This proved to be a fun addition, instilling plenty of confidence that the team was on the right track. This was a game-changer as the team soon realized this system could be applied beyond this boss fight to the rest of the game in standard encounters. The team asked themselves, "if we wanted to fight with a knife in the remake, how could we do it?" That question eventually spawned the remake's new knife parry mechanic, which preserved the spirit of that battle in a more engaging form. In the original game, the confrontation unfolds entirely through QTEs. The solution to reworking these sequences arose from reexamining the knife fight with Jack Krauser. "So we thought about what we could implement to take their place." "We really did not think players today would enjoy them," says Kadoi. While a bummer for fans who still enjoy furiously mashing a button to help Leon evade that Indiana Jones-style rolling boulder, Kadoi believes QTEs don't have the popularity or appeal they once had. Early in development, it was decided to strip as many of them away as much as possible. Though the team would retain the core characterization of Leon, Ashley, and others, a remake allowed them to flesh out their personalities, interactions, and back story via elements like additional lore notes.Īnother mechanic that stuck out like a sore thumb was Resident Evil 4's numerous quick-time events. One area for expansion that came to Ampo's mind from the start was the scenario elements: the characters and plot. That required the team to replay the original and closely examine spots that could either be reworked or enhanced. Instead, Ampo and Kadoi decided to stay largely faithful to the original and incorporate evolutions introduced throughout the series since its release to create "a new form of Resident Evil game." If they could pull that off, then maybe fans would accept it. The original game revolutionized a genre, so attempting to repeat that feat "wouldn't be possible," according to Ampo. Step one of alleviating that pressure: don't recapture lighting in a bottle. "But for RE4, we knew that wouldn't really be the case, so one of the first things we did as a team was discuss how we would handle this." "For RE2, you could feel how much it had been updated just from the new camera system, for example," says Ampo. Because of this, Resident Evil 4 still holds its own against today's games to the point that Kadoi told us that initially, he "didn't think there really was that much to update," which only added to their trepidation. Ampo and Kadoi's solution to that problem? Remake it in the style of Resident Evil 4, a game that set the standard for modern third-person over-the-shoulder action games. "So I didn't want to do it."Īs beloved as the original Resident Evil 2 is, its dated presentation, gameplay, and general framework make it tough to revisit today. "When I first heard about remaking RE4, my first impression was that since the original is a masterpiece, a remake would be difficult," adds Kadoi. ![]() ![]() "Among the RE series and even games in general, the original RE4 has become a legend," Ampo says. "I knew that it would be difficult to successfully remake it, and if we made one mistake with any updates we made, we would anger its fans." That also means it has a legion of fans who are very particular about anyone fiddling with its winning formula. Considered one of the greatest games ever made, it had already been remastered and updated numerous times over its lifespan due to how well it aged. ![]() Upon that game's launch, the two were approached with leading the next remake: Resident Evil 4. As a directorial duo, the pair's most impressive accomplishment is leading the creation of the critically acclaimed remake of Resident Evil 2, which launched in 2019.Īfter Resident Evil 2 shipped, Ampo and Kadoi moved on to other projects within Capcom, while the 2020 reimagining of Resident Evil 3 was developed without their involvement. Their combined credits span the original 1996 game to titles such as Resident Evil: Outbreak, Resident Evil 5, and Resident Evil: Revelations 2, the latter two of which were directed by Ampo. During our cover story interview with the two designers, they spoke candidly about the early phases of the game's development, their initial hesitation to tackle such an intimidating project, and how the team's approach in identifying areas for improvement gave them the confidence to see the project through.Īmpo and Kadoi have plenty of experience working on Resident Evil. Alongside fellow director Kazunori Kadoi, their team has taken on the lofty task of reinventing the 2005 classic for a modern audience, recapturing the game's magic while also expanding it with new features. Those were the words of Capcom's Yasuhiro Ampo, the main director of the Resident Evil 4 remake. "Honestly speaking, I didn't want to do it."
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