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by: Yama

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BIOHAZE STAFF SPEAK OUT
Yama:
What would you like to see the series
build on from Biohazard 4?
Biohazard 4 brought the series to a new
level, mixing the old with many new elements. Like most, I
enjoyed the new. The fresh engine gave the game a certain amount
of replay ability I haven't seen in any other game, it's
literally does not get boring. However, while this is all fine,
I would like to see the series carefully visit some of its roots
once again. For one, the scare factor. While I favor the enemies
ability to surround and interact, I don't see what is so bad
about the "cheap" scare, which infested the games before. They
usually only get the player once, the first time, but isn't that
what everyone waits for in a new Biohazard game is released? Is
there any debate that the the dogs crashing through that window,
an almost overused phrase in the RE world, isn't the most
memorable moment to first time players? I've heard my fair share
of screams and laughs when watching others walk by the stove for
the first time in Biohazard 4, why isn't there more than that
single scare in the game? Beyond scares, atmosphere. I'm not
saying the lighting and detail isn't gorgeous in RE4, because it
is. But how about more dark areas, those corridors you're
shaking to walk through? This brings me to my next and last
point, the music. Yes, Biohazard 4 had some great stuff but it
also had some tracks that were simply unfitting. The Mission
Impossible esque tracks, were they really needed? Some very
creepy caves and such could have been brought to life with a
slow moan of a track, but instead a very unfitting upbeat island
tango was being played - over and over. It was just an odd
choice, because if you think back to some of the earlier
villages, the tracks were in fact fitting. The game, while great
overall, truly played two tales for an RE fan. I just hope to
see Biohazard 5 build upon this, keeping the perfect new engine
but placing it in an atmosphere that resembles the older games
more.
Most people say the main
character is Chris Redfield, are you hopeful it is?
Of course, what more could a Biohazard fan wish for? When you
have Chris you undoubtedly have Wesker and after RE4, more
specifically Separate Ways, you may just have Ada as well. When
you think of it, Biohazard 2 branched off in two directions as
far as sequels. Claire in Code: Veronica and Leon in Biohazard
4, each ended with many questions to be answered about Wesker.
It's about time to bring them both together finally with a
showdown that has been in the making for 10 years.
Any
ideas or reactions to the heat element found in the game?
I think the elements could work great, if done right. While it
never bothered me, it seems all Biohazard games pre-RE4 are set
at night. Of course the purpose is to add to the atmospheric
effects, but this could be done much more smoothly in RE5. If
the character is overheated he or she will have to take cover in
the shade, thus forcing them to go off in dark corridors,
abandoned buildings and other areas where the lighting can play
a part in scaring the player - like the old games, but with an
even more realistic feel and actual reasoning to it. Such things
didn't have to be explained in the first games, it's just how
the cards fell. Your brother works in a police station all day,
but you would go look for him at night... right? It's not a big
deal, but like I mentioned, it just gives that reasoning which
makes the situation feel all that more realistic. Not to
mention, being a next generation game the lighting transitions
should look beautiful.
Will the enemies you face in the game fluctuate based upon the
heat index?
I could see that happening, especially if your fighting rotting
flesh once again. It would make for a good quick decision
depending on how the element is introduced. Needing to pick
between fighting a certain enemy in the shade when your body is
cooled off, versus fighting an easier foe, but with your energy
at a low. The enemies may be even faster in the heat if burning,
while your actions may be delayed if overheating. It'll
certainly make for some strategic decision making based on
you're inventory. Every enemy always had it's strong and weak
points in the previous games, this will only add to that in
Biohazard 5.
What kind of storage
system would you like to see utilized?
