The story of making Resident Evil 1; A work that changed thousands of times

The first version of Resident Evil undoubtedly has a special place among the most influential games in history. While many of the game's ideas were not original, it developed and improved them in a way that it is impossible to imagine their absence in today's horror games. Combining ideas that once defined a genre and an era of the gaming industry, the game made a huge impact, but at first it didn't seem like it would be a success. The story of making Resident Evil 1; A work that changed thousands of times

The first version of Resident Evil undoubtedly has a special place among the most influential games in history. While many of the game's ideas were not original, it developed and improved them in a way that it is impossible to imagine their absence in today's horror games. Combining ideas that once defined a genre and an era of the gaming industry, the game made a huge impact, but at first it didn't seem like it would be a success.

Although the game was made by who were sure to change the industry forever, but Resident Evil was kind of an accident with a happy ending whose success surprised even those who worked on it for years. We'll never know what would have happened if Resident Evil had taken a different path in its wildly eccentric development than it did. In fact, the success of this game is considered a kind of miracle.

Resident Evil 1 began as a spiritual successor to the classic horror game Sweet Home. Capcom basically wanted to make a game that would have many of the key elements of that game without necessarily being a direct sequel to the game. What you probably don't know is that there was reportedly a very brief period of time when Capcom considered releasing Resident Evil on the Super Nintendo. Ultimately, the project's uncertain production timeline and the promise of powerful PlayStation hardware convinced the company to move its ideas into a next-gen game. As we will point out later, this led to a number of different problems and interesting opportunities. The first versions of Resident Evil used a first-person camera. Statements from the game developers indicate that this version of the game was something between DOOM and the final version of the game. However, the limitations of the PlayStation hardware made it difficult for the production team to use this type of angle. They instead decided to use the fixed camera system previously seen in Alone in the Dark. Now, the seventh and eighth games of this series have finally used this idea and, ironically, they have appeared successful. Not to be outdone, Resident Evil was going to use some new technology for its first release at the time. Capcom was adamant about exploring the potential of motion capture technology, and felt that Resident Evil 1 was a great opportunity to test the technology. However, the idea was almost abandoned after the game's camera switched to third-person. Rumor has it that there were attempts to use motion capture in the early days of the game's camera change, but the pre-rendered backgrounds both fit the game's central themes and put less strain on the PlayStation's hardware. The story of making Resident Evil 1; A work that changed thousands of times

Co-op mode and the existence of different companions

You may have heard the rumor that Resident Evil in It was originally designed as a co-op game, but that's only part of the story. Capcom actually took a long time to develop a first-person Resident Evil game with motion capture technology that included your character and several companions helping you out. In fact, the idea of teaming up with companions seemed to be a big part of the early elements of the series. Capcom went to great lengths to keep these AI-controlled companions. Eventually, it became clear that the PlayStation could not properly do what they wanted and could not handle this amount of processing. The production team even tried to create naked zombies to reduce the technical pressure, but none of their sacrifices were enough to overcome the significant hardware obstacles.

Inspired by elements of Japanese horror

While Resident Evil is best known for its array of terrifying creatures, often created by a chemical compound, the original version of the game featured supernatural enemies and other horror elements. In fact, this version of the game was heavily inspired by Japanese psychological films. However, a change in the game's creative team made Resident Evil more inspired by western horror elements and science-based horror creatures.

Similar to Mega Man

At one point, Resident Evil was supposed to be a game about four genetically enhanced agents battling an evil scientist and his army of supernatural characters in a haunted mansion. One of the big reasons the idea was scrapped was that Capcom felt the idea of cybernetic characters fighting an evil scientist was too similar to the Mega Man series. That's why almost all the elements of this idea end up in the game removed. The story of making Resident Evil 1; A work that changed thousands of times

