![]() Yoshiaki Hirabayashi: I'd say there are "barely any" QTEs. Are there any changes to these in the remake? IGN: There were quick time events in the original, like where you have to escape from rocks. There's a kind of fun that comes from not being forced to play in a certain way, and these various knife actions are a part of us trying to bring that to this remake as well. There are a lot of different ways to play the original Resident Evil 4, and it's been striking to see the different methods people use to make their way through the game. IGN: Would it be fair to say that parrying is an element meant for veteran gamers, while follow-up attacks and emergency escapes are also there for players who aren't as experienced? It allows for a wider variety of playstyles. These actions will reduce the knife's durability, though, so it's important to think carefully about when to use them. You can even use the knife for follow-up attacks on fallen enemies, or to perform emergency escapes when grabbed by enemies. Kadoi is supervising gameplay elements, and he's quite fixated on the knife. Yoshiaki Hirabayashi: Kazunori Kadoi and Yasuhiro Anpo, who worked on Resident Evil 2, are overseeing this game's creation as directors. ![]() ![]() IGN: There were scenes in the demo that felt even more nerve-wracking than the original, and I enjoyed the action as well thanks to additions like being able to parry with the knife. Given how well-made the recent remakes have been, I was sure that this one wouldn't miss either, but it exceeded my expectations. We're trying out different ways to make a game like that more fun for players, but what did you think after playing it? To be honest, the work can start to feel tiring (chuckles). Resident Evil 4 isn't just highly regarded, it's nearly been deified. That's why we decided to tackle Resident Evil 4 with the mindset of, "Even if it's a difficult project, let's see if we can do it." We thought that adding this knowledge to Resident Evil 4 would make it an even more enjoyable title. We're now able to make games that are enjoyed on both a deeper and a broader level even when it comes to elements like controls and storytelling. At the same time, I also feel amazed that seventeen years have passed since its release already.Īfter that much time, we too have gained a lot of knowledge about making games. That said, remaking a game as beloved by players and available on as many platforms as Resident Evil 4 seemed like a difficult project for us.Īs part of the original's development team and a fan of the game, I believe that Resident Evil 4 is an excellent overall product. Yoshiaki Hirabayashi: That is how the order went. Was it a natural follow-up to Resident Evil 2 and Resident Evil 3? IGN: I'd like to start by asking about how the proposal for a Resident Evil 4 remake came about. Read on for our full preview of Resident Evil 4 Remake, which is due out March 24, 2023. In addition to playing Resident Evil 4 for our preview, we had an opportunity to talk to Hirabayashi about topics including quicktime events, whether the original inventory structure will return, and more. We recently got a closer a look at the remake for ourselves in an extended hands-on demo. Capcom has enjoyed quite a bit of success with its Resident Evil remakes to this point, but it faces a tough task in living up to the expectations of fans who love the original. "That's why we decided to tackle Resident Evil 4 with the mindset of, 'Even if it's a difficult project, let's see if we can do it.'įirst announced over the summer, Resident Evil 4 will be the most ambitious version yet of the classic game, which has been released on everything from Nintendo Wii to mobile devices. We thought that adding this knowledge to Resident Evil 4 would make it an even more enjoyable title," says Yoshiaki Hirabayashi, who was the lead designer of the original game's cinematics and is now a producer of the remake. "After, we too have gained a lot of knowledge about making games.
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