

“This doesn’t feel like Resident Evil…” Of course, wiping the slate clean and going back to zero on a project that’s already 70% complete is no mean feat, and in that sense, I think it was a very brave move on the part of the developers. As a result, everything felt too modern and strangely sterile. The Police Station, too, had been changed to a very modern building. The ominous atmosphere from the first game, as represented in things like the Spencer Mansion itself, the armor room, key items like the jewelry box and gemstones… all that had been removed. Hideki Kamiya -What were some of the specific problems you saw with the story/scenarios in 1.5, Sugimura? At a certain point we scrapped everything we had done and went completely back to the drawing board, and it was then that the Zapping System got added. When we first started making Resident Evil 2, though, we didn’t have a system like that. However, by the end of that development, the truth is we were already thinking about having one story that is shown through multiple perspectives. The two scenarios are completely independent stories. Kamiya: In the first Resident Evil, Barry doesn’t appear when you play Jill, and Rebecca doesn’t appear when you play Chris. (laughs) -One of the biggest parts of Resident Evil 2 was the introduction of the new “Zapping” system. That reminds me-this was the very room where we holed ourselves up to have our secret discussions.
Resident evil 2 1998 professional#
As a professional screenwriter, I worked with Kamiya on fleshing out the scenarios. Sugimura: I joined in the middle of the Resident Evil 2 development.

In the first game, I worked as a planner, doing editing. Kamiya: I was the director for Resident Evil 2. Can we begin by having each of you explain your role in the development? Noboru Sugimura - Screenwriter -It’s been 5 months since the release of Resident Evil 2.
