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Tsuyoshi Kanda: One thing that sticks in my mind, really, is that. Is there anything particular that caused a really hot amount of debate on the team? When you're talking about fans, I just imagine a lot of heavy debates and even arguments about how the project should go. VG247: You mentioned there that it's a team of fans on this project. To see this content please enable targeting cookies. It isn't just about making it as simple as possible or anything like that. We want the same things as fans do - cool, iconic, unique characters. We'd never strip away all their personality and uniqueness or just say that they have to wear really normal clothes. This is still us taking these characters and this fantastic universe, just choosing how we're going to present them this time. Tsuyoshi Kanda: Well, we don't want to sound like we're taking a different approach to the fans, you know? This is one way of us taking the original characters and rethinking them for this particular context, but our ultimate goal isn't realism at all costs. VG247: I guess that's the thing - it's an iconic design originally because it stood out so much, but it'd never fit a more realistic look and not look a little off. That really took a long time to nail down. if she is a spy, then it really has to be a more classic spy look - someone who's trying to blend in. turns up in this red Chinese dress, being like 'I'm a spy, by the way.' You're going to stand out in Spain wearing that! We just tried to really decide that. In Resident Evil 4 you're in a village in Spain and so she. so she appears in a red cocktail dress in the original game. I mean, you think about it - she shows up, and her concept is mysterious woman. Now we've got the new jacket with the 'Made in Heaven' logo on it and such.Īda. The context is her being a biker, as a student - so that was the one that was easier - we could follow that design concept and modernize it with her look. how are we going to do this?! The team are all fans, you know? So even with the team, that's kind of like having a hundred different Resident Evil fans all saying 'I think this is the right way, and this looks best, and this is the most important thing to focus on' - so it was really a lot of opinions flying around within the team.Ĭlaire is really iconic in her design. Tsuyoshi Kanda: It was really, really difficult to get that balance. How did you approach the design for the characters this time around? There's that balance between what you want to do and, well, making sure fans weren't in uproar.!
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In those terms, Leon feels quite close, but it appears Claire and Ada and others have changed more. VG247: Given the big recent reveal is Ada, I want to talk about character designs.
#Resident evil 2 remake update 1.02 plus#
Here's our chat with Kanda, where he talks about that, plus the advantages of RE2's more modern control method for giving players a fright. That means the team is often a little more fluid than most, with team members lurking over the shoulders of colleagues to ensure their favorite background detail or encounter is executed just right - or in the game at all. One of the biggest and most notable things about the RE2 remake is how its team is made up of a mixture of people - some from the original Resident Evil 2 team, some who were simply fans back when it came out and even some who only became Resident Evil fans later on. Part of RE2 remake's success in this area can be credited to the make-up of the team who made the game, Capcom producer Tsuyoshi Kanda explains to us. We've played three different chunks of the game now - one as Leon, two as Claire - and every one seems to be nailing the look and feel of the original in a more modern game. As far as we're concerned, Resident Evil 2 remake is looking pretty good.