"Resident Evil 1" is a horror survival single-player game released in 1996 by the Japanese company CAPCOM. Themed around terrifying bio-weaponry and the living dead, the game tells the story of a special forces unit that encounters a zombie attack while investigating a mysterious incident, ultimately uncovering a massive conspiracy behind the events. Upon its release, the game garnered immense global attention and influence and has been widely regarded by players as a pioneer and classic masterpiece in the horror survival genre. This article, from the perspective of an ordinary player, will explore the creative background of "Resident Evil 1," delving into the game's inspiration and the story behind it.
When discussing the origins of "Resident Evil," it is impossible not to mention another game - "Sweet Home," which served as one of the inspirations for the former. "Sweet Home" is a 1989 Japanese horror film and a corresponding Famicom game, created by Tokuro Fujiwara from Capcom. The game's story unfolds in a cursed mansion, where players control five characters attempting to escape while solving various puzzles and engaging in combat.
"Resident Evil," a 1996 PlayStation game, was produced by Shinji Mikami from Capcom. The game's story also takes place in a mansion overrun by zombies and mutated creatures, where players control one of two characters, searching for survivors and clues while trying to stay alive.
From the plot summaries above, it is evident that both games share highly similar story backgrounds. It is said that "Resident Evil" was initially a remake of "Sweet Home," but due to film copyright issues, its theme and settings were altered. However, many classic elements from "Sweet Home" can still be found in "Resident Evil," such as the mansion setting, character skills, item management, sudden events, and door-opening scenes. In essence, "Sweet Home" is a milestone in the history of Japanese horror games, while "Resident Evil" is its successor and innovator.
When it comes to Resident Evil, one cannot overlook Shinji Mikami. His presence has cemented Resident Evil's current standing in the horror gaming industry and laid a solid foundation for the subsequent development of the series.
Shinji Mikami is a renowned Japanese video game producer, game designer, and game director, born on August 11, 1965. His representative works include the "Resident Evil" series and the "Evil Within" series, earning him the titles "Father of Resident Evil" and "Father of Horror Games." Next, let us explore how he transformed from an ordinary university student into a core figure at CAPCOM, creating multiple classic game franchises in the process.
Shinji Mikami attended Doshisha University's Faculty of Commerce in Japan. After graduating from university in 1990, he was attracted to CAPCOM at a job fair because the recruiters were wearing jeans and T-shirts instead of suits. Mikami felt that such a company would be more relaxed, so he submitted his resume and successfully passed the interview.
Mikami joined CAPCOM in 1989 and began his career as a game producer. His initial work involved participating in the development of games for the Super Famicom platform, such as "Aladdin" and "Ghosts 'n Goblins 2." During this time, he met a significant figure who greatly influenced him - Tokuro Fujiwara.
While working on "Sweet Home," Fujiwara began training his subordinates and successors, including Mikami. As a newcomer, Mikami was selected by Fujiwara to assist in the development of the game. Fujiwara was very strict with Mikami, often requiring him to redo project proposals and design plans, without directly providing the correct answers but rather allowing him to realize and improve on his own. Although Mikami was subject to Fujiwara's rigorous demands, he also learned many game production techniques and philosophies. Mikami was filled with awe and gratitude towards Fujiwara, considering him a valuable mentor and friend.
In 1993, due to Fujiwara's departure from the main office to assist with other projects, Mikami took on the responsibility of completing the unfinished script for the "Sweet Home" remake. This game was later named "Resident Evil." During the development of "Resident Evil," Mikami also received guidance and help from Fujiwara. They frequently exchanged ideas and opinions through phone calls or faxes, encouraging and supporting each other. In the development process, Mikami borrowed many elements from "Sweet Home," such as limited inventory space, multiple character choices, and sudden events. He also introduced several new elements, such as a third-person fixed perspective, blood trails, and save points, and referenced horror movie scenes and shots from films like "The Shining" and "Alien."
