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Resident Evil DS Interview + Video (300 Mb)

Namomura

Member
the interview is in french actually :
http://www.jeux-france.com/articles_dossiers243_resident-evil-ds.html

here's some quotes translated into English :

What do you think about the basic original Resident Evil game, it would seem like it would be easier to recreate it with the PSP than to have to worry about the different features of the Nintendo DS ?

Nakai : As creators we actually realized that it would be more difficult to create a game based on the Nintendo DS requirements with the microphone and the touch screen, but we thought that it could be an original fun experience using those features with a Resident Evil game. We wanted to do that. And then with the wireless side, we bring a whole different style of Resident Evil that you haven’t seen before, 70% of the game is based on the single player side and 30% on the multiplayer side, so multiplayer is still a big part of this game and we wanted to try to create our own special unique Resident Evil experience with that.

With these new features that the Nintendo DS has, why did you make the act of decision to port an old classic rather to create something new that could use these features from the ground up ?

Well the whole main concept of the game was to go back to Resident Evil’s roots, to the first one when all started because when you think about it, the more sequels you put out, the more you start to get away from the basic concept and the true meaning of what that game was, so we wanted to go to the original Resident Evil game, and then on top of that add different Nintendo DS features. We didn’t know whether we could or not, but that was the initial challenge we presented to ourselves. And after a lot of hard research and studying, we were able to do it.

Now that you have done all that, do you want to make an original game from the ground up, not a port ?

I think that this is going to depend on the consumer interest level, obviously if we try to sell this game and nobody wants buy it, then it wouldn’t make any sense to make a lot of time and money another Resident Evil game for Nintendo DS. But hopefully, if the interest is there, yes I could make a new episode.

Resident Evil Deadly Silence is a 3D game, was it difficult to make a 3D game for Nintendo DS ?

Well, the Nintendo DS is probably not suited for 3D, I think that Nintendo DS is carrying over the Game Boy Advance technology by adding some 3D support, the number of polygons that you can push on Nintendo DS is around a thousand, if you add textures it’s 800 polygons, so it’s not a lot. But still as you have seen there are a lot of 3D games that are coming on Nintendo DS, it’s going basically to come down to what we can do with that power that is given. First we had a lot of problems trying to make this game for the Nintendo DS, but after we learnt to program it the right way, we were able to do it, it’s all possible.

Nakai also said that he has more Nintendo DS projects.

Resident Evil DS Video (300 Mb) :

http://www.jeux-france.com/downloads5187_video-resident-evil-deadly-silence.html
 
Metroid Prime Hunters 3D graphics look way better than this. And why do they think I want to play RE1 for the third time? Shoukd have made something new.
 
Why did they put the inventory on the TOP screen away from the touch control? It would make more sense to me to have the inventory on the bottom screen where you could manipulate it easily and just switch it for the minigames and stuff.

That doesn't make much sense. You could write notes on the map, too.
 
Judging how by in the video the person controlling the game can't seem to avoid bumping into walls this game isn't going to be any/much better than the original. LET ALONE the REmake.

Pass.

Oh yeah, and it looks like shit.
 
Resident Evil Deadly Silence is a 3D game, was it difficult to make a 3D game for Nintendo DS ?

Well, the Nintendo DS is probably not suited for 3D, I think that Nintendo DS is carrying over the Game Boy Advance technology by adding some 3D support, the number of polygons that you can push on Nintendo DS is around a thousand, if you add textures it’s 800 polygons, so it’s not a lot. But still as you have seen there are a lot of 3D games that are coming on Nintendo DS, it’s going basically to come down to what we can do with that power that is given. First we had a lot of problems trying to make this game for the Nintendo DS, but after we learnt to program it the right way, we were able to do it, it’s all possible.

Nakai also said that he has more Nintendo DS projects.

What? how much polygons did the N64 do?
 
He's working a Revolution game?

... or a Resident Evil 1 port, well, for the hell of again... again?
 
I was considering getting this title on the multi-player portion alone, but it's lame that the other players in are just stars. I it makes sense in the survival mode, but in the co-op? It's guess since the DS couldn't handle having monsters and all four players on screen at once.
 
discohiro said:
I was considering getting this title on the multi-player portion alone, but it's lame that the other players in are just stars. I it makes sense in the survival mode, but in the co-op? It's guess since the DS couldn't handle having monsters and all four players on screen at once.
Mario Kart handles 8 characters, big enviroments and lots of action and fast paced gameplay, plus some moving objects and special effects. All at glorious 60fps, I don´t think the NDS can´t handle that, really.

800 polys must be a typo indeed.

