Resident Evil Cerberus crashes through window (2)

Resident Evil (Biohazard) 20th Anniversary Retrospective

Resident Evil Cerberus crashes through window (2)
That dog…

A dog crashes through a window.

Reading that, many would wonder, “What’s so scary about that?” Yet it happens to be an iconic gaming moment, one that defined Resident Evil (known as Biohazard in Japan). This was most likely the first jump-scare that players encountered in the game during their exploration of a mansion. Walking down an L-shaped corridor, a Cerberus, an infected dog, comes crashing through a window. As you run to escape, a second Cerberus comes flying through another window. You quickly realise that nowhere is safe, anything could happen and you need to get some Imodium.

Produced by Capcom, Resident Evil was first released in Japan on the Sony PlayStation on 22nd March 1996. While not the first survival horror game, it would eventually popularise the term. Twenty years later and it has spawned into a franchise with over 20 games that have sold over 60 million units around the world, as well as five big screen film adaptations, with a sixth, and supposedly final film, set for release in 2017 (go for it Milla). There have been comics, mangas, novelisations, toys, a T-Virus perfume, a stage play and an amusement attraction at Universal Studios Japan, where you can shoot zombies. There was even a Resident Evil restaurant where you could order a Red & Green Herb Salad (however a ‘Jill Sandwich’ was not on the menu).

Resident Evil UK PS1 Cover art
UK cover art
Biohazard Japanese PS1 Cover Art
Japanese cover art

 

They have escaped into the mansion where they thought it was safe. Yet…”

Work on Resident Evil began in January 1994 and only came about after Capcom’s then general manager, Tokuro Fujiwara, commissioned designer Shinji Mikami to make a horror title using the system of Capcom’s Sweet Home (released on Nintendo’s Famicom back in 1989 to coincide with a horror film of the same name). Certain elements from Sweet Home found their way in Resident Evil, such as the mansion setting, opening door load screens, characters that can only hold a limited number of items and reading diaries.

The gaming equivalent of a B-movie appeared to be what Mikami was aiming for, inspired by the likes of Lucio Fulci’s Zombie and George A. Romero’s Dawn of the Dead. Mikami had spoken how in those films, certain characters don’t always survive. With a videogame, players could use their skill to get their character and teammates out alive. When talking to GamePro magazine back in 1996 he said, “I thought it would be cool to make my own horror movie, but we went one better by making a videogame that captures that same sense of terror. I want Resident Evil to give the player the feeling that he’s the main character in a horror movie.”

The story begins with the Raccoon City police department receiving reports about missing people and sightings of dog-like monsters at the Arklay Mountains. The police department’s Special Tactics And Rescue Service (S.T.A.R.S.) Bravo Team go to investigate, only for all communication to suddenly go silent. Players can control one of S.T.A.R.S. Alpha Team members, Chris Redfield or Jill Valentine, who are sent out to locate and rescue Bravo Team (each character offering a slightly different scenario of their experience). The Alpha Team also includes combat specialist Barry Burton, who saves Jill on numerous occasions and dubs her “the master of unlocking”, and Albert Wesker, the kind of badass who wears sunglasses indoors, making it pretty clear early on that he’s hiding something.

Resident Evil mansion ps1
Entering the mansion
Resident Evil - Barry and Jill (almost a Jill Sandwich)
“You were almost a Jill Sandwich.”

After coming under attack from monsterous dogs, Alpha Team are forced to seek refuge at a nearby mansion. Players see this in the form of a short low budget live-action movie that featured American actors portraying the S.T.A.R.S. team as they come under attack (those outside of Japan had to make do with a censored black and white intro). There was a glorious ‘so bad it’s good’ quality to it that extended to the cheesy dialogue spoken in the game, which is still remembered today (“You were almost a Jill Sandwich,” says Barry after saving Jill from a room with a ceiling trap). In 2008 the game entered the Guinness World Records Gamer’s Edition for “Worst Game Dialogue Ever”.

Working on the game was initially a lonely experience for Mikami. Talking on Director’s Hazard (included on the Wesker’s Report 5th Anniversary DVD) Mikami said, “I was initially alone for half a year. I did it while I was training new employees.” It wasn’t until nine months into development that the number of staff working on the game grew to 15. Of particular note was design and system planners Hideki Kamiya (who would evenutally direct Resident Evil 2 and later co-founded PlatinumGames with Mikami), Hiroki Kato (who would later direct Resident Evil: Code Veronica), programmer Yasuhiro Anpo (who later directed Resident Evil 5), and character animator Jun Takeuchi (who would later produce Resident Evil 5).