However, the game's development process was not without its challenges. Initially, Nintendo rejected the game for being too terrifying, and the German government banned its sale due to excessive gore. The game's complexity also led to development delays, and at one point, Mikami even considered abandoning the project. Thanks to the encouragement and support of Fujiwara, Mikami persevered and eventually completed the game, which was officially released in 1996. Upon its launch, the game received a warm welcome and high praise from players and media, becoming a classic horror game and initiating a long-lasting game series.
In an interview, Shinji Mikami once said, "Without Mr. Fujiwara, there would be no 'Resident Evil'." He regarded Tokuro Fujiwara as his mentor and friend and considered "Resident Evil" his representative work.
Tokuro Fujiwara also said, "I am very proud of Mikami, he is a talented and promising producer." He regarded Shinji Mikami as his proud disciple and considered "Resident Evil" his legacy.
This is the story of Shinji Mikami and Tokuro Fujiwara, a story of strict mentorship, mutual respect, influence, and accomplishment.
The game's setting takes place in a secluded mansion near Raccoon City. Players can choose to play as one of two protagonists, Chris Redfield or Jill Valentine, members of the Raccoon City Police Department's Special Tactics and Rescue Service (S.T.A.R.S.). They are assigned to investigate incidents of animals attacking humans in the mountains, only to discover a horrifying phenomenon caused by a secret bio-experiment conducted by the Umbrella Corporation: humans and animals have been infected with the zombie virus (T-Virus), transforming them into bloodthirsty monsters. With limited resources and items, players must battle various dangerous enemies, unravel the mysteries and secrets hidden within the mansion, and find a way to escape this hellish place.
The game features fixed camera angles and tank-style controls. At the time, due to camera limitations, players would experience disorientation when transitioning between scenes, which heightened the sense of fear and tension. Zombies and other Bio-Organic Weapons (B.O.W.) in the game have different characteristics and attack patterns, requiring players to use appropriate weapons and strategies based on the situation. Many meticulously designed puzzles and hidden elements within the game require careful observation and thought to solve. The game also has multiple endings and branching storylines, depending on the choices and actions made by the player throughout the game. The birth of "Resident Evil" was innovative in the horror game genre, as it was the first 3D game to combine horror elements with adventure and puzzle-solving, creating the survival horror genre. Many subsequent games have been inspired by it.
Pioneering the survival horror genre: "Resident Evil" combined horror, puzzle-solving, shooting, and survival elements to create a new game genre called survival horror. Many later games, such as "Silent Hill" and "Dead Space," were inspired by it, focusing on horror and survival, and gained widespread attention and popularity.
Setting the standard for game atmosphere: Its superb sound and graphics design successfully created a tense and frightening atmosphere in the game. This atmospheric design had a far-reaching impact on later game development, with many games focusing more on creating a sense of immersion for players.
Revolutionary fixed camera angle design: The revolutionary fixed camera angle design made the game more tense and immersive. Although fixed camera angles are no longer mainstream in modern games, at the time, this design style inspired many other games.
Rich gameplay and challenging puzzle design: These aspects increased the game's playability and challenge. This combination of action, puzzle-solving, and adventure game design philosophy had a positive impact on later games and inspired many game developers' creative ideas.
Creating classic game characters and stories: The characters and stories of "Resident Evil" are highly recognizable and have become classics in gaming history. Characters like Chris and Jill continued to develop in subsequent "Resident Evil" series and influenced the creation of other game characters.
"Resident Evil" had a profound impact on the subsequent gaming industry, providing valuable references and insights for the development of later games in terms of genre, atmosphere creation, camera angle design, gameplay, and puzzle design, as well as character and story creation. In the years following its release, many game developers claimed to draw inspiration and experience from "Resident Evil" when creating new games. The game not only laid the foundation for survival horror games but also set a high benchmark for the entire gaming industry.
In addition, "Resident Evil" provided a model for adapting games into other media. The film series based on it achieved great commercial success, further expanding the global recognition of "Resident Evil." This also provided a reference for adapting other games into films, animations, and other media.
Of course, this article cannot cover all the stories behind "Resident Evil," and many details will be revealed in future chapters.
Overall,"Resident Evil" holds a significant place in gaming history. It not only successfully created a new game genre but also provided valuable references and insights for later game development in various aspects. It is because of this game that we can see a diverse and creative range of game works today.