Source: Archive
Project Umbrella Translation
STAFF INTERVIEWS 1
Interviews 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
● Major Productions
Gaia Master (PS), BIOHAZARD GUN SURVIVOR (PS). Now oversees many games, including BIOHAZARD 3 (DC).
・First, please tell us the circumstances which resulted in porting to the Dreamcast.
Minami: We decided on the port after considering that we'd like to present the BIOHAZARD series on the DC as well, starting with "CODE:Veronica."
・Were there any points where you faced any difficulties in the porting process?
Minami: I think we were able to port it relatively smoothly. Since there's a difference in coloring between the PS and DC though, it might've taken just a little time to adjust.
・I think there's a wide variety of fears, including the "closed-in fear" of BIO1 and the "fear of being chased" of BIO3, what would be the best fear for you?
Minami: I think action-based fear has become more mainstream, but what I personally think would be scary is "psychological fear" as well. I'd like to come up with something that brings together this psychological fear with visuals in the future.
・Do you have a favourite character in the BIOHAZARD series?
Minami: All of them have their own unique personalities and since their importance is respectively clear, I have no particular favorite.
・Thank you, finally, our users would like a message.
Minami: As a multi-platform developer CAPCOM will continue providing content for a variety of hardware in the future. I'd like to fulfill as many wishes as possible for "something like this on this hardware", so please feel free to share your opinions with us!
Thank you very much.
Next time, we'll be interviewing Production Studio 4 lead planner Yasuhisa Kawamura.
We'll ask him about the storyline and the characters that appear. Please look forward to it.
Interviews 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
● Major Productions
Gaia Master (PS), BIOHAZARD GUN SURVIVOR (PS). Now oversees many games, including BIOHAZARD 3 (DC).
・First, please tell us the circumstances which resulted in porting to the Dreamcast.
Minami: We decided on the port after considering that we'd like to present the BIOHAZARD series on the DC as well, starting with "CODE:Veronica."
・Were there any points where you faced any difficulties in the porting process?
Minami: I think we were able to port it relatively smoothly. Since there's a difference in coloring between the PS and DC though, it might've taken just a little time to adjust.
・I think there's a wide variety of fears, including the "closed-in fear" of BIO1 and the "fear of being chased" of BIO3, what would be the best fear for you?
Minami: I think action-based fear has become more mainstream, but what I personally think would be scary is "psychological fear" as well. I'd like to come up with something that brings together this psychological fear with visuals in the future.
・Do you have a favourite character in the BIOHAZARD series?
Minami: All of them have their own unique personalities and since their importance is respectively clear, I have no particular favorite.
・Thank you, finally, our users would like a message.
Minami: As a multi-platform developer CAPCOM will continue providing content for a variety of hardware in the future. I'd like to fulfill as many wishes as possible for "something like this on this hardware", so please feel free to share your opinions with us!
Thank you very much.
Next time, we'll be interviewing Production Studio 4 lead planner Yasuhisa Kawamura.
We'll ask him about the storyline and the characters that appear. Please look forward to it.
STAFF INTERVIEWS 2
Interviews with the development staff of the Dreamcast version of BIOHAZARD 3 LAST ESCAPE.
Appearing secondly is Production Studio 4 lead 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: I'm positive they were chosen through director Aoyama's various deliberations. I think you can enjoy Jill in states you wouldn't usually see.
・Among the characters that appear in BIO3, please tell us who's your favorite and why.
Kawamura: This is a very difficult question.
If I had to say, I'm very attached to the mercenary trio. Since I set up the events so that you can witness each of their unexpected true intentions depending on the branching, please push forward playing through the various paths.
Also, although he doesn't play a big role, Mr. Dario Rosso's opening performance (voice acting) was a fiery one! By the way, the Pursuer's voice is the same one as Dario.
・I heard the boss who gives you money in The Mercenaries is someone involved with Umbrella, but please tell us about him in detail.
Kawamura: Let's reveal the true setting behind the The Mercenaries scene.
As a matter of fact, The Mercenaries is a popular entertainment program in the underworld available only to very few aristocrats, high-level bureaucrats and the super-wealthy in a secret members only pay-per-view (paid programme broadcast) televised by Umbrella.
The mysterious man who issues the mercenaries instructions and rewards is the program's host and producer. The mercenaries are fully broadcast live by satellite using monitors and high-performance microphones (with small bombs) attached to the mercenaries, planted by the Supervisors.
