Resident Evil Outbreak File #1

04/09/03 - Interview de Tanaka par Computer and Video Games | 27/11/2003 à 21:08

Eux aussi ont posté l'interview de Tanaka (certainement lors d'une autre session de journalistes) c'est en anglais, c'est ici :
RESIDENT EVIL OUTBREAK: EXCLUSIVE INTERVIEW!

Producer Tsuyoshi Tanaka tells all on the offline/online PS2 brain-munching zombie-fest

18:30 Imagine the scene. You're knocking back a few beers, making with some light conversation, pleasantly on your way to drunk town in some charming little boozer you happened upon, when suddenly you're besieged by a variety of animated cadavers bent on feasting on your internal organs.
Just another night in the local for those unfortunates who live in Barnsley, perhaps, but for the rest of us, this is the beginning of a new era in Resident Evil games. A new online era - except it may well not be! See here for last week's unsettling details.

But enough of that. At a demonstration of Resident Evil Outbreak last week we were lucky enough to spend some time with both the new game as well as the creative genius behind it. We'll bring you our hands-on impressions later in the week, but for now, here's what producer Tsuyoshi Tanaka had to say about his latest zombie-blasting free-for-all...

How have the controls changed from previous Resident Evil games?

Tanaka: Everything in the game depends on the circumstances, but you can call on your team-mates for help. If you press the square button you can communicate with your fellow players, calling for help maybe. The triangle button will show you the map - if you hear somebody calling for your help, then you can use the map to pinpoint where your co-players are.

Otherwise it's the same as usual. This is the Japanese version I'm talking about, but you have one button to press to make your character run, while the other lets you interact with objects. Press the 'R trigger' to pull out your gun once it's equipped, to shoot at zombies. Press the 'R' and 'X' button without a weapon and you can tackle or kick the zombies.

What's the story behind the game?

Tanaka: The basic story follows on from happenings in the first three games. In Resident Evil 3 there is an explosion at Raccoon City. Your character in Outbreak has to escape from the city before this explosion. There are five different scenarios in the game, all of which revolve around you attempting to escape the city.

The first time you play, the game starts in a bar, while the second scenario begins in the institute that you saw at the end of Resident Evil 2. Each scenario will last about one and a half hours. Each character has a different story, which means, to get the most from the game, you'll have to play through as all the different types.

Up to now we've talked about online play, but of course this is also going to be a stand-alone title. If you play offline you will be able to select one player to play as, and select two other characters who will accompany you through your adventure through AI.

So you can have them carry items, and you'll have to help them as they help you. So the purpose is to escape, but there are lots of possible endings to the game.

Tell us about the characters...?

Tanaka: There are eight different characters which you can play as, and each different character has differing abilities. Kevin is a Raccoon City Police Officer, and as such, begins the game with a Magnum handgun. George is a Raccoon hospital doctor, skilled at mixing herbs. Yoko is a Japanese woman shrouded in mystery, who also carries a backpack which allows her to carry more than anyone else.

Mark is a Vietnam veteran working as a security guard with high defensive capabilities, while Cindy is a waitress who carries a case that can be filled with objects like herbs. She can help other characters by using her herbs on them. Jim is a railway worker who is good at solving puzzles. Alyssa is a capable reporter who is skilled at picking locks.

David is a plumber who can combine items to create weapons [and presumably terrify his companions with the threat of charging them extortionate prices for a blocked drain in the midst of a zombie epidemic - Ed]. He's a real funny guy, he can also use his special move to confuse zombies - it's basically laying down and pretending to be dead.

However, while he does this his zombie gauge will rise...

The zombie gauge?

Tanaka: The zombie gauge is this little meter in the corner of the screen. As it rises, so you become closer to a zombie-like state, and should it reach 100 percent then you transform into a zombie. You can play as a zombie for two or three minutes, after which time you'll die.

The player has to be careful not to be attacked by zombies because your gauge will increase if you are attacked.

