Project Umbrella Translation
The Concept
Chief Director, Shinji Mikami
"The concept of the game was to create a constant feeling of anxiety and to make the game very, very scary. Our first idea was to put forward a feeling of dread in order to create a harrowing experience that would distance itself from conventional video games. This feeling of anxiety was realized with the assistance of a next generation console (the PlayStation) that helped achieve the remarkable graphics. This feeling of anxiety was our principal objective."
The Characters
Chris Redfield
The pilot of Alpha Team comes from New York. He has extremely competent piloting skills, but was discharged from the U.S. Air Force three years ago and transferred to Raccoon City where he joined STARS. Nobody knows why. He has also been on several missions with Barry Burton. He's very observant and knows how to keep a low profile. What’s more, his skills at shooting have made him the elite marksman of his team. His only real problem's his temper, which reveals itself from time to time.
Jill Valentine
Alpha Team’s demolition expert. According to her, her motive to join the S.T.A.R.S. are: "I can't bear crimes that jeopardize innocent lives" but we believe her true motives are "She wants to live events that give her a purpose". She's skilled with her hands and shows certain talents in defusing explosives. She's equally gifted when it comes to locks, not that anyone knows where she learnt her skills. But her knowledge of bomb disposal's very useful to the team.
Barry Burton
Alpha Team’s weapons specialist. Sixteen years of experience and an exceptional knowledge of firearms reinforce his skills well beyond that of what's needed to exercise his trade. His sense of justice is very developed and he always carries on him a photo of his wife and daughters. He's very close to his family.
Rebecca Chambers
Bravo Team’s medic. As the Bravo Team’s newest member she's 18-years-old and shows herself to be very intelligent. She has no previous experience in a special ops unit but her extraordinary knowledge in biochemistry was enough to allow her to join STARS. Rebecca may not pay attention, as she's nervous in expectation of her first mission.
Albert Wesker
A chief researcher for the giant pharmaceutical company Umbrella, he was promoted to Captain of S.T.A.R.S. He's a person who remains calm and makes sure everyone knows what they're doing. In a time of crisis, he always preserves his self-control and gives clear orders to his troops. He's respected due to these qualities regardless.
The Design
Chief Designer, Jun Takeuchi
Design
"In the game, the traits of the military and police forces are mixed together in a single team, which I wanted to show unique police force. In two words, be realistic. I consider that to have characters that are "cool" and realistic comes across well on the screen. Usually, all the uniforms resemble each other but I wanted to show the personality of the characters through their uniform. This is done in old war films, where the headstrong carry distinctive signs on their uniforms in order to emphasise their personality. Each uniform expresses itself of a different manner; for the female characters, it emphasises the shape of their body and makes them seem faintly sexy. For the men it's better to show their savageness, thanks to a big knife for example. The players see this knife and think "Whoa! This guy has a big knife! Therefore he must be dangerous!" I modified the design of all the uniforms so that the players feel the personality of the characters, thanks to their mode of dress."
The Universe of the Game
"The game BIO HAZARD unfolds itself in the near future of the USA and shows an accident that actually could happen. The scenario's very detailed and makes the player think they're an actor in their own movie. The development team used a system of multiple scenarios that'll convert the player's actions into a storyline. Therefore, the players won't be able to discover the complete storyline by playing just the one time. The principal difference between BIO HAZARD and the other RPG or action games is that the main objective of the game is not to kill all the enemies. In this game, the important one's "to be afraid". The enemies will attack you with all their force and the player will have to wonder, "How do I survive?" before thinking about how to eliminate them. This is the definition of this kind survival horror, where the errors and inattention of the player are reflected in the game and can be fatal."
The Horror
Chief Director, Shinji Mikami
Horror
"I wondered how to enrich the world of video gaming. To express the anxiety, I myself am concentrating on the enemies and I created a universe around them. There were many games resembling urban legends or ghost stoies at this point in time and I wanted make my own mark on them by creating a fear never again achieved by other games. I wanted to express the easily understandable anxiety of the pain caused by being attacked by a dog. My principal objective was to create attacks by enemies that actually exist."
The Monsters
Zombies
Infected by a variant of the Tyrant Virus, the Zombies are researchers or workers who worked in the mansion.
The Zombies traversing the mansion are motivated by an insatiable hunger. Some of them wear their civilian clothing and have the capacity to open doors. Don't underestimate them!
Cerberus
This Bio Organic Weapon had its DNA recombined by the Tyrant Virus. Seeing its outward appearance, it appears to be bigger than a normal dog but the virus has considerably amplified its strength and ferociousness.
