Translations of the Interviews published on the BIOHAZARD 3 LAST ESCAPE Official Website from October 2000 onwards in advance of the forthcoming Dreamcast Version of the game.
Project Umbrella Translation
STAFF INTERVIEWS 1
http://www.capcom.co.jp/newproducts/consumer/dcbio3/interview1-1.html
An interview with the development staff of the Dreamcast version of "BIOHAZARD 3 LAST ESCAPE."
First up is producer Tatsuya Minami.
CAPCOM Production Studio 3 General Manager
Tatsuya Minami
●Main Produced Output
Gaia Master (PS), BIOHAZARD GUN SURVIVOR (PS). Now oversees many products, including BIOHAZARD 3 (DC).
・First, please tell us the circumstances which resulted in porting to the Dreamcast.
Minami: The port was decided when it was considered we would like to present the BIOHAZARD series on the DC too, beginning with "CODE:Veronica."
・Was there any point where you had a hard time in the porting?
Minami: I think we were able to port it relatively smoothly. Since there was a difference in the hue between the PS and DC, it might have just taken a little time for adjustment.
・I think there is a wide variety of fear, including the "reclusive fear" of BIO1 and the "fear of being chased" of BIO3, what would be the best fear for you?
Minami: I think an action-like sense of fear has become the mainstream, but I personally think "psychological fear" is scary too. I would like to consider uniting this psychological fear and visuals in the future.
・Do you have a favourite character in the BIOHAZARD series?
Minami: All of them are individual characters and since their importance is respectively clear, I have no particular taste.
・Thank you, finally, our users would like a message.
Minami: In regards to CAPCOM developing on multi-platforms, I'm thinking of providing content on a variety of hardware in the future. Therefore, since we hope for "something like this on this hardware" and want to grant as much as possible, please give us your opinions without hesitation!
Thank you.
Next time, an interview with Production Studio 4 planner Yasuhisa Kawamura.
We will ask about the story and characters that appear. Don't miss it.
STAFF INTERVIEWS 2
http://www.capcom.co.jp/newproducts/consumer/dcbio3/interview1-2.html
An interview with the development staff of the Dreamcast version of "BIOHAZARD 3 LAST ESCAPE."
Appearing secondly is Production Studio 4 planner Yasuhisa Kawamura.
We asked him to talk about the characters.
・A very large number of costumes were prepared in BIO3, on what standards did you choose from?
Kawamura: It's true they were closely scrutinized, due to director Aoyama's various expectations. I think you can enjoy Jill in a state you wouldn't usually see.
・Among the characters that appear in BIO3, please tell me your favorite character and the reason.
Kawamura: A very difficult question. When you come right down to it, the mercenary trio has intensity. Since I set up the events so that you can watch each of their unexpected true intentions depending on your divergences, please push forward playing through the various paths. The opening performance (voice acting) of Mr. Dario Rosso was fiery! By the way, the voice of the Pursuer is the same one as Dario.
・I heard the boss who gives money in The Mercenaries is someone involved with Umbrella, but please tell us about him in detail.
Kawamura: Let's reveal the truth behind the The Mercenaries scene. As a matter of fact, The Mercenaries is a popular entertainment program of the underworld that only very few aristocrats, high-ranking government officials and the super-wealthy can watch in a secret members-only Pay-Per-View (paid program broadcast) televised by Umbrella. The mystery man who gives the mercenaries instructions and a reward is the host and producer of the program. The state of the mercenaries is broadcast live by satellite with a high-performance microphone attached to the mercenaries, installed by the Monitors. The time displayed on-screen is a time display broadcast to the mercenaries and the audience's approval rating (viewership) is added to it in real time. If the mercenary fights heroically, extravagantly defeats enemies and impressively rescues civilians and comrades, airtime will be extended if they gracefully escape from the crisis. If they garner support well and reach the goal within the airtime, they are given a reward depending on the audience rating and the mercenary will be freed. Mercenaries who can't earn the audience's approval rating have their camera cut off upon timeout and lose their life at the same time.
・Please tell us about an impressive scene in BIOHAZARD 3.
Kawamura: Though many of the event scenes are respectively impressive, isn't the end of Raccoon City at the climax particularly memorable? It's a very unexpected and overwhelming scene to watch, even bearing in mind that it's not real and just part of a game or a film, and I think it is very impressive as a perfect image which merely adorns the conclusion to the story.
