SantaC
Member
Great interview. Sounds very interesting that you can
current weapons. Kobayashi also said that there will be lots of bonus content to unlock in this game.
NOTE: Those who don't mind minor spoilers should read this interview. Rest of you should stay away.
Game Informer Online: Recently Capcom announced that in the game youll be able to buy items from shopkeepers. Could you explain this feature more fully? What sort of currency will you use and where will you find it? How do you track down shopkeepers and how often to they appear throughout the game?
Kobayashi: The game uses a currency called pesetas and you can find it on shelves, in wooden boxes, or get it from enemies. Once you get far enough into the game, youll come across a weapons merchant in a cutscene. After that, theyll pop up in various parts throughout the game. There are several in the town, so youll come across them more than once.
GI: Touching on the previous question, Capcom also announced that youll be able to upgrade your weapons in the game. Does this apply to all weapons that you can find or just a select few? For example, will I be able to upgrade a rocket launcher, or just regular weapons like my handgun or shotgun? What sort of requirements must I meet before I can upgrade my weapons?
Kobayashi: Although you cant upgrade the rocket launcher, most of the other weapons are upgradeable. All youll need to upgrade them is money.
GI: Capcom recently announced a new save feature that will let you save the game at any typewriter, without having to use ink ribbons. It was also announced that the game will save at the beginning of most levels. Why did you decide to make these changes? Was it to make the game less difficult? Will multiple difficulty levels still be a part of the game?
Kobayashi: The rhythm for the game is much different than previous titles. The pacing is very fast this time around, so saving also serves to give the player a short break. The difficulty level will adjust automatically to the skill level of the person playing.
GI: Throughout the years, the Resident Evil franchise has managed to create a very distinct look for its games. Do you think that the new look of Resident Evil 4 will work well in evolving the game to a new level? Do you think that the new visual presentation will turn off any gamers who are still looking for that classic Resident Evil look?
Kobayashi: Among the fully-3D games out in the market right now, I think this ranks very high. But gone are the beautiful pre-rendered scenes like in past RE games, which I know a lot of people loved. I felt the graphics on RE (remake) and RE 0 for the GameCube were especially great. On the other hand, I think the graphics in RE 4, especially the new fully 3D engine, have a lot of great qualities as well. I am sure a lot of people will enjoy them as well.
GI: Do you think the new open environments will be a benefit or an advantage for Resident Evil 4? Previous games used tight quarters to create a more claustrophobic and tension filled mood. Will the new open environments detract from this experience?
Kobayashi: Although there are still some tight, close-quarters areas in RE4, the more open environments present their own new sense of horror and tension, which I think will come across when you play. Itll make you more excited and more tense than ever before.
GI: In this latest installment, the controls seem to be quite a bit more responsive and intuitive than they have been in the past. Why did Capcom wait so long to change them? Was it a technology issue or one more focused on convenience?
Kobayashi: The controls are still the same as before. Whats changed is that we have changed the camera for RE4, which has made it easier to control. This was more a matter of the style chosen for each game, rather than anything technological.
GI: The Resident Evil franchise is known for having lots of bonus content, whether it be extra playable characters or challenging mini-games and quests. Will we be seeing any of these features in Resident Evil 4?
Kobayashi: Yes, there will be plenty to enjoy.
GI: Lately more and more details about Ashley have been coming out, especially those dealing with controlling her and keeping her safe. Could you explain this system a bit more in-depth? What sort of actions is she capable of performing and can she actually fend for herself, or will we be babysitting her most of the game?
Kobayashi: You can only control Ashley for one section, but its a lot of fun. But the thing is, shes just a college student, so she cant really wield firearms or anything. What she does is use her environment to avoid the enemy. For the majority of the game where she appears, shell be following Leon around, and there are a lot of situations where, as Leon, you will have to protect her and save her.
GI: A lot of press around the game has been centered on the new Action response system of performing moves and other maneuvers. What sort of things will the Action system include besides jumping through windows, opening doors, and avoiding enemy attacks?
Kobayashi: You can run as a giant boulder tumbles down after you, move down from high places, attack enemies in certain ways, and more.
GI: The Umbrella Corporation has been a mainstay of the Resident Evil series, but it appears so far that theyre going to not be a part of Resident Evil 4. Do you think that this omission will affect how gamers react to the game? Do you consider Umbrella to be an integral part of the game series or a feature that has worn out its welcome?
Kobayashi: If you want to know about Umbrella, youll have to play the game. These new enemies are interesting because they are strange and unknown, so unlike with Umbrella, you never what could happen next, or whats lurking behind the door.
