Categories
blog-655

Success story…Resident Evil 3

There is a coronavirus virus walking outside your window right now and in the game Resident Evil 3 there are sick people walking the streets without masks. And other parallels between the game and real life can be found. In reality and in the game there is an epidemic, a dangerous virus, patients and a vaccine. Sputnik, Pfizer or Moderna – you can substitute what you need yourself. It’s time to close the question of how the classic Resident Evil trilogy was made.

You probably don’t know that initially Resident Evil 3 was not a game about the escape of the main character Jill Valentine from the city, but about the escape of a group of mercenaries from Raccoon City. (In the article I will write down the name of the game in Russian letters. I like it better this way.) The game should never have become a numbered third part. The main character was completely different, he was an Umbrella mercenary, perhaps he was a friend of Carlos Oliveira. This old version, not the shaggy new one. I understand your misunderstanding perfectly. What kind of seditious things am I telling you?? Let’s face the facts. In the initial beautiful screensaver, where zombies destroy the entire police and where mercenaries fight zombies, have you seen Jill somewhere?? And I don’t. Let me note that it’s not just that the main character spends the entire game rubbing shoulders with Umbrella mercenaries? And Jill herself is some kind of trained Rambaud in a skirt, in the first part of the game she was definitely not so prepared. Yes, she didn’t panic when there were zombies, but she didn’t push away entire groups of undead, didn’t jump off the bridge and behaved more modestly. And this is all because the original Resident Ivl 3 was about something else, it was remade.

EARLY WORKS ON RESIDENT EVIL 3

Resident IVL 3, like all previous parts, was decided to be made at the fourth Capcom studio. This company is based in Japan in Osaka, it is the second largest video game capital in the country after Tokyo. Each of the four studios had its own boss, who was responsible for the development of the studio. The head of the fourth studio slept and saw that every year a new part of Resident Ivl was released. Ideally, according to his plan after Resident IVL 1 in 1996, the next game should have been released in 1997, and the third part already in 1998. This conveyor was malfunctioning, so we had to reorganize the work of the studio. The head of the fourth Capcom studio came up with the idea of ​​dividing his workers into groups of 40-50 people and each making a new part of Resident Ivl. Resident Ivl 2 was released in January 1998 and many workers were freed up. The boss gave the task to simultaneously make (cross your fingers) the third part of the game, a branch from the main series, and the rest of the team had to work on porting the previous Resident Ivl 2 to Dreamcast and Nintendo 64 consoles. It was a lot of work. For each it was necessary to give 40-50 people. And the director of Resident Ivl 1 also demanded that he be given people to make a completely new three-dimensional horror film. The head of the fourth studio needed to tear each worker into 3 parts and give each one a job to do in time. According to the boss’s plan, the branch had to be delivered in a year and it was supposed to be released on PlayStation 1 (this branch will become that very Resident Ivl 3), the third part in 2 and it was supposed to be released on PlayStation 2 (and this is not destined to happen, it will be Devil May Edge). That is, the work plan was outlined. It was so dense that you couldn’t breathe. As you know, the third part was released on PlayStation 1, but there was no branch. So again, things didn’t go according to plan.

I’ll say this, when Capcom doesn’t go according to plan, that’s normal. Here are modern examples for you! I heard that Resident Ivl 3 Remake was supposed to be a downloadable add-on to the second part, and not a separate game? And I also heard that Resident IVL 8 Village was supposed to become Resident IVL Revelations 3? If you know all this, it will not be a surprise to you that the planned Resident Ivl 3 turned into Devil May Edge 1, a story about a branch of the series about Raccoon City and its destruction by a nuclear bomb became Resident Ivl 3. And from the re-release of Resident Ivl 2 for the Sega Saturn console, a separate offshoot, Resident Ivl Code Veronica, grew. By the way, Resident Ivl 3 Nemesis should have been originally called Resident Ivl 1.9. Before this they wanted to call the C grade Resident Ivlom 1.5, but the title was already taken by another failed project. Although I would call the game Resident Ivl Mercenaries or Resident Ivl Nemesis. No numbers at all. Well, to reflect the content of the game. Somehow 1.9 says nothing at all, and some could even mistake him for Resident Ivl 19. and think that he missed a lot in life.

