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00:00Resident Evil is widely regarded as the series that brought life to zombies in video games.
00:04No pun intended, but also pun completely intended.
00:08There's been an endless amount of media made for the series, including video games, movies, comic books, novels, you name
00:14it, Resident Evil has most likely done it.
00:16The two most recent entries, Resident Evil's 5 and 6, changed their direction and didn't play to the series' horror
00:21elements.
00:22But Capcom is hoping to change that with its new entry into the series, Resident Evil 7.
00:27Hi, I'm Jacob from the Leaderboard, and we're here to give you a history on your favorite zombie fighting series.
00:32So grab an axe, mix some antidotes, sell some stuff to a weird guy in a trench coat, and get
00:37ready for 107 facts about Resident Evil.
00:40Let's get started.
00:51Fact Number 1
00:53The first Resident Evil game, also known as Biohazard, depending on who you ask, started development in 1993.
00:59It ultimately took three years to finish development.
01:02Number 2
01:02The first game in the series was actually meant to serve as a remake, not an original title.
01:07Capcom initially wanted it as a reboot to one of their NES titles, Sweet Home, which was based on a
01:12Japanese horror movie of the same name.
01:14Number 3
01:15Sweet Home was a blend of both horror and RPG genres.
01:18It had a unique element where the main characters could suffer from permadeath and some characters were needed to get
01:23through certain parts.
01:24The game itself had five different endings and would vary based on who survived throughout the game.
01:29Number 4
01:30Shinji Mikami was chosen to helm the creation of Resident Evil and to develop the game.
01:34The initial project was proposed by the creator of Sweet Home
01:37I'm so sorry about some of these pronunciations.
01:40Tokuro Fujiwara, who Mikami viewed as a mentor.
01:43Number 5
01:44Capcom wanted to make Resident Evil because they saw the potential of the PlayStation system.
01:48It was one of the first transitions for games going from 2D to 3D and Capcom believed that it could
01:53add a whole new level of horror if games were in 3D.
01:57And they were right.
01:58Number 6
01:59Although Capcom had confidence in the game being made, they didn't give developers any extra time or special treatment.
02:04The game itself was an uphill battle to create and was only made possible by random employees helping on their
02:09free time and Mikami's dedication to get the game done.
02:12Number 7
02:12Yasuhiro Ampo, one of the original programmers that worked on Resident Evil, remembers the game being a whirlwind process.
02:19He recalls that the staff constantly changed and the most developers they had at one point was 80.
02:24There was also no quality control type of testing, so all the debugging was done internally by what the developers
02:29found while the game was still being developed.
02:31Number 8
02:32It may have been a difficult development cycle, but the one who took the brunt of it was Mikami himself.
02:36At the beginning of the project, the first six months of development were actually a solo project because Mikami was
02:42doing almost everything by himself.
02:44Number 9
02:44The first six months allowed Mikami to develop a lot of the creative end of the game.
02:48He spent the time creating character designs, concept sketches, and wrote an original draft of the script that was 40
02:54pages long.
02:55Number 10
02:55Mikami had his own worries on whether or not the game would sell.
02:58It wasn't because it was a somewhat new genre of video games, but rather he was worried it wouldn't do
03:03anything new.
03:04He wanted the sense of killing a zombie and fighting for your life in the game to feel like something
03:08the player had never experienced before.
03:10Number 11
03:11Resident Evil took on a lot of influences from different forms of media, be it films or other video games,
03:16but two core concepts of the game were set in stone.
03:19The idea of the single setting of the manor and the static camera angles.
03:23The primary reasons for these choices were the technical limitations of 3D environments at the time, but it allowed Mikami
03:29to experiment with the game in a way that had never been seen before.
03:32Number 12
03:33Ampo recalls that they had to use polygons in the game sparingly due to technical limitations.
03:37That's when Mikami made the decision to have all the backgrounds be pre-rendered and save the polygons for all
03:42the zombies that wanted to eat your brains.
03:44Number 13
03:45The wall backdrops were heavily inspired by one horror film in particular, The Shining.
03:50It's often cited that Mikami was heavily influenced by The Shining when it came to designing the environments for the
03:55rooms in Resident Evil.