 

Itchy. Tasty.”

“The concept of the game was to create a constant feeling of anxiety and to make the game very, very scary,” said Mikami in a Birth of Biohazard promo video back in 1996. With the technology that the 32bit consoles offered, they produced a horror game that would distance itself from anything else available at the time. Making zombies the main threat meant that players would be afraid and panic whenever the undead got close enough to take a bite. It also added an additional layer to the story; from collecting and reading notes which piece together what’s happened, it becomes clear that the zombies are the researchers of the underground facility who have been affected by the T-virus created by the Umbrella Corporation.

Resident Evil - Chris Redfield (high camera angle)
Top down camera angle
Resident Evil - Jill shooting zombies (2)
Jill aims her Colt Python

The use of sound (or the lack of it) and fixed camera angles (sometimes skewed) meant that at times players were afraid because they could hear that something was in the room with them. They just couldn’t always see what it was. Upon first playing the game, the awkward tank-like control system took some getting used to. Even after mastering the controls, running past a zombie isn’t always easy. The lack of ammunition would also amp up the tension when coming across enemies such as hunters, large spiders and a huge snake, which require more than a few shots with your pistol (in some situations, running away really is the best option). Ink ribbons to save your progress in the game are also limited. Players only had themselves to blame if they were careless with their items.

“We wanted to make it clear to the player why you are confined in that mansion, and what kind of terrible things awaited,” said Mikami. “You escaped with your life and are stuck in this mansion. Now, how can you survive in this scary place?” Backtracking through the mansion can be a bit of a chore, particularly when it comes to solving some of the puzzles, a few of which are quite complex. Like playing ‘Moonlight Sonata’ on a piano, which opens a secret door with a gold emblem inside, which if you take and place in the right location reveals a secret compartment with a Shield Key, and that allows you unlock a door that happens to be on the second floor on the other side of the mansion.

Just be glad it’s the one mansion, for during the planning stages Mikami had a much bigger game in mind with four mansions! From walking through corridors and rooms that you’ve already cleared, the game manages to lull you into a false sense of security. Given your progress, certain events would suddenly take place and new enemies are introduced in the mansion, making for perfectly timed jump-scares. It meant that even exploring an empty room kept you on edge, for you never knew what could happen.

Resident Evil - Chris and Yawn
Chris battles Yawn
Resident Evil - Jill plays Moonlight Sonata
Jill plays Moonlight Sonata

 

Fight your fears and survive.”

Resident Evil was originally being developed for both the Sony PlayStation and Sega Saturn. The number of people working on the game did increase to over 50, yet this was still seen as small for the work needed to finish the game on one console, let alone two. Many were inexperienced newcomers that had never worked with 32bit hardware or 3D polygons before, which were still relatively new. Also, according to Kamiya, the graphics team and programming team were on different floors, which was irritating and resulted in some heated discussions.

The game’s camera system was initially set to be over the player’s shoulder, but this was scrapped, as at the time it looked like the 32bit consoles weren’t up to the task (though this perspective would eventually be used in Resident Evil 4). A two-player option where a partner character works with the main character was also dropped due to hardware limitations (though this idea would later find its way in Resident Evil 0). During development the decision was made to drop the Sega Saturn version (Mikami cited how it was extremely difficult to convert to the Saturn). This would ultimately prove to be a huge boon to Sony’s console. Upon release Resident Evil would go on to sell over 5 million copies on the PlayStation worldwide (with over a million copies sold in Japan alone).

The timing of the game was serendipitous. Teens that had grown up playing the likes of Sonic the Hedgehog and Super Mario Bros. were reaching adulthood and now had a disposable income, allowing them to move on to the next generation of consoles and games which delivered more mature themes. For some gamers, Resident Evil was a strong enough reason to purchase a PlayStation.

Resident Evil - Fear Has a New Face Print Advert
Resident Evil – US Print Advert

The game reached Europe on 1st August 1996, to rave reviews. Edge magazine said, “Capcom has truly performed a miracle with this game,” awarding it nine out of ten. CVG gave the game five out of five, calling it “totally awesome – the one game that truly makes you want to scream.” The Official UK PlayStation Magazine rated it nine out of ten, saying, “It all adds up. Beautiful visuals, fluid gameplay and a chilling tale wedged in between. A Hammer House of Horror on a computer.”