In February-March 1998, 26-year-old Japanese Kazuhiro Aoyama was appointed to be responsible for the branch from Resident Ivl. Today he looks like a tanned summer resident. Kazuhiro Aoyama was appointed to the director’s chair because he was checked, the guy was already the director of the extreme battle mode and the fourth survivor for the re-release of Resident Ivl 2. If you fucked the second resident long enough, you definitely haven’t forgotten about this mode. He worked not only on the re-release, for example, for Resident Ivl 2 he gave the director the idea of ​​a liquor monster, and for Resident Ivl 1 too. Experienced, hard-working, flexible and kind-hearted. In general, he was a suitable candidate for a non-main game.

Kazuhiro Aoyama did not abandon his fantasies about special agent Hunk and how he saved a sample of the G-virus. He was making a non-main game and therefore no miracles were expected from him. That’s what he thought initially. Kazuhiro had to repeat the compulsory program and nothing more. So that the non-main game would be similar to the Resident Ivl series. This is to leave riddles, zombies, location exploration. The rest was up to him. In general, the fact that he was making a non-main game was reflected in the attitude of the Head of the fourth studio. The famous screenwriter for the second part, Kazuhiro, was not given, but a less experienced full-time screenwriter was given, the progress of development was not particularly monitored, the task was given that the work would take a year. The less management attention, the better. Kazuhiro talked with the writer and together they wrote a script about special agent Hunk, how he was trapped on an ocean liner and at all costs he had to save a small purple flask with the G-virus. The producer scrapped this idea. Year! The branch had to be completed in a year so that it would be released under PlayStation 1. They were in a hurry for a reason, when PlayStation 2 came out, the branch would be of no use to anyone. The producer brought director Kazuhiro down to earth. The game was supposed to be simple and recognizable, why didn’t he use everything that wasn’t useful for the first two parts??

WHAT SHOULD BE IN RESIDENT EVIL 3?

Kazuhiro Aoyama, unlike others, considered the prospect of making a game from the dregs of the first two games not a punishment, but an opportunity. If it turned out to be incomprehensible shit, it would be pointless to scold, nothing was expected from the game anyway. But the fact that Kazuhiro turned punishment into a cool game, I would only like to praise him. Resident Ivl 3 is a great game. In general, let’s see what’s left at Kazuhira’s disposal? He went down to the archive and dug out cardboard boxes with materials for Resident IVL 1 and 2, he looked through the folders, played rejected versions of the games and over time he got an impression of what he wanted. And the young guy wanted to make an action movie out of horror. The first two parts stubbornly refused to let this idea pass. For a non-main game, no one will prohibit! This was his advantage. Non-main game – I do what I want! He also found a rejected feature from Resident Ivl 2, where it was possible to create cartridges from scrap materials, he decided to weave a giant worm boss into the plot, he added fat zombies to the game, which had been hacked to death earlier. How nice it is to do things without orders! His colleague was doing the numbered third part and everything was strict with him, step to the right – step to the left – execution. And Kazuhiro had freedom! He also decided that the city in the second part was criminally small and he decided to expand it in his non-main game. He also decided to come up with a dangerous boss, Nemesis. In the second part, they were afraid to give the tyrant weapons, but here, take a bite! He came up with Nemesis and gave him a rocket launcher so that not only the player would shoot the monster, but the monster could shoot the player back. In general, he took the image of an annoying pursuing enemy from the popular film Terminator 2. Nemesis was drawn under the influence of the T-1000. Let’s just take a look at the common features of the enemies from Terminator 2 and Resident Ivl 3. Nemesis and T-1000 pursued the hero, knew how to handle weapons and mutated.

Kazuhiro Aoyama created Nemesis for the game. He didn’t invent him as an enemy, but under his leadership he was correctly drawn and programmed. The Japanese created it in order to give players a feeling of constant persecution. Even when he is not in the room, the player’s nerves should be tense with the thought of what if he appears here too? The indestructible enemy appeared in previous parts, and in Resident Ivl 1.9 he was pushed to the limit. You just shot him with your last pistol cartridge, went out the next door, and Nemesis immediately recovered and is chasing you again. But you don’t have cartridges and you don’t know where to get them. No mercy! You run away again and again. He loses track for a while and then appears again. If zombies in Resident Ivl 1.9 were already perceived as meat, then Nemesis was practically the only enemy in the game worth fearing.