03:57Number 14
03:58Both Ampo and Mikami have mixed feelings and memories on the overall legacy that the first Resident Evil ultimately created.
04:04Ampo expressed that he was happy to work on the game and that the intense development cycle is reflective on
04:09how indie development is now.
04:10Mikami believed the game would never turn into a series because horror has a specific pattern and if it keeps
04:15showing up in other games, then players will get tired of it.
04:18He often reflects on how his life would have turned out had he continued as a creative director and not
04:22a producer,
04:23but ultimately he still feels extremely fortunate with what the Resident Evil series has brought to his life.
04:28Number 15
04:29The beginning of the game has the player choose between using either Chris Redfield or Jill Valentine.
04:33However, early beta screenshots reveal that co-op was an idea that was considered for the game, but ultimately didn't
04:39make the cut.
04:40Number 16
04:41All of the live-action videos that serve as cutscenes were filmed in Japan.
04:45However, the actors that appear in the videos are all-American.
04:48Number 17
04:49Fujiwara, who served as a producer for the game, projected that it would only sell about the game.
04:53about 200,000 copies because he believed the game only targeted a core audience.
04:57The original game would go on to sell well over a million copies.
05:01Number 18
05:02Mikami always had the idea of multiple endings for the game because he wanted the game to feel unique.
05:07He wanted players to live their own storyline through their experiences and felt if the game was just a prepackaged
05:12experience,
05:13then people wouldn't have as great of a memory of their time playing it.
05:16Number 19
05:17The reason behind the title change from Biohazard to Resident Evil was due to copyright reasons.
05:22Chris Kramer, the director of communications at Capcom, knew it would be impossible to copyright Biohazard in the United States
05:28because of another flop game with the same title, as well as a New York-based band with the same
05:33name.
05:34So, Capcom held an internal company contest to think of a new title.
05:38Everyone loved the title Resident Evil, except for Kramer, who thought it was a lame title.
05:43He ultimately went with the team's choice since they loved it so much.
05:46The guy's a team player.
05:47Number 20
05:48The game went through a strict cutting-room process to make its way from Japan to the United States.
05:52A lot of the game's intro was cut due to violence, and even a scene where Chris has seen smoking
05:56was cut out.
05:57When the game was released in the US, it became one of the first titles on the PlayStation to garner
06:01an M rating from the ESRB.
06:03Number 21
06:04Once the game was released in 1996, it was beloved by fans and critics throughout the world.
06:10It currently holds a 91 Metascore, and many critics praised it for feeling like a true interactive movie, doing things
06:16no other games had done before.
06:18Number 22
06:18The original game was remastered in 2015, and was released on the PS4 and Xbox One.
06:23There have been several ports of the original game since its initial release that range all the way from the
06:28Sega Saturn to the previously mentioned remasters.
06:31Number 23
06:32One of the biggest ports came to the GameCube, which completely changed the feel of the game.
06:36It was an astounding graphic overhaul, and changed the entire atmosphere of how it played.
06:41Number 24
06:42If you beat the invisible mode in the Resident Evil remake in under five hours, you will unlock a message
06:47from the man himself, Shinji Mikami.
06:49Number 25
06:50Resident Evil went on to get a sequel, but the path to get the second game made was a bit
06:54of a headache.
06:55It was originally going to be called Resident Evil 1.5, and Mikami wanted it to be the end of
07:00the series.
07:01However, Fujiwara disagreed with the ending, and wanted the game to serve as a bridge to a meta-series, and
07:05go on to expand the Resident Evil lore.
07:08Number 26
07:08Resident Evil 1.5 ultimately got scrapped, and only some of its original features actually made it to Resident Evil
07:142.
07:15The sequel came out in 1998, and had two new heroes to choose from.
07:19Leon Kennedy, and Claire Redfield.
07:21Number 27
07:22One of the biggest changes that Resident Evil 2 brought was a change of locations.
07:26Players were no longer limited to one location, and instead could discover more layers of Raccoon City, and figure out
07:32the mysteries surrounding it.
07:33Number 28
07:34The game also expanded on character selection.
07:36Depending on who you choose in Resident Evil 2, the player will face different puzzles and environments that are exclusive
07:42to the character chosen.
07:43Number 29
07:44The game's difficulty was changed in the US to be harder than it was in Japan.