Hunter
A Bio Organic Weapon based on the human body that was modified by the Tyrant Virus. This enemy's name originates from its tactic of hunting in groups and its talents as a hunter.
Web Spinner / The Black Tiger
In the beginning of Bio Organic Weapons development, these monsters were created by recombining their genes. But their usage was limited and research was halted. In spite of this, the original form of the Tyrant Virus was discovered thanks to these experiments.
Yawn
This guinea pig was created by recombining its genes then accidentally infecting it with the Tyrant Virus. The accident created a huge and ferocious monster.
Plant 42
The Tyrant Virus was injected into this plant, rendering it enormous.
Neptune
This Bio Organic Weapon was infected with the Tyrant Virus thanks to the experiments on the Web Spinner.
Chimera
They were created by recombining the genes of the human body with those of insects. The Chimeras have powerful offensive capabilities but this research project was abandoned due to their low intelligence.
Tyrant
The Tyrant Virus was injected into an adult human and transformed them into the ultimate biological weapon. Nevertheless, an accident arose during the experiment and the Tyrant's not completely operational.
The Universe of the Game - Design
Design
Chief Designer, Jun Takeuchi
"I first wanted to create all the enemies from existing animals in real life, such as the spiders or the scorpions. But members of the development team told me it was boring only fighting snakes or spiders. I then brought a little originality to the design of the enemies so players would understand this game's special. I created totally imaginary enemies, but of which their look was reminiscent of actual animals. If the player hated spiders, their phobia would come into play, same with the snakes. When we created the Hunters, I thought that if I did an opponent with big claws, players would think: "If it touches me with its claws, that'll be BAD". The games aren't created for a single person but for many players and this is the reason I created areas that'll frighten the largest number of people."
Beating the Game
Chief Director, Shinji Mikami
"I honestly think the game's difficult for beginners. But once you know the game well, its difficulty starts to diminish. Memorize the layouts of the areas. Do you remember the locations of the monsters? Understand how the monsters react and the game will become easier."
Herbs
You'll find three different types of herbs in the game. These herbs are very important objects that'll allow you to cure your character of poison or give them more health. Red herbs combined with the green one makes the latter two times more effective. Appropriately using these three herbs rewards you with an easier game.
Conquest
Chief Director, Shinji Mikami
"I think it's important to try not to fight all the enemies. If you try to kill all the monsters before you know the game well, you'll definitely die. In the video game universe, people think you "have" to kill the monsters but this'll make the game harder than it actually is. Sometimes, the best solution's to flee. Another important point concern's the weapons. There are many different weapons in this game and some are more effective than others. Especially in boss fights. For example, the acid grenades will be useful against one opponent, whilst the flame grenades will be useful against another. It's possible to kill certain monsters with two acid grenades. The game's much easier when the player understands what weapon they must use against each enemy."
Zombie
HP 39~99
The Zombies are slow. Aim carefully and kill them one by one. Don't let them get close to you and always keep your distance. You can easily kill Zombies with the knife and this'll allow you to save ammo.
Cerberus
HP 59~119
The Cerberus always attacks in groups and they're very quick. The shotgun's the best weapon against them. Nevertheless, if you try to kill them all, it can have a bad affect on your health. It's better to flee from them.
Hunter
HP 79~169
The Hunters are very quick and their decapitation attacks are very dangerous. The simplest technique to kill these creatures is the following one: use the shotgun when they jump at you, then finish them off when they are on the ground.
Crow
HP 10~52
Bee
HP 20~60
The flying enemies such as the crows or bees are difficult to kill. Use the shotgun against them. It's virtually impossible to kill the bees with another weapon. It's wise to run, for you risk being poisoned by the bees.
Web Spinner
HP 89~119
Black Tiger
HP 204
The flame grenades are the weapon of choice against the spiders and Black Tiger. The other guns will be less effective. You must dodge quickly and so that you avoid them when they spit venom at you.
Chimera
HP 80~122
The normal grenades are very effective against the Chimeras, but these enemies move across the ceilings and are difficult to hit. But they descend to the ground if you turn your back on them. Don't wait until they've climbed back up; knock them over when they are on the ground.
Yawn 1st Stage
HP 350
Yawn 2nd Stage
HP 300
Against the Yawn, use the acid grenades. Aim at its head and fire only at this weak point. If you get too close to it, it'll wrap itself around you then crush you to death.