Director Kazuhiro Aoyama dreamed of making more action than horror. Therefore, he chose a strong and trained hero, a weapons master, capable of deftly dodging the tenacious hands of zombies and jumping out of the newspaper editorial window, capable of turning 180 degrees and running as fast as he could, capable of taking aim and blowing up a red barrel with one well-aimed shot. And it wasn’t Jill Valentine! And who? Yes, a horse in a coat. Kazuhiro Aoyama came up with the script together with a staff writer, and together they came to the conclusion that the hero of the minor part should have been a simple nameless mercenary. To show the everyday life of him and his team. How they were left to die in the city, how his companion Nikolai removed witnesses, how his friend helped in difficult situations, how his commander Mikhail was ready to sacrifice his life for the sake of young fellow soldiers. Just imagine a second Carlos in Jill’s place and it will become easier to understand. Or maybe Carlos Oliveira was the main character of the game. We will never know this, because according to contemporary interviews, director Kazuhiro Aoyama admits that about working on Resident Ivl 1.9 he forgot everything. In general, the role of Jill Valentine is a male role. And it’s unlikely that she would compete in the same harness with the mercenaries of the company that staged this fuck-up in the city. Here! There should have been someone else in her place!

MY GUESS WHAT RESIDENT EVIL 3 WAS ORIGINALLY MADE

Now I’m imagining as much as possible. https://doctor-spins-casino.uk/withdrawal/ The main character could not only be Carlos. The fact is that I got into the closed files of the PC version of the game in the folder with the game characters. Jill was there, a few more suits for her from the boutique. I was surprised when I found there also models Carlos, Nikolai and Mikhail. And something tells me that they weren’t just there because they were participating in the “mercenaries” mode. It seems to me that the original story was about three mercenaries. No wonder the producer insisted on making one story. No attention would have been paid if she had been alone in the first place. So Jill wasn’t there, which means Carlos, Nikolai and Mikhail were there. Carlos’s story could be that he was running around a publishing house, a restaurant, a gas station and looking for survivors. He could even save Dario Rosso’s daughter.

Then the story could end, the game would throw the player to the main menu. There was again a menu with a choice of characters that you can spin in a circle. You chose a different story, for example, Mikhail. He would try to start the train and get out of the city, fight with the monster, get wounded and die heroically. Then I went back to the main menu to start Nikolai’s last story. The player playing for him could trace all his treacherous nature. How he killed witnesses, how he collected documents. Nikolai, under player control, could even fight with Carlos and Mikhail. At any moment, you could re-pass any company to look at the picture of events through someone else’s eyes. This was later done in Resident Ivl 6.

I think that all these stories should have been united by the monster Nemesis. He was supposed to pursue each of the three heroes at some point in the game. Then the producer just said to stop amateur performances. Directed Kazuhiro Aoyama to reduce everything to one Carlos story. How he ran around the city from Nemesis. And Kazuhiro Aoyama agreed, because by nature he was accommodating and non-conflicting. And then I’ll tell you how Carlos was changed to Jill. These are all my guesses, there is no official information. I don’t think it will. It was interesting to fantasize.

WHO IS SCARED IN RESIDENT EVIL 3?

The overall quality of the graphics has improved and so has the number of zombies. Kazuhiro Aoyama at some points came up with a trick to populate entire streets with zombies. In the first part there could be 3 of them in the room, in the second 7, and in the third at least a dozen. There was someone to shoot. There were fat zombies, zombie policemen, policewomen, townspeople in ties and jackets, scientists and those scary naked zombies from the laboratory. To diversify the bestiary, the Director came up with a system of unscrewing heads. For example, the head of a blonde zombie could be attached to a policewoman, a young girl in shorts and a scientist. This head looked different in different clothes. So from one zombie it turned out to be three. Kazuhiro taught them to run. Upon entering the room, each zombie could randomly receive a kick to speed up and rush into a race to run after you ahead of the neighbors. They were probably the hungriest ones and the first to want to get to the fresh food. And in the case of zombies, the director diversified the ways they appear. Previously, all the zombies were in the room, occasionally they broke in. But in the future Resident IVL 3, they jumped out of the windows of the city hall, broke down car doors, and broke into the warehouse of a pharmaceutical company. There were even cases when townspeople killed before your eyes slowly stood up behind you and tried to bite. From my experience I will say that I always tried to get ahead and save these poor fellows so that they would not be eaten, I did not know that they had to die in any case.