07:48The reason was that Capcom didn't want rentals of the game to bring down the overall sales.
07:53If the game was more difficult, it would force players to end up buying the game.
07:56Number 30
07:57Resident Evil 2 also featured more violent game over screens in the US.
08:01Capcom had more freedom in terms of censorship for the sequel in America, which allowed the game over screen to
08:06actually be more violent than it is in Japan.
08:08Number 31
08:10Despite its multiple delays and rocky development cycle, Resident Evil 2 ended up being an instant hit for Capcom.
08:15The game currently holds an 89 on Metacritic, and was widely regarded as a true sequel that improves everything its
08:21predecessor did before it.
08:23Number 32
08:23Resident Evil 2 became one of the best single platform games ever for the PlayStation 1.
08:28It went on to sell close to 5 million copies in its lifetime on the PlayStation.
08:33Number 33
08:34Resident Evil 2 went on to be ported to different consoles, and even came back to the PlayStation 1.
08:39A new version of the game, called the DualShock version, added support for the new DualShock controllers that brought vibration
08:45and two joysticks to the PlayStation controller.
08:48It also had two CD-ROMs for the game, rather than just one.
08:51Number 34
08:52Resident Evil 2 was ported over to the Sega Dreamcast
08:55Rest in peace, you beautiful machine
08:57And got added features as well.
08:59One of the most notable features was that the game utilized the Dreamcast's VMU, or Virtual Memory Unit, which was
09:05an add-on for the controller that had a small screen.
09:08The game would display the player's current health and ammo without having to go into the inventory screen.
09:13Number 35
09:13For the Nintendo 64, Capcom was able to make an impressive port of Resident Evil 2.
09:18The N64 was never known for having CG cutscenes due to its limited storage on a cartridge, but all of
09:24the CG videos are intact on the N64 version, though they are heavily compressed.
09:28Regardless, Resident Evil 2 remains one of the few N64 games to have an extensive amount of CG cutscenes.
09:35Number 36
09:35In Resident Evil 2, the A-scenario player passes by a store on Flower Street called Aruka's.
09:41This is Sakura spelled backwards, which is a reference to Sakura Kasugano, a character in Capcom's Street Fighter series.
09:48Number 37
09:49Resident Evil 1 and 2 will always have a long-standing legacy, and both games ushered in the horror genre
09:54to video games in a way that had not been done before.
09:57Their releases paved the way for game series like Silent Hill, Parasite Eve, and Dino Crisis to be made.
10:03Number 38
10:04Capcom wasted no time when it came to the development of Resident Evil 3 Nemesis, which was released just a
10:09year after Resident Evil 2.
10:11It was produced by Mikami and led by Hideki Kamiya, who was one of the original producers on Resident Evil
10:161.
10:17Number 39
10:18The reason development was so short for Resident Evil 3 was because Capcom had been developing multiple spin-offs for
10:23the Resident Evil series, and Nemesis happened to be one of them.
10:26So, instead of being a spin-off, the team actually developed it as the third installment to the series.
10:31Number 40
10:32The primary reason Capcom wanted the game out so quickly was because the PlayStation 2 would be launched only a
10:37year and a half after Resident Evil 3 would be released.
10:40Capcom wanted to add at least one more entry into the series on the PlayStation before making the jump to
10:45the PS2.
10:46Number 41
10:46In Resident Evil 3, players take the helm of Jill Valentine and continue to explore the outbreak happening in Raccoon
10:52City.
10:53However, there are multiple elements in the game that hint toward what would come next in the series.
10:57Number 42
10:58One of the newest additions to Resident Evil 3 was the concept of Nemesis himself, who is an ultra-zombie
11:04sporting a giant rocket launcher.
11:06Nemesis stalks the player throughout the game, and the player has the option to either fight him head-on, or
11:11to run away entirely.
11:12This gave the game a series of heightened pace and action that had not yet been seen in the series.
11:16Number 43
11:17One of the biggest inspirations for Resident Evil 3 came from Terminator 2 Judgment Day.
11:22Nemesis himself was inspired by the villain of the film, the Liquid Metal T-1000.
11:26Mikami wanted the players to feel as though they were being constantly stalked by an impending force.
