![]() There’s been a lot of discussion surrounding the episodic format, even after release. What was the reception like toward the game’s episodic release structure? I will say that REV2 is definitely cannon, and as such, has pulled a lot from past games – and I hope that future titles will take something from this title as well. I think what gets carried over in terms or story or mechanics is ultimately going to depend on the title. Honestly though, we couldn’t have done it if we didn’t have all of those experienced vets on board.Ĭan we expect the events of Revelations 2 to hold importance to the events of the next Resident Evil, or was it more of a one-shot story? Be that as it may, we had five separate platforms to develop for as well as various digital and physical SKUs to release, so it was quite an undertaking. ![]() So, we went through development with the idea that as long as we could firmly establish what we were trying to make, we felt confident about achieving our goals. We had plenty of devs who had either worked on past RE games before, or were directly involved in the development of REV1. How did you guys balance making a game on the level, or near the level in scope, of RE6 and the first Revelations while staying within the confines of a smaller-budget release? ![]() Laser-shooting Natalia, anyone? Check it out! The interview covers the game’s story, episodic structure, influences, and some of the things that were cut out from the final product. I had the opportunity to interview the director of Resident Evil Revelations 2, Yasuhiro Ampo.
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