seller of millions. The success of Street Fighter 2 was even more remarkable: he blew the first game so far away that the original was only a footnote in the history of Capcom.
Compared to Mega Man and Street Fighter, the first Resident Evil was a more immediate success, putting it in front of Capcom's historic curve. This is how Resident Evil 2 was born . However, Capcom has to keep its momentum in the newly announced horror horror genre, Resident Evil 2 had to be better than its predecessor, like Mega Man 2 and Street Fighter. 2 . The team wanted the sequel to be what James Cameron Aliens was for his predecessor, Alien : more innovative and more ambitious.
Ideally, any sequel to a video game is supported by the experience gained by its creators during the production of its predecessor. Creators aim to improve the quality of the sequel, usually adding new elements that were not previously possible due to time, technology or budget constraints, while expanding scale to achieve a better value proposition. However, even before Resident Evil 2 officially gets out, staff shakeups at Capcom ensure that it will be created under a different environment than its predecessor.
The first change was the departure of Capcom Tokuro Fujiwara at the end of 1995, before the original game was even released. Being a great master of Capcom's console games since 1983 and a mentor to the younger creators in the company, his departure marked the end of one era and the beginning of another. Fujiwara's decision to leave came to his desire to make new and original games, something he says he could not do within Capcom. Outside Resident Evil Capcom wanted to continue making franchise titles such as Street Fighter. At the same time, I wanted to develop original games but did not seem to be able to do it in the foreseeable future, "Fujiwara said. Formally he withdrew from Capcom right after the release of Resident Evil although he virtually ceased to enter the office in December 1995 to use his accumulated holiday days, of which he had a very 13- year residence, which covers thousands of hours of accumulated extra hours and unused weekends, a pattern that prevailed at Capcom during those years.
Fujiwara began to develop her own development studio, the Hope Camp. There he formed a team to develop a 2D platform for PlayStation, called Tomba! (known as Tombs! in Europe), which was released in December 1997. , he presented himself well enough to receive a sequel two years later, called Tomba! 2: Evil Return of Swine ( Tombi! 2 in Europe). Sadly, Fujiwara did not enjoy the same level of success at Whoopee Camp, as he did in Capcom. Neither Tomba's title was sold well enough to withstand the cost of running the company, and as a result Fujiwara put the Whoopee camp latent. The company continues to exist but is actually inactive.
Fujiwara continued to work on a number of games as a freelance consultant, such as the 2001 Survival Horror Game Extinction for the PlayStation 2. He will reunite with Capcom for the first time in a decade in 2006 for PlayStation Portable (PSP) platformer Ultimate Ghosts n Goblins a remake of the game he created two decades ago. Later he will work with PlatinumGames in the title of the battle called MadWorld as a designer in 2009. Fujiwara then took a break from playing games for several years for health reasons. After his recovery, he quietly returned to the gaming industry in 2015 as a consultant. To perform these jobs, Fujiwara led the Hopey camp from latency; From 2018, he again operates under the banner. His participation in the Resident Evil series may have been short in retrospect, but if it was not his seven-year-long desire to bring legitimate horrible experience to video games and his ability to recognize Shinji Mikami's talents, Resident Evil may not exist as we know him today. Mikami is often credited as the father of Resident Evil, but Fujiwara must certainly be considered his grandfather. Resident Evil 2 Grandpa is no longer around.
Another remarkable departure is that of Kenichi Ivao, screenwriter of the screenplay Resident Evil . Iwao joined Capcom in the early 1990s, after releasing Street Fighter 2 and initially worked on games such as Super NES Platform Demon's Crest . While Fujiwara as an executive producer is more influential behind the scenes, Iowo's contribution to the series is more direct and tangible. Ivao created the core elements of the Resident Evil universe, such as the T-Virus, Umbrella Corporation, S.T.A.R.S. members, zombies, the tyrant and all other enemies. He also wrote the game files, including the iconic "Itchy" line. From the Guardian's Diary. In Japanese, the line is written as kayui uma (か ゆ い う ま), which is more or less a direct translation of "Itchy. This phrase has become a pop culture in Japan, since the word kayu is homonymous, which means either "itchy" or "rhino mess", while the word uma , which means "tasty" or "horseback". Thanks to Iwao, Resident Evil's Japanese fans can sometimes joke about the game, including a combination of delicious oatmeal, itchy porridge, a delicious horse or an itchy horse.
After leaving Capcom, Ivao returns to his hometown Tokyo and joins the Square where Parasite Eve 2 continues the Resident Evil-inspired horror survival game, whose plot is based on novel. He also works on the scenarios of the Final Fantasy XI and Final Fantasy XIV scenarios for massively multiplayer online RPGs . It's hard to imagine the Resident Evil without the framework that Iwao created early. His departure meant that Resident Evil 2 would have to find a new screenwriter who would have profound implications for the development of the game. In the meanwhile, Shinji Mikami, an established figure in Capcom, thanks to his successful leadership Resident Evil decided to take on a different role for the sequel as his producer, a task that is more involved with budgeting and project management than just working on creative juices. That meant having to choose someone else to direct Resident Evil 2 . Mickey wanted to hand over the thumb to a younger colleague to promote his professional and creative development. Among the many talented people in his team, Micky has spotted a 25-year-old man named Hideki Kami, who recently joined the company.