What to hide, director Kazuhiro Aoyama made of Resident IVL 1.9 action movie. Resident Ivl 2 was supposed to be just as dynamic before, but something didn’t work out. Because of this, there are a lot more enemies in the game. What enemies do you associate residents with, if you don’t take zombies into account?? Lickers with long tongues that cling to ceilings and walls with their claws, hunters with clawed paws and the sound of their feet, Doberman dogs, spiders and crows. This is off the top of my head. There were also 6-legged giant insects in the game. I wouldn’t call them scary, I actually took them for new liqueurs. There were also worms that attached themselves to Jill and drank her blood. Kazuhiro made enough enemies for an action movie, but too many for a horror movie. He knew what he was doing.

In the hands of Kazuhiro Aoyama Resident Ivl 1.9 was turning into a classic game long before its release. The most atmospheric weapon in the game was the shotgun. The classic resident player knew that he could put it on a zombie’s head and blow it to hell. You could lower down and shoot off the legs, or you could collect more zombies, 5-6 of them, and shoot at waist level; in 2 shots you could kill a whole group. There were also other classic weapons, which I will not describe in detail. Resident Ivl would not be himself without a knife, pistol, grenade launcher, magnum, rocket launcher and machine gun. Bonus weapons were of greater interest. The fact is that you could find all the classic weapons. It was good and comfortable with him, but a bit boring. But interesting weapons had to be obtained. Nemesis carried it with him, as soon as he was stunned, he dropped a white secret suitcase. There were no ready-made weapons in it, there were only parts, if you assembled several of these suitcases, Jill assembled a finished gun from the parts. You would be able to complete the game without it and would not experience any difficulties. But I personally didn’t give up a pistol that could tear a zombie’s head into pieces with one masterful shot, or a shotgun that, like the Terminator from the movie, could be reloaded with one hand. There was also a special mortar in the game. You fired a special charge and it stuck into the wall. He was waiting in the wings. And when zombies walked past it, it exploded. You could shoot it at a group of zombies and in this case it would explode instantly. As usual, it was impossible to walk with one weapon all the time, there was little ammunition and you had to constantly switch between them. By the way, there were 12 types in total.

Kazuhiro Aoyama introduced the ammo crafting feature into the game. In general, they wanted to introduce it in Resident Ivl 2, but somehow it didn’t work out. There was no workbench like in Last of As or Resident Evil Revelations 2, but in your drawer you had a portable machine for producing cartridges. There were three types of gunpowder in the game, they were stored in tiny cans with red, yellow and blue labels. Colors of Japanese traffic lights, if anything. So, red could be used to make pistol cartridges, yellow – shotgun shells, and blue – magnum. During the game you created ammo. This was not written anywhere, but your skill was pumped up. At first it was possible to make 15 cartridges from one jar, then 17, and finally 21. Jill spilled less gunpowder on the floor and had more ammunition. At some point, she pumped up her skill so much that she was able to pour in too much gunpowder, causing her pistol or shotgun to fire explosive cartridges. Even pistol cartridges were pretty good at stopping Nemesis, even if he was rushing towards you at full gallop.

RIDDLES. 2 + 2 STILL 4? OR ALREADY 5?