11:31Number 44
11:32In terms of combat, the game felt more fast-paced overall.
11:36There was an introduction of a full 180 degree turn, and players could also dodge attacks with a dedicated dodge
11:41move.
11:41Number 45
11:42The game ended up being a solid entry into the series, and was met with favorable reviews.
11:46It currently holds a 79 Metacritic score.
11:49Number 46
11:50Resident Evil Code Veronica was officially announced in 1998, and would usher in something completely new to the franchise.
11:57It would be the first installment in the series to not be on a PlayStation console at first.
12:01Rather, it would launch on the Sega Dreamcast.
12:03Number 47
12:04Although there is no number at the end of Resident Evil Code Veronica, it is meant to serve as a
12:09true entry into the main storyline.
12:11Project Supervisor Yoshiki Okamoto has even stated that he believes Code Veronica is the true follow-up to Resident Evil
12:172.
12:18Number 48
12:19One of the biggest changes that came with the switch to the Dreamcast was the technology now available to the
12:23developers.
12:24It was the first game in the series to feature full CG rendered backgrounds.
12:28No more static backgrounds when you're rocking the power of the Dreamcast.
12:31Rest in peace, you beautiful machine.
12:33Number 49
12:34The game was met with very favorable reviews for its technical prowess, with a Metascore of 84.
12:40However, reviews cited how similar it felt to Resident Evil 3, which makes sense since it was being developed at
12:45the same time.
12:45It was also criticized for not really expanding on the overall story of Resident Evil.
12:50Number 50
12:50Code Veronica may not have felt as unique as it could have, but it did feature special elements that would
12:55become a staple of the Resident Evil series.
12:57It had some of the silliest cutscenes in the series that hinted at how outlandish some of the stories would
13:02end up being in the Resident Evil franchise.
13:04Number 51
13:05Resident Evil Zero was the next installment in the Resident Evil series.
13:08It served as a prequel to the original game, and it lets us play as Rebecca Chambers, who was in
13:12the first Resident Evil, and Billy Cohen, an all-new character introduced in the game.
13:16Number 52
13:17One of the key features that the team wanted to include was the partner zapping system from Resident Evil 2.
13:22It allows the players to switch between the two characters at any given time, and for certain puzzles or situations
13:28to be resolved.
13:28Number 53
13:29The game was meant to launch on the Nintendo 64, since the cartridge-based system allowed for minimal load times,
13:35which made the partner zapping system work well.
13:37However, due to storage issues and graphic limitations, the N64 project was scrapped, and the prequel eventually ended up on
13:43the GameCube shortly after the original Resident Evil remake.
13:46Number 54
13:47Resident Evil Zero was well regarded among critics on a technical level for giving players a sense of immersion that
13:52had not yet been felt in previous Resident Evil games.
13:55It currently holds an 83 score on Metacritic.
13:58Number 55
13:59Regardless of the positive reviews, many fans felt the game's stories didn't do much to add to the overall Resident
14:05Evil experience.
14:06This led to poor sales for both Resident Evil Zero and the remake of Resident Evil, which forced Capcom to
14:11make changes to the series.
14:12Number 56
14:13Resident Evil 4's history starts as early as 1999.
14:17The game's development was first hinted at during Capcom's Gamer's Day, when it was mentioned that Mikami was working on
14:22multiple Resident Evil sequels on the PS2.
14:24Number 57
14:25Resident Evil 4 ended up having the most intensive development cycle that the series had seen up until this point.
14:31The official announcement came in 2002 from a conference held by Capcom, but at that point a version had already
14:37been developed and scrapped altogether.
14:39Number 58
14:40The first version of Resident Evil 4 is commonly known as the Fog version, which showed Leon Kennedy invading some
14:46type of fortress and struggling to survive in this foggy environment.
14:50Number 59
14:51This version of Resident Evil 4 was directed by Hiroshi Shibata at the request of Mikami.
14:56The gameplay shown as the Fog version was part of a project that was nearly 40% done at the
15:01time of its announcement.
15:02Number 60
15:03At 2003's E3, Mikami showcased a new version of the game. This version showed Leon trying to fend off some
15:09type of infection and having visions of a man with a hook, infamously now called
15:14The Hook Man, who ends up haunting and stalking Leon. This was meant to give a similar feeling to that
15:20of Nemesis in Resident Evil 3.