GI: What are your thoughts on the current crop of Resident Evil feature films? Have you seen any of them and if so, what did you think? Do you consider them to be legitimate entries in the Resident Evil universe?
Kobayashi: I was involved with Resident Evil 2: Apocalypse a little, working as Associate Producer. It was definitely more of an action movie, with Jill and the Nemesis, so it ties in more with RE 3. Personally I would have liked to see Jill have a bit of a bigger piece of the action.
GI: Regarding the Resident Evil franchise as a whole, how do you feel the series has evolved throughout the years? What sorts of things from the series have had a major impact on the video game industry, either in function or practice?
Kobayashi: The big change or evolution is with RE4. There were a lot of RE titles not in the actual numeric series, and it was more scattered than showing some kind of drastic evolution. Well, I guess you could say that RE is an established brand, almost a genre of its own. When it comes to survival horror, RE is still on top.
GI: Concerning other survival horror games, do you have any favorites that you like to play in your spare time? What sorts of other horror games in the market have caught your attention lately? Do you think the genre has moved forward in the past few years? Also, what sort of things to do you want to see in future survival horror games?
Kobayashi: I dont really pay attention to the other survival horror games out there. I mean, I know there are horror games out there and there are a lot of games that really do a good job of pulling off the horror part well, which is good. But for RE, I think its a great game, not just a great survival horror game, and I plan on keeping it that way in the future.
GI: How do you feel about the Nintendo DS and the Sony PSP?
Kobayashi: It will be interesting to see how the systems sell and how each company acts. Im very impressed. It makes me want to make something for them.
GI: What are your thoughts on taking the Resident Evil universe to handheld gaming devices? If so, which system do you think would be the best fit, the DS or the PSP?
Kobayashi: I think if youre going to go portable, you have to think about how to craft the experience into something that you cant do at home on a console. Its all up to how you handle it.
GI: What sort of plans do you have for Resident Evil after the release of Resident Evil 4? Will another game be coming along quickly or do you plan on taking a break for awhile?
Kobayashi: We havent decided anything on it yet, so we have a long way to go on it.
GI: Thanks for taking the time to answer our questions.
http://www.gameinformer.com/News/Story/200412/N04.1208.1705.48146.htm
upgrade your
NOTE: Those who don't mind minor spoilers should read this interview. Rest of you should stay away.
Game Informer Online: Recently Capcom announced that in the game youll be able to buy items from shopkeepers. Could you explain this feature more fully? What sort of currency will you use and where will you find it? How do you track down shopkeepers and how often to they appear throughout the game?
Kobayashi: The game uses a currency called pesetas and you can find it on shelves, in wooden boxes, or get it from enemies. Once you get far enough into the game, youll come across a weapons merchant in a cutscene. After that, theyll pop up in various parts throughout the game. There are several in the town, so youll come across them more than once.
GI: Touching on the previous question, Capcom also announced that youll be able to upgrade your weapons in the game. Does this apply to all weapons that you can find or just a select few? For example, will I be able to upgrade a rocket launcher, or just regular weapons like my handgun or shotgun? What sort of requirements must I meet before I can upgrade my weapons?
Kobayashi: Although you cant upgrade the rocket launcher, most of the other weapons are upgradeable. All youll need to upgrade them is money.
GI: Capcom recently announced a new save feature that will let you save the game at any typewriter, without having to use ink ribbons. It was also announced that the game will save at the beginning of most levels. Why did you decide to make these changes? Was it to make the game less difficult? Will multiple difficulty levels still be a part of the game?
Kobayashi: The rhythm for the game is much different than previous titles. The pacing is very fast this time around, so saving also serves to give the player a short break. The difficulty level will adjust automatically to the skill level of the person playing.
GI: Throughout the years, the Resident Evil franchise has managed to create a very distinct look for its games. Do you think that the new look of Resident Evil 4 will work well in evolving the game to a new level? Do you think that the new visual presentation will turn off any gamers who are still looking for that classic Resident Evil look?
Kobayashi: Among the fully-3D games out in the market right now, I think this ranks very high. But gone are the beautiful pre-rendered scenes like in past RE games, which I know a lot of people loved. I felt the graphics on RE (remake) and RE 0 for the GameCube were especially great. On the other hand, I think the graphics in RE 4, especially the new fully 3D engine, have a lot of great qualities as well. I am sure a lot of people will enjoy them as well.
