https://www.polygon.com/2019/1/21/18187446/resident-evil-2-history-capcom-hideki-kamiya
Today is the 21st anniversary of the original release of Resident Evil 2, and at the end of this week releases the remake of this game. Alex Aniel, who many more may know from his online username cvxfreak , has been writing a book on the development and details of all the Resident Evil games (titled "An Itchy, Tasty History of Resident Evil: 1994-2006"), with Volume 1 (covering the releases of the original Resident Evil up until Resident Evil 4) later this year, but for the game's 21st anniversary and the upcoming remake, he's released an excerpt about the development of Resident Evil 2, including interviews with a lot of the people who were central figures for the game.
There is a LOT in the article (and even much more in the book as this isn't even the entirety of the RE2 section), but here's a few notable bits:
There is a LOT more in the article (it is an excerpt from an upcoming book), I purposefully skipped over a lot, but with today being RE2's 21st anniversary, this is an excellent way to learn some about the original game's development, and definitely worth the read.
Today is the 21st anniversary of the original release of Resident Evil 2, and at the end of this week releases the remake of this game. Alex Aniel, who many more may know from his online username cvxfreak , has been writing a book on the development and details of all the Resident Evil games (titled "An Itchy, Tasty History of Resident Evil: 1994-2006"), with Volume 1 (covering the releases of the original Resident Evil up until Resident Evil 4) later this year, but for the game's 21st anniversary and the upcoming remake, he's released an excerpt about the development of Resident Evil 2, including interviews with a lot of the people who were central figures for the game.
There is a LOT in the article (and even much more in the book as this isn't even the entirety of the RE2 section), but here's a few notable bits:
Of course, Kamiya's creative talents went beyond just naming characters, and Mikami soon took notice of his potential. Over drinks one night in mid-1994, Mikami told Kamiya, "You're the dark horse of the new recruits. You're either going to fail spectacularly, or you're going to be a huge success." While Kamiya admits he was fairly boisterous in his 20s, his colleagues universally describe him as diligent, thoughtful, and hardworking, traits that Mikami saw as vital to successfully leading a project. When it came time to choose a director for Resident Evil 2, Mikami called Kamiya into a meeting in spring 1996 to formalize the decision, much like Fujiwara had done to Mikami nearly three years earlier. Kamiya, for reasons even he himself claims not to understand to this day, was now the director of Resident Evil 2.
However, Mikami chose him to direct Resident Evil 2, which meant that Kamiya needed to get over his distaste for horror, or else hand off the responsibility to someone who could. For the next two years, Kamiya would do his best to put on a brave face.
Unable to ever completely set aside his fear of horror, Kamiya decided that Resident Evil 2, while adhering to much of the core gameplay framework of its predecessor, would be more action-oriented. This direction was a reflection of his own preference for Hollywood action films. The original Resident Evil, as an early PlayStation title, neutered the combat abilities of its protagonists, resulting in a slow-paced action experience. With minor additions like automatic weapons and faster and more numerous enemies, Resident Evil 2 would largely abide by the original's framework. But instead of an isolated mansion in the woods, the game would take place among the streets of Raccoon City. This meant more zombies on screen — as many as seven, in fact, which is more than double the maximum of three seen in the original. The sequel would star a new cast across two scenarios, including characters like officers Leon S. Kennedy and Marvin Branagh, civilians Ada Wong and Robert Kendo, young motorcyclist Elza Walker, and a teenage Sherry Birkin (most of their names were different earlier in production). Kamiya came up with unique and expansive scenarios for both Leon and Elza, much like the ones that set Jill and Chris apart in the original. Wanting Resident Evil 2 to stand on its own, Kamiya decided that the game would have few direct connections to the story of the original game, although they take place in the same universe.
