How the Resident Evil 3 was created

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April 3 comes out remake Resident Evil 3 -The last of the "classic" issues of the horror series. And in the light of the release, we decided to remember how the original Re3 was created, which now rethought Capcom.

It so happened that the development of literally every part of the Resident Evil something was sure to interfere. The first part was planned completely three -dimensional – but PS1 I did not extend the desired quality of the graphics, and so there were anxious scenery in the game. Yes, and the plot eventually deviated from the initial idea: the father of the Sinji series Mikami wanted to make a game about the ghost mansion, but after the appearance of another scriptwriter, the ghosts decided to be replaced with zombies. Development Resident Evil 2 And I had to completely restart completely – at first the Kamiya Hidek and his team simply did not have a clear vision of the project. So the Resident Evil 3 was supposed to be a completely different game.

At first they wanted to make her “Hayden”-a spin-off without a triple in the title. The project had a modest budget, and they did not even plan to create beautiful screensavers for it. As a result, they had to be done at the last moment: the license plate could not be released without screensavers – it is unsuitable!

How did it happen that the low -budget branch of the series was urgently converted into the license plate? The fault was a fast output PlayStation 2.

After deafening success, the Resident Evil 2 Capcom launched several projects for this universe at once. Among them were spin-offs for PS1 about Rakkun City, who received the nickname "Resident Evil 1.9"; RE0 For Nintendo 64 (She eventually spent five years in development and went to Gamecube ); Code: Veronica For Dreamcast and a full -fledged third part for PS1, which was developed by the Khideki Kamiya team, director Re2. As for Re3, it was supposed to continue the history of Hank, the Ambrell agent, for which one could play in the secret scenario Re2. According to the plot, he landed on an infected cruise liner in order to get a sample of the G-Virus (which is strange, because it was the G-Virus that he took out from Rakkun City to Re2).

However, closer to the second half of 1998 Sony told Capcom about her plans for PS2. The new console was preparing to launch in March 2000, and this was very disturbed by the publisher. By the time the Kamiya team would have completed its project, the attention of the entire market would already switch to PS2, and the game would seem outdated against the background of new generation projects. This could not be allowed.

The English version of Re3 was more complicated than the Japanese. The developers were afraid that if it would be easier, then the players would rent a game, quickly pass and return to the store, which will hit sales

Capcom transferred the Kamiya team to develop a new part for PS2, however, the creation of a project under a non-gen would take a long time, and the publishing house did not want the series to idle for a long time without a license plate. Therefore, the Camia project was first renamed the Resident Evil 4, and then at all Devil May Cry. And the third part called the same low-budget spin-off, Re 1.9, on whom only 20 people worked – mostly beginners, and not veterans of "residents". They had to turn their project into a full -fledged license issue in a matter of months. Shinji Mikami, who became the producer of the series after the first part, was against giving a secondary release the name "Resident Evil 3". But the company's management was adamant.

At the very early stage of development, the game was going to devote an escape from the city. But when Gaiden turned into RE3, there was a need to plot to tie it with previous parts with the help of familiar heroes. Claire and Leon have already left Rakkun City in Re2, and Chris was busy with Code: Veronica, so Jill chose the method.

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The starting segment in which Jill is surrounded by crowds of zombies, added at the last moment. During the testing, it turned out that the beginning seemed to players not interesting enough

The director Kazuhiro Aoyama wanted to have three protagonists in RE3, but the game was made in such a hurry that I had to limit myself to only one heroine. Yes, and all other shortcomings (or features, here decide for yourself) Re3 appeared precisely due to the compressed deadlines for the development. The most obvious example is the return of the police station from the previous part. It is a sin not to use ready -made assets when deadline is burning, though?

Aoyama explained why the barricades disappeared between the events of the third and second parts in the site. It turns out that during RE3 people are still hiding behind them! Then they disassemble them, become infected – and the Heroes of RE2 see the no -cleaned jill site, but the building full of fresh zombies. But did these unfortunate in addition inserted a window that broke Nemesis?

Even when the game was a spin-off, Aoyama set himself the goal of making it unique and differing from other parts of the series. Therefore, he introduced into the project a number of elements that remained exclusive for Re3. Some zombies are especially fast, the heroine knows how to evade attacks and craft ammunition, and the player periodically offers to choose what to do in a difficult situation.

The latter, in addition, increased reiglabia. Since the initially RE3 was a low -budget and experimental game, it was conceived quite short – but Aoyama reasoned that in this case it should be designed for several passages. And so that the player is interested in returning to familiar places, solid decisions and the location of objects each time random.

For the same reason, “mercenaries” appeared in RE3-a mini-game in which it is necessary to kill enemies to earn points in a limited time. Subsequently, “mercenaries” also appeared in the 4th, 5th and 6th parts-and even received their own separate game on 3DS.

Dario, whom Jill meets in a warehouse, Italian. The developers were heard about a large Italian diaspora in America and decided to embody it in one of the characters

Many project elements had to be changed on the go or even abandon them entirely. For example, at first, Jill knew how to walk and shoot at the same time, but this interfered with the evasion mechanics, so this opportunity was removed, and she migrated to Dino crisis. Re2 liqueurs did not appear in RE3 due to a large number of joints: they were too complicated in implementation. And Rakkun City was supposed to be filled with a revenue player of real companies like Coca-Cola – The developers thought that he would look more realistic. It was a bad idea. So that the owners of these brands do not dry CAPCOM, shortly before sending the game of Gold, it was necessary to replace well -known logos with their faceless non https://sister-site.org/shiny-joker/ -existent analogues.

At the same time, the developers saved literally on everything: borrowings from other parts were not limited to only a police station. The giant worm was still intended for Resident Evil 1.5 – canceled version of Resident Evil 2. At first, it was assumed that the heroes of the Sicel Resident Evil would look at the ruins of that same mansion-there would be attacked by a worm. As a result of this enemy, the authors of Re3 took away.

Since both the director and the scriptwriter of the game were fans of martial arts, they decided to call mercenaries the names of little -known Russian fighters. So Nikolay and Mikhail appeared in RE3

Nemesis in the Japanese version is called “tsuijasy”, which translates as “pursuer” or even “stalker”. The producer Mikami had high hopes for him: it was the immortal enemy, who followed the heroine on the heels, should have become the hallmark of the game.

At first they wanted to make this “stalker” as liquid as T-1000 from "Terminator 2". But the developers decided that the Enemy Enemy would seem faceless, and they did not figure out why he could not seep through the doors. As a result, they dwelled on a more intelligent Iteration of a tyrant, which received the name Nemesis. And it was this name that fell into the subtitles of the Western version of the game.

The fact is that in English the word "nemesis" has long become a householding, denoting a sworn enemy. However, for the Japanese, it did not mean anything – their third part received Last Escape subtitles, or “last escape”. He symbolized the farewell from Rakkun City, where Jill was no longer destined to return.

Despite the fact that the original Resident Evil 3 created a tip-lip and in a wild rush, she managed to become a favorite game of many gamers of that time. But on Remake Re3, modern developers already had much more time and resources. But this, no matter how ridiculous, provided the reverse result: many locations of the original disappeared from the new version, and in general it is not at all like the game that we fell in love with in 1999. Read more about what has turned into Resident Evil 3 Remake, Read in our review.

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