Dewey and a cyborg named Glatzer>

A very famous artwork from the early days of the game's development shows the four main characters being Jill, Chris, Dewey, and Glatzer. Dewey has been described as a comedic character and some say he was modeled after Eddie Murphy, while Glatzer was supposed to be an advanced heavy weapons specialist. Glatzer was eventually replaced by Barry Burton when the production team decided to abandon the original sci-fi elements of the project. As for Dewey, she is believed to have essentially been replaced by Rebecca Chambers. This is despite the fact that these two have very different personalities. Interestingly, Dewey's name was used again as the last name of the S.T.A.R.S. helicopter pilot. It would significantly slow down the game. According to videos and documentation from early versions of the game, the original plan was to be able to change your character's weapons without having to go to the menu and by pressing a single button. Why this feature was removed is not entirely clear, however, going to the menu to select your weapon added to the tension of the game. With the various Resident Evil that Capcom has showcased at various events over the years, the game's developers have often featured a graveyard sequence that seems to play a central role in the final version of the game. However, as you know, there is no such sequence in the original version of the game on PlayStation. It seems that the graveyard was just one of those things that was left out as the game progressed as the development team removed a lot of content in order to get the game out on time. Fortunately, the idea of the graveyard has been interestingly recreated in the brilliant remake of this game. Resident Evil has a decent variety of enemies, but early versions of the game, as expected, had creatures that didn't make it into the final product. In one of these versions, you have to fight zombie children in an obvious inspiration from the famous scenes from the films Night of the Living Dead and Dawn of the Dead. However, Shinji Mikami wasn't too keen on the idea of shooting children (even zombie children) in a video game and decided to scrap it.

The presence of spiders instead of dogs in the famous window scene

Undoubtedly, the famous moment of the dog jumping from the window into the corridor is one of the scariest moments in the history of this series and horror games in general. However, an early version of the game featured spiders instead of dogs in the mansion's hallways. It kind of says that the aforementioned horror scene could have used a spider-like monster instead of a dog. It's not actually clear if those spiders were just simple models to turn into dog models at that point in development, but either way, it looks like Capcom explored the idea.

Shoutout to Japanese Language

This may sound strange, but despite the fact that Capcom briefly intended to release the game only in Japan, there was no Japanese voice acting for the game. What's even more interesting is that the development team took the time to record Japanese dialogue at the time, but decided not to use it in the final product. It has been said that since the game is set in America, it made more sense to use American or Western actors. On the other hand, many members of the team felt that the Japanese recording was of very poor quality. It should be noted that the American voice actors were not much better either, as translation problems caused Resident Evil 1 to break the Guinness World Records for having the worst dialogue in video game history. The story of making Resident Evil 1; A work that changed thousands of times

Advanced Enemy AI

Dealing with most of the game's enemies is relatively simple, and your biggest challenge is usually the game's controls and limited resources. However, early versions of the game reportedly featured much more advanced zombies that used multiple attacks. Some enemies were said to be so advanced that the developers even worked on an enemy trapping mechanic that would allow you to permanently and temporarily restrain them. Interestingly, members of the development team say that the technology was there to implement these ideas, but not enough time was available. That's not scary enough, you should know that an early version of the game allowed zombies to use doors and move between rooms to chase the player. In fact, the developer's plan was to implement a system that required players to block doors to prevent zombies from chasing them. The idea of securing doors for Stopping the zombies could have been another small nod to Night of the Living Dead, but it seems to be another one of those ideas that was shelved during development due to the limitations of the technology at the time.

Pickle and Lamp Fuel

Many items were left out of the game during the development process of Resident Oil, but the two items that have gotten the most attention over the years are probably the Pickaxe and Lamp Oil. While remnants of the code for the pickaxe were leaked after the release of Resident Evil, it's still unclear what its purpose was. Some say it was from an area of exclusion, and others claim it was intended for use as a weapon.