Tyrant 1st Stage
HP 300
Tyrant 2nd Stage
HP 600
The Tyrant won't be affected by your attacks and will continuously try to chase you, so it's very dangerous to let him get close to you. The best tactic against it is to constantly hit it then run.
Special Technique
When you must confront a high number of Zombies, press simultaneously on R1 and X. This'll allow you to shoot more quickly than only pressing X.
Best Ending
Chief Director, Shinji Mikami
"I think you need to play three or four times to get the best ending. This is how I measured the game's difficulty."
Obtaining the best ending:
To see the best ending, you must be accompanied in the last level of the game by Rebecca and Jill with Chris, or Barry and Chris with Jill. The most difficult part in obtaining this ending is freeing Jill from the prison in Chris’ game, as you must find three passwords in order to open her cell. The first password machine's located in the underground laboratory. In this room are located four Zombies and it's impossible to get past without killing them, and consequently you're short on ammo. As soon as one of them catches you, it'll be impossible to avoid so watch out! The second machine's in the boiler room and you'll have to master the movements of your character as well as their weapons to cut down all the Chimeras. The third machine's in morgue but you'll have to first solve a puzzle before you are able to enter. If you do it wrong, poison gas will injure your character and you'll be poisoned. You'll need to find the MO discs before you enter the lab and use them on the machines to obtain the passwords.
A bonus awaits the players that surpass themselves again and again in order to obtain the better ending: the closet key.
Bonus Costumes
You'll use this key to open the closet and allow Jill or Chris to change costumes. Chris will have a really cool leather jacket and Jill will be some sexy trousers. If you want to appreciate the game with a different atmosphere, change the costumes of your character.
The Rocket Launcher
If you finish the game in less than 3 hours you obtain the rocket launcher when you next start the game. With this weapon, you'll be the master of BIO HAZARD, as none of the monsters will be able to withstand you.
The Creation
In order to make the characters of BIO HAZARD be able to realistically express emotion, the whole development team put their heads together. One of the ideas was to use real actors for the cutscenes at the beginning and end of the game. At the time of shooting, many professional studios collaborated with the team to create the special effects. To give the game some additional realism and improve the graphics, texture mappers were used as well as the technique of motion capture.
The Intro Scene
Chief Director, Shinji Mikami
"I thought we had to do something that would draw the players into the universe of survival horror, make them aware of the plot and actions before the game had even begun. We introduced the setting for the scenario with the terrifying chase through the forest into the Mansion. Uniquely you can't flee, so, what'll you do? How will you react to the terrifying apparitions? How will you survive? I wanted to explain the objective of the game with this introduction. The other reason I wanted to use real people was due to the limitations of 32-bit consoles. I wanted to stun people with this intro but it was impossible to visually create what I had in mind using computers. Therefore, I had to use actors."
Chief Designer, Jun Takeuchi:
"It's possible in this game to walk anywhere in the mansion. It's nice for the players but very difficult for us. We have to take into account the laws of physics and human body, how he muscles move and the centre of gravity. We equally observed how spiders move themselves and we actually reproduced these movements on our computers. Usually people aren't very interested in the movements of spider’s legs, but we tried to be as realistic as possible with this game. There aren't many differences between the movements of spiders in reality and in the game!"
Computer Graphics
Chief Programmer, Yasuhiro Anpo
"We tried to be as realistic as possible. We used the technique of motion capture in order to create the realistic movements of the characters. We even used this procedure for the monsters despite their inhuman form. We equally put a lot of effort into the texture mapping, done on Macintosh, in order to make them seem realistic. Creating high quality graphics and a realistic world was really very hard work. For the cutscenes, we wanted to give the impression of being at a movie and we did a lot of work on the placement of the characters and camera angles."
The Final Word
Chief Director, Shinji Mikami
"A main attraction of the game's the atmospheric music that resembles something from a film. And the characters are easy to get attached to. The players can use different weapons. Based on what one they use, the gameplay for the characters and the monster they're fighting will completely change. I want the players to appreciate this teamwork. I also want them to appreciate the details on the tissue of the monsters."
Producer, Masayuki Akahori
"This the first original game created by our team and I want to find out what'll be the reactions of the public to this game. We tried to frighten people but maybe some will say "This does not do scare me at all" or, others will say, "My children were scared so hard they cried". The reactions will be different. BIO HAZARD is our first game and fans are already hoping for a sequel. Yes, a sequel's in the works. I hope the players will be very interested in BIO HAZARD 2 and will be a lot more scared than they were in BIO HAZARD 1."