As it neared completion, Resident Evil 2 now had to pass inspection by Yoshiki Okamoto, just like the original in late 1995. Resident Evil had actually been in rough shape when he took over for Tokuro Fujiwara as its executive producer, but Okamoto turned out to be even more dissatisfied with the status of Resident Evil 2. Notably, the visual premise, with its overly bright neon-lit environments and emphasis on Hollywood action elements, seemed to run contrary to an authentic horror experience. Simply put, the game was not very scary. There were also a plethora of other personnel issues impeding on the project, which Mikami attributed in a 1998 interview in the book Research on Biohazard 2 -final edition- to the high number of young, relatively inexperienced developers on the team.
The story also proved to be a more tremendous hurdle than anyone could have expected. Okamoto felt the plot and writing were particularly subpar and uninteresting, with the game as a whole lacking originality. The Resident Evil series was Capcom's first game in which the plot was an important part of the universe. The Mega Man, Street Fighter, and Ghosts 'n Goblins series all had simple stories with little dialogue. For those games, the stories might as well not be there. The team's goals for Resident Evil 2 were thus unprecedented in Capcom history. Kamiya had taken charge of the story after Iwao left, carefully trying to work within Iwao's framework while injecting his own style. However, Kamiya's lack of real experience in scenario writing was evident. In its present state, Resident Evil 2 was nowhere close to becoming the Aliens that Capcom originally set out to create.
Kamiya decided to incorporate the concept of two overlapping story arcs, an idea he actually came up with during the end of the first game's development, when it was too late to implement into that game. Kamiya admits that there are repetitive elements shared across all scenarios, such as both characters having to open the same doors with the same key, but he also notes that obsessing over making the game too realistic would have made it less entertaining.
One accident during development was how Resident Evil 2 became a game shipped across two CDs. In the final game, disc 1 contains Leon's scenario, while disc 2 features Claire's. It was technologically possible to have all of the final data for Resident Evil 2 fit on a single 700 MB CD, just like the original. This was what Capcom had planned to do initially. However, the team ultimately miscalculated the game's final audio data size algorithm, which no one noticed until it was too late to change. Mikami recalls learning of the issue from Yasuhiro Anpo, a software engineer. Anpo called Mikami, who was working on a different floor from the rest of the team. "Anpo told me there was a problem. But before he could explain, I actually hung up on him!" Mikami laughs. "Anpo eventually came over to my desk, where he told me that Resident Evil 2 would require two discs instead of just one." Mikami remembers gasping in surprise. As producer, he was responsible for keeping the game within budget. This would surely force a recalculation. Capcom management was not at all pleased with the development. It would result in higher manufacturing and shipping costs due to the thicker double-disc jewel case required. However, given that Resident Evil 2 was already behind schedule at this point, rather than give the team time to reprogram the audio algorithms, Capcom conceded and allowed the game to ship on two discs. Kamiya, in a January 2018 tweet reflecting on the game's 20th anniversary, attributed the move to his youth and recklessness, but it certainly left its mark for years to come. Even though the team never initially conceptualized Resident Evil 2as a two-disc game, it did have a positive net effect: it made the game seem even larger, and therefore better, than the single-disc original in the eyes of the average consumer who knew nothing of the game's technical composition.
From a distance, Kamiya might look like a grumpy, unapproachable celebrity. Even I was slightly nervous before meeting him for an interview in October 2017, apprehensive at the thought of bothering him for asking about something he may have answered countless times before. However, in real life, Kamiya is the complete opposite of his Twitter personality. He is very friendly, open, and hospitable. The Kamiya that most people witness on Twitter is, by his own admission, a character. His Twitter persona is an alter ego befitting a WWE actor. "When I post on Twitter, I talk as if I'm having drinks with someone at a bar. I'm not interested in maintaining a veil of formality like I do at work," Kamiya explains.
There is a LOT more in the article (it is an excerpt from an upcoming book), I purposefully skipped over a lot, but with today being RE2's 21st anniversary, this is an excellent way to learn some about the original game's development, and definitely worth the read.