› Foros › Retro y descatalogado › GameCube › Juegos
Resident Evil Horror escribió:it's times like this I really miss having the news page. Edge magazine travelled to Japan and toured Production Studio 4. interview with Kobayashi. here's all the info I gleaned from it:
1. It is EXTREMELY UNLIKELY (but not completely ruled out) that they'll make another RE game for the Gamecube simply due to the product life cycle (ie. it's too old and they wouldn't be able to make another game in time). They are looking to the next-gen consoles for the core series's future, although I guess there is a small chance of another side-game or something.
2. from the developer's point-of-view, the main reasons for the Remake and other GC RE games were getting to grips with the GC's hardware+tools and buying time for RE4's development.
3. Kobayashis refers to re3.5 as the "fog version". the reason it was scrapped was because it was "not revolutionary enough".
4. clarify re4 betas :
1st version=PS2 build that turned into DMC
2nd version=re3.5
3rd version=Umbrella takedown+zombies. pretty much a failure.
4th version=re4 as we know and love/hate it
5. they scrapped the "fog version" just after E3, but due to them not having any pics or art for the new build they had to show the same re3.5 trailer at TGS (remember how pissed we all were?).
6. there were a few tentative suggestions about not calling it re4 Resident Evil at all as it was so far removed from the series, but the head developers felt it "shared the same DNA as previous games".
7. It was Mikami's idea to have the Ganado speak Spanish. this was only done because it added to the tension+mystery/confusion. not felt to be very scary if everyone spoke English.
8. They added stuff like the instant knife draw, ingame reload, etc to the final build due to user demand (how about that, we do count for something). They did implement a strafing option but it was removed because they felt it made the game too easy and detracted from the tension+atmosphere.
9. Kobayashi stresses that porting RE4 to PS2 was not Production Studio 4's decision.
10. Yamanika Masaki, RE4's lead enemy designer, is also transferring to Capcom's Clover Studios. It took about 1-1.5 months to build one character for RE4. His favourite character is by far the Chainsaw Man.
8.- Añadieron cosas a peticion de los usuarios para la version final, como el "knife draw" (no se lo que es eso, aun no he jugao ) o el "ingame reload" (supongo que sera que se puede recargar el arma sin acceder al menu de opciones) e hicieron un sistema de strafe (desplazamientos laterales supongo, ya digo que no he jugado) pero lo quitaron pq lo hacia demasiado facil y le quitaba atmosfera al juego.