Video Games

Resident Evil 4 Producer on How the Remake Will Tackle QTEs, Inventory Management, and the Sequels

How do you improve on one of the greatest survival horror games ever made? It tackles the original Resident Evil 4 as it tackles the remake for PS5, Xbox Series X|S and PC That’s the problem the Capcom team is facing.

“rear [17 years], we also gained a lot of knowledge about making games. Elements such as controls and storytelling have also allowed us to create games that can be enjoyed on a deeper and broader level. We thought adding this knowledge to Resident Evil 4 would make for a more enjoyable title,” says Yoshiaki Hirabayashi, his designer for the original game’s cinematics lead and now the remake’s producer. . I’m making Resident Evil 4 with the feeling of “Let’s try even a difficult work.”

First announced over the summer, Resident Evil 4 will be the most ambitious version of the classic game ever released on everything from Nintendo Wii to mobile devices. Capcom has enjoyed considerable success with its Resident Evil remakes so far, but it faces the daunting task of meeting the expectations of fans who love the original.

We recently took a closer look at the remake with an extended hands-on demo.In addition to playing Resident Evil 4 at the preview, I had the opportunity to talk to Mr. Hirabayashi about quick time events etc. [QTEs], whether the original inventory structure returns, etc. Read on for a full preview of Resident Evil 4 Remake, set to release on March 24th, 2023.

IGN: First, I’d like to ask how the Resident Evil 4 Remake proposal came about. Was it a natural follow-up to Resident Evil 2 and Resident Evil 3?

Yoshiaki Hirabayashi: I ordered like that. That said, remaking a game loved by players and available on as many platforms as Resident Evil 4 seemed like a tall order to us.

As a member of the original development team and as a fan of the game, I believe Resident Evil 4 is a great overall product. At the same time, it is surprising that 17 years have already passed since its release.

During that time, we were also able to gain a lot of knowledge about game production. Elements such as controls and storytelling have also allowed us to create games that can be enjoyed on a deeper and broader level. I thought that adding that knowledge to Resident Evil 4 would make the title even more enjoyable.

That’s why I approached “Resident Evil 4” with the mindset of “Let’s see if we can do something that’s difficult.”

IGN: As a fan, I agree. Resident Evil 4 is not only highly regarded, it’s almost deified.

Yoshiaki Hirabayashi: It really is. To be honest, work is tiring (laughs). We try different ways to make such games more fun for players.

IGN: It was a lot of fun. Given how well done the recent remakes have been, I was pretty sure I wouldn’t miss this one either, but it exceeded my expectations.

Yoshiaki Hirabayashi: thank you very much!

IGN: The demo had some scenes that were even more nerve-wracking than the original, but the additions like being able to parry with a knife made the action fun.

Yoshiaki Hirabayashi: Kazunori Kadoi and Yasuhiro Anpo, who worked on Resident Evil 2, are the directors of this work. Kadoi oversees the gameplay elements, and he’s very picky about knives.

It can also be used to pursue a defeated enemy, or to make an emergency escape when grabbed by an enemy. However, these actions make the knife less durable, so it’s important to think carefully about when to use them.

IGN: Parrying is an element for veteran gamers, but would you say follow-up attacks and emergency escapes are also in place for less experienced players?

Yoshiaki Hirabayashi: I think so. There are so many different ways to play the original Resident Evil 4, and it’s impressive to see the different ways people use to progress through the game. I’m trying to incorporate various knife actions into the remake version as well.

We put a lot of effort into the interaction between characters, and we want to express the human relationships in the game even more than in the original work.


IGN: Resident Evil 4’s story has also been reworked. The demo featured background that wasn’t discussed much in the original, and I felt like it was trying to make the story stand out. Is that trend being maintained across the board?

Yoshiaki Hirabayashi: Yes, it’s fair to look at it that way. We put a lot of effort into the interaction between characters, and we want to express the human relationships in the game even more than in the original work.

For example, Ashley, whom the main character Leon helped. She wants to convey the feelings of both of them, rather than just being rescued and running away. Of course, it is not a romantic feeling, but a tension suitable for the title of survival horror. Mysterious Lewis also has more depth than the original.

When Resident Evil 4 first came out, of course there was no Resident Evil 5 or Resident Evil 7. Based on this history, we reconstructed the story.

IGN: There was a quick time event [QTEs] In the original, like where you have to escape from rocks. Will there be any changes to these in the remake?

Yoshiaki Hirabayashi: I don’t think there are “most” QTEs. Everyone’s definition of a QTE is different, so I can’t say it’s completely absent, but I can say that there’s no prompt to press a button in the middle of a cutscene.

However, in some situations you may need to press a button. The whole team has been working to make what we call QTE fit the real game properly.

IGN: I was shocked and really scared by the seriousness of the demo. The original had a brighter overall impression, and there were more than a few funny comical scenes. What changes are you making in that regard?

Yoshiaki Hirabayashi: Personally, I think Resident Evil 4 is filled with both witty and terrifying moments. The demo you played emphasized the horror elements as it was the introduction to the game. The further you go, the more witty scenes you will see.

While keeping the horror elements of the original and Leon’s cynical charm, we are making adjustments so that the player can feel it naturally. The moment when Leon insults his enemies is definitely left.

IGN: One of the impressive parts of Resident Evil 4 is the briefcase. Equipping all items and properly managing ammo was part of the game’s appeal. Is it still in-game?

Yoshiaki Hirabayashi: We’ll never forget the briefcase puzzle-like fun of resource management. After all, part of the fun of the game is spinning weapons and items to fit them right in and wondering what to keep and what to throw away.

Along with large, medium, and small briefcases, there are several customization options to add style to your bag, including attachable charms and different briefcase colors. The gold briefcase you get as a pre-order bonus actually has the effect of slightly increasing the amount of money dropped by enemies.

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