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Resident Evil: Raccoon City announced [Officially confirmed: Post 273]

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  • Originally posted by Darkmoon View Post
    Honestly? I suspect we're lucky they're not wearing nothing but a collection of leather belts and gasmasks. At least they look like they might serve a millitary use. My guess is they're going to be, 'the elite of the elite' allowed to customise there gear and appearence to suit there taste and skills...or some equally random excuse.
    Or just not canon. Sadly we won't be able to tell that for sure until release (or at least until they spoil the entire plot, assuming it has one). Winter though, I doubt it's a good sign that it's going to be released that fast.
    PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium

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    • I hope it means they've kept it under wraps well enough that only those few details we got a while back slipped out. I assume this was the PSP project, which was thrown out and upgraded to this. Given how quickly news of the PSP one died, this could have been developed for a good, long while.

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      • That's probably quite true. Guess we'll have to wait for a producer or something to mention it in an interview.
        PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium

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        • Scans are out!

          Link 1
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          Link 11
          Last edited by Zombie Fred; 03-28-2011, 12:05 PM.

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          • FAKE.

            No, i won't stop with this one haha

            edit: Kawata interview? TRANSLATION NEEDED STAT. In hope that he's involved and not merely paying lip service to the game!
            Last edited by Stu; 03-28-2011, 12:02 PM.

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            • Interview is currently getting translated right now. Will post when done.

              Kawata is god. That is all

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              • GAGag me and zombie fred posted the images at the same time

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                • Full interview is up.

                  The producer of RE:ORC talks about the why of this title, and the future of the RE series

                  Question: Did you set the game in Raccoon City to strongly anchor it to the rest of the series?

                  Capcom Producer: For us, it's about a new direction for RE. It's kind of a spin-off. That's why it doesn't have a number. It's not necessarily entirely in the canon, but it's totally immersed in the mythology.

                  Question: Why did you choose this part of the timeline?

                  Capcom Producer: Raccoon City is emblematic of the series for players, and it's well adapted to this genre of gameplay--the design, the roads, the urban structure.

                  Question: Why a team-based third person shooter?

                  Capcom Producer: As you know it's our fifteenth anniversary, which is a long time for a video game series... bottom of this answer cut off by watermark. Some players came to the series when it made a turn towards action (still with horror elements, though). This design led the series towards TPS. How do you attract shooter fans? ...
                  ... continued... Coop, Multiplayer... These are particularly important aspects. So it was important for us to do them. I want to clarify something, even though it's a shooter, there are still tons of horror elements.

                  Question: Why use an external developer? Why Slant Six?

                  Capcom Producer: The idea came up when we were working on Lost Planet 2. We didn't have any other teams internally to work on it. Western studios are known for their ease of development, and in terms of gameplay, this genre. Slant Six... we just bought a studio in Vancouver (Blue Castle) and when we were looking for external partners... Blue Castle talked with Slant Six, and they were well known for their online games and their coding skills. We met them and they were big RE fans. A good starting point!

                  Question: Will projects (the words here are "Will these components...") from now on be primarily Western developed?

                  Capcom Producer: Shooters are very popular in US/Europe. RE is still popular in Japan. Thus we've continued with this episode to try to interest Japanese players. Besides, this isn't just a TPS game... covered by watermark...

                  Question: Who worked on ("How did you work on...") the artistic design for the project? It seems darker than the last ones.

                  Capcom Producer: All the artistic designs came from my team and I. Here we wanted something dirtier. In previous games we spent a lot of time working on lighting and shadows (RE5 for example). Because it takes place at night, this game requires us to look at lighting. It's a natural evolution for our work. Because of the limited capabilities of the PS1, it was impossible to go very far with this concept. Besides that, there's also blood and gore! In RE we can't push it like in Dead Rising... which views itself as a comedy.

                  Question: Are zombies a part of Capcom's DNA?

                  Capcom Producer: Obviously! A huge number of the creators of the series are zombie fans, and they wanted to make them move realistically... more realistically than before. For example if you hurt a zombie but don't kill it, he will attract others who come to put it in pieces... We imagined some unique behaviours for this game.

                  Question: Survival horror doesn't sell very well, except for Dead Space 2. Is going towards a full shooter a natural evolution for the series?

                  Capcom Producer: In terms of sales, survival horror isn't as popular as it once was. Having said that, I love Dead Space. Besides this game, I am working on a survival horror game. We aren't making this game to run away from survival horror, but to bring new challenges to the world of Resident Evil. I wouldn't say it's a natural evolution as much as I always wanted to do something a little different.

                  Question: In the survival horror genre, Dead Space succeeds at doing better than most of the founders of the genre, including Resident Evil. So expectations have been raised...

                  Capcom Producer: We have to work harder because of titles like Dead Space, to be as interesting as possible. Plus, the franchise as a whole has its own unique problems that must be solved. Our fans are also our critics, for example with RE5. Also I wouldn't directly compare RE and DS. But it's always great to see the genre be popular, it's inspiring. Yeah, there's a future for the genre!

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                  • I like all (particularly Kawata's team working on the art) execept "Blue Castle talked with Slant Six, and they were well known for their online games and their coding skills".

                    That bit sounded the alarm bells to me.

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                    • this game will be fuc*ing awesome

                      btw Tyrant looks great..now I really hope it's canon (if I not kill anyone important for future games)
                      Last edited by Dark_Chris; 03-28-2011, 12:20 PM.
                      Spoiler:

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                      • The best factor out of this is Capcom working on the art and having Kawata on board, especially with his involvement with Raccoon City on previous titles. Guarantee for this to be the best iteration of Raccoon City to be done. I am going to get all this information on the other topic and start editing that. This really sounds great, and easily will bypass Outbreak.

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                        • im so excited !!!!!!!!!! holy shit this game WHAAAAAAAAAAAAAAUUU !!

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                          • Enjoy the official thread Just finishing the little touches now.

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                            • I'm very impressed with the lightning and art direction in those scans. Hopefully the atmosphere will be spot on.
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