Revolution support is indeed the best news from this video (i´m not interested at all in this game).
 
discohiro said:
I was considering getting this title on the multi-player portion alone, but it's lame that the other players in are just stars. I it makes sense in the survival mode, but in the co-op? It's guess since the DS couldn't handle having monsters and all four players on screen at once.

It probably has more to do with the limitation on how much information they can transfered reliably wirelessly than any limitation of the specs.

Wireless comunication is very prone to make errors in transfers, so there is a lot of error checking involved. Capcom made the work easier for themselves using just arrows instead of full character models.

MOnster Hunter on the PSP also uses arrows in multiplayer.
 
littlewig said:
I hope the game does well. I wonder how much Capcom expects it to sell.

A new Resident Evil on the DS would be awesome.
If they wanted to do good, they should´ve released something new or a remake of something that won´t be compared to THE REmake :-/

BTW, can anyone tell me what games is Nakai responsible for? Thanks.
 
That's awesome, quick reload and the ablility to skip those annoying door sequences.

This game is ony my To Buy List.

Edit - Crap, Ink Ribbions are still in the game, I was hoping for a quick save feature.
 
littlewig said:
I hope the game does well. I wonder how much Capcom expects it to sell.

A new Resident Evil on the DS would be awesome.

It's a low budget project, clearly, so hopefully if it tanks, it doesn't hurt Capcom's financials.

I still want the other PSone REs and a new one, and maybe even the N64 Zero.
 
SantaCruZer said:
Metroid Prime Hunters 3D graphics look way better than this. And why do they think I want to play RE1 for the third time? Shoukd have made something new.

Because they don't care about you. They care about people who would just love to have a portable real Resident Evil for the first time ever and the people who HAVEN'T played REmake (there's a lot).

Barry Lightning said:
ps: this game is going to suck

Hm. 8 / 8 / 8 / 8 and "this game is going to suck" are the only reviews out right now, people.

I'm not sure who to trust.

I think that this is going to depend on the consumer interest level, obviously if we try to sell this game and nobody wants buy it, then it wouldn’t make any sense to make a lot of time and money another Resident Evil game for Nintendo DS. But hopefully, if the interest is there, yes I could make a new episode.

Now this is just fucking stupid. That is the worst logic ever. Doesn't he realize if this bombs, there's a very good chance it might be because it's NOT a new one, but instead a 10 year old game remade for the second time?

That doesn't mean people aren't interested in a new one.
 
Are you pleased how well Resident Evil series has done so far ?

It’s actually a little non-fact but before we released Resident Evil around that same time, our company was in a lot of trouble, so for us at Capcom to have a hit like that that saves the company, it allowed us to create more games afterwards, you really have to appreciate the Resident Evil series, so yes I’m very satisfied with the results of how well that series has done for us.

How many people worked with you on Resident Evil for Nintendo DS ?

Over 20 people worked on this project.

Do you think that your game could bring something new to the Resident Evil franchise ?

Well with the fact that the game does use the sound recognition, it also has a lot of the touch features in there, and we changed a lot of the different paths you have to take, where the enemies are, etc. it does feel like a brand new experience. There is with the voice and the touching something that hasn’t been in a Resident Evil game before.

Resident Evil Deadly Silence is a remake of the first Resident Evil game. Is the storyline and all the levels exactly the same as the original game in the Rebirth mode ?

There are a lot of different things added to the Rebirth mode, there are over 20 different devices or puzzles in which you need the touch screen or the microphone to interact with, and those were not in the original. There are also some new enemies, a new Boss included in the game and paths to get to different areas. On top of that, there are the knight battles in 3D in which you touch the screen to slash the zombies. So there is a lot of new content in the Rebirth mode, the Classical mode is a faithful translation of the original game.

How intelligent are the zombies this time ? any improvements ?

The IA of the zombies has not been changed so there are as stupid as they used to be [laughs], they are not Resident Evil 4 zombies.

We know that the Resident Evil Deadly Silence game card will be 1 GB, is this going to make the game more expensive ?

The difference in price for something with that size isn’t really that big, it is an additional of 200 yens (2 euros). So it’s really not a huge amount.

Why did you choose the name of Deadly Silence ?

Actually, I didn’t want the game to be considered just like a remake, it should feel like a unique Resident Evil game, we needed a new sub-title that could give more personality to the game. We also didn’t want a long sub-title, so we came with the concept of finding a sub-title with the letters DS : the first word would begin with a ‘D’ and the second one with a ‘S’. We had like 10 different suggestions and we choose a name that Japanese and foreigner gamers could both understand. That’s how we called the game Resident Evil Deadly Silence.

Could you tell us a little bite more about the multiplayer modes in Resident Evil Deadly Silence ?

