Not long before
the release of CODE: Veronica, images circulated around the
internet of a boxart for Biohazard 4 for the PlayStation 2.
A close investigation of the box proved it to be fake, but
the game itself turned out to be real. It would be half a
decade and a wave of non-sequels and side stories before we
ever saw the title, however.
The first build
was never made public, but Shinji Mikami revealed that the
first version of Biohazard 4 was aiming for a new gameplay
style. The build was evidently different enough to create
another one of Capcom's most successful games, Devil May
Cry. Devil May Cry in and of itself offers hints as to what
the final Biohazard 4 eventually became, particularly the
inclusion of gothic, European castles in both titles as well
as the ending sequences of both games taking place in
vehicles with the female co-protagonist in tow as they
escape an exploding island.

In September
2001, Capcom moved the Biohazard series to the GameCube,
announcing an unprecedented six titles for one
(non-PlayStation) platform: as previously announced, the
revisiting of the former Nintendo 64 title, Biohazard 0; a
remake of the original Biohazard; a GameCube-exclusive
Biohazard 4 (and thus the cancellation of the PlayStation 2
version); and what later turned out to be near-direct ports
of Biohazard 2, 3: Last Escape and CODE: Veronica Complete
Edition (as opposed to complete remakes as initially
reported). This move would have major repercussions on the
development of Biohazard 4.
First, the
GameCube announcement signaled that at least five Biohazard
games would need to release before Biohazard 4, not taking
into account the various PlayStation 2 Gun Survivor and
Outbreak incarnations also in development or planning in
that period. Things were further complicated by the
announcement of the Capcom 5 at the end of 2002, which
actually included Biohazard 4 in the line up as well. The
lineup's purpose was to showcase unique, but fun and
exciting games for the GameCube. This meant that Biohazard 4
would have the lengthiest development cycle to date, and
with Production Studio 4 developing several other games, be
subject to the influence of the lessons learned from those
games (from a development perspective, and a marketing one
as well). Biohazard 0 and Biohazard's plot developments
would, at least for the initial versions, have an effect on
Biohazard 4's plot.
At the Capcom 5
conference in November 2002, just as Biohazard 0 launched,
Capcom showed off the second build of Biohazard 4. Once
again, unlike its sequel, the protagonist was instantly
recognizable, being Leon S. Kennedy from Biohazard 4, the
only one of the four main series protagonists who had yet to
be featured in a second game at that point. It showed Leon,
wearing a brown jacket making him somewhat reminiscent of
Final Fantasy VIII's Squall, invading Umbrella's
headquarters, a dark and shadowy location. He is seen being
chased by a mysterious swarm, with the trailers mentioned
the "Cradle of the Progenitor Virus." Looking back at this
trailer, it looks as if many of its ideas and concepts were
carried over to Biohazard 5 after being scrapped in this
version, as Biohazard 5 features a similar swarm enemy and a
plot revolving around said Progenitor Virus.
At E3 2003,
Shinji Mikami telecasted a new trailer following his famous
"Don't pee your pants!" quote, showing Leon once again,
apparently undergoing hallucinations that would be new
ground for the series. This time, it shows him in a haunted
mansion facing off against a zombie wielding a hook and
seemingly possessed dolls in a supernatural environment. It
was the first instance we would see the game's
over-the-shoulder aiming system. While it was not readily
obvious that this trailer was of a different build than the
2002 trailer, Mikami eventually confirmed this to be the
case in an interview.
Eventually, the assets of this game would be put toward the
development of Demento (Haunting Ground), a Clock Tower
derivative, which featured a similar environment to this
build. People who pre-ordered Biohazard 4 received a Special
DVD, which showed a video of a staff member playing through
this build.
In January
2004, GameInformer unveiled a vastly new build. Leon was
still around, but everything else except for the aiming
system was thrown out. This build was eventually what made
it to the public, but in typical fashion, some remnants of
the earlier builds exist in the final game, albeit subtly
so. The castle and various graphical images throughout the
game were first seen in the earlier builds.
All in all,
there were four builds of the game: Devil May Cry; November
2002; E3 2003; and the final release. It was a long road to
Biohazard 4, for Capcom and for the fans, though it actually
did not stop with the January 2005 GameCube release. The
PlayStation 2 version, announced in October 2004 and
released a year later, included an extra scenario that
brought back a subdued but appreciated version of the
Biohazard 2 zapping system back to the forefront, and the
June 2007 Biohazard 4 Wii Edition proved that Biohazard and
the Wii Remote are an excellent mix.