The pot, like most creators, has its humble beginnings. During his childhood he becomes an avid gamer, possessing the NES and playing arcade games. He was also glad to paint. After graduating from university, Kama wants to work in the gaming industry, making him apply for several companies. He receives job offers from two major publishers: Capcom, designer and Namco, who want it as an artist. After all, Kamiya chose the first, joining in April 1994. Soon he was introduced through the proposals as most new employees in Japanese companies are in the first year. After studying at work, Kamiya performs top-level assignments such as quality assurance and basic planning before joining the original team Resident Evil . There, Kamiya is a Spencer Estate designer for certain environments, although his most consistent contribution to the series is the naming of some of the characters, including Jill, Chris, Wesker and others. "I received inspiration for their names from a variety of media sources, including pornographic magazines," said Kamika for dinner at a restaurant in Osaka a rainy autumn evening in October 2017 when he tried to remember exactly how he invented their names.
Of course, Kamiya's creative talent surpassed only the naming of heroes, and Mikami soon noticed his potential. Overnight in the middle of 1994, Mikey told Kahma : "You are the dark horse of new employees. You either will fail spectacularly, or you will be able to achieve tremendous success. "While Kamiya admits he's pretty stormy in his twenties, his colleagues describe him all over the hard, thoughtful and hard-working features that Micky saw as vital for a successful project. When it was time to elect a director for Resident Evil 2 Mikami called Kamiya to a meeting in the spring of 1996 to formalize the decision similar to Fujiwara made to Mikami almost three years earlier. The Kahn, for reasons he himself claims he does not understand so far, was now the director of Resident Evil 2 .
"Resident Evil 1.5" and the arrival of Noboru Sugimura
Terrible survival games are not for everyone. Besides being intended for a mature audience, their cowardice and obsessive images require a certain level of mental readiness so that there can not be much screaming and panic. It was ironic then that Hideki Kami was already in the place of the director of Resident Evil 2 . Despite his new responsibility to observe the creative direction of the hyper continuation of the most successful horror game of the time, the Kama was not, nor was he a fan of horror movies or games. He admits that he is easily startled and has a soft stomach when it comes to violent and grotesque images, pointing out that even the terrible scenes of death in scenes of people chewed by zombies to be decapitated of hunters can be too much for him. However, Mikami chose him to direct Resident Evil 2 which means that the Kamiah must overcome his disgust from horror, or transfer the responsibility of someone who could. In the next two years, the Kama would have done her best to put herself in a bold face.
Impossible never to put aside fear of horror, Kamie decided that Resident Evil 2 while sticking to a large part of the gameplay's main frame of action for its predecessor would be more action-oriented. This direction was a reflection of his own preference for Hollywood action films. The original Resident Evil as an early PlayStation title, castrated the battle capabilities of the main characters, resulting in a fun experience of action. With small additions like automatic weapons and faster and more numerous enemies, Resident Evil 2 will largely conform to the original. But instead of an isolated mansion in the woods, the game will take place in the streets of Raccoon City. That meant more zombies on the screen – as many as seven, actually, more than twice as many as three in the original. In the sequel, there will be a new actor in two scenarios, including heroes such as officers Leon S. Kennedy and Marvin Branha, civilian Ada Wang and Robert Kendo, young motorcyclist Elsa Walker and teenage Sherry Birkin (most of them were different earlier in production) . ). Kamiya came up with unique and expansive scenarios for both Leon and Elza, similar to those who set Jill and Chris in the original. Asking Resident Evil 2 to stand alone, Kamiya decided that the game would have a few direct links to the history of the original game, although they are held in the same universe.
With Resident Evil which captures the imagination of gamers since 1996, the sequel has attracted considerable media and consumer attention both in North America and Japan. Resident Evil 2 was first shown publicly in Tokyo in the spring of 1996. While it was still at the start of production, players were already seeing improvements in graphics and gameplay. Hype began to build among fans, and expectations grew, which in turn contributed to the great strain of Kamiya and his team. There was also considerable internal pressure from Capcom's management. After averting the threat of bankruptcy with the success of the original game, Capcom was now in better shape, though it was still far from clear. A disadvantage or two can bring the company back in difficult times. So Capcom could not afford to waste his momentum. Resident Evil 2 had to be successful as Street Fighter 2 was earlier in the decade. In the summer and autumn of 1996, Kamiya's team continued to develop the medium, script, and gameplay system. They managed to complete about 70% of their development by the end of this year. Resident Evil was now in rough shape when was in a rough form when took the lead of Tokuro Fujiwara as an executive producer, but Okamoto was even more dissatisfied with the status. Resident Evil 2 . It is remarkable that the visual room, with its brightly illuminated neon environments and emphasis on the elements of Hollywood action, seems to contradict the authentic horrible experience. Put simply, the game was not very scary. There were also a number of other staff related issues that impeded the project that Mikawis attributed in an interview in 1998 in the book Biohazard 2 – Final Edition of the large number of young, relatively inexperienced developers of
History also turned out to be a bigger obstacle than anyone could expect. Okamoto felt that the plot and the writing were especially unpalatable and uninteresting, as the game was generally unpretentious. The Resident Evil series was Capcom's first game in which the plot was an important part of the universe. The Mega Man series, Street Fighter and Ghosts had simple stories with little dialogue. For these games, stories may not be there. The targets of the Resident Evil 2 team were unprecedented in the history of Capcom. The Kama took command of the story after Ivao left, carefully trying to work within Ivao while injecting his own style. However, Kai's lack of genuine scriptwriting experience was obvious. In his current state Resident Evil 2 was not far from becoming Aliens which Capcom initially intended to create.
