Last year, Capcom raised its horror victim, Resident Evil 2, to scare a new generation. A completely redesigned PSone classic, Remake managed to hit the icons of the original, introducing a new surprise and giving us one of the hottest reminders of the PS4 era in the form of Mr X.
While the illusion is no longer available, the fan fans behind this particular project – before first caravan paid for and even before has been officially announced by the studio – Emphasized just how serious the 1998 release was, and still is. Any shock of a gameplay change by a developer once the players have taken their first steps into the remodeled but familiar RPD police station.
To mark the one year anniversary of the show, we have asked key members of their staff to improve – Producer Yoshiaki Hirabayashi, Director Kazunori Kadoi, Artistic Director Satoshi Takamatsu and Designer Shusaku Uchiyama – to remember the important moments from its growth. Below are their personal accounts and memories, which begin at the actual rate and end the launch of the game in 2019. Enjoy.
The story behind the actual capture
Producer Yoshiaki Hirabayashi: “We've been talking about this since the announcement of the game, but we've had a lot of fans tell us they want us to talk about Resident Evil 2. We've watched it many times over the years, but it's a tough proposition that should make the most memorable of this classic game, and we've never let it down.
Finally, after some years, the time was right and we talked about bringing RE2 back, and this time we were able to keep improving. Some fans may remember that as soon as we did this, we made our "We Do It" announcement on social media in August 2015, because we were very happy to be able to confirm that the game was in the works. To a group, which was very small at the time, this sounds like the real beginning of a difficult task! ”
The moment the team realizes that the new design will work
Director Kazunori Kadoi: For me, I think that was when we first got to see the zombies and gameplay of zombies all working on tandems and being able to play shooting, removing parts with well-placed rifles and so on. It sounded good and unhappy no matter how much you did, and that made me feel like this game had something special.
The biggest challenge for the team
Director Kazunori Kadoi: Well, because it is a beginning and the reality is a game that already has many, many fans around the world, the biggest challenge has been the skepticism that the fans expect while the new one is coming out. Measuring these factors was a difficult time to do things during development and required many difficult decisions.
It was important to keep the look that Leon had at first, emphasizing the fact that, since this is his first appearance in the series, he is a "greenhorn". And I wanted to bring a real touch to her cop's dress and other accessories – lots of pads! We actually worked with a military gear maker to date.
As was the case with Leon, I felt that we should bring a balance to honor his composition while delivering the expected reality of today's title. Claire loves motorcycles and is very active, so I wanted to redesign her in a way that reflects her personality and shows that she is an attractive, strong person. Un his red biker jacket that was supposed to stay in, but we had a renamed backdrop from the start by our other artistic director, a British guy called Gez Fry.
Ada is a very mean character to both the fans and the development team, and she was very capable of building this recap. We had many ideas for her outfit, and it took six months of research before settling on her model of face. After all that work, I was pleased to see that fans seemed to love her new look! Getting a constructive answer makes the effort worth it.
I have come close to Sherry's reorganization by thinking that she should be not just a "little" character, but to be deep in her and make her an intimate character, and to whom she wants to protect. For Sherry, Claire and Ada, artistic director from Resident Evil 7, Thonori Takano, joined the team and helped.
In the original Resident Evil 2, Tradant is lost from a helicopter, but in this new game we are closer to his design based on his original idea: an investor who will continue to follow his target until he is exterminated. That's why he hides his face in a hat, even though I think he's not entirely successful in doing so … (laughs) It was great to see how awesome the actors got him and how much they loved him as a character.
New game score and their sound design
Shusaku Designer Uchiamaama: The story of how to create great sound and music that will be modern and relevant to the new game in 2019, and also remember the sound of the game released 20 years ago, was challenging, but also fun and rewarding experience to tackle this challenge together as a team.
Watching the fans reaction is revealed by the game
Director Kazunori Kadoi: The entire development team met in our office to watch the E3 announcement in real time. We didn't think the "good" original game would enjoy a great reaction, so we were surprised and excited to see the answer. Not only that but when the gamep response to the E3 booth started to hit, we realized that people loved it, and even received some prizes for the show! This was a very high praise for me as a director, and also somehow kind of a bit more pressure on the remainder of the project (he laughs).
Celebrating the game that will go gold
Producer Yoshiaki Hirabayashi: When the game went gold, we had a great party together. I realized in everyone's words that each member of the team had a great sense of achievement in the end, and we talked about the various difficulties we had during the project, the fans' perception of the game and so on.
In fact, project leaders including myself wanted this kind of "behind the scenes" discussion so that fans could see what we were really talking about, so we had another dev group collected separately, uploaded and posted online. If any of your readers are interested in hearing more great stories and articles from the development of Resident Evil 2, including the appearance of the original game director, Shinji Mikami, please watch this video series! Here are YouTube links.
Resident Evil 2 Part 1: The team didn't actually know if it was currently being filtered for this segment! So, you get meaningless conversations (laughs).
Resident Evil 2 Roundtable Part 2: This section contains some photos and video clips from game development that are nowhere else!
Resident Evil 2 Roundtable Part 3: In this segment, none other than Shinji Mikami, the director of the original game, joins us in discussions with the directors in need. All of these join Capcom at the same time, so they're back! They even discuss the “RE1.5” crippled one and we show the videos.
Resident Evil 2 Roundtable Part 4: We originally edited the third installments of the series, but we had some really good anecdotes, so we added a bonus part of the fourth.