Ich habe grade im Forum von RE Horror das hier gefunden
es ist das IGN interview ist aber in Englisch
- Hiroyuki Kobayashi, Producer
- Yoshiaki Hirabayashi, Event Team
- Masaki Yamanaka, Lead Character Design
Overhaul
Hiroyuki Kobayashi: "Our goals' always been to create the perfect Resident Evil game. But more so ah, what caused all these problems and all these remakes to occur, was that we initially...our initial concept for the game was to create a new innovative Resident Evil. We use the words model change, to change what this basic model, to change the formula that is behind Resident Evil. Is because by the time you get to a 4th, to the number four in the series, if you don't have something new its very stale. However, thats easier said than done, because its very easy to change too little, and still have 'okay this is the same old Resident Evil I've played a hundred times before'. Or change too much, which alienates the fans and they're saying 'what? this isn't Resident Evil, what are you talking about'? To find that sweet spot, is much easier said than done, and so finally with this new version we're able to come up with something that was enough new, and enough old, that old fans would appreciate the game and perhaps new ah, new people might want to try it out.
The Four Phases Of 4
Kobayashi: "Ah, I don't know, probably alot of people know this already, but, Devil May Cry the original, Devil May Cry 1 was actually supposed to be Resident Evil 4. The official, as we see it, as Capcom sees it, the official start of Resident Evil 4 was when they switched over to the GameCube. And that was, the Bio, I'm sorry the Resident Evil 4 version which, included promotional movies showing Leon encased in fog, walking through a deep fog, ah, those we're seen about 2 years ago. It changed from there, to a new version which was shown last year at E3, in which Leon is seeing a bunch of different illusions, or strange creatures that going through walls and attacking him. Ah, that was the second time we tried making Resident Evil 4, then there was a third one, which has never been announced, ah, that we tried creating, and that didn't work either. Which brought us to this current version, the fourth time we've tried to remake Resident Evil 4, ever since it came onto the GameCube, and finally, we hit on a,...a successful formula."
Action/ Enemy Intelligence/ Perspective
Clip showing Leon encountering 1st villager:
Leon: "Freeze! ...I said freeze!!"
Kobayashi: "The game itself has changed and become more 'actiony', as you have said. However, there still is/are those scares, those ah, those shocking scenes that make you jump out of your seat, those are still in the game, its just now, there's a greater emphasis on action, and less on horror. When you think about it, Resident Evil was (ah) kind of scary because 1) You didn't know what was on the other side of the camera, and 2) Your in these very tight, ah, compact environments, so there's really no place to run or hide, so to speak. With this Resident Evil 4, you have these wide vast environments, which kinda take away that, that pressure that theres no place to run or hide. However, one thing that has been added is that your against, human-like...now please notice I said human-like because they are not human, opponents. But, with that aspect comes intelligence, and intelligent enemies are always going to be scarier, than enemies that are unintelligent because they will work together. They will trap you, they will trick you, they will find a way to get you. So theres a certain fear that comes from being pitted against opponents that are as intelligent as you, that use tactics, instead of mindless creatures that just walk towards you. In addition to that, by taking the game, (and) putting it into this, semi-first person perspective, now the degree(s) which you can see are not just what's in front of you and behind you, in the hallway, 360 degrees...so you only... just like you and I, can only see whats right in front of us, there could be something to the right, something to the left, something anywhere behind us that is not in our line of sight. So theres that kind of pressure that was not in any other Resident Evil game up until now."
Controls
Kobayashi: "The controls themselves, which actually is an area thats been criticized by foreign press alot, have not changed too terribly much from previous Resident Evil games. Um however, due to the new camera, they now match the game alot more and they don't feel as, ah, say clunky as they used to before. Um, that being said, one difference of course is the targeting, targeting system in the original Resident Evil is you could only shoot three different levels, head, stomach and legs. In this of course now you can aim in specific body parts, theres alot of different sections on the enemy to shoot, so you have alot more variety."
Speed / No FPS
Kobayashi: "Initially, Leon walked alot slower, and turned alot slower when firing. But then we realised that the enemies themselves, they were very quick, and they were turning quick too so you really had a huge disadvantage. One of the most difficult things about making a game is balancing, if the balance between your main character, and how he interacts with the enemies, you can't give the enemies too much of an advantage, because then the main character is at a disadvantage and its frustrating to play. You can't give the main character too many advantages because then its too easy and it doesn't feel like a challenge. So, initially he was kinda slow, um, and we sped him up a bit. And then after that we tried speeding him up even more, to see what kind of effect it would have. But when you speed up a game too much, then it changes the game from the Resident Evil, setting, to a more first-person shooter action game of which we have tons of, um so yes, you are correct in assuming that the speed is intentional, and meant to be kind of slow, and meant to create tension, thats what we were going after. So of course we know about the non-strife, ah, 'issue', kind of bugging some American, ah, FPS purists. However, this game is not is not an FPS, this is a Resident Evil game. And the second you put in something like, a crazy dodge or a quick side-step, ah, you now have taken the step past Resident Evil and gone into the FPS genre full blown."
Bosses
Kobayashi: "One thing that make's this Resident Evil unique from others, is that there are just alot of different Bosses, and enemies for that matter. Um, more so than any other Resident Evil up until now. Theres alot of variation with the Bosses, and so there is a wide variety of ways to defeat them. As you mentioned, um, some have weak points, doesn't mean that you have to shoot that weak point or focus on that weak point to take out the enemy, just means that, that enemy will die that much sooner if you find their weak point and are able to ah, maximize your attack against that. Ah, that being said, theres also some Bosses that you need to require on, ah, interaction with the environment, in order to defeat. Aww C'mon...you can't, you can't expect me to give away, ah, the answer to the riddle that easily, thats gonna make...the game boring...I can say this, that you can judge a book by it's cover.
