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We know the remake of Resident Evil 2 for a long time. Although announced late 2015 by producer Yoshiaki "H" Hirabayashi, the horror remake of survival was kept secret until E3 2018. During the press conference of Sony, Capcom made its debut the first gameplay trailer, finally giving us a glimpse of how it's going and playing. And better yet, we had a release date: January 29, 2019.
The excitement of seeing familiar characters and places recreated with modern visuals was only elevated after our time spent playing a demo at E3. Resident Evil 2 Remake feels like it respects fans' nostalgia for the game, and incorporates their intimate knowledge of the game into its design. It revives the memories of the classic PlayStation with faithful interpretations of the iconic locations of Raccoon City, while returning the script to the original to terrify longtime fans. While Resident Evil 2 Remake currently feels like a respectful cover of the original with some modern flourishes, our time spent at Racoon City left us with some questions.
During the show, GameSpot had the opportunity to talk to Yoshiaki "H" Hirabayashi and Tsuyoshi Kanda, producers of Resident Evil 2 Remake. We discussed not only the evolution of the game compared to the original, but also the reasons why they chose to use a third person view, the influence of Resident Evil 7 on the development of the game and their main inspirations. work on the project.
GameSpot: What part of the game has changed? What fans can expect to be the same as the original and what can they expect to be completely different?
H: It is difficult to establish a new percentage compared to the old one in itself, but we really wanted to trace the original game, and this will allow you to have muscle memory to keep the keys of the game. structure of the game. But between these highlights, we wanted to restructure and bring new surprises. So you will definitely have key moments that feel totally nostalgic and you are like, "This is Resident Evil 2." But there will be other parts between [which] will actually be quite fresh and original.
Has it been easy for you in terms of the creative freedom to reshape and reconfigure such an iconic game? How do you implement the changes while retaining the spirit and mechanics of the original?
Tsuyoshi Kanda: I have the impression that we are a team that really respects a lot the original, but we feel that our creative freedom comes from the fact that we use the RE engine, which was used for the first time in Resident Evil 7: Biohazard, and being able to use this as a basis for the game has really freed us a lot of freedom because it's a great base.
You know, it allows us to get so amazing immersive images and sounds that we are then free to think about how we are going to restructure the game, and this allows us to challenge ourselves to bring our best game to the process. So, I would personally feel like it was a pretty free process at this point.
H: I have the impression of having done a lot of back and forth. You know, we saw-sawed a lot between total respect / recreating the original, and then bringing something new. Today's players need something new to experiment, and the team has all their own individual memories of playing the original game and how they felt about it, and what that they wanted to bring to the new project. And I think that during the three or three years of development, what we got was what people played on the show. It hits all the rhythms you will remember, but it takes time to bring something fresh between the two.
Resident Evil 7: Biohazard obviously had a great critical success, but the remake was announced before its release. Did the success of this game influence the direction of where you wanted to go with the remake of Resident Evil 2?
Kanda: Well, we first announced this title at the end of 2015 with the video We Do It. At that time, Resident Evil 7 was already in development … and then we released it in January 2017. So the timeline was parallel for both games, but there was a big positive effect on both titles of each other.
The learning we got from this process could be adapted to Resident Evil 2 because it uses the same engine, which allows us to achieve a higher level of quality. While we use the same tools, we [are] Both titles have similar approaches in that we want to bring the pinnacle of horror and immersion to each of their different concepts, and I think they've been positively influential to each other. on others.
How are you installed on the prospect? The series has evolved in many directions over the years, and with the Resident Evil 7 camera in the first person, what made you choose the third person?
H: We have looked at all sorts of possibilities and options during a long process of deliberation and reflection with regard to the camera, and everything has come to the feeling that we want you to have when you play the game. game, and we wanted to have the key pillars of the scary survival horror, and also, a kind of so-called interbreeding of the environment. And when it came to knowing how to best experience these two aspects together, the answer was third-person view.
We wanted him to be intimately terrifying in nature, to [have] personal and close zombie encounters that you can only get, I think, with that type of camera. You have your character directly on the screen, but when a zombie comes up and bites you … you may have noticed on the demo that there is a cinematic zoom, and they just have [get] right in your face.
It's an intensely personal experience, and the only way to do it was to choose this type of camera. So, it's really the experience we want players to have with this prospect.
Resident Evil 2 Remake Gameplay – E3 2018
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It has also opened the possibilities of puzzles, which are a classic element of Resident Evil games. There is a room where, ironically, there are welcome party remnants set up for the first day of Leon. It was supposed to be his first day, and it was supposed to be a party, and in this setting you will find a note on the desk detailing what would have been a fun puzzle game if it had not been. not for the zombie outbreak where his new colleagues were saying, "we need you to remember our names, let's play a game", and you have to find all their identity plates to unlock Leon's office. And you find them scattered across other offices or some of them have fallen to the ground, but you really need to look for them and get closer to the environment.
You can not do it with a camera like that. If it's an extra-thin camera, it can be very difficult to set up this kind of puzzle. So, I think it has also been a great choice for us to open up the possibilities of how we should bring you puzzles and how we planned this with exploration and combat.
Resident Evil 2 has a huge legacy. I know this has been in great demand, but what motivated you to redo Resident Evil 2? Why was it something you wanted to do?