・Please tell us about Jill's epilogue after escaping from Raccoon City, just a little.
Kawamura: Jill finally goes to Europe to settle things with Umbrella. I can't tell in detail here. Since files which describe what's next are acquired when 3 is cleared, please enjoy those.
・Please tell us about the epilogues of "3" regarding the sub-characters of Barry, HUNK etc.
Kawamura: Their conditions are depicted in the "Epilogue Files" provided after clearing 3. Although it's necessary to clear it several times, please view the files through your own efforts. Eight epilogues can be found in total. Although clearing eight times is difficult, please consider working together with a friend and do your best.
Next time, we will bring you a continued interview with Yasuhisa Kawamura.
Don't miss it.
STAFF INTERVIEWS 3
http://www.capcom.co.jp/newproducts/consumer/dcbio3/interview1-3.html
An interview with the development staff of the Dreamcast version of "BIOHAZARD 3 LAST ESCAPE."
This third time, we will hear about the story regarding B.O.W. from Production Studio 4 planner Yasuhisa Kawamura.
・Please tell us about the connection between the Tyrant and Nemesis.
Kawamura: The Tyrant was a bio-weapon made by Umbrella USA and the Pursuer was made by Umbrella Europe. Although it's the same corporation, there was development competition within the subsidiaries and the USA, led by the gifted Dr. William Birkin, was always one step ahead in development of infantry-type biological weapons (in others words, bio-weapons as human substitutes). Not pleased with this, the European Umbrella branches united and repeated research on unique concepts. Then, the European Sixth Laboratory finally succeeded in the development of "a biological weapon to strengthen biological weapons." It was the "Nemesis parasite." Nemesis was parasitized in a Tyrant and received training and conditioning at the European subsidiary and became the Pursuer. In addition, although the Pursuer greatly exceeded the Tyrant in specifications, it cannot become a product since it has no elegance as a weapon. In the end, the Pursuer's current stage is merely an experimental biological weapon.
・A lot of new kinds of enemies appear in "3", including the Hunter γ and DD, but please tell me if there is a B.O.W. rejected in a stage of development.
Kawamura: Bio-weapons which were rejected in the middle of development appeared in previous products. Chimera and Neptune are examples. In BIO3, there are experimental bio-weapons (Pursuer, Hunter γ), bio-weapon production versions deployed to take combat data (Hunter β) and mutations which occurred irregularly (Zombie, Brain Sucker, D.D, Grave Digger). Bio-weapons abandoned in the middle of development do not appear.
・What is your favorite B.O.W.?
Kawamura: If I have to say, I like the Hunter γ. For some reason I can't hate it for swallowing me.
・That attractive (?) "Pursuer" enemy character appears, but please let us know what you kept in mind on creating the character.
Kawamura: Regardless of whether it was a human or biological weapon, we had a concept for the characters (in a simplistic form) and one or two designs somewhere, then there we considered if they had any "promise" for the game-like visuals. Thereabouts, the peculiar tastes of each character designer, the peculiar tastes of the model and motion guys building the characters, the peculiar tastes of the planners who manage the settings and game plan and the peculiar tastes of the software programming guys clashed against each other and fought every day while we worked it out.
・What is the best "fear" for Mr. Kawamura? (it's fine if not related to the game)
Kawamura: Being told "You're scenario isn't good enough..." by the boss. Then the boss saying "you're not attractive to women because of that" routinely.
・Do you have a message for the fans.
Kawamura: I hated zombies until I did this game. There are those who hate horror and ghoulishness. However, it's like tasting a spicy dish and finding out it has a delicious interior, you may be scared of a fearful and difficult game like BIOHAZARD at first glance, but it has much flavor behind it. It superficially seems like a game in a hard genre to grasp, but please, please play it once before avoiding it. If you digest it I think you can notice its taste, and may say "Is this horror? is this BIO?" Thanks to BIO, I have come to love zombie movies and have grown able to eat roasted meat unconcerned while watching zombies. If you play BIOHAZARD, both your heart and stomach should become strong.
Director Kazuhiro Aoyama appears next time. Don't miss it.
STAFF INTERVIEWS 4
http://www.capcom.co.jp/newproducts/consumer/dcbio3/interview1-4.html
STAFF INTERVIEWS 5
http://www.capcom.co.jp/newproducts/consumer/dcbio3/interview1-5.html