15:22Number 61
15:23During the E3 presentation, Mikami felt confident in this version of the game. Before the trailer began to play, he
15:28even urged the audience to not pee their pants.
15:31Number 62
15:32Despite Mikami's excitement at E3, he still wasn't happy with how the game felt. He thought it needed something new
15:37and exciting to bring fans back to the series.
15:40The biggest choice he made came in 2004, and that was to have the camera be behind Leon rather than
15:45be a static angle at all times.
15:47Number 63
15:48This new version of Resident Evil 4 was shown in March of 2004, and fans were baffled. Not only did
15:54the footage show the camera angle from behind Leon, but the Hook Man was completely gone.
15:59Leon was instead fighting what appeared to be possessed village people, not zombies. This version led to Mikami officially going
16:06back to being the creative director of Resident Evil, and not just a producer.
16:10Number 64
16:10In January of 2005, Resident Evil 4 was released and changed the scope of the series entirely. From the opening
16:17moments, players knew this wasn't a traditional Resident Evil by any means.
16:20There was an entirely new aiming mechanic which allowed Leon to shoot enemies in the knees and roundhouse kick them.
16:26Number 65
16:27The new features didn't just stop at roundhouse kicks, although, why would you need anything else?
16:33The enemy AI itself had been completely revamped since the enemies weren't zombies, but actual people. This allowed them to
16:39climb up ladders to follow you, carry weapons, and run after you.
16:43Some of the most infamous enemies in the game are the chainsaw-wielding villagers, which instilled immediate fear into any
16:49player once they heard that chainsaw rev up.
16:53Number 66
16:54The game blew everyone's expectations out of the water and was nominated for pretty much every award possible in the
17:00industry. It currently holds a staggering 96 score on Metacritic, with the lowest review being an 88.
17:07Number 67
17:07Despite its near-perfect scores, the sales were only okay for the GameCube release at about 1.6 million sales.
17:14However, across all of its ports, Resident Evil 4 went on to sell over 7 million units, the most being
17:21from PlayStation 2 sales.
17:23Number 68
17:23In July of 2005, Capcom officially announced the follow-up to Resident Evil 4, Resident Evil 5. The first announcement
17:31came from an official Capcom statement, but had zero details on the game, aside from the fact that it was
17:36in development, the heartless teases.
17:38Number 69
17:39Jun Takeuchi, who served as a producer for Capcom's Lost Planet and Onimusha 3, helmed the Resident Evil 5 project.
17:46This was the first major entry into the Resident Evil series without Mikami directly involved in any way.
17:51Number 70
17:52Takeuchi felt confident in the way the game looked after they showed off the first trailer for the game. He
17:56also wanted the game's story to focus on the main Resident Evil storyline and not feel like a standalone story
18:02in the way Resident Evil 4 felt.
18:04Number 71
18:04Resident Evil 5 was the first game to come to the next generation of consoles, the PlayStation 3 and Xbox
18:10360. Takeuchi wanted to make sure that the game took full advantage of the new technological features and cited that
18:15Half-Life 2 was one of the bigger inspirations during his design of Resident Evil 5.
18:20Number 72
18:21Takeuchi said that the overall development of Resident Evil 5 took about four years to finish. The first year was
18:26dedicated to staging and writing, while the next three years actually saw the development of the game.
18:31Number 73
18:32Resident Evil 5 was also the first game in the series to feature co-op, which was a huge change
18:37in every way possible. Previous games had a second character on screen that was controlled by AI, but this was
18:42the first game to have a dedicated co-op experience both online and off.
18:46Number 74
18:47There's actually a way to have Resident Evil 5 go back to the old camera angle from the original game.
18:53At the beginning of the Lost in Nightmares DLC, if you turn around and activate the prompt on the front
18:58door, and do this twice, a question mark will appear. If you activate that, the game will go into the
19:03classic fixed camera mode.
19:04Number 75
19:06Takeuchi's reasoning for adding co-op was because he wanted to keep refreshing the series, the way Resident Evil 4
19:11did. He believed that adding co-op would bring a whole new dimension to a Resident Evil game that had
19:15not been done before, the same way moving the camera behind the main character did for Resident Evil 4.