The team had to modify the script, but no one else in the company had a credible replacement. So Capcom decided to seek help from the company outside of the company. Okamoto decided to contact Noboru Sugimura, a well-known Japanese writer who until 1996 had an impressive two-decade genealogy for his work on Japanese TV shows like (adapted for the West) Mighty Morphin Power Rangers ) and Kamen Rider (adapted for the West as Masked Rider of Saban ). Sugimura was a fan of the first game, so he accepted Okamoto's invitation. At the end of 1996, Sugimura visited Capcom's office in Tokyo to meet Mikami and Kamiya, who were visiting Capcom's headquarters in Osaka.
Sugimura plays the latest version of Capcom on Resident Evil 2 . After he finished, he immediately offered Mickey and Kamika feedback. Sugimura, as a writer, believed that the story had no depth and thematic coherence, which he emphasized as key elements in creating a universe that would be engaged to gamers while surpassing what Capcom had already achieved with the first game. The idea of "thematic coherence" was particularly important for Sugimura, who reproached the Kama to create a story without any connection to the original. "Това е ужасно! Трябва да създадете правилна връзка между двете игри! ”Възкликна Сугимура . Сугимура вярваше, че ако Resident Evil се превърне в пълноценна игра, тогава игрите трябваше да бъдат обвързани по начин, който беше по-дълбок от това, с което Capcom беше свикнал да прави серията Mega Man и Street Fighter, която не зависят от техните минималистични сюжети, за да определят самоличността си като игрални франчайзи. Сугимура предложи провокативната идея за това екипът да преустанови развитието на сегашната сграда и да започне отново. Миками и Камия не м жаха да вземат решение по време на тази среща. Те казали на Сугимура, че ще го обсъдят със своя екип и ще се върнат при него.
След срещата, Mikami и Kamiya се качиха на влака за три часа път до Осака. По време на пътуването двамата обсъдиха обратната връзка на Сугимура. Макар да беше доста отрицателен по отношение на играта, те се съгласиха, че Сугимура е повдигнал много валидни точки, които е трудно да бъдат пренебрегнати. Това беше моментът, когато Миками и Камия осъзнаха какво трябва да направят: съществуващата конструкция на Resident Evil 2 ще трябва да бъде напълно ремонтирана и ще трябва да въведат Сугимура на борда, за да управляват кораба вдясно. посока. Подобен драстичен ход ще доведе до дългогодишно закъснение, което все още е дълго време в епохата на PlayStation. Докато играта, създадена по график, може да отнеме от три до пет години до днес, през 90-те години такива дълги периоди на развитие са по-малко чести и често са знак за смущаващо производство. Независимо от загубената производителност и финансово въздействие върху Capcom, Mikami и Kamiya бяха взели решение. Окамото анализира обратната информация на Сугимура, голяма част от която отразява първоначалните опасения на Окамото. Okamoto подкрепи Mikami и Kamiya, като по този начин направи решението официално: Resident Evil 2 трябваше да бъде бракуван, забавен и възстановен. "Решихме да го анулираме, защото знаехме, че няма да отговори на очакванията на играчите", казва Окамото.
Когато го попитали какви са чувствата му Resident Evil 2 беше официално отменен и дали има Особено съжалява за опита, Kamiya недвусмислено твърди, че започването отначало е правилното решение. – Наистина беше глупост. Беше скучно, лишено от видение и лошо извинение за ужасяваща игра – описва колоритно Камия. Въоръжен със силен избор на думи, Камия изглежда непоколебим и уверен по начин, който може да бъде само някой с необходимия опит. "Честно казано, всъщност бях облекчена, когато отменихме играта", признава Камия. – За първи път седях на мястото на директора, така че бях доста неопитен. Обичам да експериментирам с различни идеи, за да видя какво работи и кое не. Друго нещо, което допринесе за провала на играта, беше липсата на визия. Обикновено не разполагам с конкретна визия за проект. Харесва ми да експериментирам и да видя какви пръчки. ”Когато беше попитан дали някога е помислил да подаде оставка – акт, който не е нечувано в Япония, където един провал може да сложи край на кариерата си – Камия стоически казва:„ Не, изобщо. ”