What else can we expect from the online game that's different?

Tanaka: Unfortunately, we are still verifying whether it is possible to release the online version in Europe. We're working to make it happen here in Europe. We release in Japan in November, and in the US in March. The Japan and US releases will both be online.

Assuming an online version does happen, will you be able to use the headset to communicate with other players?

Tanaka: We don't want that communication possibility in this game because we want to keep the atmosphere of the previous titles - the constant chatter amongst players could spoil that. Also, the data demands for this device would be really, really heavy.

So are we going to see different tactics in this game? Is it going to be possible to complete the online game by yourself?

Tanaka: It's possible to clear the game with just two very good players, but it'll be tough. The best way to get through the game is to be good, or else to play with somebody else who's good and follow them!

Are there certain puzzles that you'll need to have two characters working together on to solve?

Tanaka: It will be possible to go through the whole thing alone, technically, but it's unlikely you'll last too long. There are puzzles in the game but you'll never reach a point where there's no way to progress. If you find a locked door and you don't have a key, you can keep kicking the door until eventually it breaks, though obviously there's also a key for it too. There are always options.

You get to the end of a scenario, then you save, then you can start the next scenario with another bunch of players.

So is the singleplayer game pretty much identical to the multiplayer game? Is it the same levels?

Tanaka: Yes. There are certain differences - objects may appear in different places in the online and singleplayer version, but essentially it's the same game. You'll know where to go if you've played through in one mode. The fun part of the online game is the feeling of communication with other players, obviously.

Presumably there's no typewriter-style save points here - what is it, you get to the
end of each scenario and save and that's your only chance?

Tanaka: If you play singleplayer you can keep saving throughout the game. But if you play online and save, when you continue it doesn't have to be with the same people who you were playing with that you start a new scenario with.

So realistically, is there quite a strong chance that we won't be getting the online game in Europe?

Tanaka: We're trying hard to release online here. We never know whether we'll be able to release it in PAL territories or not because the network system is very difficult.

But we're not saying that an online version will not release in Europe - it's possible we may release the singleplayer version first and then release a network version later.

Update:
Following our interview, we approached Capcom Europe for clarification of the online issues, and a spokesperson issued the following statement to us today:

"In Central Station, SCEE has built an excellent network service. Capcom is committed to supporting the PAL consumer with the best online content and for that reason it may take time before all of our PS2 titles can properly integrate network or online play. In the long-term we are confident that we can deliver the highest quality content across all formats, whether off-line of on-line."

Steve Colton
Source : Computer and Videogames
Posté le 27/11/2003 à 21:08 par Hunk dans Resident Evil Outbreak File #1

Resident Evil Outbreak : Produits dérivés au Japon | 27/11/2003 à 21:00

Outbreak semble être sur tous les fronts depuis quelques semaines, CAPCOM et SONY sont bien désireux de promouvoir activement la sortie de ce titre.

Nous vous avions déjà parlé de ces produits proposés par HORI, mais il n'y a pas de mal à vous les remontrer :

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carte mémoire Umbrella 8 MB
stand Umbrella avec effets lumineux et sonores

Pour accéder à l'article complet (en japonais), cliquez ici.

Source : HORI
Posté le 27/11/2003 à 21:00 par U.C.A. dans Resident Evil Outbreak File #1

Resident Evil Outbreak : Disque promo japonais | 27/11/2003 à 20:55

Capcom vient de sortir au Japon un disque promotionnel de BIOHAZARD Oubreak :

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Nous ne savons pas encore si ce DVD en Not For Sale est une démo tournante ou une démo jouable.
Pour ma part, il s'agirait plutôt d'un DVD présentant des vidéos uniquement.
Mais nous nous renseignons activement à son sujet.

Merci à Wesker pour l'info.
Posté le 27/11/2003 à 20:55 par Hunk dans Resident Evil Outbreak File #1