19:20Number 76
19:21A demo for the game was released in January 2009 for the Xbox 360 and in February 2009 for the
19:27PS3. In its first three days alone on Xbox Live, the demo was downloaded over 1.3 million times and
19:33would go on to be downloaded over 4 million times across both platforms.
19:37Number 77
19:38Resident Evil 5 was officially released on March 13, 2009. Both Xbox and PlayStation fans were able to get exclusive
19:45experiences and products for their respective consoles.
19:48Number 78
19:49On the Xbox side, Capcom and Microsoft released a limited edition red Xbox 360 that came with a copy of
19:55the game and a voucher to download Super Street Fighter 2 Turbo HD Remix, which was awesome.
20:01Number 79
20:02The PlayStation fans got...
20:04A PlayStation Home experience.
20:06Oh...
20:07If the fans decided to log into PlayStation Home, they could go to the Resident Evil 5 lot, which featured
20:12the setting of the game, and players could buy Resident Evil 5 merch for their home avatars.
20:17Remember when PlayStation Home was a thing? It's okay, nobody else does either.
20:21Number 80
20:21Resident Evil 5 was met with mostly favorable reviews. It currently holds a Metacritic score of 83, and reviewers praised
20:28it for amping up the action of 4 and for adding in co-op.
20:30However, some critics couldn't help but feel that it didn't really feel like an actual Resident Evil game.
20:36Number 81
20:37Despite those mixed reviews, Resident Evil 5 was a huge financial success. Not only is it the highest selling Resident
20:42Evil game, but it's also Capcom's highest selling game in the company's history with over 7 million units sold.
20:49Number 82
20:50Surprising no one at all, Resident Evil 6's conception came immediately after the release of Resident Evil 5. It began
20:56development around 2010.
20:58Number 83
20:59Masachika Kawata, who was a producer on Resident Evil 6, stated that the game could take up to 8 years
21:04to develop. This was prior to its official announcement that development began in 2010.
21:08He also noted that it would be a completely different game from any other entry in the series.
21:13Number 84
21:13Producer, Yoshiaki Hirabayashi, claimed that the Resident Evil series had undergone dramatic changes since the first game, and he wanted
21:206 to feel like a combination of it all.
21:23His hope for the game was to have a balance of everything that players loved, from the horror to the
21:27action.
21:27Number 85
21:28However, Capcom soon followed up these statements, saying that the horror genre is too small of a market for Resident
21:34Evil.
21:34This was Capcom's official way of letting fans know that the game would focus more on the action, and not
21:39play on the horror elements in any serious way.
21:42Number 86
21:43The game was led by Hiroyuki Kobayashi, who was an original programmer on the first two Resident Evil games. Throughout
21:49development, he shared a similar view to Hirabayashi that he wanted to make a game for the fans that they
21:53would love.
21:54Number 87
21:55Resident Evil 6 features multiple storylines, and all the storylines are also co-op enabled. This is also the first
22:01main entry in Resident Evil that features multiple characters you can play as in the same game.
22:05Like being able to play as both Chris Redfield and Leon Kennedy.
22:09Number 88
22:10Hirabayashi wanted zombies in the game from the get-go. He felt that fans had been desperately missing zombies in
22:16a main entry of Resident Evil, so he wanted just zombies galore in 6.
22:20Number 89
22:21A demo for Resident Evil 6 came out in September 2012 on both the PlayStation 3 and Xbox 360. The
22:27demo was met with mostly negative feedback when it was first featured at San Diego Comic Con in 2012, which
22:33forced Capcom to change many aspects of the game.
22:36Number 90
22:36Upon its release, Resident Evil 6 had a bumpy start. The game officially came out on October 2nd of 2012,
22:42but that didn't stop, uh, eager fans in Poland to steal copies of the game before its release and sell
22:48them for a high price.
22:49Number 91
22:50Resident Evil 6, once it was legally available for purchase, was met with very mixed results. It currently holds a
22:5774 on Metacritic, with reviewers praising it for its fun action.
23:00Most of the negative reviewers claim that the game was just trying to do too much and that it couldn't
23:05figure out its identity, and that any sense of horror is in relation to the title of the game, and
23:10that's it.