In the first two parts of Resident Ivl, the heroes found themselves locked in buildings, basements, sewers and laboratories. Kazuhiro Aoyama felt that it was impossible to continue doing this. The players wanted freedom, so he made the entire Raccoon City the setting for his offshoot. He released the hero from the stuffy rooms straight onto the city streets. The hero walked in the fresh air and explored the residential areas, business district, and shopping area. Music composed of a plexus of wind sounds and someone’s moans gave me additional feelings of desolation and hopelessness. Sometimes I had to look into the buildings, not without it. The designers came up with a restaurant, added the opportunity to go to a police station and feel nostalgic, we looked into a newspaper office and a gas station. But no! There was also a kind of mansion. Still, the clock tower evoked warm nostalgic emotions. There was no open city, like in GTA, it was impossible to run around and complete tasks in random order. Districts of the city opened gradually, one after another. Everything played like this. V Resident Ivl 1.9 it was possible to solve the riddle and open a new area. First, you had to pour a rope over the door and set it on fire, then a city block with a police station and Umbrella warehouses would open up. You studied everything there and found a master key, without it it was previously impossible to get into the business district of the city. Then you got the battery and could go down to the power plant area. With such tiny steps you discovered the city for yourself. This was the atmosphere. If, while playing Resident Ivl 2, you could only fantasize what the city was like, in Kazuhiro’s game you saw everything with your own eyes. At some point I didn’t get enough and I hoped to look into every door of every house. Unfortunately, this could not be done for obvious reasons. It was still a game, not a guide to a virtual city.

Haven’t you noticed before that in the first part of Resident Ivl there were 2 scenarios, in the second there were 4, and in Resident Ivl 3 there was only one. The fact is that the game producer, who is also Kazuhiro Aoyama’s boss, knew that the game had to be released in a year. Save time! The producer forbade making more than one story. This puzzled Kazuhiro, how could players be motivated to replay the game back then?? Then Kazuhiro came up with the idea of ​​adding a boutique with unlockable costumes, adding unlockable epilogues with stories of what happened next to the heroes of previous games and a feature that in each playthrough the location of weapons and items changed randomly. It worked like this! You’re walking through the police station and you know you need a magnum to take down Nemesis, the magnum is in the safe. You find a safe, open it, and it’s not a revolver at all! Nezhdanchik. Try to defeat Nemesis with a grenade launcher! This did not work with all items, for example, the plot key could not be accidentally replaced with a can of gunpowder, which made the game impassable. Although this also happened when you were looking for diamonds for the city hall gates, and it could end up either in the basement of a restaurant or in a newspaper office. And there were also moments where you could choose a fork in what the hero would do and depending on the choice, further events changed.

MODELING AGENCY NAMED AFTER JILL VALENTINE

I love Japanese games because they pay a lot of attention to the appearance of the characters. Of the two PlayStation games, you recognize 1 Japanese game faster than the American one. Here is the beautiful Jill from Resident Ivl 3 and the square Lara Croft. And the appearance and faces and elaboration were better. Needless to say, by 1998 changes had occurred and the graphics in PlayStation 1 games became more beautiful. If in Resident Ivl 1 and 2 the heroes consisted of geometric figures, they were simply joined to each other, then in the future Resident Ivl 3 the heroine began to look as if cast from a single piece. It’s not so obvious now. But during Resident Ivl 3, I noticed that Jill had knees! For me as a boy this was a significant erotic feature. The next time I was just as surprised when in Silent Hill 2 the characters learned to open their mouths during a conversation, and the third time 19 years later, when the Resident Ivl 2 remake came out.

MUSIC IS A BALM FOR THE SOUL

Kazuhiro Aoyama invited two composers to breathe life into the gloomy streets of Raccoon City. He couldn’t help but invite young Masami Ueda; his music will forever be associated with classical residents. And the other, Saori Maeda, volunteered to help the first, mainly, he wanted to do an internship. Young master Masami Ueda composed a melody for the save room. It was a calm melody, just what was needed to create an island of safety in a deadly city. No matter where you heard this melody, you forgot about Nemesis and enemies. In addition, both composers brought lifeless streets, an ancient clock tower, a hospital, a park and a laboratory to life. The composers had worked before and with the directors of Resident Ivl 1 and 2 and developed their own style of work. They also agreed with Kazuhiro to bring a disc with a recording of which the game’s track was supposed to be similar, and they listened to it and composed something similar. This approach was criticized by the composer of the rival Silent Hill series for the fact that the composers did not really invent anything themselves, but were inspired by something similar. But I had no complaints, as an ordinary player, I was satisfied.