The time displayed on-screen indicates how long the mercenary will be on the air, and is added to in real time based on viewer approval ratings (viewership). If the mercenary fights heroically, bravely defeats enemies, rescues civilians and comrades in impressive fashion, or escapes from a crisis in a spectacular manner, airtime will be extended accordingly.
If they're successful in garnering support and manage to reach the goal within the airtime, they're rewarded depending on the audience rating, and the mercenary will be freed.
Mercenaries who fail to earn viewer approval will have their camera switched off upon timeout and lose their life at the same time.
・Please tell us your most memorable scene in BIOHAZARD 3.
Kawamura: Though many of the various event scenes are impressive in their own ways, I think the end of Raccoon City at the climax is 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 movie, and I think it's very impressive not only as the story's final scene, but also as a pure visual spectacle.
・Please tell us a little about what happens to Jill after escaping Raccoon City.
Kawamura: Jill will finally go to Europe to settle things with Umbrella. I can't go into detail here. Since you can acquire files that describe what's next when clearing 3, please enjoy those.
・Please tell us about the epilogues of "3" regarding the sub-characters of Barry, HUNK etc.
Kawamura: Same as above, what happens to them next is described in the "Epilogue Files" you acquire upon clearing 3. Although you need to clear it several times, please take a look at the files for yourself. Eight epilogues can be found in total. Although clearing it eight times is difficult, please consider working together with your friends and do your best.
Next time, we'll bring you a continuation of our interview with Yasuhisa Kawamura.
Please look forward to it.
Interviews with the development staff of the Dreamcast version of BIOHAZARD 3 LAST ESCAPE.
Appearing secondly is Production Studio 4 lead 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: I'm positive they were chosen through director Aoyama's various deliberations. I think you can enjoy Jill in states you wouldn't usually see.
・Among the characters that appear in BIO3, please tell us who's your favorite and why.
Kawamura: This is a very difficult question.
If I had to say, I'm very attached to the mercenary trio. Since I set up the events so that you can witness each of their unexpected true intentions depending on the branching, please push forward playing through the various paths.
Also, although he doesn't play a big role, Mr. Dario Rosso's opening performance (voice acting) was a fiery one! By the way, the Pursuer's voice is the same one as Dario.
・I heard the boss who gives you money in The Mercenaries is someone involved with Umbrella, but please tell us about him in detail.
Kawamura: Let's reveal the true setting behind the The Mercenaries scene.
As a matter of fact, The Mercenaries is a popular entertainment program in the underworld available only to very few aristocrats, high-level bureaucrats and the super-wealthy in a secret members only pay-per-view (paid programme broadcast) televised by Umbrella.
The mysterious man who issues the mercenaries instructions and rewards is the program's host and producer. The mercenaries are fully broadcast live by satellite using monitors and high-performance microphones (with small bombs) attached to the mercenaries, planted by the Supervisors.
The time displayed on-screen indicates how long the mercenary will be on the air, and is added to in real time based on viewer approval ratings (viewership). If the mercenary fights heroically, bravely defeats enemies, rescues civilians and comrades in impressive fashion, or escapes from a crisis in a spectacular manner, airtime will be extended accordingly.
If they're successful in garnering support and manage to reach the goal within the airtime, they're rewarded depending on the audience rating, and the mercenary will be freed.
Mercenaries who fail to earn viewer approval will have their camera switched off upon timeout and lose their life at the same time.
・Please tell us your most memorable scene in BIOHAZARD 3.
Kawamura: Though many of the various event scenes are impressive in their own ways, I think the end of Raccoon City at the climax is 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 movie, and I think it's very impressive not only as the story's final scene, but also as a pure visual spectacle.
・Please tell us a little about what happens to Jill after escaping Raccoon City.
Kawamura: Jill will finally go to Europe to settle things with Umbrella. I can't go into detail here. Since you can acquire files that describe what's next when clearing 3, please enjoy those.
・Please tell us about the epilogues of "3" regarding the sub-characters of Barry, HUNK etc.
Kawamura: Same as above, what happens to them next is described in the "Epilogue Files" you acquire upon clearing 3. Although you need to clear it several times, please take a look at the files for yourself. Eight epilogues can be found in total. Although clearing it eight times is difficult, please consider working together with your friends and do your best.
Next time, we'll bring you a continuation of our interview with Yasuhisa Kawamura.
Please look forward to it.
STAFF INTERVIEWS 3
Interviews with the development staff of the Dreamcast version of BIOHAZARD 3 LAST ESCAPE.
