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  How Resident Evil 6 Happens
by Christian Nutt [Design, Interview]
21 comments Share on Twitter Share on Facebook RSS
 
 
September 21, 2012 Article Start Previous Page 3 of 3
 

How did you determine what direction you wanted to go with the gameplay? Obviously, Resident Evil's been moving away from horror and more towards action. How do you determine that kind of thing, and what goes into determining that?

YH: One of the goals with this game is that I wanted an ensemble cast where I could have all these human relationships, and focus on how horror is shown differently depending on the point of view of the character. As you know, we have four campaigns in this game, and I think that allows us to show horror in different lights.



With Leon, we have that gothic, classic Resident Evil-style horror; with Chris, it's more like a horror of the battlefield with his group. With Jake's campaign, he's being chased by this creature, and being stalked, and with Ada it's more of a very classic Resident Evil-style single player experience as well.

And of course you add to that with her mysterious spy persona, and whatnot, and it's a completely different style of horror. And then you want to bring all four of these horror experiences together under the umbrella of RE6.

Why do you think horror games and action games are mutually exclusive?

It's usually a sense of being empowered, for one thing; it's hard to feel real fear if you have the power to fight back.

YH: That's the very same issue that we, on the dev side, were wrestling with when making this game. And so our answer to that is, okay, you don't make the player feel completely powerful. And one of the ways you do that is you can give them a powerful weapon, but what if you limit the amount of ammo they have? So now it becomes a choice of when you use this ammo.

For us, the campaign in Resident Evil 6 is a very important part of the game -- the most important part of the game -- and so someone might start to play the game, and they would play a number of stages all in a row. But then they have to consider, "Should I conserve my ammo? Should I use it now? Should I save it for later?" That kind of tension that you give to the player -- by not letting them know when they can use these weapons -- I think maintains the horror elements in the game. So while there's still action, I don't think we're losing the horror, just because we keep action in the game.

One of the ways that I think the horror genre works well is when you have a personal connection to the protagonist. In this game, you have multiple protagonists. Does that affect the way that the player relates to them? Does it affect the story, in the way you portray it?

ES: I think we've been very careful in designing it in a way that won't impact the game negatively. For example, we're using an ensemble cast, as I've said, but we're not just throwing random characters together just for the sake of it; they all have a reason for being there.

So when you play Leon's campaign, it's not just about Leon. Sure, you play his campaign and, start to finish, you find out what's going on with Leon's story, but there's more to it than just that. By playing the other campaigns, you'll learn more about Leon's story as well; it'll give you another perspective.

So when you're playing with Leon, you get the full story, but you may be at a loss to understand certain motivations for, say, why Leon did something, or what was happening with Helena, and why she was doing this. And we're hoping to create that interest in that people want to play the other campaigns, and by playing the other campaigns they get the fuller story. And hopefully that brings more of a resonance with what happens to Leon, and you feel more attached to the character as a result of that.

 
Article Start Previous Page 3 of 3
 
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Comments

Muir Freeland
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Based on the demo, not one of these things worked.

Kellam Templeton-Smith
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I'm a diehard fan of the franchise, and I turned it off midway through. I'll wait until this is $30 before I care.

Muir Freeland
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I felt the same way. I've been following the series since the first game, and Resident Evil 4 is one of my favorite games ever made, but I think it's been stumbling a lot since Mikami left the team. I enjoyed RE5, but it was apparent that it was trying to copy a lot of things from RE4 wholesale without understanding what made those things work (remember being able to knock down ladders in the area where the enemies can just jump up to you?) I wanted so badly to enjoy the RE6 demo, but I just couldn't -- it felt like the biggest copycat yet, except this time, they couldn't even agree on what to copy, so they just copied everything.

Ronildson Palermo
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Resident Evil's problem is that its story got past the 3rd title in the franchise. This should've been reboot way before 4 was ever made. I had high hopes for Resident Evil 5 when it was just Chris, before the whole 'racist' scandal and how they had to shove Sheva down all our throats... but that whole thing fell apart when Co-Op was force fed to us.

Dave Smith
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i do. the story was one of the big reasons i was so bored with 5.

Luis Guimaraes
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In the Survival Horror genre, yes, the story is of the biggest importance.

Ronildson Palermo
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Well, you see. RE4 was just the proven RE formula with a different camera perspective and tighter gun control - stripped of all the mood and puzzles. That's why people liked it - because it stopped being so grim and scary.

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.

Dan Eisenhower
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Looks like it will be as big as a blimp, and about as dense.

dario silva
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So just because Resident Evil no longer focuses on puzzles and incorporates a more flexible camera system that makes it dense? They've actually added a few new movement mechanics to the game which few if any third person shooters utilize, such as momentum based climbing, aiming, moving back and forward, and rolling left and right while lying down on your back. Im sure there are others too. Its also a multiple character campaign, each with different settings and objectives. The Hong Kong like setting looks beautiful in neon, you should check it out.

Muir Freeland
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I have no idea how you extrapolated those things from "dense."

Alan Rimkeit
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@dario silva - Actually the gameplay mechnaics look and feel a lot like Uncharted. First time I saw the trailer I thought this instantly.

dario silva
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No ways Alan, watch the gameplay and you will see its a lot more nuanced than the simple press x to enter cover system used by uncharted. Res e 6 also has slide mechanics. I didn't mention that in the post above but it's worth mentioning.

@ 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.

dario silva
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Erm I just noticed there are two definitions of dense one good and one bad. Sorry if I misunderstood you Dan, I thought you were referring to dense in negative terms.

Joe Wreschnig
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I see the amazing reading prowess of the Gamasutra commentariat is on display once again. The meaning of Dan's message was lost *twice* in this thread.

(He did mean "dense" in the positive sense. He also said "dense as a blimp." How dense is a blimp?)

Bill Uliv
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Dear RE6 graphics programmers,

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.

Michael O'Hair
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I think that adequately explains the how...

Now an explanation is warranted as to "why"...

Jonathan Jennings
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i can only imagine when you have several units responsible for several areas of a game that even if you manage to combine it into one game it may end up feeling like one large disjointed experience. granted i am sure capcom has a level of QA and a standard for each "unit" to follow i couldn't even comprehend but if not it will be interesting seeing what the final product is.

Taure Anthony
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I honestly enjoyed the demo of RE6, it's a mix of RE4 and RE5. I am digging the new control mechanics, quick shots, melee, rolling left/right, shooting from the ground ----> this raises the bar for 3rd-person-shooters.

dario silva
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Why Anthony, was it just a shooting gallery? I was hoping they'd make the game challenging with lots of various enemies.

Sean Kiley
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Giving the player limited ammo for a really powerful weapon is balancing the game, not adding horror.

Björn Nystedt
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After playing especially the Leon section a few times I must say this game is up there with 4 and 5 in feel of gameplay. Cant wait... playing the whole game will be epic!


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