A Director’s Cut version of the game followed in September 1997, released as an apology for the delay of the sequel. It featured an ‘Arranged’ mode, with certain items and enemies in different places, new costumes, a slightly easier ‘Beginner’ mode, and notably a demo for Resident Evil 2. The Director’s Cut sold 3.7 million copies worldwide. Combined with the sales of the original, it propelled Resident Evil as one of the bestselling PlayStation games of all time.

It wasn’t till July 1997 that the Saturn received a decent conversion of the game, which included a Battle Mode, with a golden Tyrant and a zombie Wesker. However, this was 16 months after its initial release on the PlayStation. The delay was summed up in the sales figures, as the Saturn version sold just 170,000 copies worldwide.

 

I think we should save this important research… for future use.”

Mikami was less involved in the sequels, taking the role of producer. “I feel like I’m giving my adorable daughter to some man to marry,” said Mikami of the experience. He did return to direct the Resident Evil remake on the Gamecube in 2002, noting how the PlayStation original had not aged well. The power of the Gamecube allowed for a graphical overhaul, which still holds up amazingly well today. It also included an additional subplot and faster Crimson Head zombies.

The Gamecube remake sold over 1.4 million copies worldwide, yet Mikami was let down by this. When talking to IGN, Mikami admitted that he had “kind of a lingering trauma” to the Gamecube remake, seeing it as a commercial failure. “The Resident Evil remake is actually one of my favourites of the series,” he said. “But it didn’t sell very well. Maybe there weren’t many people ready to accept that. Because of the reaction to the Resident Evil remake, I decided to work more action into Resident Evil 4. Resident Evil 4 would have been a more scary, horror-focused game if the remake had sold well.” While Mikami left Capcom with the Resident Evil franchise shifting towards action, he did later return to survival horror with The Evil Within in 2014.

Resident Evil HD - Jill and Crimson Head
Resident Evil HD

It could be argued that the Resident Evil franchise has lost its way, as the later games in the main series share but a shred of its traditional survival horror roots (the Revelations spin-off series faring better with its blend of third person shooter and survival horror). 2016 sees the release of the multiplayer shooter Umbrella Corps, suggesting that the franchise will continue to branch out into other genres. However, for fans looking to relive the horror of that mansion in glorious high definition, and newcomers that want to see where it all began, Capcom released an HD remake in January 2015 for the PS3, PS4, Xbox 360, Xbox One and PC. With digital downloads and sales of over one million, it has proven that despite the core game being 20 years old, Resident Evil is still surviving.

Tales of (20th anniversary logo)

Tales of Series Anniversary Panel at MCM London Comic Con

Tales of (20th anniversary logo)

Celebrating 20 years of the Tales of series, as well as tying in with the recent release of Tales of Zestiria, MCM London Comic Con had a special anniversary panel for the Japanese RPG franchise.

Tales of (Edwin)Hosted by Bandai Namco community executive, Edwin Chuah, he put together a presentation that made for a nice recap of each game in the series that was released in the west, as well as some fun facts and how the games have managed to spin-off into other areas, such as manga, anime and even appearances in other media.

Before getting underway, Edwin complimented the turnout of amazing Tales cosplayers that were in attendance. “Major big respect to all cosplayers, especially since so much hard work goes into it,” he said.

To kick things off, a 20th anniversary trailer was played, showing footage from each of the games, from Tales of Phantasia right up to Tales of Zestiria. There were cheers (and even applause) from the fans when their favourites from the franchise appeared on screen. “That’s quite a response,” said Edwin.

Starting at the beginning, he mentioned how it all began with Tales of Phantasia, released on the Super Famicom in December 1995. “It’s had numerous ports,” he said. “The most notable one being on the Game Boy Advance, as it came out in Europe in 2006.” The fun fact he revealed about the game was that, “it’s the only Super Famicom game to feature an entirely original and vocalised theme song directly in the game.”

Tales of Destiny was released on the Sony PlayStation in 1997 and was the first game in the series to be localised in English. “Unfortunately only in the US,” said Edwin, which drew boos from the crowd! “I imagine not many of you would have played it.” He revealed that the character Leon Magnus is one of only two characters to be a multiple first place winner in the Japanese Tales character poll. “Because he’s so popular he’s been moved into what’s called the hall of fame,” said Edwin. “He can’t be voted anymore, but we all know that everyone loves him.”

Tales of Eternia followed in 2000 for the Sony PlayStation, but arrived in Europe for the PSP in 2006. Edwin noted how in the US it was called Tales of Destiny 2, “even though it’s not proper related at all.”