Lord Zatler
Showing clip of villagers as the bell tolls, as they begin walking towards the Church:
Villager: "Lord Zatler"
Kobayashi: "He is the, ah, the town Elder, so to speak who is basically leading the people, or in charge of ruling the people. In addition to that, he is kind of the head, ah, or leader of this particular Religion, that they are all into. So he also is sort of like a Preacher of sorts. The Director, Mikami, who actually created the series, he feels personally that, that enemy, is pretty unique among all the different enemies in action games and horror games up until now, he has a certain unique flavor, to him."
The "Action" Button
Kobayashi: "With the, with the context sensitive, ah, button...feature, of course in the intro your gonna use it alot, but as you proceed through the game, you still constantly, constantly use it. And what make's it cool, is the fact that ah, whether your pushing down ladders or jumping over fences like you do in the Demo version...TGS, ah, can also perform special moves with Leon, like you've seen his kick I think, which later changes into a different move. So all these features continue to change and evolve, and so its just really packed with alot of different animations and actions, which from R&D's perspective is a pain in the butt to animate all these special unique actions just for like a one shot deal.
Weapons
Kobayashi: "Looking at about around 20 different weapons, and within the 20 different weapons your gonna have your standard weapons. Um, these are weapons you can actually buy in the game, [...you can buy weapons], thats a new system thats been added. Um, there are sniper rifles, the sniper rifle is a weapon that once you get it, you can use it, you know, anywhere you want too. Theres your strong and powerful Rocket Launchers, as well as even your handgun which can be modified and get stronger and stronger as you modify it."
Environments/ Game Length
Kobayashi: "Yeah there's alot of different environments, not only are you going through the town, through caves, on lakes, there's a castle, a huge castle afterwards. Plus, in addition you can go into tons and tons of little buildings, within the town itself. Some are larger, some are smaller, some have several floors, etc, etc. So your really getting to see a large variety, of different areas. Umm, concerning the play-time, right now probably on your first shot through your gonna look at probably around 20 hours, which is a long time for a Resident Evil game."
Blood & Gore / Camera Angles
Yoshiaki Hirabayashi: "Although we are shooting for reality, and I don't know whether U.S. gamers like blood, or don't, there are gonna be some pretty gruesome scenes, ah cutscenes in the game. Which should be something that scares some gamers. Leon can get his head cut-off, so thats pretty shocking to see the main character your controlling, his head fly off of his body. Our whole concept, our whole idea that we're pushing through, with the cutscenes is creating fear through reality. So, we have not taken any camera angles that are just ridiculous that you see in movies nowadays. We are not taking any camera angles that are not, would not be possible for a human to actually see through that way, from that angle, theres no matrix-esque spinning around 360 degree camera angles, our whole emphasis was on making the game feel as natural and as realistic as possible. The enemies that appear in it, are already weird and strange enough, and if you take camera angles on top of that, that just aren't realistic, then there's too much of a separation between reality and game, and people really won't be able to be drawn into the world. Through reality, we are able to draw into the world, the ah, the gamer. And so that was always the whole goal, to focus on realistic camera angles, that can be actually seen from any perspective."
Facial Expression / Lip Movement
Hirabayashi: "My main actual work, that I focus on is animating facial expressions for the characters as well. And let me just tell you, that is a pain in the butt, big time, especially for this game. Up until now we've always, not done facial motion-capture, we've done lip-sync. In which you, you film a person speaking and we'll try and re-create, animate the character to those lips. We initially tried that with this game, but the Director felt that it still didn't look natural enough, so instead we based the lip movement off of sounds of the people speaking, and we did it all by hand."
Leon's Transformation
Masaki Yamanaka: "Leon has changed an awful lot during the last 4, or the last 3 remake's of Resident Evil (4/for), the GameCube. Initially, it was always planned for Leon to be the main character. So that idea, has not changed. How he looks, how he feels and his personality though have changed an awful lot, just alone because the story itself has changed. Initially Leon was going to be more of your average every day 'Joe', this person who has the rookie Cop experience, plus just maybe a little bit more. So he's not 100% sure of himself, he's not a strong mature character. Now however, he is a Secret Service agent, and so with that comes experience, skill, knowledge, patience, so he really is trully a pro, in comparison to what he was going to be initially. Leon himself is about two or three times the amount of polygons that the normal enemy has, a plain enemy, and the reason why is that plain enemies you have to put several on the screen at one time, so you can't have them be as detailed as you can Leon, the main character. When you get to cutscenes, that character model is even different, more different than the game character model, and so that has even more polygons, than when your actually controlling Leon in the game. Leon right now, looks (like) he's about 7000 different polygons, what he's made up of. Final enemies, and different Boss characters, can go anywhere into the 10,000. We have put our all into making Leon a very cool character, but instead of character, probably emphasis should be placed on his personality, because through all the cutscenes in the game, and the different context sensitive actions that he can do, you really get a sense of his coolness."
Final Thoughts
Hirabayashi: "If I was going to say how much of the game we've created when compared to other games I've created in the past, I think probably you could say 200% and that would not be an over-exaggeration, so about twice of what I'm normally used too.
Kobayashi: "The thing I'm excited most about, is I think we've created an awesome gameplay experience that people, ah, gamers, maybe casual gamers, hardcore gamers, fans of the series, non-fans of the series, a wide spectrum of gamers can totally appreciate and enjoy."