There are two basic modes, one is going to be a competition versus mode and the other one is a cooperative mode. The versus mode is based around you with up to 4 players racing to see who can leave the mansion first, but just because your the host doesn’t mean you have advantage, it’s going to come down to who ever is the quickest. The cooperative mode is based around you working together as a team to beat the different enemies, and what makes it unique is that both your friends life bare and your own life bare is shared, so if you’re having four people fighting against the Boss, it only has one bare, so if you think one person does one fourth of the energy, then all four with the same life could defeat the Boss more easily, if your are by yourself, you will have to defeat that whole bare by yourself, so it is very advantages to be together to fight the enemies. However, you also share the same vitality bare, so if one person runs into a zombie and keeps getting bitten, the whole team now becomes in trouble, which is supposed to make you want to share items and help the person who is getting damaged the most and sort of protect him. Once again, it’s how well you can work together that will determine if you can survive or not.

Why did you make the players look like pink colored stars in the multiplayer modes ?

[Laughs] As I mentioned before, we were actually limited by the hardware power, we needed between 200 and 300 polygons for each character, it makes almost 1200 polygons for four characters, and we couldn’t get more then 800 polygons with textures on Nintendo DS. So we were stuck having to use something as a symbol rather then having actually real character. I’m not saying that the Nintendo DS is weak or underpowered, the system is more focused on the gameplay experience, we enjoyed developing on this hardware.

How much of the original content have you actually put into this game (backgrounds, graphics, etc.) ?

All the backgrounds are almost the original, the characters however have been redrawn because we needed to make them with less polygons, a lot of animations have also been retouched.
 
[Laughs] As I mentioned before, we were actually limited by the hardware power, we needed between 2000 and 3000 polygons for each character, it makes almost 12.000 polygons for four characters, and we couldn’t get more then 800 polygons with textures on Nintendo DS. So we were stuck having to use something as a symbol rather then having actually real character. I’m not saying that the Nintendo DS is weak or underpowered, the system is more focused on the gameplay experience, we enjoyed developing on this hardware.

Why would they be needing 2000-3000 poly characters on a game that started on a hardware the DS resembles PS1/N64 generation wise? 2000-3000 for a character is along the lines of the PS2/GC/Xbox generation of polygon output.
 
I know I'll get a DS sooner or later, if there's a Resident Evil LE ver of the DS, I think I just know when to get the DS... :D
 
1GB? Isn't that huge compared to other games? What's the capacity of a psp disk and do you think we could be seeing similar sizes soon? Also, 1GB is easily enough to store a movie onto so dpending on the price of the carts it would make sense to release pokemon cartoons and other Japanese films/programmes on the carts.
 
Namomura said:
[Laughs] As I mentioned before, we were actually limited by the hardware power, we needed between 2000 and 3000 polygons for each character, it makes almost 12.000 polygons for four characters, and we couldn’t get more then 800 polygons with textures on Nintendo DS. So we were stuck having to use something as a symbol rather then having actually real character. I’m not saying that the Nintendo DS is weak or underpowered, the system is more focused on the gameplay experience, we enjoyed developing on this hardware.

It is underpowered. I don't think handhelds are a good medium for survival horror games.
1Gbit is the same size as Rub Rabbits.

*hughugs his DS and Animal Crossing*

EDIT: and yeah, who is that in your avatar, C-man?
 
littlewig said:
It probably has more to do with the limitation on how much information they can transfered reliably wirelessly than any limitation of the specs.

Wireless comunication is very prone to make errors in transfers, so there is a lot of error checking involved. Capcom made the work easier for themselves using just arrows instead of full character models.

MOnster Hunter on the PSP also uses arrows in multiplayer.

Monster Hunter on PSP does not use arrows, all player characters are represented on the screen.

And I don't think each DS cart is sending the character models and textures over. Just the instructions. Like every game. If they aren't showing character models, it's because of hardware limitations.
 
If must be a mistake, you get ~2000 polys on the DS but that number does not translate well to model polygon counts.
 
amodf said:
Monster Hunter on PSP does not use arrows, all player characters are represented on the screen.

And I don't think each DS cart is sending the character models and textures over. Just the instructions. Like every game. If they aren't showing character models, it's because of hardware limitations.

I read somewhere on this board that Monster Hunter also uses arrows? Oh well, in the interview he said it's due to the DS's limitations, but I don't understand why they couldn't get the models on screen, the game doesn't look nowhere near MP:H or Mario Kart qaulity, unless it isn't using pre-rendered backgrounds...

2000 polygons at 60 FPS = 120,000 polygons, right around what the N64 could do.
 
littlewig said:
2000 polygons at 60 FPS = 120,000 polygons, right around what the N64 could do.
Yes, a problem is that not every artist can work efficiently with that anymore these days.
 
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