“I expect a lot of cheers for this next one,” said Edwin, and there was, as Tales of Symphonia appeared on the screens. Released on the Nintendo Gamecube in 2003 it was the first European Tales title to follow the story of Lloyd Irving. Edwin described the game as “a massive milestone” as it was the first in the franchise to utilise 3D renders. The fun fact was that many believe Tales of Symphonia takes place in the same world as Tales of Phantasia, just on a different timeline. “Most people think it’s several years beforehand,” said Edwin. “This is due to the similar location names, as well as using spirits for the basis of the world. If you’re a very hardcore Tales fan, you’ve probably heard of the song Fighting of the Spirit, and it’s used in both games.” He then revealed that the game is being released on Steam next year, which resulted in more cheers from the crowd.

Tales of (Symphonia) Tales of (Dawn of the New World)

The next game was the sequel Tales of Symphonia: Dawn of the New World, which was released for the Nintendo Wii in 2008. “It’s the first Tales game to have both English and Japanese voices,” said Edwin. Both the Symphonia games were cleaned up, bundled together and re-released for the PS3 in 2013. “It’s in nice, minty, crisp HD,” he said.

Tales of the Abyss marked the 10th anniversary of the series when it was originally released on the Sony PlayStation 2 in 2005. “The 3DS version came out in 2011 for you guys,” said Edwin. “It’s pretty hard to find now these days, but if you’re able to find a copy of it I highly recommend picking it up.” The fun fact for this title was that it featured a hidden location known as Nam Cobanda Isle. “This is the first Tales game to come out after Namco and Bandai had come together to merge as one company. This island is filled with lots of iconic cameos and references of classic IP’s from both companies. It’s quite a fun place.”

Tales of (Vesperia)Next up was Tales of Vesperia, which was released on Microsoft’s Xbox 360 in 2008. Edwin noted that there’s a Blu-ray movie that happens to be a prequel to the game, which resulted in a few attendees shouting out “SEEN IT.”

“Even if you’ve not played the game, it’s still a good standalone movie,” said Edwin. “We have to give a shout out to Manga Entertainment for bringing it to Europe. If you’re able to find a copy, definitely pick this one up.”

Tales of Graces was originally released for the Nintendo Wii in 2009, but was later ported to the Sony PlayStation 3 as Tales of Graces f, with Europe getting its hands on the game in 2012. “If you’ve played Tales of Graces, you’ll probably hear that word protect quite a lot,” said Edwin. Before it was officially announced that it would be coming to the west, Bandai Namco’s US team released a puzzling coded image across their social media pages. When solved it would take people to a website which revealed that Tales of Graces f would be released in the US.

2011 saw Tales of Xillia released for the Sony PlayStation 3. Edwin explained that it was a new milestone for the series. “It went for more realistic proportions with its presentation, it brought two main series character artists together for the first time [Kosuke Fujishima and Mutsumi Inomata], it’s the first Tales game where you can start with two protagonists to see from the different perspectives and also has the first female lead protagonist.” The fun fact wasn’t really related to the game, but a mention of the series producer, Hideo Baba. “He’s had quite a few appearances here at Comic Con,” said Edwin. “Hopefully you’ve had the chance to meet him. He’s an absolutely amazing guy. His English is pretty good.”

Tales of (Xillia) Tales of (Xillia 2)

The sequel Tales of Xilla 2 arrived on the Sony PlayStation 3 in 2013. Taking place a year after the events of the first game, the lead character is Ludger Will Kresnik, who ends up meeting the original cast during his journey. Ludger also happens to be the only character in the entire Tales series that can switch between different weapons in battle. “He’s defiantly the most diverse character on the battlefield,” said Edwin, who added that he has a choice of twin swords, twin pistols and a hammer. In his Chromatus form you can also use a fourth weapon, a duel bladed spear. “Cosplayers, I’ve already said I’ve given you a lot of respect,” said Edwin. “But I’ll give you extra brownie points if you are able to secretly store all these weapons.”

Tales of (Shahid Kamal Ahmad)Tales of Hearts R was the first English PlayStation Vita game. Initially released solely in Japan for the Nintendo DS in 2008, the remake (hence the R) found its way on the Vita in 2013. Before the game was even announced on the Vita, Sony Computer Entertainment’s senior business development manager, Shahid Kamal Ahmad, called for a poll on Twitter to drum up interest for JRPG’s on the Vita, using the hastag #jrpgvita. “Tales of Hearts R got the highest response,” said Edwin. “I’m pretty sure that quite a few of you in this room helped take part, so a massive thank you to you guys.”