However, most people point to the possibility that It was probably part of a puzzle. Using lamp oil makes a bit more sense as we saw similar items added in the remake. There, the player could use fuel to set the zombies on fire and prevent them from returning. The story of making Resident Evil 1; A work that changed thousands of times

Mysterious Writings on the Walls

In the first versions of the game, there were writings on the walls that told mysterious stories and warned the player of the terrible things that befell their authors. However, these messages were not present in the final game and were only visible in some retail versions of the game. The reason for abandoning this idea is unclear, but the implementation of storytelling through such environmental writing has become a large part of horror games today. You know, one of the biggest changes to the game was changing its name to Resident Evil. The story goes that Capcom realized that it could not use the game's original name, Biohazard, in the US due to potential copyright issues. That's why the company held a competition to name the series in the United States, and it's clear that Resident Evil won. Interestingly, there were many contestants who protested the name at the time because they felt the title was ridiculous. In any case, this name has now become a symbol in the gaming industry.

Limiting items to specific boxes

It should be said that the American version of Resident Evil was much harder than the version that was released in Japan released. Capcom's US team apparently requested that this version be made harder to prevent US players from renting the game and completing it quickly. Therefore, the development team reduced the number of inks available in the American version of the game and made a few other changes to allow players to more carefully account for their resources. At one point it was even planned that the American version of the game would restrict items to certain locations. In other words, if an item was in a box and you couldn't find it, you couldn't find it anywhere else. This feature was included in a number of early versions of the game and was later included as part of the optional difficulty setting in the remake. The story of making Resident Evil 1; A work that changed thousands of times

Censorship of US opening video

The game's opening live-action sequence was heavily censored for the game's US release. Not only was the color video converted to black and white, but some scenes were either completely removed or carefully edited. For example, Chris is smoking in the uncensored version, which makes sense thanks to the fact that Chris's main character's profile picture shows him with a cigarette in his mouth. This scene was deleted in the American version. While the uncensored version of that opening was supposed to be included in the Director's Cut, a mistake by the localization team meant that the censored version was re-released. At the time, Capcom released the uncensored original film on its website.

Pop and Rock Soundtrack

The eerie atmosphere of Resident Evil with a soundtrack to match. will be It is interesting to know that the original Japanese version of the game had two rock and pop songs with a song composed by Fumitaka Fuchigami. Some developers at the time felt that it would sell better if they brought a novice reader into the project. This decision was met with disdain from other game developers around the world, and the songs were found to conflict with the game's atmosphere. Eventually, these songs were removed from the international versions of the game.

Scamming a famous composer

When Capcom decided to release the Director's Cut version of the game with support for DualShock controllers. introduced, gave that version of the game a new soundtrack. In fact, the company's idea was that the new soundtrack would give those who already bought the game more incentive to buy the enhanced version. Capcom managed to convince Mamoru Samuraguchi (a famous Japanese composer whose partial deafness has led some to call him the Beethoven of the digital age) to create a completely new soundtrack. make for the game The idea seemed successful at first, but the new soundtrack was recognized as one of the worst songs in video games. Years later, it was revealed that Samuraguchi had not only been exaggerating his physical condition, but had forced a friend named Takashi Nigaki to compose the music for him. Nigaki is believed to be the actual composer of this version. The story of making Resident Evil 1; A work that changed thousands of times

Notable changes of the Sega Southern version

Of the many versions of Resident Evil 1 that have been released over the years, the Sega Southern version is undoubtedly one of the strangest. This version not only had significant changes in visual effects and character models, but also introduced a special mode that eventually led to the famous Mercenaries mode. Even more strangely, the new mode had a special Tyrant that hadn't been seen in any of the other games. On the other hand, there was also a zombie version of Albert Wesker. The mentioned tyrant could be a response to Capcom's decision to include an additional tyrant in the game, with this zombie version of Wesker being weird in its own right.

Game control changes

As you probably know The game's camera has changed a bit during development, but it should be noted that the less attractive control of the game, or Tank, was the end result of several different tests. For example, in the early version of the game you had to press the up button twice to run. However, not all early ideas were as bad as this one. According to reports, one of the early versions featured a 180-degree rotation that was not seen until Resident Evil 3. This feature was welcomed in the third version as one of the best changes in the series.

Finally, despite the changes that were made, Resident Evil 1 was able to appear successfully and with its unique elements in the 90s. Milady made the horror and survival genre find a special place for itself among other genres.

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