Chief Director, Shinji Mikami
"The concept of the game was to create a constant feeling of anxiety and to make the game very, very scary. Our first idea was to put forward a feeling of dread in order to create a harrowing experience that would distance itself from conventional video games. This feeling of anxiety was realized with the assistance of a next generation console (the PlayStation) that helped achieve the remarkable graphics. This feeling of anxiety was our principal objective."
The Characters
Chris Redfield
The pilot of Alpha Team comes from New York. He has extremely competent piloting skills, but was discharged from the U.S. Air Force three years ago and transferred to Raccoon City where he joined STARS. Nobody knows why. He has also been on several missions with Barry Burton. He's very observant and knows how to keep a low profile. What’s more, his skills at shooting have made him the elite marksman of his team. His only real problem's his temper, which reveals itself from time to time.
Jill Valentine
Alpha Team’s demolition expert. According to her, her motive to join the S.T.A.R.S. are: "I can't bear crimes that jeopardize innocent lives" but we believe her true motives are "She wants to live events that give her a purpose". She's skilled with her hands and shows certain talents in defusing explosives. She's equally gifted when it comes to locks, not that anyone knows where she learnt her skills. But her knowledge of bomb disposal's very useful to the team.
Barry Burton
Alpha Team’s weapons specialist. Sixteen years of experience and an exceptional knowledge of firearms reinforce his skills well beyond that of what's needed to exercise his trade. His sense of justice is very developed and he always carries on him a photo of his wife and daughters. He's very close to his family.
Rebecca Chambers
Bravo Team’s medic. As the Bravo Team’s newest member she's 18-years-old and shows herself to be very intelligent. She has no previous experience in a special ops unit but her extraordinary knowledge in biochemistry was enough to allow her to join STARS. Rebecca may not pay attention, as she's nervous in expectation of her first mission.
Albert Wesker
A chief researcher for the giant pharmaceutical company Umbrella, he was promoted to Captain of S.T.A.R.S. He's a person who remains calm and makes sure everyone knows what they're doing. In a time of crisis, he always preserves his self-control and gives clear orders to his troops. He's respected due to these qualities regardless.
The Design
Chief Designer, Jun Takeuchi
Design
"In the game, the traits of the military and police forces are mixed together in a single team, which I wanted to show unique police force. In two words, be realistic. I consider that to have characters that are "cool" and realistic comes across well on the screen. Usually, all the uniforms resemble each other but I wanted to show the personality of the characters through their uniform. This is done in old war films, where the headstrong carry distinctive signs on their uniforms in order to emphasise their personality. Each uniform expresses itself of a different manner; for the female characters, it emphasises the shape of their body and makes them seem faintly sexy. For the men it's better to show their savageness, thanks to a big knife for example. The players see this knife and think "Whoa! This guy has a big knife! Therefore he must be dangerous!" I modified the design of all the uniforms so that the players feel the personality of the characters, thanks to their mode of dress."
The Universe of the Game
"The game BIO HAZARD unfolds itself in the near future of the USA and shows an accident that actually could happen. The scenario's very detailed and makes the player think they're an actor in their own movie. The development team used a system of multiple scenarios that'll convert the player's actions into a storyline. Therefore, the players won't be able to discover the complete storyline by playing just the one time. The principal difference between BIO HAZARD and the other RPG or action games is that the main objective of the game is not to kill all the enemies. In this game, the important one's "to be afraid". The enemies will attack you with all their force and the player will have to wonder, "How do I survive?" before thinking about how to eliminate them. This is the definition of this kind survival horror, where the errors and inattention of the player are reflected in the game and can be fatal."
The Horror
Chief Director, Shinji Mikami
Horror
"I wondered how to enrich the world of video gaming. To express the anxiety, I myself am concentrating on the enemies and I created a universe around them. There were many games resembling urban legends or ghost stoies at this point in time and I wanted make my own mark on them by creating a fear never again achieved by other games. I wanted to express the easily understandable anxiety of the pain caused by being attacked by a dog. My principal objective was to create attacks by enemies that actually exist."
The Monsters
Zombies
Infected by a variant of the Tyrant Virus, the Zombies are researchers or workers who worked in the mansion.
The Zombies traversing the mansion are motivated by an insatiable hunger. Some of them wear their civilian clothing and have the capacity to open doors. Don't underestimate them!
Cerberus
This Bio Organic Weapon had its DNA recombined by the Tyrant Virus. Seeing its outward appearance, it appears to be bigger than a normal dog but the virus has considerably amplified its strength and ferociousness.