TITLE SHARING

Together with Kazuhiro Aoyama’s team in the fourth Capcom studio, two more teams worked on their games. It was crowded, the young guys were almost sitting on each other’s heads. Someone walked nearby, someone crunched chips, someone tried to draw. The atmosphere was tense because everyone was working not only on different parts of the game, but on completely different games. Two programmers could sit next to each other and not even realize that his neighbor was working on a completely different game. Time passed and the port of Resident Ivl 2 on Sega Saturn grew into an independent game Resident Ivl Code Veronica. This was another spin-off from the series. Kazuhiro Aoyama also made his own branch of Resident Ivl 1.9. And since both games were spin-offs, for the first time in the history of the studio no one knew what to call them. With numbers? Without numbers with subheadings? No idea! A funny situation happened: the full-fledged third part was late and the Sony company itself stood up for Kazuhiro Aoyama’s game. Sony management met with Capcom management and discussed the situation. Capcom didn’t want to change the numbering of the games. If first there was Resident Ivl 1, then Resident Ivl 2, then the game is called Resident Ivl 1.9 wouldn’t sell. Buyers wouldn’t know what to spend their money on. It was a historic moment for all the players. To the same extent third the numbered part, think about it, could be Resident Ivl Code Veronica or Resident Ivl 1.9 from Kazuhiro. Resident Ivl Code Veronica claimed to be third because it had cooler graphics and was on a cooler Dreamcast console. Capcom employees hesitated and Sony management made them a sweet offer. After him Resident Ivl 1.9 from Kazuhiro changed its name and became Resident Ivl 3 Nemesis. I’m getting ahead of myself. This decision by Sony and Capcom led to the fact that subsequently sales of both the PlayStation 1 console and the game Resident Ivl 3 flew to the skies. The game sold 3.5 million copies! Just a little short of the results of Resident Ivl 2. That’s how Resident Ivl Code Veronica flew by. And the delayed Resident Evil 3, not the one from Kazuhira, later became the stylish action Devil May Edge 1.

If you don’t believe me, here’s the proof. When the actor voiced the title of the game. Resident Ivl in a scary voice! I wondered for a long time why he didn’t say anything about the three. It turned out that at the time of recording it was still called Resident Ivl 1.9.

You can’t even imagine what a fuss was going on! If to how Sony renamed Resident Ivl 1.9 didn’t believe in the game at all and were treated like: Well, you’re inferior, do something similar to a resident, then after renaming to Resident Ivl 3, the situation changed dramatically and everyone was already running around the office and just jabbering about Resident Ivl 3, Resident Ivl 3… The fuss was serious, there was little time: it was time to hand over the game in August, and it was already June 1999. And in the summer everyone goes on vacation. Guard. We called an emergency meeting to decide what needed to be changed. The nameless Umbrella mercenary was no longer suitable for the role of the main character. Who could be cast as the hero for a full game?? Claire and Chris could not be touched, because they were already the heroes of Resident Ivl Code Veronica, Leon was promised to be made the main character already in Resident Ivl 4. Who’s left?? Jill Valentine and Barry Burton remained ownerless at that time! Great! What else needed to be changed? Of course, rollers! They didn’t change the opening screensaver, they just added three more pictures with Jill. Those same static pictures from the beginning of the game. And I was wondering why they made it so cheap? Wasn’t there enough money?. Now it’s clear why they did it cheap and cheerful. Since the screensavers were redrawn at the very end, we tried to show Jill in them as little as possible so as not to waste time. This is why I so missed the beautiful cutscenes with the game’s heroine in the game. In addition, the game menu was redrawn, the dialogue was rewritten, and an actress was urgently hired to voice Jill. To speed up the work and meet the deadline, 30 more people were added to the 20 team members (a very tiny team). By this time, Capcom’s fourth studio had finished making a horror movie about dinosaurs, Dino Crisis, and transferred almost everyone to Kazuhiro for Resident Evil 3. They even slipped the game script into re-reading it to the head writer of the fourth studio, so that there were no overlaps. He had nothing to do with Resident Evil 3 Nemesis, at that time he was working on Devil May Edge 1.