I'd like to see Biohazard 4's once again, only for ammo to group
in a single space so you can carry as much as you find. The
previous games had this option and they also had less ammo, so
I'd go via that route. It's not so much to have more ammo, but
to keep it in a single space. In RE4 you'd keep finding more if
you used it or not, so you'd either overflow for saving or be
just right for having a shooting frenzy, something most
Biohazard fans were not and still are not used to. This way
it'll reward the ammo conservation crew like in previous games
by being able to have that large number of shots at the end,
compared to throwing it all away anyway. By being able to hold
more they won't have to keep giving you more, which will balance
the games difficulty better and will once again suggest the
conserve to survive methods. With the grouped ammo spaces, I'd
also make the case a little smaller obviously - just to keep it
fair.
Dvader:
What would you like
to see the series build on from Biohazard 4?
I would like a better balance between the
old style atmosphere of the old RE games and RE4. I want to have
those moments of terror as you walk slowly down a dark path,
with a few bullets, praying nothing comes to get you. All while
retaining the controls and combat of RE4. Also a little bit more
freedom would be nice.
Most people say the main character is Chris Redfield, are
you hopeful it is?
Hopeful, I'm 99% sure its him, if its not him I would be
floored. It makes sense, Wesker is becoming very powerful, its
time to bring in his nemesis to deal with him.
Any
ideas or reactions to the heat element found in the game?
If done right it could really be great, just imagine being
chased by monsters you run into a dark area hoping to escape,
but they continue on to chase. You run out into the light and
you go blind for a few seconds, the panic that will create in
the player would make you think twice of your strategy. As long
as it doesn't end up in micromanagement, like say he needs to
drink water every few minutes, I think it will be ok.
Will the enemies you face in the game fluctuate based upon the
heat index?
I doubt it, unless you start to hallucinate and create enemies
in your head, which hopefully won't happen. I would guess
whatever monster you are facing would be harder if say you are
fatigued from being out in the sun for too long, so your aiming
is off and you can't run fast.
What kind of storage system would you like to see utilized?
Hmm, for important items keep it like RE4, a separate infinite
menu. There is no need for us to have to drop something to pick
up a necessary key or something. What I want though is limited
bullets and health inventory, I want that feeling that I need to
chose what I need at that moment and it better be the right
choice or I die. The one problem is I don't know how to do that
without item boxes, which the game should not have.
SandBox:
What would you like to see the series build on from
Biohazard 4?
I want to see the RE
4 engine with the atmosphere of the previous games (RE 1-CV)
molded together. It would also be nice if the level of
interaction with the environment was amped up a notch of two.
Most
people say the main character is Chris Redfield, are you hopeful
it is?
Chris
Redfield is the best choice for the RE 5 lead. The impending
showdown with Wesker should provide us with some very
spectacular scenes.
Any
ideas or reactions to the heat element found in the game?
A lot of interesting
things could be done with the heat element. From obscuring the
lead's vision to having to find cover in certain situations or
to even heal yourself. This will be a very good element that
will keep the player on his toes.
Will
the enemies you face in the game fluctuate based upon the heat
index?
I could see
something along the lines of during the day certain enemies come
and and when the sun sets they find shelter. In turn there would
be enemies that are nocturnal in nature and they would come out
to "hunt" in night's cover when it's cooler. I could also see an
angle of having some enemies more dangerous during one period in
the game and in another period be rather weak, defenseless and
vulnerable to attack.
What
kind of storage system would you like to see utilized?
I think the RE 4
storage system is good enough and doesn't need to be altered.
They could just add item boxes strategically in the world where
the player could most benefit from them.
Progenitor:
Most
people say the main character is Chris Redfield, are you hopeful
it is?
I would like to see Chris Redfield return in Biohazard 5, but
his sister should stay out of it this time.
Will the enemies you face in the game
fluctuate based upon the heat index?
I wouldn't be surprised if certain types of enemies tried to
avoid the harsh sunlight. Perhaps players will sometimes be
forced out into the heat in order to avoid something more deadly
in the shade.
What kind of
storage system would you like to see utilized?
I think Bio 4's storage/inventory system is nearly perfect for a
more action-oriented Biohazard title, and expect part 5 to
utilize something very similar.
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