Hunter
A Bio Organic Weapon based on the human body that was modified by the Tyrant Virus. This enemy's name originates from its tactic of hunting in groups and its talents as a hunter.
Web Spinner / The Black Tiger
In the beginning of Bio Organic Weapons development, these monsters were created by recombining their genes. But their usage was limited and research was halted. In spite of this, the original form of the Tyrant Virus was discovered thanks to these experiments.
Yawn
This guinea pig was created by recombining its genes then accidentally infecting it with the Tyrant Virus. The accident created a huge and ferocious monster.
Plant 42
The Tyrant Virus was injected into this plant, rendering it enormous.
Neptune
This Bio Organic Weapon was infected with the Tyrant Virus thanks to the experiments on the Web Spinner.
Chimera
They were created by recombining the genes of the human body with those of insects. The Chimeras have powerful offensive capabilities but this research project was abandoned due to their low intelligence.
Tyrant
The Tyrant Virus was injected into an adult human and transformed them into the ultimate biological weapon. Nevertheless, an accident arose during the experiment and the Tyrant's not completely operational.
The Universe of the Game - Design
Design
Chief Designer, Jun Takeuchi
"I first wanted to create all the enemies from existing animals in real life, such as the spiders or the scorpions. But members of the development team told me it was boring only fighting snakes or spiders. I then brought a little originality to the design of the enemies so players would understand this game's special. I created totally imaginary enemies, but of which their look was reminiscent of actual animals. If the player hated spiders, their phobia would come into play, same with the snakes. When we created the Hunters, I thought that if I did an opponent with big claws, players would think: "If it touches me with its claws, that'll be BAD". The games aren't created for a single person but for many players and this is the reason I created areas that'll frighten the largest number of people."
Beating the Game
Chief Director, Shinji Mikami
"I honestly think the game's difficult for beginners. But once you know the game well, its difficulty starts to diminish. Memorize the layouts of the areas. Do you remember the locations of the monsters? Understand how the monsters react and the game will become easier."
Herbs
You'll find three different types of herbs in the game. These herbs are very important objects that'll allow you to cure your character of poison or give them more health. Red herbs combined with the green one makes the latter two times more effective. Appropriately using these three herbs rewards you with an easier game.
Conquest
Chief Director, Shinji Mikami
"I think it's important to try not to fight all the enemies. If you try to kill all the monsters before you know the game well, you'll definitely die. In the video game universe, people think you "have" to kill the monsters but this'll make the game harder than it actually is. Sometimes, the best solution's to flee. Another important point concern's the weapons. There are many different weapons in this game and some are more effective than others. Especially in boss fights. For example, the acid grenades will be useful against one opponent, whilst the flame grenades will be useful against another. It's possible to kill certain monsters with two acid grenades. The game's much easier when the player understands what weapon they must use against each enemy."
Zombie
HP 39~99
The Zombies are slow. Aim carefully and kill them one by one. Don't let them get close to you and always keep your distance. You can easily kill Zombies with the knife and this'll allow you to save ammo.
Cerberus
HP 59~119
The Cerberus always attacks in groups and they're very quick. The shotgun's the best weapon against them. Nevertheless, if you try to kill them all, it can have a bad affect on your health. It's better to flee from them.
Hunter
HP 79~169
The Hunters are very quick and their decapitation attacks are very dangerous. The simplest technique to kill these creatures is the following one: use the shotgun when they jump at you, then finish them off when they are on the ground.
Crow
HP 10~52
Bee
HP 20~60
The flying enemies such as the crows or bees are difficult to kill. Use the shotgun against them. It's virtually impossible to kill the bees with another weapon. It's wise to run, for you risk being poisoned by the bees.
Web Spinner
HP 89~119
Black Tiger
HP 204
The flame grenades are the weapon of choice against the spiders and Black Tiger. The other guns will be less effective. You must dodge quickly and so that you avoid them when they spit venom at you.
Chimera
HP 80~122
The normal grenades are very effective against the Chimeras, but these enemies move across the ceilings and are difficult to hit. But they descend to the ground if you turn your back on them. Don't wait until they've climbed back up; knock them over when they are on the ground.
Yawn 1st Stage
HP 350
Yawn 2nd Stage
HP 300
Against the Yawn, use the acid grenades. Aim at its head and fire only at this weak point. If you get too close to it, it'll wrap itself around you then crush you to death.
