Red Dolphin
Member
Suprised no one posted this. IGN got to to Capcom's headquarter offices in Japan.
They interview
* Hiroyuki Kobayashi, Producer
* Yoshiaki Hirabayashi, Event Team
* Masaki Yamanaka, Lead Character Design
It's nearly 17 minutes long and has some awesome insight into the making of the game.
Download! http://insider.ign.com/videos/articles/557/557653p1.html
Talk about:
* Wanted Resident Evil 4 to be really innovative and fresh because it was the "fourth" game in the series and they didn't want the games to start becoming stale.
* They've been through about 3 remakes/overhauls of Resident Evil 4 before getting it "right" with its current form. The 3rd version was never unveiled to the public.
* Complaints from Western gamers about the Resident Evil series (and 4) such as the controls, speed of movement of Leon, the lack of strafing, etc and basically say they didn't want to turn it into a FPS. The controls are more logical now and make more sense due to the camera angle. They experiemented with Leon's speed of movement a lot and talk a lot about how one of the hardest things to do is to balance a game right. Originally Leon was SLOWER then he is now but they found that the enemies were far more agile and quicker then Leon so they adjusted and sped up his movement.
* Talk about Leon character model having 3 times the amount of polygons then enemies (because there are heaps of them on screen). Bosses have far more polygons then Leon generally.
* They didn't want to change too much with this game as they didn't want to alienate old RE fans but they wanted to get new ppl interested in the series at the same time.
* Theres lot of context sensitive actions in the game.
* Talk about keeping camera angles realistic and like they could be shot in real life.
* Talk about how difficult it is to get realistic facial expressions and they actually animated them by hand.
* Other stuff I'm sure I'm forgetting.
They interview
* Hiroyuki Kobayashi, Producer
* Yoshiaki Hirabayashi, Event Team
* Masaki Yamanaka, Lead Character Design
It's nearly 17 minutes long and has some awesome insight into the making of the game.
Download! http://insider.ign.com/videos/articles/557/557653p1.html
Talk about:
* Wanted Resident Evil 4 to be really innovative and fresh because it was the "fourth" game in the series and they didn't want the games to start becoming stale.
* They've been through about 3 remakes/overhauls of Resident Evil 4 before getting it "right" with its current form. The 3rd version was never unveiled to the public.
* Complaints from Western gamers about the Resident Evil series (and 4) such as the controls, speed of movement of Leon, the lack of strafing, etc and basically say they didn't want to turn it into a FPS. The controls are more logical now and make more sense due to the camera angle. They experiemented with Leon's speed of movement a lot and talk a lot about how one of the hardest things to do is to balance a game right. Originally Leon was SLOWER then he is now but they found that the enemies were far more agile and quicker then Leon so they adjusted and sped up his movement.
* Talk about Leon character model having 3 times the amount of polygons then enemies (because there are heaps of them on screen). Bosses have far more polygons then Leon generally.
* They didn't want to change too much with this game as they didn't want to alienate old RE fans but they wanted to get new ppl interested in the series at the same time.
* Theres lot of context sensitive actions in the game.
* Talk about keeping camera angles realistic and like they could be shot in real life.
* Talk about how difficult it is to get realistic facial expressions and they actually animated them by hand.
* Other stuff I'm sure I'm forgetting.