Entevista a Jun Takeuchi ( la ultima pregunta es la mas omg)
Spoiler
Resident Evil 5 is almost upon us. It’s looming forward, with rusty shovel in hand, intent on scaring the bejeezus out of us while we hope and pray for a character that can run and reload at the same time. So to further fan our flames of desire, Capcom invited us over for a lengthy interview with the game’s producer, Jun Takeuchi, and we jumped at the opportunity.
-UGO: Okay, this has been pressing on our minds since we’ve had our hands on the early build: Why did you remove the merchant? And, is the beheaded guy in the beginning of the game—who resembles the merchant—a nod to that fan favorite character from RE4?
Jun Takeuchi: Regarding the Executioner and the similarity between him and the merchant: until you mentioned it just now, we had never really realized it. But now that you do mention it, they do look a little bit similar. But that was no conscious decision on our part.
Also there’re a couple reasons why the merchant doesn’t appear in the game. The first is that there’s another character that appears in the game named Irving, and he’s also someone who deals in weapons; he deals in bio-weapons. But of course, he sells them on the black market. So we didn’t want to have a bunch of people in the game who are all selling weapons independently of one another. Irving is a very important character in the story. The other reason is from a gameplay perspective. The game is currently split up into chapters and you are able to purchase weapons at the end of every chapter. It isn’t going to happen as you’re playing through the game; where you have to open up another screen or go to a select screen and choose something in a way that it takes you out of the experience.
Also, I think the merchant lives in Europe, so I don’t think he could have come to Africa.
Not necessarily, no. Co-op is a very important element to RE5. It’s the element that a lot of the game was designed around. But, if there is going to be a Resident Evil 6 in the future or any other further games in the franchise beyond that, then we will look and try to see what is best for that title and decide at that time. So no, it’s not going to be limited to co-op from now on.
-Now what did the decision to make RE5 co-op do for you production-wise? Were there avenues and opportunities that opened up because of its inclusion? Other areas where elements that you wanted to include just didn’t work because of the two-player focus?
One thing that having co-op in the game creates for us is a sense of limitless experiences that players can take from it. Depending on who you’re playing with or what kind of partner, you’re going to have a very different experience every time you play the game. So there’s no longer just “this is the one game experience when you play it.” Now , there’re many different experiences that you can have when you play the game and we feel that adds a new layer to excitement to it as a whole.
In terms of what we couldn’t do because of co-op, well… the development staff really couldn’t take any holidays.
[laughter]
-The RE franchise has always been big on cutscenes and storytelling and I’m wondering whether you think the new co-op element butt heads at all with other aspects of the game like narrative and pacing?
It was really something that we had to balance very carefully while we were developing the game. Certainly, if we overdid it on the main story or tried to have an important message or something, it would open up a couple of dangers when you were playing co-op. To give an example, if you have a game like Metal Gear Solid where it’s based around the director’s themes and messages and what he wants to say, then when you make the game co-op and one player gets the message and another player doesn’t then the players are going to be looking at the game differently. And that’s not a good thing when you’re playing co-op, so it was something that we needed to be careful with. But I do think that, as a Resident Evil game, it certainly has a very enjoyable and well-grounded story.
-So are you telling us that by opting to make the game co-op we’ve essentially lost some of the franchise’s subtlety?
To an extent, yes. We had to be careful not to overdo it with small but important details in the story—moments where people might lose track or fail to understand what’s going on. There were a number of moments where we had to be very careful.
-As the series continues, we’re seeing more and more of Albert Wesker pulling the strings on the sidelines. Is there an end in sight for this seemingly Wesker-centric series?
It may certainly be time to bring a close to that kind of Wesker-centric storytelling. Having said that, he is a very popular character. A lot of fans of the series really like Wesker. If there are future titles in the series he may be responsible for events in those as well, but it’s kind of hard to tell right now.
-Throughout the series players have handled a number of weapons and seen a number of unlockable costumes and other outfits. What are you favorites?
My favorite extra costume from a game had to be Jill’s unlockable costume from RE1. Where she had these big shoulder pads and the cap. That was a very unique and memorable costume for that character. In terms of weapons, my favorite weapon was Leon’s handgun—the VP-70—from RE2. That’s a real one that I like myself.
El Sr. Sephyroth no le deja enviar su comentario del video anterior, asi que me pidio que lo publique por el..
y es este:
Spoiler Buen video me gusto mucho :D aparece la escena del flasback y jill es quien salva a chris si es que es la mejor y podemos ver que es castaña, quizas la del tubo tiene el mismo color lo que que debe ser el agua.El comercial nada nuevo solo lo del home y los scans buenimos, parece que jill coje rapido a Irving por si se suelta de la lengua o le roban el maletin que debe de contener algo