Res­i­dent Evil 2 pro­duc­ers Yoshi­aki Hirabayashi and Tsuyoshi Kanda share their views

PlayStation Official Magazine (UK) - - RESIDENT EVIL 2 -

To re­make some­thing well, you’ve re­ally got to love the orig­i­nal. You have to know what made it so great, what makes it worth re­peat­ing. And when we sit down with Yoshi­aki Hirabayashi and Tsuyoshi Kanda, their pas­sion for Res­i­dent Evil is im­me­di­ately ap­par­ent.

OPM: Do you have a favourite game or char­ac­ter in the Res­i­dent Evil se­ries?

Yoshi­aki Hirabayashi: I have a lot of favourite char­ac­ters but if I had to choose one I would say Ada Wong.

Tsuyoshi Kanda: I love the ec­cen­tric Baker fam­ily from Res­i­dent Evil VII, and es­pe­cially the son, Lu­cas. Just think­ing of the scene where he peels off his fin­ger­nails makes me break into a sweat…

OPM: Much is made of videogames need­ing more fe­male he­roes. Do you think Res­i­dent Evil se­ries has been ahead of its time in this re­spect?

YH: Yeah, we do have a lot of games where you can choose to play as a male or fe­male char­ac­ter. I don’t know if we were ahead of the times so much as we sim­ply thought that play­ers would surely be in­ter­ested in play­ing as both.

TK: Our fe­male he­roes are an es­sen­tial part of our sto­ries and his­tory, and one of the rea­sons be­hind its en­dur­ing pop­u­lar­ity.

OPM: What is the legacy of the se­ries?

YH: I think it is the way the se­ries ex­presses sur­vival hor­ror as a key part of its iden­tity.

TK: The way we con­tinue to pro­vide fresh, cre­ative, and sur­pris­ing games all around the theme at the se­ries roots, sur­vival hor­ror.

OPM: Why do you think retro games are pop­u­lar? Are you a fan of PlayS­ta­tion Clas­sic?

YH: Retro games of­ten have sim­pler con­trols than mod­ern games while of­fer­ing great, deep ex­pe­ri­ences. So I think play­ers who want great ex­pe­ri­ences can find them in ei­ther place. And yes, I am in­ter­ested in PlayS­ta­tion Clas­sic but un­til the full game lineup is re­vealed I don’t know yet if I can call my­self a “fan” of it.

TK: Games which were called mas­ter­pieces at the time still have en­ter­tain­ment to of­fer to­day. One of the ben­e­fits of mod­ern en­ter­tain­ment is how fun can be passed down from gen­er­a­tion to gen­er­a­tion. In that sense I can’t wait for PlayS­ta­tion Clas­sic and want to play it with my kids while let­ting my­self get ab­sorbed in nos­tal­gic mem­o­ries! OPM: How im­por­tant has it been to keep devel­op­ment of the Res­i­dent Evil games in­side Cap­com? YH: I think as long as we have pas­sion be­hind cre­at­ing sur­vival hor­ror, ex­ter­nal devel­op­ment would work as well. But our in­ter­nal devel­op­ment team is very well versed in the lat­est hard­ware tech­nol­ogy, and that’s one of the keys to our great re­sults.

TK: I think it’s re­ally im­por­tant that the DNA of the se­ries is kept go­ing in­ter­nally for the sake of the con­ti­nu­ity of the se­ries. As the fran­chise de­vel­ops, the choices to be made about the ap­proach to game­play will need to in­crease, and I think that can con­trib­ute to the devel­op­ment of mul­ti­ple games.

OPM: What was the first Res­i­dent Evil game you played, and what were your first im­pres­sions?

YH: It was the orig­i­nal RE2, which was also the first PlayS­ta­tion game I played. I didn’t think it would be that scary be­fore I started, but within the first hour I was proven wrong…

TK: Mine was also RE2. It was so scary, but I also wanted to see what hap­pened next so I would stick at it. It cer­tainly brought a shock to my quiet col­lege life! Now I think of it as an old friend.

OPM: Is there a for­mula to mak­ing a good Res­i­dent Evil game?

YH: There is never a clear an­swer un­til you start the cre­ation process. The devel­op­ment team, their re­la­tion­ships with each other, the cur­rent tech­nol­ogy… All those parts come to­gether and the choice of what is the best way to pro­ceed changes each time. But the one thing that never changes is that Res­i­dent Evil must be hor­ror. TK: I wouldn’t call it a for­mula, but an in­dis­pens­able part is keep­ing up bal­anced ten­sion as you sur­vive through the game. The place­ment of en­e­mies, weapons, and items cre­ates a ten­sion curve, and it’s im­por­tant to have mo­ments to re­lease the built-up stress and also keep the story mo­men­tum go­ing. Oth­er­wise, play­ers won’t want to keep play­ing. OPM: Do you re­mem­ber the first time you were chased by Neme­sis? How did it make you feel? YH: It was such a long time ago… but I do re­mem­ber a feel­ing of help­less­ness! TK: I used to be so hes­i­tant to leave the save room! I’d rush out and then panic and hit the wrong but­tons. It was re­ally scary.

OPM: Which game in the se­ries would you like to re­make af­ter Res­i­dent Evil 2?

YH: I don’t have room for any­thing in my head other than Res­i­dent Evil 2 at the mo­ment!

TK: I think it would be in­ter­est­ing to pro­vide over-the-shoul­der ver­sions of our other fixed-cam­era ti­tles. But for the time be­ing my pri­or­ity is mak­ing Res­i­dent Evil 2 a suc­cess.




Newspapers in English

Newspapers from Australia

© PressReader. All rights reserved.