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What goes into making a game like Resident Evil 6? Think about it. The game stands at the absolute head of its publisher's lineup, and also has to draw on 16 years of accumulated franchise history while still surprising fans. It also has to outdo all previous installments in the franchise -- and match up to the current generation state of the art while being built in a reasonable time frame.
Executive producer Hiroyuki Kobayashi has called the game "by far, the largest-scale production Capcom has ever embarked on". How do these developers deal with such a massive undertaking?
How would you do it? In this interview Kobayashi, producer Yoshiaki Hirabayashi, and director Eiichiro Sasaki discuss this task at length, describing how the game was developed using an entirely new production methodology for the studio, and how that lead to better results for the game and the satisfaction of its 150-member strong team of internal developers, which swells to a massive 600-plus when you include external contractors and outsourcing.
When you sit down to do a sequel to a franchise like this, what is the first thing that you think -- the first thing you have to think, with so much history, and so much pressure as well?
Hiroyuki Kobayashi: I think, especially with numbered iterations in the Resident Evil franchise, you have to think, "What are we going to do to surpass what we did with the last iteration of the game?" So with 6, I think the first thing we all thought of was how are we going to surpass what we did the last time out.
 Hiroyuki Kobayashi
What defines "surpass"?
Eiichiro Sasaki: I think, for me, "surpass" means to create a new experience. So you want to create something new, something that you didn't do in Resident Evils 1 through 5.
And when we're talking about "experiences" -- is that a gameplay experience, is that a story experience, or is it a holistic experience?
ES: Definitely a holistic experience.
How much pre-production and pre-planning goes into a game like this, if you want to get a holistically new experience? How much work goes into defining that, before you even set foot on developing it?
ES: Pre-production on this game started in July 2009.
HK: Yeah, I think it takes at least half a year for something like that.
Yoshiaki Hirabayashi: For just half a year, we gathered everyone's input and feedback before really starting the game.
What kind of size team does a game like this have?
YH: Just internally alone, we had about or over 150 members working on the game -- internally. But when you consider external partners and all outsourced elements, and things like that, there were over 600 people involved in the making of this game.
 Yoshiaki Hirabayashi
Managing that process must be so complicated. You can't just have one person managing all of that; just the level of which you manage that is just so complicated.
ES: Well, we have everything broken down into different sections. So we have, like, the game designers, the environment designers, the artists, and each of those groups has its own, you would say, director controlling that. But then within the team, itself everything is comprised of different units, and each of these units is like its own game development company. So they're working on portions of the game individually.
 Eiichiro Sasaki
Now usually, what you think of when you think of something like that is, you have a group of, say, artists, programmers, and designers, and you say, "Okay, you guys are working on zombie movement," and then, "You guys are working on the controls for the player characters", and things like that, and it's really a piecemeal process.
Well, we didn't do it that way. Our units were in charge of actual stages of the game, and so they had to create everything for that section of the game. So it's as if each unit was its own company, creating its own individual product, and so then we had to bring that together. And so you had all these separate units working on their own things, and then it becomes much easier to manage them overall.
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We defend story as an important pillar in Survival Horror because that's why we choose to undergo the scares and the adventure: we wish to understand the story behind the horror. The reason behind the tragedy.
If you take survival horrors from the 90's and some of the 00's you'll notice the trend that games of this genre are very good at making small spaces a labyrinth which you take hours to explore completely. It's a different pace... Take REØ for example, a good hour (maybe an hour and a half) happen in a tight train!
In a game like RE4, and Gears of War after it, you traverse the same amount of terrain in about 30 seconds. There's a contrast in depth of scenario, in its meaning. It's the lack of depth in scenario that drives people to something like Horror genre.
@ Muir - I gathered that from the negativity I've seen surrounding the game on numerous sites, where people lambast the gameplay for being more action oriented than survival horror. If you know fans of survival horror they often are quite happy to have terrible combat mechanics and cryptic nonsensicle puzzles as long as the game has good graphics, atmosphere and sound.
(He did mean "dense" in the positive sense. He also said "dense as a blimp." How dense is a blimp?)
why your game seems gamma un-corrected?
The demo with Leon was 80% BLACK as hell. I hope that is not intentional, to me it's a fundamentally wrong thing: i understand the need for a dark feeling, but this is ludicrous.
And if you used HDR, it seems to not working at all.
Now an explanation is warranted as to "why"...