In this third installment, we talk to Production Studio 4 lead planner Yasuhisa Kawamura about the story regarding the B.O.W.'s.
・Please tell us about the connection between the Tyrant and Nemesis.
Kawamura: The Tyrant's a bioweapon made by Umbrella USA, and the Pursuer's made by Umbrella Europe. Although they're made by the same corporation, there was inner competition over development within the branches and the USA, led by their genius Dr. William Birkin, was always one step ahead in developing infantry-type bioweapons (in other words, bioweapons substituting humans). Displeased with this, the Umbrella branches in Europe united in their efforts to research proprietary concepts. Then finally, the European Sixth Laboratory succeeded in developing "a bioweapon that enhances bioweapons." This was the "Nemesis parasite.
Nemesis parasitized a Tyrant and received training and calibration at the European branch, becoming the Pursuer. In addition, although the Pursuer greatly surpasses the Tyrant in terms of specs, it can't be used as a product since it lacks elegance as a weapon. At this present stage, the Pursuer's purely an experimental bioweapon.
・A lot of new kinds of enemies appear in "3", like the Hunter γ and DD, but please tell us if there were any B.O.W.'s rejected in the development stage.
Kawamura: Bioweapons which appeared in previous games were rejected during the development process. Chimera and Neptune are examples. In BIO3, aside from experimental bioweapons (Pursuer, Hunter γ), there are commercial bioweapon versions deployed to gather combat data (Hunter β), as well as irregular mutants (Zombie, Brain Sucker, D.D, Grave Digger). Bioweapons abandoned mid-development don't appear.
・What's your favorite B.O.W.?
Kawamura: If I had to say, I like the Hunter γ. For some reason I can't hate it even if it swallows me whole.
・That charming (?) "Pursuer" enemy character appears, but please let us know what you kept in mind while creating the character.
Kawamura: Regardless of whether it's a human or biological weapon, it was important that we had a concept for the characters (in a simplistic form) and to think up one or two visual elements "worth seeing" from a design or game standpoint.
The peculiar concerns of each character designer, the model and motion guys constructing the characters, the planners managing the settings and game plan, as well as the software programming guys, were all put to the test against each other and worked out while we bickered daily.
・What's the biggest "fear" for you? (It can be anything, even unrelated to games)
Kawamura: Having my boss tell me "Your scenario's not good enough..." And my boss saying "That's why you're not popular with the ladies" like it were a matter of course.
・Please give a message for the fans.
Kawamura: I hated Zombies until I started this job. I'm sure there are those among you who aren't fond of horror and ghoulishness. However, it's like tasting a spicy dish and finding out it has a deep flavor behind its spiciness, you may be scared of a seemingly scary and difficult game like BIOHAZARD at first glance, but there's a lot of goodness in it. At first glance it may look like a genre of game that's tough to get into, but please give it a try before shying away from it. If you digest it I think you'll be able to notice how it tastes, and might say "This is horror, this is BIO!" Thanks to BIO, I've come to love zombie movies and now I'm a tough guy (?) who can watch Zombies while nibbling on barbecue without a care.
If we play BIOHAZARD, both our hearts and stomachs should toughen up.
Director Kazuhiro Aoyama will appear next time. Please look forward to it.
Interviews with the development staff of the Dreamcast version of BIOHAZARD 3 LAST ESCAPE.
In this third installment, we talk to Production Studio 4 lead planner Yasuhisa Kawamura about the story regarding the B.O.W.'s.
・Please tell us about the connection between the Tyrant and Nemesis.
Kawamura: The Tyrant's a bioweapon made by Umbrella USA, and the Pursuer's made by Umbrella Europe. Although they're made by the same corporation, there was inner competition over development within the branches and the USA, led by their genius Dr. William Birkin, was always one step ahead in developing infantry-type bioweapons (in other words, bioweapons substituting humans). Displeased with this, the Umbrella branches in Europe united in their efforts to research proprietary concepts. Then finally, the European Sixth Laboratory succeeded in developing "a bioweapon that enhances bioweapons." This was the "Nemesis parasite.
Nemesis parasitized a Tyrant and received training and calibration at the European branch, becoming the Pursuer. In addition, although the Pursuer greatly surpasses the Tyrant in terms of specs, it can't be used as a product since it lacks elegance as a weapon. At this present stage, the Pursuer's purely an experimental bioweapon.
・A lot of new kinds of enemies appear in "3", like the Hunter γ and DD, but please tell us if there were any B.O.W.'s rejected in the development stage.
