Hunk a écrit:Pas sûr quand même quand on voit l'orientation qui était prise avec le projet abandonné du 3.5
Même si on en a peu vu, il y avait une certaine ambiance, véritable patte de Mikami que je n'ai pas retrouvée (ou si peu) dans la version finale.
Mikami a écrit:"I remember playing Resident Evil Zero and said to myself that this is just more of the same... This is why I wanted to change the system. With the new system I once again feel nervous and scared when I play it."
Kobayashi a écrit:"Right from the start, we wanted to do something new and innovative for the series, so Mikami issued an order to the team: 'I want to totally re-create how the polygons, the camera, everything looks.' But, every time the staff tried to do it without his direction, they only came out with little minor changes. Nothing major. Perhaps they were too afraid to take this series that he created and totally change it. But anyway, he stepped in and showed what he wanted."
Kobayashi a écrit:There's Resident Evil 1, 2, 3, Code Veronica -- we've been pumping them out for the last seven years or so. The staff, which includes myself and of course Shinji Mikami, decided that we wanted to go in a new direction and re-create the series. We were tired of making the same stuff as well. We wanted to make something new and original. And that's how it started.
IGNcube: What kind of an impact has Mikami, now director of RE4, had on the game?
Kobayashi: First of all, the behind-the-shoulder view was Mikami's idea. The widescreen mode was also his idea. Plus, this huge creature in the game -- only Mikami could come up with that kind of idea. But of course Mikami himself cannot do the entire game because he is involved with other games. So our R&D4 developers and Mikami have worked very, very closely together ever since we decided to redo the whole game again. It's collaboration between everyone all the way.
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