“In celebration of the 20th anniversary comes Tales of Zestiria,” said Edwin. “It’s the first PS4 and PC ownership Tales game.” He also revealed that the PS4 and PC versions of Tales of Zestiria are exclusive to Europe and the US, for when it was originally released in Japan it was solely on the Sony PlayStation 3.

Tales of (Zestiria)

Edwin then covered the evolution of the Tales series. He mentioned the character artists Kosuke Fujishima and Mutsumi Inomata. With a background as a manga artist, Fujishima was the first character artist to join the Tales series. “He started designing characters for Tales of Phantasia, but didn’t return till Tales of Symphonia was in development,” said Edwin. Inomata was an animator for Toei Animation. “She started her debut with Tales of Destiny,” he said. “On the 15th anniversary with Tales of Xillia, they are both working on the character designs for all the games. It marks a very grand moment that they’ve come together.”

Of the anime cutscenes that feature in the games, they were first introduced in Tales of Destiny and were all animated by Production I.G. “It’s always been done by them, up until Tales of Graces f,” said Edwin. To show off the quality of their animation for the games he then played the intro song to Tales of VesperiaRing the Bell. The lyrics were on the screen with Edwin inviting the audience to sing along.

After the song, it turned out that Edwin had spotted someone singing along. “I want to give a special mention to that guy, who was singing his heart out,” he said, pointing to a fan sat near the front. Edwin then asked him to stand up so everyone could give him a round of applause.

Edwin then mentioned that Ufotable took over from animating the cutscenes from Tales of Xillia onwards. To show off the strength of their work, he then played the intro song to Tales of Xillia 2 – Song 4 U.

The battle systems in the games were then touched upon, with Edwin giving a brief mention about Tales of Zestiria’s Fusionic Chain Linear Motion Battle System. “You can fuse with another character, I’m not saying which ones specifically, to be a much more powerful entity of a specific element,” he said. “You can dish out a lot more damage in this form.”

Tales of (Fusionic) Tales of (Tales Festival)

Edwin then mentioned the Tales Festival, an event that takes place in Japan (as soon as the image for this appeared on the screens one fan shouted out, “Bring it over here.”)

“It’s designed for Tales fans to gather and share their experiences with each other,” said Edwin of the event. “It features a live show with some of the iconic voice actors. There’s music and even announcements of merchandise and games.”

“Also in Japan is a place called the Kotobukiya store,” said Edwin. “Have a fat wallet when you go in; when you come out it might be a bit slimmer as this place is just filled with tons of Tales merchandise.”

He then talked about the Tales of Magazine that’s published every two months in Japan. “There’s original artwork, it showcases fan work, some behind the scenes to get you excited about the Tales series and a short manga strip.”

Tales of (Magazine) Tales of (Ambassador)

“Something we’re quite proud of is the Tales Ambassador,” said Edwin, “Every year we look for an ambassador to represent the Tales brand. We see the finest cosplayers take part in various challenges to prove why they should be the ambassador to represent the series.”

He then gave a shout out to MyM Magazine and Neo Magazine for their coverage of the Tales games. “They usually have covers of the Tales series on them and in those issues are interviews, features and I highly recommend checking it out.”

“The Tales series has appeared in other media and games,” he said, as he mentioned how Lloyd Irving from Tales of Symphonia has appeared in Soulcalibur Legends and that his and Colette Brunel’s costumes also made an appearance in Ragnarok Odyssey Ace. “You know, Lloyd’s a pretty popular guy,” said Edwin, at which point he then showed off this image…

Tales of (Super Smash Bros)

“His costume is available in Super Smash Bros for Wii U and 3DS,” he said. “You can beat your friends using Lloyd.” Yuri Lowell, Estellise Sidos Heurassein and Flynn Scifo from Tales of Vesperia also make an appearance in Project X Zone for the 3DS, at which point Edwin mentioned that the sequel Project X Zone 2 would be available in Europe in February 2016 and will include Zagi from Tales of Vesperia. He also revealed how Tales of Zestiria even made a sneaky appearance in Sword Art Online II.

Tales of (Rock-paper-scissors)The last few minutes of the panel had Edwin giving a quiz, with correct answers resulting in some Tales goodies, such as badges and limited edition brooches. The grand prize was a Tales of Zestiria figure of Sorey, with two fans duking it out with a game of Rock-Paper-Scissors (paper beat rock).

“Thank you very much for coming along,” concluded Edwin as the anniversary panel finally came to a close.