Kanda: We just want to give fans what they want, you know? We have this original game that is known as a masterpiece and it's been so many years and people have said that they would really like to revisit that title, and whenever that kind of 39, intensity and passion of the fans is there, it is impossible We must ignore this because it is a sign of our dedication to our titles and our brands.
Everyone in the remake team is a fan of Resident Evil 2, so just like any other, we want to make the amazing game that the fans want too.
Yoshiaki "H" Hirabayashi
It becomes almost inevitable then, so we just decided we really wanted to take care of that. You know, there is a process when you decide how to take a game like that, I mean, a lot of trial and error and decisions to be made, but at the end of the day we want to just trying to take the you have huge expectations, which could be considered a negative or a reason not to do it, but we want to take that and say, "We will aim high. let's go beyond those expectations. "It's a really exciting challenge for us.
H: We are included in this group of RE 2 fans, ourselves. Everyone in the remake team is a fan of Resident Evil 2, so just like any other, we want to make the amazing game that the fans want too.
The horror and the action were a difficult balance that Resident Evil had to make over the years. How did you manage that for the remake of Resident Evil 2? What was your philosophy on this dynamic for this project?
H: First of all, I want to make sure that everyone is aware right from the time of the announcement that it is not Resident Evil 4, you know? The ingredients of Resident Evil 4 were Resident Evil, it's over the shoulder, and it brings shooting elements.
But this game is not the same; we take the exploratory elements – retrospective exploration similar to that of Metroidvania that you saw in the previous Resident Evil games – and we put in perspective, but that's all. We will not add the extra-shooter aspects that were part of Resident Evil 4. So, it's not going to take the tone and style of the approach more hero action than you have seen a lot of characters take in previous Resident Evil games. It's always these average people stuck in desperate situation, trying to survive.
The way we can make players feel powerful in this context is that they will not be content to shoot countless balls; they will have to manage the resources and they will have to watch their ammunition. If they are able to learn the best way to target and shoot zombies, and how to shoot them down or weaken them; then there is the risk and reward of taking the time to learn how to get the right shot.
So, I think that even if you are not an action hero in this game, you will feel powerful having learned exactly the timing, the approach and the strategy you need to shoot down the enemies.
It's actually something I've noticed about shooting mechanics. You really have to time your shots.
Yes, as if you said that timing is important and that you have to align your shots. It's a good kind of stress, where you are, just keep trying to do it right. there are several of them [of] Different weapons in the game all with different sensations, so you can find the one that suits you. And we have even included some customization options as well for people who like to change their reticle colors and other things.
In your process of redoing Resident Evil 2, I was curious, did you draw other inspirations for his horror – at least apart from the original?
H: This is not a direct inspiration from the content as much as an approach, but if you think about Extraterrestrial, this film presents this enemy character. You have no idea what it is when you watch the first movie, and it must establish what it is, what are the rules. And when you have a sequel like extraterrestrialsyou have to leave assuming that people know what they are talking about when they say what an extraterrestrial is and what he can do, and this second movie has to somehow expand the world, l & 39; film universe to bring something more this.
And I think with Resident Evil 1 and 2, it's a similar thing, where Resident Evil 1 is like the grandfather of survival-horror-games. It was the first time that most people were playing a game that was a horror experience, and there were zombies, and they had to understand what were the rules of fighting a zombie. Once you have established this, as with Resident Evil 2, you should know that this is the new baseline. You do not leave zero anymore.
The new baseline is the way Resident Evil works, and how can you develop that? How do you bring new experiences and gameplay to this? And I think I have a similar approach, where you know: Alien stoicism, or the first Resident Evil is the starting point of the series, and then the second, you have to broaden your horizons a little to bring something new to the table. And we try to bring a mixture of pure horror from the original and then bring a new level of entertainment as a result.
The same applies to Batman begins and The black Knight. You can not do the second this way without having it properly established first. Batman Begins had to be like, who Batman is in this world, that's how it works. Everyone knows it, so you can start The black Knight with the introduction of Joker.
But some of the other design philosophies of these films can also be applied to the Resident Evil 2 Remake. For example, appearances and costumes in the game. We want to bring them a certain reality. When you look at a character like The Joker, the previous live action iterations were a little more theatrical and had someone who looked like what he wanted in the comics, but they did not did not answer the question of how someone would look like this. real life. In The black KnightChristopher Nolan portrays him as someone who has scars and puts face paint on.
There's this puzzle about how to get a more realistic version of a fantastic character on the screen, and we've been thinking about that with things like how we would recreate the costumes of the Original for the remake. We wondered: what if Leon wore a tactical vest instead, and what would it look like? We have tried adding authenticity to designs that is not completely new or different from the original game.
When you build a prequel or a sequel, a previous title, or if you reimagine something that already exists, the biggest challenge for us as creators is to bring a new level of reality to the things we're doing. 39; Everything has already been seen.
If there was another Resident Evil game that you would like to completely redo one day, what would you do?
H: For me, it was Resident Evil 2. I want to finish it now, because it's actually the one I've always wanted to do. I can not think of doing another game before I finish that one.
Kanda: I would almost imagine how we could redo Resident Evil 7. This is perhaps one of the most recent entries in the series, but it would be very exciting and interesting to consider how we could redo this game.