Kawamura: Bioweapons which appeared in previous games were rejected during the development process. Chimera and Neptune are examples. In BIO3, aside from experimental bioweapons (Pursuer, Hunter γ), there are commercial bioweapon versions deployed to gather combat data (Hunter β), as well as irregular mutants (Zombie, Brain Sucker, D.D, Grave Digger). Bioweapons abandoned mid-development don't appear.
・What's your favorite B.O.W.?
Kawamura: If I had to say, I like the Hunter γ. For some reason I can't hate it even if it swallows me whole.
・That charming (?) "Pursuer" enemy character appears, but please let us know what you kept in mind while creating the character.
Kawamura: Regardless of whether it's a human or biological weapon, it was important that we had a concept for the characters (in a simplistic form) and to think up one or two visual elements "worth seeing" from a design or game standpoint.
The peculiar concerns of each character designer, the model and motion guys constructing the characters, the planners managing the settings and game plan, as well as the software programming guys, were all put to the test against each other and worked out while we bickered daily.
・What's the biggest "fear" for you? (It can be anything, even unrelated to games)
Kawamura: Having my boss tell me "Your scenario's not good enough..." And my boss saying "That's why you're not popular with the ladies" like it were a matter of course.
・Please give a message for the fans.
Kawamura: I hated Zombies until I started this job. I'm sure there are those among you who aren't fond of horror and ghoulishness. However, it's like tasting a spicy dish and finding out it has a deep flavor behind its spiciness, you may be scared of a seemingly scary and difficult game like BIOHAZARD at first glance, but there's a lot of goodness in it. At first glance it may look like a genre of game that's tough to get into, but please give it a try before shying away from it. If you digest it I think you'll be able to notice how it tastes, and might say "This is horror, this is BIO!" Thanks to BIO, I've come to love zombie movies and now I'm a tough guy (?) who can watch Zombies while nibbling on barbecue without a care.
If we play BIOHAZARD, both our hearts and stomachs should toughen up.
Director Kazuhiro Aoyama will appear next time. Please look forward to it.
STAFF INTERVIEWS 4
Interviews with the development staff of the Dreamcast version of BIOHAZARD 3 LAST ESCAPE.
In this fourth installment we'll hear from Production Studio 4 director, Kazuhiro Aoyama.
・Please tell us the total number of project staff and the production period.
Aoyama: The total number of staff was about 20 when we started, but as the production period was coming to an end, we boosted the staff until there was eventually about 40 people. The total production period was about one year.
・Please tell us how you came up with the emergency dodge system.
Aoyama: Our planned intent with emergency dodging was to make the audience more on edge and more excited than ever, even when they're fighting enemies.
・In our last interview with Mr. Kawamura, he answered "the costume variations were "Aoyama's tastes", please tell us the full story.
Aoyama: Since the setting was a city, we thought Jill could look good in everyday outfits, so we tried to create something that would stand out for its sexiness and coolness.
If you take a closer look at Jill you'll see we designed some aspects to tickle men's fancy (part of my tastes?), so please take your time checking her out.
・Please tell us the intention behind planning Mercenaries.
Aoyama: Since bonus games have become obligatory in the BIO series, I feel it was more of a request from the players than an intention of the project.
This is something that's always troubled me, but because we made the concept of BIO3 "wanting to play over and over again", we attempted to link the main story and the extras, designing it so the game could be played more densely. I hope you enjoy the mercenaries' tough and painful struggle.
・Please tell us if there were any hard times you faced during production.
Aoyama: While production itself was fun and intense and we had a very interesting time creating the game, the company's production policies kept changing constantly which was a continual source of frustration. But despite that it was also a good learning experience.
・Please give a message to the fans.
Aoyama: I created this game in the hope that core BIO fans who play it over and over again will be really happy with it. If you haven't played it yet, or if you're a BIO fan who's interested in the new features exclusive to the Dreamcast version, please take this opportunity to play it.
Next up is the final installment.
The creator of the BIO series, Shinji Mikami, will appear. Please look forward to it.
Interviews with the development staff of the Dreamcast version of BIOHAZARD 3 LAST ESCAPE.
In this fourth installment we'll hear from Production Studio 4 director, Kazuhiro Aoyama.
・Please tell us the total number of project staff and the production period.
Aoyama: The total number of staff was about 20 when we started, but as the production period was coming to an end, we boosted the staff until there was eventually about 40 people. The total production period was about one year.
・Please tell us how you came up with the emergency dodge system.
