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Resident evil outbreak decisions decisions elevator code
Resident evil outbreak decisions decisions elevator code






resident evil outbreak decisions decisions elevator code

A recurring bit in this document is that the game is compared to "other" or "regular" RPGs time and time again, seemingly trying to retain its RPG roots from Sweet Home.įirstly, let's start with the basic ideas on what the developers had in mind for the game: Below, you will see excerpts from and analysis of a design document created while the game was fully 3D and played from the first-person perspective. Even though it was decided fairly early on that the game will largely adapt Sweet Home's game systems, a lot of unique features were also devised, many of which never made it into the final game, but were very much part of the core idea that made the game what it was at one point. While the setting was being conceptualised, the ever-growing development team faced an arguably more important task: to create a game. While their approach was a lot more militaristic compared to the civilians of early ideas, one thing was always at the forefront: the key focus of this game will be escape, evading overwhelming enemies instead of taking them on gung-ho.

resident evil outbreak decisions decisions elevator code

These characters were most prominent in the " ghost story" idea, but as the game shifted towards zombies and monsters, civilians were changed to a special operations unit sent to investigate the happenings in the research facility.

resident evil outbreak decisions decisions elevator code

The cast was varied with at least 4 playable characters such as a young man, a woman, and even a psychic named Kanko. Early ideas favoured civilians: survivors of a plane crash trapped on the mansion grounds. Some progress was made on the early version with ghosts, but in the end, the idea was discarded in favour of a biological threat-a freak accident in a research lab creating mutated, flesh-craving zombies alongside killer monsters.įinally, the last piece of the puzzle: the heroes. The aim wasn't to adapt Sweet Home, rather to use its systems and the atmosphere those created as a leverage in creating a brand new IP, initially dubbed " 3D horror" internally.Ĭonceptualisation for the actual game started in early 1994 with all sorts settings in mind:įor the location, different places were considered: a contemporary building, a hospital, a school, a graveyard, a castle, and in the end, a gothic-looking Western-style manor-what all of these had in common was the the feeling of being confined in an area with the need to escape.įor the threat, like in the previous case, many ideas were thrown around: something less transparent- more psychological than overt horror, like in Psycho, or evil spirits haunting the dilapidated mansion, or zombies, but not in the modern sense: more like ghouls, flexible enemies but ultimately just minions of a bigger threat.

resident evil outbreak decisions decisions elevator code

#Resident evil outbreak decisions decisions elevator code free

This article aims to give a comprehensive overview on the development history of the first game that started it all, especially focusing on the early development of the game systems, story and characters as well as cut content.Įven before the project was greenlit in 1993, there was an idea to create a game for the Super Nintendo as a pseudo-sequel to Sweet Home, but when the project seriously started its development cycle, the core goal was to create a fully polygonal horror game adapting the systems (game mechanics) of Sweet Home now in 3D utalising the technology of the upcoming Sony PlayStation hardware and capitalising on the new era of video games free from the 2D plane. In November 1993, pre-production started on a video game at Capcom that would 2.5 years later release as Bio Hazard, spanning many sequels, spin-offs and all sorts of adaptations throughout the past 25 years.








Resident evil outbreak decisions decisions elevator code