23:11Number 92
23:12Despite Resident Evil 6 straying so far from what fans loved of the series, it was still a commercial success.
23:18It's currently Capcom's second highest selling game of all time, right behind Resident Evil 5.
23:23Number 93
23:24In the wake of Resident Evil 6's reception, Capcom took a long look at the series to figure out where
23:29to go next. With the impending Resident Evil 7 Biohazard, Jun Takeuchi came on board again as a producer. He
23:35wanted 7 at its core to be what Resident Evil always should be, horror.
23:39Number 94
23:40Resident Evil 7 officially began development in February of 2014. An entirely new engine was built for the game, named
23:47RE Engine, and one of the most unique things about it is that it allows for full VR integration.
23:52Number 95
23:53To get fans excited for the game, Capcom released a tech demo to PlayStation's VR headset at E3 2015. The
23:59codename for the demo was called Kitchen, and it was meant to serve strictly as a test for VR.
24:04However, after such a positive reception for the tech demo, Capcom decided to have Resident Evil 7 be fully playable
24:10in VR.
24:11Number 96
24:12Resident Evil 7 was officially announced at E3 2016. It was revealed that Koshi Nakanishi, who had worked on Resident
24:19Evil Revelations, would be the creative director for this new entry.
24:23Number 97
24:23While the game was being designed by the Japanese developer Nakanishi, the narrative direction was being written by a westerner
24:30for the first time in Resident Evil history.
24:32And that history maker is Richard Piercy, who wrote two of the expansion DLCs for Fear, and served as one
24:38of the narrative designers for Spec Ops The Line.
24:40Number 98
24:41One of the biggest changes to Resident Evil 7 is that the game will be played entirely in first person.
24:46So be sure to have an extra pair of pants on hand if you're gonna be playing it in PlayStation
24:49VR.
24:50Number 99
24:51On June 14th of 2016, almost immediately after the game's announcement, Capcom made a demo available for the game called
24:58Resident Evil 7 Beginning Hour Teaser.
25:00It was available first to PlayStation Plus members on the PS4.
25:04Number 100
25:05The demo would go on to have two more chapters added to it. Both of these chapters had new areas
25:10that the original demo wouldn't let you enter, and they also had new enemies to hide from.
25:14Number 101
25:15Despite all of the added content to the demo, Capcom has stated that the demo is meant to be a
25:20standalone experience. Resident Evil 7 itself will feature a different main character than the one playable in the demo, and
25:26will have a different story as well.
25:28Number 102
25:29A month after its release, it was clear that fans loved playing the demo. It had been downloaded well over
25:34two million times, and that number continues to grow with its release on the Xbox One.
25:38Number 103
25:40Capcom has high hopes for the new Resident Evil, and has sales expectations to match that. They're projecting that the
25:45game will sell over four million copies, which would put it just a little bit above Resident Evil 3's sales,
25:51and would have it be one of Capcom's top ten highest selling games of all time.
25:55Number 104
25:56For the hardcore fans out there, Resident Evil 7 does have a collector's edition that is exclusive to GameStop. For
26:02a piddly $179.99, fans will get an eight-inch model of the Louisiana house, which also serves as a
26:09music box that, when opened, plays Go Tell Aunt Rhody.
26:12The collector's edition also comes with a mannequin finger flash drive, a steelbook case, a VHS tape box, a lithograph,
26:19and a creepy note.
26:20Number 105
26:21One final demo for the game was made public at Gamescom in 2016, and it serves as a real first
26:26look for the game's story. The demo isn't playable in any capacity other than to those who are at Gamescom,
26:32but there is footage of it online.
26:33Number 106
26:35The demo has a found-footage vibe to it, just like Beginning Hour does, and it has the player trying
26:40to hide from a creepy old lady with a lantern. The lady is later revealed to be Marguerite Baker, who
26:45was first referenced in the Beginning Hour.
26:47And number 107, Resident Evil 7 was released on January 24th, 2017 on PlayStation 4, PlayStation VR, Xbox One, and
26:56PC.
26:57Many fans look forward to the game going back to its roots of survival horror and not, well, boulder punching.
27:23nunge
27:28Yamaha
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