Aoyama: Our planned intent with emergency dodging was to make the audience more on edge and more excited than ever, even when they're fighting enemies.
・In our last interview with Mr. Kawamura, he answered "the costume variations were "Aoyama's tastes", please tell us the full story.
Aoyama: Since the setting was a city, we thought Jill could look good in everyday outfits, so we tried to create something that would stand out for its sexiness and coolness.
If you take a closer look at Jill you'll see we designed some aspects to tickle men's fancy (part of my tastes?), so please take your time checking her out.
・Please tell us the intention behind planning Mercenaries.
Aoyama: Since bonus games have become obligatory in the BIO series, I feel it was more of a request from the players than an intention of the project.
This is something that's always troubled me, but because we made the concept of BIO3 "wanting to play over and over again", we attempted to link the main story and the extras, designing it so the game could be played more densely. I hope you enjoy the mercenaries' tough and painful struggle.
・Please tell us if there were any hard times you faced during production.
Aoyama: While production itself was fun and intense and we had a very interesting time creating the game, the company's production policies kept changing constantly which was a continual source of frustration. But despite that it was also a good learning experience.
・Please give a message to the fans.
Aoyama: I created this game in the hope that core BIO fans who play it over and over again will be really happy with it. If you haven't played it yet, or if you're a BIO fan who's interested in the new features exclusive to the Dreamcast version, please take this opportunity to play it.
Next up is the final installment.
The creator of the BIO series, Shinji Mikami, will appear. Please look forward to it.
STAFF INTERVIEWS 5
Interviews with the development staff of the Dreamcast version of BIOHAZARD 3 LAST ESCAPE.
Shinji Mikami, who can be called the true father of the "BIOHAZARD" series, appears in this final installment.
・The DC version of "3" has finally been released. Please tell us about your feelings for "3" and any stories related to its development.
Mikami: Although I left most of the hard parts to the director of development, I nagged him to make sure "to design a new BIO that's appealing."
・Please tell us your favorite character in the BIO series and the reasons.
Mikami: My favorite characters are the "Zombie" and "Chris."
Zombies are a symbol of fear we could say is synonymous with BIOHAZARD. The main character Chris has a ruggedness that's rare in this day and age.
・What sort of challenges would you like to take on in the future?
Mikami: Something "I personally" want... I'd like to get back in the field and make games. Since I really like the Kadokawa movie "G.I. Samurai", I'd like to make a network-compatible game... though as I said, this is just a "personal" thing.
・Please tell us a little about what's next for BIOHAZARD on the Dreamcast.
Mikami: Actually to commemorate the fifth anniversary of BIOHAZARD, we're planning to release a complete version of CODE:Veronica on the DC and PS2. The complete version includes a significant number of additional event scenes involving Wesker, as well as reworked messages and graphics throughout the whole game. I think fans will be pleased.
・Finally, please leave a passionate message for these "RACCOON TIMES" readers!
Mikami: We're doing our best (!) for the sake of making BIO4 even scarier than the progenitor BIO1.
Please wait for it with bated breath!
Interviews with the development staff of the Dreamcast version of BIOHAZARD 3 LAST ESCAPE.
Shinji Mikami, who can be called the true father of the "BIOHAZARD" series, appears in this final installment.
・The DC version of "3" has finally been released. Please tell us about your feelings for "3" and any stories related to its development.
Mikami: Although I left most of the hard parts to the director of development, I nagged him to make sure "to design a new BIO that's appealing."
・Please tell us your favorite character in the BIO series and the reasons.
Mikami: My favorite characters are the "Zombie" and "Chris."
Zombies are a symbol of fear we could say is synonymous with BIOHAZARD. The main character Chris has a ruggedness that's rare in this day and age.
・What sort of challenges would you like to take on in the future?
Mikami: Something "I personally" want... I'd like to get back in the field and make games. Since I really like the Kadokawa movie "G.I. Samurai", I'd like to make a network-compatible game... though as I said, this is just a "personal" thing.
・Please tell us a little about what's next for BIOHAZARD on the Dreamcast.
Mikami: Actually to commemorate the fifth anniversary of BIOHAZARD, we're planning to release a complete version of CODE:Veronica on the DC and PS2. The complete version includes a significant number of additional event scenes involving Wesker, as well as reworked messages and graphics throughout the whole game. I think fans will be pleased.
・Finally, please leave a passionate message for these "RACCOON TIMES" readers!
Mikami: We're doing our best (!) for the sake of making BIO4 even scarier than the progenitor BIO1.
Please wait for it with bated breath!