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Resident Evil 6 director explains why 'mass-market appeal' was necessary

#1Paragon57Posted 10/4/2012 4:11:41 AM
Not sure if posted, but for those interested:

Speaking with 1UP, Kobayashi explained, “With Resident Evil, we’re trying to be as inclusive as possible. We’re trying to reach as many people as possible.”

“That makes it hard to maintain a horror feel to it when you’re trying to be inclusive. It is a challenge. I’m not afraid to admit that. We’re trying to see what kind of action we can include in the game and still maintain the horror sensibilities. Trying to blend those together is not an easy thing to do.”

“I believe you can do it,” producer Yoshiaki Hirabayashi chipped in, “ You can make a horror game with mass appeal. But you’re looking at a sort of Venn diagram of people who really like horror and people who really like video games or Resident Evil.”

“Where that comes together… I think you can create a really great form of horror entertainment, but if this were the quintessential horror entertainment, it might not have mass appeal. It’ll have very niche appeal, unfortunately.”

“We’re making games and we need to have mass-market appeal in order to survive. How far do we go into horror before we lose the support of the average player? How far are we going to lessen the horror elements at the risk of losing core fans, including Resident Evil fans?”

“The challenge is trying to push it as close to the edge either way, so that we can satisfy both groups of people. I think we can do it, I really do like horror. I’m fine with pushing it up to 11 in terms of horror. But maybe that’s not what we can do and still be saleable.”

“For instance, if you have multiple scary stages, just one right after another, and you give that to a Resident Evil fan, they’ll be happy with it at first. But they’ll get inured to it after a while. It won’t be scary for them anymore. I think they would lose interest at that point.”
(Read more in Link)

http://www.vg247.com/2012/10/03/resident-evil-6-director-explains-why-mass-market-appeal-was-necessary/
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#2DarkSymbiotePosted 10/4/2012 4:15:39 AM
I am on Leon's section and it is awful at times. I can see the game's poor direction.
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#3GM_Posted 10/4/2012 5:26:49 AM(edited)
Just die already Capcom. You're not worthy any more.
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#4656stoogePosted 10/4/2012 5:27:29 AM
Didn't the first Dead Space do pretty well? That was a new IP too, and it managed to keep the scares all the way through.
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#5abnergoinbigPosted 10/4/2012 5:48:28 AM
DarkSymbiote posted...
I am on Leon's section and it is awful at times. I can see the game's poor direction.


we must be playing different games cause leons whole campaign is amazing.
#6Vivi0198Posted 10/4/2012 5:51:03 AM(edited)
abnergoinbig posted...
DarkSymbiote posted...
I am on Leon's section and it is awful at times. I can see the game's poor direction.


we must be playing different games cause leons whole campaign is amazing.


Yea Leon's was awesome. Chris' on the other hand... ehhh. Not liking it so far. But it is DarkSymbiote so he probably hasn't even played the game.
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#7Q_SenseiPosted 10/4/2012 5:55:16 AM(edited)
Paragon57 posted...

“We’re making games and we need to have mass-market appeal in order to survive. How far do we go into horror before we lose the support of the average player? How far are we going to lessen the horror elements at the risk of losing core fans, including Resident Evil fans?”

“The challenge is trying to push it as close to the edge either way, so that we can satisfy both groups of people. I think we can do it, I really do like horror. I’m fine with pushing it up to 11 in terms of horror. But maybe that’s not what we can do and still be saleable.”


Then, one of their top developers in recent years, this guy: http://2.bp.blogspot.com/_bpMgKpXKabQ/TKMrEZGoOLI/AAAAAAAAARQ/JNp1BmVlEB4/s1600/Monkey-Mia-MJK-Australia.jpg , said "Hey guys I just got done working on Asura's Wrath and we totally need more quicktime events!"




Anyway, this is the biggest problem developers have today. They think more about selling the game rather than making a game. And like the greasy car saleman, we can see through their shallow guise.
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#8DarkSymbiotePosted 10/4/2012 6:00:25 AM
No, the direction is definitely bad as well as terrible design choices. For example, in front of the Cathedral where so many enemies gang up on you, you always have to wait too long for Helena to stop shooting the enemies so she can help open a simple door. But it's a pain since every enemy cancels Leon's action.
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#9Q_SenseiPosted 10/4/2012 6:03:52 AM
I think what killed Resident Evil was the Co-op.

They turned the game into Gears of War. Not saying Gears of War was a bad game, but it Resident Evil does a horrible job copying it, and Co-Op destroys any tension they could have developed.
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#10DarkSymbiotePosted 10/4/2012 6:04:41 AM
Q_Sensei posted...
I think what killed Resident Evil was the Co-op.

They turned the game into Gears of War. Not saying Gears of War was a bad game, but it Resident Evil does a horrible job copying it, and Co-Op destroys any tension they could have developed.


This too. I mean what fear is there if someone can usually revive me when I fail a stupif QTE?
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