Tyrant 1st Stage
HP 300
Tyrant 2nd Stage
HP 600
The Tyrant won't be affected by your attacks and will continuously try to chase you, so it's very dangerous to let him get close to you. The best tactic against it is to constantly hit it then run.
Special Technique
When you must confront a high number of Zombies, press simultaneously on R1 and X. This'll allow you to shoot more quickly than only pressing X.
Best Ending
Chief Director, Shinji Mikami
"I think you need to play three or four times to get the best ending. This is how I measured the game's difficulty."
Obtaining the best ending:
To see the best ending, you must be accompanied in the last level of the game by Rebecca and Jill with Chris, or Barry and Chris with Jill. The most difficult part in obtaining this ending is freeing Jill from the prison in Chris’ game, as you must find three passwords in order to open her cell. The first password machine's located in the underground laboratory. In this room are located four Zombies and it's impossible to get past without killing them, and consequently you're short on ammo. As soon as one of them catches you, it'll be impossible to avoid so watch out! The second machine's in the boiler room and you'll have to master the movements of your character as well as their weapons to cut down all the Chimeras. The third machine's in morgue but you'll have to first solve a puzzle before you are able to enter. If you do it wrong, poison gas will injure your character and you'll be poisoned. You'll need to find the MO discs before you enter the lab and use them on the machines to obtain the passwords.
A bonus awaits the players that surpass themselves again and again in order to obtain the better ending: the closet key.
Bonus Costumes
You'll use this key to open the closet and allow Jill or Chris to change costumes. Chris will have a really cool leather jacket and Jill will be some sexy trousers. If you want to appreciate the game with a different atmosphere, change the costumes of your character.
The Rocket Launcher
If you finish the game in less than 3 hours you obtain the rocket launcher when you next start the game. With this weapon, you'll be the master of BIO HAZARD, as none of the monsters will be able to withstand you.
The Creation
In order to make the characters of BIO HAZARD be able to realistically express emotion, the whole development team put their heads together. One of the ideas was to use real actors for the cutscenes at the beginning and end of the game. At the time of shooting, many professional studios collaborated with the team to create the special effects. To give the game some additional realism and improve the graphics, texture mappers were used as well as the technique of motion capture.
The Intro Scene
Chief Director, Shinji Mikami
"I thought we had to do something that would draw the players into the universe of survival horror, make them aware of the plot and actions before the game had even begun. We introduced the setting for the scenario with the terrifying chase through the forest into the Mansion. Uniquely you can't flee, so, what'll you do? How will you react to the terrifying apparitions? How will you survive? I wanted to explain the objective of the game with this introduction. The other reason I wanted to use real people was due to the limitations of 32-bit consoles. I wanted to stun people with this intro but it was impossible to visually create what I had in mind using computers. Therefore, I had to use actors."
Chief Designer, Jun Takeuchi:
"It's possible in this game to walk anywhere in the mansion. It's nice for the players but very difficult for us. We have to take into account the laws of physics and human body, how he muscles move and the centre of gravity. We equally observed how spiders move themselves and we actually reproduced these movements on our computers. Usually people aren't very interested in the movements of spider’s legs, but we tried to be as realistic as possible with this game. There aren't many differences between the movements of spiders in reality and in the game!"
Computer Graphics
Chief Programmer, Yasuhiro Anpo
"We tried to be as realistic as possible. We used the technique of motion capture in order to create the realistic movements of the characters. We even used this procedure for the monsters despite their inhuman form. We equally put a lot of effort into the texture mapping, done on Macintosh, in order to make them seem realistic. Creating high quality graphics and a realistic world was really very hard work. For the cutscenes, we wanted to give the impression of being at a movie and we did a lot of work on the placement of the characters and camera angles."
The Final Word
Chief Director, Shinji Mikami
"A main attraction of the game's the atmospheric music that resembles something from a film. And the characters are easy to get attached to. The players can use different weapons. Based on what one they use, the gameplay for the characters and the monster they're fighting will completely change. I want the players to appreciate this teamwork. I also want them to appreciate the details on the tissue of the monsters."
Producer, Masayuki Akahori
"This the first original game created by our team and I want to find out what'll be the reactions of the public to this game. We tried to frighten people but maybe some will say "This does not do scare me at all" or, others will say, "My children were scared so hard they cried". The reactions will be different. BIO HAZARD is our first game and fans are already hoping for a sequel. Yes, a sequel's in the works. I hope the players will be very interested in BIO HAZARD 2 and will be a lot more scared than they were in BIO HAZARD 1."