DOCTOR, WHAT CUT OUT??

They fussed a lot, but they cut them out of the game a little. Remember, in the Umbrella warehouses you had to turn on the TV with the remote control to find out the code?. Not so fast! There were no batteries in the remote control, you had to find the batteries first and insert them into the remote control. Other. Do you remember how you found a hose to put out the fire in front of the warehouses?? It was necessary to find an additional special adapter for the hose in order to screw it to the pipe. The riddle with three coins with the image of a vampire was cut from the game. She could be in the clock tower. That’s all! The rest has survived to us in its original form. For me now there is only one secret left! Is it true that the fat man’s daughter from the beginning of the game was in the clock tower?? The one who died in an embrace with a mercenary. I don’t think anyone can answer this question for me anymore. Even Kazuhiro Aoyama himself admitted in one of the streams that he no longer remembers what he did in his game.

THE DEVELOPER’S FATE AFTER RESIDENT EVIL 3

In 1999, every company understood that the PlayStation 1 era had come to an end. PlayStation 2 and new opportunities were already looming on the horizon. It’s only now that games like Cyberpunk 2077 can be released simultaneously on old and new consoles at the same time. And in the late 90s, either on old or new. That’s why such expensive games as Final Fantasy 8, Driver 1, Medal of Honor 1, Tomb Raider Last Revelation, Siphon Filter and Gran Turismo 2 were released that year. The horror theme was just getting started. Therefore, in 1999, all the competitors in the world were able to oppose Resident Ivl 3 only to the psychological horror of Silent Hill.

And now I’ll tell you how Resident Ivl 3 was promoted. At the beginning of the year, Capcom approved the advertising budget for the year. Allocated $20 million to advertise their selection of ’99 games on television and flyers. And by the way, it was divided between Dino Crisis 1, Resident Ivl 3 and the port of Resident Ivl 2 on Nintendo 64. They spent a lot of money to advertise Resident Ivl 3 at two exhibitions: in the spring at the Tokyo Exhibition, and in the summer at the Los Angeles Exhibition. Another part of the money was spent to print discs with a demo of Resident Ivl 3 and invest them in Dino Crisis. So that they know! Did a great job. Resident Ivl 3 sold 3.5 million copies. And this is only on PlayStation 1, other consoles didn’t even count. And by the end of 2000, a book with a novelization of Resident Ivl 3 also arrived. Then everyone was bombed. At that moment it seemed to me that if a book is written on the game, then the thing is 100% worthwhile. Books are not written by order.

We made the game, we bought the game, we played the game. How Kazuhiro Aoyama’s life changed after Resident IVL 3? He remained unknown to anyone. Everyone recognized the directors of Resident Ivl 1 and 2, they were treated like big celebrities and trusted. Just like today to Hideo Kojima. They thought: This talented guy has gone! Kazuhiro Aoyama remained somewhat pale against their background. He worked the program through and through, even, as ordered, he fit it on one disk. Later he worked on Onimusha 1 and Dino Crisis 3, and then disappeared completely. He doesn’t even have his own page on the English-language Wikipedia! But I will tell you that his merit is that he made Resident Ivl 3 from the very beginning as a big game and did not allow himself to lose heart and make slag. That he managed to become a full-fledged resident in less than 2 years. I think he was undeservedly forgotten. Well, don’t forget to like and subscribe to the channel! Otherwise we’ll disappear like Kazuhiro Aoyama. Yeah! You were with the channel To fans from fans and you watched the success story of Resident Ivl 3. Bye!

Wait, wait! It’s too early for the credits to roll. I promised to tell you what you can play Resident Ivl 3 on today! You can download a Playstation 1 emulator to your phone and play Resident IVL 3 at least until 29. By the way, then the game will turn thirty. A surprise awaits you today. The fact is that the new author of the channel, Zhandos Saginaev from Kazakhstan, wanted to arrange a real concert for the credits. He is a talented guy and mastered the piano to learn how to play this touching melody. Fans will know where she comes from. Support the guy and listen to the end!

Leave a Reply

Your email address will not be published. Required fields are marked *