PGC brings you the second half of Famitsu's interview with Producer Mikami. Read on about the game's difficulty, Biohazard 4, and some spoiler info inside.
the first part of this interview please click here.
Famitsu: We think the gamers that will be playing this game are quite
different from those when the game was originally released. Did you tweak
the difficulty of the game?
Mikami: We made the game a bit simpler. It is only natural that times have
changed since six years ago. Some die hard fans of our staff still think
the game is too easy, but I think we have adjusted it to a very good point.
However, I can't really tell for sure. We will just have to release it and
see what happens since there are various types of gamers. After all, you
only get that "Yes! I did it!" feeling when you overcome a certain amount of
obstacles, but depending on the player, this amount varies. Especially
recently, wouldn't you think that there aren't much games that cannot be
cleared? That feeling of accomplishment comes from the fact that games are
about being, "It's diffcult, but if I try just a bit harder," to the player.
And Biohazard is especially known for that kind of appeal.
F: When you adjusted the game's difficulty, did you use any particular
criteria as a basis?
M: Hmm. I was concerned with making sure there are times where you run out
of bullets. This time, I was very careful with the placement of ammunition.
It's not about always having ammunition, but rather it's about getting some
after it runs out, and then getting some more after it runs out. It is how
well you can execute these "waves" that make the game more Biohazard-like.
F: This is just exactly what you said exactly about creating tension and
making the game come alive, correct?
M: Yes. We laid those parts as foundations, and adjusted the game.
Although it is somewhat easier than the game six years ago, well, for people
that think it's easy, just play a different mode. They will probably die.
F: So about those zombies that revive that are introduced in this issue of
Famitsu, can you give us some information?
M: Yeah. We were not intending to announce this from the beginning. We
wanted to catch players that played the series before off guard. As a
result, those gamers might think, "What, it's just like the original
Biohazard," or, "Ah. that zombie is already dead." And then they become
less cautious, and suddenly all the zombies that were dead come back alive,
and players are like, "What the...they're all back! Crap!" (laugh)
F: I see. Was that a result of wanting to add extras to the remake?
M: Well. When we first began to make the game, it was pretty much the same
game. It's unfortunate. At that time it was just Biohazard 1. It was just
a prettier Biohazard 1.
F: Ah. interesting.
M: Yes. When we began to work on the game, since zombies were like a
trademark and so well known, contrary to what many people think, zombies
become a symbol of safety. Basically it's much scarier if zombies don't
come out. As a result, when zombies appear, instead we feel a sense of
relief.
F: Hahaha. I see.
M: But, if there are no zombies, then it can't be called Biohazard. With
that dilemma in mind, we asked our staff for opinions and ideas, and went
from there.
F: I see. Movies are similar too. I perceive making a sequel for a horror
film is also difficult.
M: It starts to get old. That is why Biohazard 4 is extremely difficult to
make.
F: We are sure that many people are waiting for Biohazard 4.
M: Yeah. But by remaking Biohazard 1, I think the staff actually discovered
the things that they wanted to do for the next game. Part of the reason we
decided to make the first Biohazard was also for Biohazard 4. In other
words, if we don't understand ourselves, "What is Biohazard," we can't
proceed to make a sequel. It's just like when you have black and white,
without knowing white, you can't really create black. That is why this
time, as a creator through making Biohazard 1, we can see the possibilities
and the limits of Biohazard. Among those possibilities, we find out ideas
we would like to try. And perhaps those ideas couldn't make it to the first
Biohazard. And all these stress and frustration builds up, and in a way it
becomes a springboard to create the next game. By learning a lesson from the
past, we can give birth to a new Biohazard. As a result, all those, "Let's
do that" and "Let's do this" all probably leak out into Biohazard 4. I am
not intending to control any of that though.
F: We are looking forward to it.
M: Yes. Since this is the first installment in the series, I played the
role of a very stubborn father. For the next game, in a way, I am like an
onlooker. I look forward to it.
F: Thank you.