00:13I'm here, baby. Please be alive.
00:27We really wanted to have Barry in this game, A, because he's such a popular character among
00:32the fans, and B, because it gives us an opportunity to explore his character in a little more depth.
00:37As you know, his daughter Moira is also a character in the game. We know that she exists because
00:41she is referenced in the original Resident Evil, but this is the first time she appears
00:45as a character, as a playable character, no less. So we get to see a lot of the kind of
00:49parent and child dynamic between Barry and Moira, and I think that's a really interesting
00:54story thread that you should enjoy. Another reason I personally was kind of motivated to
00:59do that is having worked on the original Resident Evil. There's definitely a special place in
01:03my heart for Barry Burton, so I really wanted to work with that character again.
01:12So as for what Barry has been up to, he's an older guy now. He's likely in his 50s, so
01:17he's a member of the BSAA, like Chris, but he works more in kind of a consultant capacity,
01:23specializing in weaponry. He's less in the field these days. I can tell you why he has
01:29come to the island in this particular game. As we know, his daughter Moira was captured,
01:34along with Claire, and taken to this mysterious island. He is made aware of this fact, and
01:38he obviously wants to go rescue his daughter. So once again, this game is very much about
01:43the relationship between Barry, the father, and Moira, the daughter.
01:55So at this point, you know, Moira is kind of a younger, more hot-headed character. Barry is,
02:00you know, older. So I think it's very natural in most families that these two would not necessarily
02:04get along all that well. Obviously, that is going to evolve and change over the course of
02:08the game. I don't want to talk too much about that because that's one of the main things that I
02:11think you
02:12can enjoy about the storyline. But clearly, as things progress, their relationship will change
02:17to suit the circumstances.
02:24So as we know, Barry arrives on the island in search of his daughter, who has been captured.
02:29Once he gets there, he meets up with this sort of mysterious young girl named Natalia.
02:34He has mixed feelings about teaming up with her. He doesn't want to put her in danger,
02:38so his instinct is to not take her along. At the same time, she does indicate that she
02:42knows where Moira is, so it makes sense for Barry to sort of team up with her. And also,
02:46he is a father by nature, so it's only natural that he would want to protect this kid and kind
02:51of take her on this journey so that he can make sure she's okay and comes out on the other
02:55side.
02:56All right, stay close. You're with me now. Come on.
03:09We knew that we didn't want to just recreate Barry exactly as we'd seen him before because
03:13this is a new game. At the same time, as you might guess, there are certain elements that
03:18we wanted to maintain from his existing design. Chiefly among that, as you know, he's known
03:22for having that red vest or jacket. We wanted to make sure that that color and that motif was
03:27present, so we have that in there. When it comes to what he actually looks like, you know,
03:31his actual face and his overall design, interestingly enough, when we were working on the motion
03:39capture, one of the, you know, the actor that we had for mo-cap that we used as a 3D
03:44scan
03:45to help create this character, coincidentally enough, he basically is Barry. The guy's name
03:50is Anthony. He looks like Barry, acts like Barry. He likes guns like Barry. He actually brought
03:54some guns in to show us during the shoot, so that was kind of cool. You know, once I saw
03:59him, I thought,
04:00oh, well, this is our Barry right here. We just need to finish up the costume design and we're all
04:03set.
04:04And the one episode a lot of people really remember about Barry that stands out the most
04:08is when he appeared in the first Resident Evil game, and we found out that he was taking orders
04:11from Wesker under duress because Wesker was threatening his family, so he's already been established
04:16as kind of a family man and someone who, as a kid, cares for very much. So we know a
04:22few things
04:22about Barry. We know that aspect of him. We know that he is a sensitive father figure. We also know
04:27that he's really tough and that he is a soldier and he likes guns and knows his way around a
04:32gun.
04:32So we wanted to make sure that both of these aspects of his personality and his character
04:36were present in the design. It's important that he looked like a tough soldier. It's also important
04:41that he shows a little bit of sensitivity, too.
04:48Barry comes fully equipped. He's ready. He is kind of a tough soldier character.
04:52But this is where we ran into a bit of a conundrum. You know, it is a survival horror game.
04:55We wanted to make sure there was that sense of fear and that sense of tension.
04:58And if Barry was too strong, that wasn't going to work. So we knew that we needed certain situations
05:03in the game, certain enemy types in the game that were tough enough to rattle even Barry.
05:08So this definitely had a big effect on not only his look, but also the types of enemies,
05:14the types of environments that he explores, that sort of thing.
05:18So as you say, you know, Barry definitely does come to the island prepared.
05:21He's got full equipment and he is that kind of character. He is a fighter.
05:26So when enemies do come after Barry, it would make sense that he would attempt to engage them.
05:31He's certainly equipped to, but at the same time, he's not by himself.
05:33He does have Natalia with him, so he needs to keep an eye on her.
05:36He needs to make sure that she is safe.
05:38So I wouldn't say that he's going to be just completely guns blazing the whole time.
05:43He has more to worry about than just killing enemies.
05:52So as you say, this is not a direct sequel to the original Revelations.
05:56It takes place in a different time period, different characters.
05:58It's not a traditional direct sequel.
06:01At the same time, there are certain kind of threads, certain elements that are absolutely retained from Revelations 1.
06:07Not the least of which would be the idea of it being a horror-centric game.
06:11Something that kind of goes back to the roots of the series and focuses on that.
06:14It also shares a kind of episodic, serialized storytelling nature of the original Revelations with an emphasis on cliffhangers.
06:21Keeping the user at the edge of their seat wondering what happens next.
06:24So we've got those elements from the original that carry over and are beefed up for Revelations 2.
06:30As far as what this series really means and what role it plays, one of the goals we set out
06:35for Revelations as kind of a sub-series is to make it a fan-centric series.
06:39We want to make sure that we're delivering what it is that the fans are into.
06:43They clearly enjoyed the first Revelations. They made it clear what they liked about it.
06:47It's our job then to build upon that in the sequel.
06:50And that helps the IP in general. It's kind of serving as this way to take the fans' temperature.
06:57Understand what it is they want from us and find creative ways to kind of meet those needs.
07:02So in that sense, Revelations is obviously a very important part of the franchise as a whole.
07:07As far as what Revelations as a sub-series kind of means overall for the IP,
07:13I always think of it as a place, or a game rather, that straddles the line between the classic RE
07:18games
07:19and the more modern RE games. It takes kind of a best of both worlds approach.
07:23And I think that is the role that the Revelations series fulfills.
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