biohazard 4resident evil 4JPProduction informationDeveloperCapcom Production Studio 4PublisherCapcomDirectorHiroshi ShibataWriterYasuhisa KawamuraNoboru SugimuraProducerShinji MikamiGame informationGenreSurvival horror, third-person shooterModesSingle playerPlatformsNintendo GameCubePlayers1
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Conceived by producer Tokuro Fujiwara as a remake of his earlier horror game Sweet Home (1989), the development of Resident Evil was led by Shinji Mikami. It went through several redesigns, first as Super NES game in 1993, then a fully 3D first-person PlayStation game in 1994 and finally a third-person game. Gameplay consists of action, exploration, puzzle solving and inventory management. Resident Evil establishes many conventions seen later in the series, including the control scheme, inventory system, save system, and use of 3D models superimposed over pre-rendered backgrounds.
Several of the Resident Evil mansion's pre-rendered backdrops were inspired by The Overlook Hotel, the setting for the 1980 horror film, The Shining.[21] Mikami also cited the 1978 film Dawn of the Dead as a negative inspiration for the game.[c][22][23] The game was initially conceived as a fully 3D first-person update of Sweet Home (influenced by the game's first-person battles), with action and shooting mechanics. A first-person prototype was produced, and initially featured a supernatural, psychological Japanese horror style similar to Sweet Home, before opting for an American zombie horror style influenced by George Romero films. During production, Mikami discovered Alone in the Dark (1992), which influenced him to adopt a cinematic fixed-view camera system. Mikami said that, if it wasn't for Alone in the Dark, Resident Evil would have had a first-person view instead.[9][24] Mikami was initially reluctant to adopt Alone in the Dark's fixed-view camera system, saying it "had an effect on immersion, making the player feel a bit more detached", but eventually adopted it because the use of pre-rendered backdrops allowed a higher level of detail than his fully 3D first-person view prototype, which "didn't get along so well with the original PlayStation's specs."[11] A concept art claimed to be of the original first-person prototype has been available since the 1990s, showing more similarity to Doom rather than Alone in the Dark.[25] A first-person perspective was not used again for the mainline Resident Evil series until Resident Evil 7: Biohazard (2017).[26]
The live action full-motion video sequences were filmed in Japan with a cast of American actors.[18] All Japanese releases contain English voice acting with Japanese captions and text. However, Japanese voice performances were also recorded but were left unused,[32] as Mikami found the quality of the performances inadequate.[33] However, lead programmer Yasuhiro Anpo later said that, due to all of the development staff being Japanese, they were unaware of the "poor localization" that apparently "hindered the realism and immersion of the title" for the international release, which was one of the reasons for the re-dub in the 2002 remake.[11] The original Japanese PlayStation version also features a vocal ending theme, "Yume de Owarasenai..." (夢で終わらせない..., "I Won't Let This End as a Dream..."), performed by Japanese rock artist Fumitaka Fuchigami, that is not in any other versions of the game.
In the game itself, the auto-aiming function was disabled and the numbers of ink ribbons found by the player were reduced. Capcom also planned to eliminate the interconnected nature of item boxes, meaning that items could only be retrieved from the locations where they were originally stored. This change made it in preview copies of the US version, but was removed from the retail release.[7] This particular game mechanic would resurface in the GameCube remake as part of an unlockable difficulty setting. Shinji Mikami noted that they made the American version harder at the request of the American staff so that the game could be rented and not be completed in a few days. Mikami said that this version proved fairly difficult for Capcom staff, who had to play very carefully to complete it.[37]
The North American and European releases of the Director's Cut were marketed as featuring the original, uncensored footage from the Japanese releases.[39] However, the full motion video (FMV) sequences were still censored, and Capcom claimed the omission was the result of a localization mistake made by the developers. The game's localization was handled by Capcom Japan instead of Capcom USA, and when submitted to Sony Computer Entertainment America (SCEA), it was rejected because of one line of copyright text. Rather than remove the individual line, Capcom Japan decided to save time and simply swap in the cinematics from the U.S. release of the original Resident Evil. SCEA then approved the game and manufactured a full production run without Capcom USA having any idea that the uncensored scenes had been cut.[40] Three days after the game's release, the uncensored intro was offered as a free download from their website.[40][41] The French and German PAL versions of Director's Cut do feature the uncensored intro FMV in color, though they lacked the uncensored Kenneth death scene. Although the PC version of Resident Evil was not billed as the director's cut version of the game, it is the only version of Resident Evil that has all of the uncensored FMVs, which includes the uncensored introduction, Kenneth's death scene in its entirety, and ending as well.
A third version for the PlayStation, Dual Shock Ver. (デュアルショックver.), co-produced by Keiji Inafune, was released in August 1998. It features support for the DualShock controller's analog controls and vibration functions, as well as a new symphonic soundtrack, replacing the original soundtrack by Makoto Tomozawa, Koichi Hiroki, and Masami Ueda. The symphonic music was credited to composer Mamoru Samuragochi,[43] although he admitted in 2014 that he directed his orchestrator Takashi Niigaki to ghostwrite the new soundtrack.[44] The Japanese Dual Shock Ver. came packaged with a bonus disc that contained downloadable save data, footage of the unused Japanese dubbed versions of the live-action cutscenes, along with brief gameplay footage of the canceled original version of Resident Evil 2.
In North America, Resident Evil: Director's Cut Dual Shock Ver. was later released as a downloadable game available from the PlayStation Network,[48] although the game is advertised with the original Director's Cut box art. In Japan and Europe, the original Director's Cut was instead made available from the PlayStation Network.
Resident Evil was the first game to be dubbed a "survival horror", a term that it coined for the genre.[116] It was ranked as the 91st top game of all time by Next Generation in 1996, stating that it "successfully redefine[d] the genre which started with Infogrames' Alone in the Dark."[105] In 1996, GamesMaster rated the game 14th on their "Top 100 Games of All Time."[117] Game Informer referred to the original Resident Evil as "one of the most important games of all-time" in 2007.[118] In 2012, Time named it one of the 100 greatest video games of all time.[119] That same year, the game ranked as one of G4tv's top video games of all time for how it has "launched one of the most successful series in gaming history and provided one of its most memorable scares."[120]
In 2004, readers of Retro Gamer voted Resident Evil as the 37th top retro game, with the staff calling it "one of the finest horror-themed games ever" and adding that "full of shocks, surprises and perfectly poor B movie dialogue, Resident Evil is the gaming equivalent of Night of the Living Dead."[121] It entered the Guinness World Records Gamer's Edition 2008 for the "Worst Game Dialogue Ever."[122] Stuff ranked it as the 3rd best PlayStation game of all time.[123]
In 2002, Resident Evil was remade for the GameCube as part of an exclusivity agreement between Capcom and Nintendo that spanned three new games. The remake includes a variety of new gameplay elements, environments, and story details, as well as improved visuals and sound.[125] The game was also later ported for the Wii in 2008. A remastered version of the remake, featuring high definition graphics, was released as a download for the PlayStation 3, PlayStation 4, Windows, Xbox 360, Xbox One in 2015, with a limited edition PlayStation 3 version released at retail in Japan.[126]
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