GI: Do you think the new open environments will be a benefit or an advantage for Resident Evil 4? Previous games used tight quarters to create a more claustrophobic and tension filled mood. Will the new open environments detract from this experience?
Kobayashi: Although there are still some tight, close-quarters areas in RE4, the more open environments present their own new sense of horror and tension, which I think will come across when you play. Itll make you more excited and more tense than ever before.
GI: In this latest installment, the controls seem to be quite a bit more responsive and intuitive than they have been in the past. Why did Capcom wait so long to change them? Was it a technology issue or one more focused on convenience?
Kobayashi: The controls are still the same as before. Whats changed is that we have changed the camera for RE4, which has made it easier to control. This was more a matter of the style chosen for each game, rather than anything technological.
GI: The Resident Evil franchise is known for having lots of bonus content, whether it be extra playable characters or challenging mini-games and quests. Will we be seeing any of these features in Resident Evil 4?
Kobayashi: Yes, there will be plenty to enjoy.
GI: Lately more and more details about Ashley have been coming out, especially those dealing with controlling her and keeping her safe. Could you explain this system a bit more in-depth? What sort of actions is she capable of performing and can she actually fend for herself, or will we be babysitting her most of the game?
Kobayashi: You can only control Ashley for one section, but its a lot of fun. But the thing is, shes just a college student, so she cant really wield firearms or anything. What she does is use her environment to avoid the enemy. For the majority of the game where she appears, shell be following Leon around, and there are a lot of situations where, as Leon, you will have to protect her and save her.
GI: A lot of press around the game has been centered on the new Action response system of performing moves and other maneuvers. What sort of things will the Action system include besides jumping through windows, opening doors, and avoiding enemy attacks?
Kobayashi: You can run as a giant boulder tumbles down after you, move down from high places, attack enemies in certain ways, and more.
GI: The Umbrella Corporation has been a mainstay of the Resident Evil series, but it appears so far that theyre going to not be a part of Resident Evil 4. Do you think that this omission will affect how gamers react to the game? Do you consider Umbrella to be an integral part of the game series or a feature that has worn out its welcome?
Kobayashi: If you want to know about Umbrella, youll have to play the game. These new enemies are interesting because they are strange and unknown, so unlike with Umbrella, you never what could happen next, or whats lurking behind the door.
GI: What are your thoughts on the current crop of Resident Evil feature films? Have you seen any of them and if so, what did you think? Do you consider them to be legitimate entries in the Resident Evil universe?
Kobayashi: I was involved with Resident Evil 2: Apocalypse a little, working as Associate Producer. It was definitely more of an action movie, with Jill and the Nemesis, so it ties in more with RE 3. Personally I would have liked to see Jill have a bit of a bigger piece of the action.
GI: Regarding the Resident Evil franchise as a whole, how do you feel the series has evolved throughout the years? What sorts of things from the series have had a major impact on the video game industry, either in function or practice?
Kobayashi: The big change or evolution is with RE4. There were a lot of RE titles not in the actual numeric series, and it was more scattered than showing some kind of drastic evolution. Well, I guess you could say that RE is an established brand, almost a genre of its own. When it comes to survival horror, RE is still on top.
GI: Concerning other survival horror games, do you have any favorites that you like to play in your spare time? What sorts of other horror games in the market have caught your attention lately? Do you think the genre has moved forward in the past few years? Also, what sort of things to do you want to see in future survival horror games?
Kobayashi: I dont really pay attention to the other survival horror games out there. I mean, I know there are horror games out there and there are a lot of games that really do a good job of pulling off the horror part well, which is good. But for RE, I think its a great game, not just a great survival horror game, and I plan on keeping it that way in the future.
GI: How do you feel about the Nintendo DS and the Sony PSP?
Kobayashi: It will be interesting to see how the systems sell and how each company acts. Im very impressed. It makes me want to make something for them.
GI: What are your thoughts on taking the Resident Evil universe to handheld gaming devices? If so, which system do you think would be the best fit, the DS or the PSP?
Kobayashi: I think if youre going to go portable, you have to think about how to craft the experience into something that you cant do at home on a console. Its all up to how you handle it.
GI: What sort of plans do you have for Resident Evil after the release of Resident Evil 4? Will another game be coming along quickly or do you plan on taking a break for awhile?
Kobayashi: We havent decided anything on it yet, so we have a long way to go on it.
GI: Thanks for taking the time to answer our questions.
http://www.gameinformer.com/News/Story/200412/N04.1208.1705.48146.htm