GrayChild
Member
Courtesy of Famitsu:
www.famitsu.com
One of the ideas was that it would be fun to give each zombie a unique personality. However, there is a limit to the amount of information a player can understand, so in the end, we decided to create a game experience where "it's hard to understand at first glance, but as you play you'll understand their characteristics and be able to take countermeasures. That said, all of the development staff worked passionately on giving each zombie their own unique personality, and even regular zombies have their own voices and other things.
I think there are about 100 of them in total.
When it comes to adding variety to zombies, the key is to make them do things that (the player) don't expect. With normal zombies, it's easy to predict what they'll do, such as walking with their arms outstretched. That's a huge disadvantage when playing the game.
My original concept was to create zombies that behave in unexpected ways, leaving room for the player to imagine, "What on earth is this guy?", so I'd be very happy if you could sense that.
The adjustments took a very long time. One of the challenges was the number of cases where things happened that the developers hadn't anticipated. The zombie AI itself was set to react to sounds coming from, so it would make unexpected movements that made you think, "They didn't even react to sounds like that?" Those parts were fun to make, but some adjustments were necessary.
Another issue was that, while we were basically trying to make it scary, by giving the zombies distinctive features, they inevitably became more comically funny.
Of course, there's a fine line between laughter and fear, so we were prepared for that, but the adjustments were more difficult than we expected, and there were parts where even a slight change in the way the lines were delivered could suddenly make it seem like a joke. We carefully adjusted these aspects from various angles, including the appearance, movements, and voice.
【バイオ9】『バイオハザード レクイエム』旅行の計画のように持ち出すものを選ぶ楽しさ――中西Dが語る最新作の魅力とゾンビの進化【インタビュー】 | ゲーム・エンタメ最新情報のファミ通.com
発売を目前に控え、より一層の盛り上がりを見せているサバイバルホラー最新作『バイオハザード レクイエム』。ディレクターを務める中西晃史氏にいろいろなお話を聞いた。
One of the ideas was that it would be fun to give each zombie a unique personality. However, there is a limit to the amount of information a player can understand, so in the end, we decided to create a game experience where "it's hard to understand at first glance, but as you play you'll understand their characteristics and be able to take countermeasures. That said, all of the development staff worked passionately on giving each zombie their own unique personality, and even regular zombies have their own voices and other things.
I think there are about 100 of them in total.
When it comes to adding variety to zombies, the key is to make them do things that (the player) don't expect. With normal zombies, it's easy to predict what they'll do, such as walking with their arms outstretched. That's a huge disadvantage when playing the game.
My original concept was to create zombies that behave in unexpected ways, leaving room for the player to imagine, "What on earth is this guy?", so I'd be very happy if you could sense that.
The adjustments took a very long time. One of the challenges was the number of cases where things happened that the developers hadn't anticipated. The zombie AI itself was set to react to sounds coming from, so it would make unexpected movements that made you think, "They didn't even react to sounds like that?" Those parts were fun to make, but some adjustments were necessary.
Another issue was that, while we were basically trying to make it scary, by giving the zombies distinctive features, they inevitably became more comically funny.
Of course, there's a fine line between laughter and fear, so we were prepared for that, but the adjustments were more difficult than we expected, and there were parts where even a slight change in the way the lines were delivered could suddenly make it seem like a joke. We carefully adjusted these aspects from various angles, including the appearance, movements, and voice.
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