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~New Shinji Mikami game~ Psycho Break (360, PS3, PC, PS4)


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Vert1
Joined: Aug 28 2011
PostPosted: Apr 27 2012 06:16 pm Reply with quote Back to top

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Publisher: Bethesda Softworks
Developer: Tango Gameworks
Platform: TBA
Genre: Survival Horror
Origin: Japan, North America, Europe
Release: TBA

Quote:
Tango Gameworks announced a new survival horror game called Project Zwei, the producer is Shinji Mikami (ex-Resident Evil director). The game is still in early stage of development, Mikami said the game will be a pure survival horror game, pusing the limits of fear and exhilaration. "A true survival horror game is one in which the player confronts and overcomes fear," says Mikami, president and creative director for Tango Gameworks. "I've found my focus and once again I'm striving for pure survival horror. I am being very hands-on in the development of this game to ensure that the quality is there. Rest assured."

http://the-magicbox.com/1204/game120425f.shtml

Yes! I hope this is a modern day Clock Tower game. One thing that needs to be done for these games is to not have the foreshadowing cutscenes reveal the scare way ahead of time.

I like that there is water in the game. One thing the genre should do is have 25% of the game take place underwater or around water. (I would like a survival-horror videogame to take place solely underwater one day.) Underwater stuff is always really scary (Super Mario 64 eel, Metroid Prime 2: Echoes large underwater enemies, etc). I really liked the "dead shark" test where players must overcome their fear of walking into water with a shark in it in Resident Evil.

If it is action there should be no dodge rolling crap which makes the game not scary. I hope it will feel like the first time players walked into the village in RE4: Overwhelming the player and force him to run; Making his weaponry give him a small sense of confidence against the 'en masse'; Having to board up/block doors and windows for a small relief.

Dark foggy environment... My bet on who the enemies are would be possessed town folk.

edit: More information

Quote:
Said Mikami about the game's current state of development, "At present, we've at last cleared the initial phase. Regarding art creation, we're already getting a very good atmosphere. We're extremely confident about the graphics this time. Of course, we can't recreate the same quality as shown in these image boards, but we can deliver game screens with atmosphere that is close to this. There are still mountains of inadequate areas, though, so we'll have to work with the designers on brushing these up."

Mikami also shared some details about how the Zwei project began. Planning first began at the end of 2010. Mikami and his team spent the following New Years in a cooling off period, then started off the year looking at the project from an objective eye. They felt that what they had would work.

The Zwei name is just a codename. Famitsu asked if the title has been finalized, but Mikami responded that it's still undecided (based off his response, this does not seem to be a case of holding back on the info -- the name appears to actually not be set). Zwei, which Mikami noted means "2" in German, has hardly anything to do with the game's content. "It just sounds cool."

So we know Zwei will be survival horror. Famitsu asked Mikami what this means to him. Survival horror, responded Mikami, is something that is created atop a fine balance between the fear players feel and the feeling of accomplishment they feel of overcoming that fear with their own power. It's not just about scaring the player, but it is, as the name says, "survival horror." When thinking of horror games as entertainment, the ability to overcome and crush the fear with your own hands is the thrill of games. For Mikami, this thinking is something that has not changed since he made the original Resident Evil.

With Zwei, Mikami said that he's aiming for "pure survival horror," something that brings together all the elements that he considers survival horror.

The basic settings for the game are around half way complete, said Mikami. Asked how things look at present, Mikami replied that everything seems fine right now because there aren't any bugs yet. While he said this with a laugh, there was actually some truth to the statement, as Mikami added that he and his staff are spending time and effort on the basic settings to form a solid foundation for the game -- in other words, no bugs (or issues) in the settings.

As we mentioned in our writeup from earlier in the week, Mikami did not share a platform for the game. However, he did say that he expects it to be released on HD consoles.


source: http://andriasang.com/con0um/mikami_zwei_graphics/

Bios:
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Quote:

-Will be released in 2013 or later.
-Tango is currently 65 employees, may get up to 100.
-Mikami expects it to be the largest staff count he has ever worked with on a game.
-They're using an external engine that they heavily modified. It's probably worth noting that Unreal Engine 3 is the only really major middleware engine with good Japanese support these days, especially for AAA games. Well, there's also Gamebryo, but let's hope not.
-Mikami would like his first game to sell 500K-1 million copies in Japan.


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Syd Lexia
Site Admin
Title: Pop Culture Junkie
Joined: Jul 30 2005
Location: Wakefield, MA
PostPosted: Apr 29 2012 09:47 am Reply with quote Back to top

I am intrigued.

And shit yes, that fucking eel in Mario 64 was horrifying.
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Drew Linky
Wizard
Joined: Jun 12 2009
PostPosted: Apr 29 2012 11:30 am Reply with quote Back to top

Syd Lexia wrote:
And shit yes, that fucking eel in Mario 64 was horrifying.

I used to have nightmares about him. I don't like being forced to get "this" close to it in order to make it move. Same goes for those eels from Majora's Mask. I hate that part.

But I'm not familiar with Bethesda outside of their open ended RPG's, so I can't get the mental image out of my head of a Resident Evil game the size of Skyrim or something like that.


https://discord.gg/homestuck is where you can find me literally 99% of the time. Stop on by if you feel like it, we're a nice crowd.
 
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Vert1
Joined: Aug 28 2011
PostPosted: Jan 14 2013 01:04 am Reply with quote Back to top

I am becoming more and more convinced that ghosts will be the main enemy. Mikami seems to like phantoms (Devil May Cry) and invisible enemies (REmake and RE4).

Edit: Maybe I am wrong. I just discovered that more concept art has been released (inclu. creature designs). Really disturbing stuff:

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source + more pics: http://projectzwei.net/gallery/media.html


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Cameron
Title: :O � O:
Joined: Feb 01 2008
Location: St. Louis, MO
PostPosted: Jan 14 2013 01:40 pm Reply with quote Back to top

Holy freaking crap, that picture of the monsters looks horrifying. It looks like illustrations that would be in those Scary Stories To Tell in the Dark books that terrorized everyone as a kid.


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i'll_bite_your_ear
Title: Distillatoria
Joined: Jun 09 2010
Location: van down by the river
PostPosted: Jan 14 2013 03:26 pm Reply with quote Back to top

This sounds good. I'm not a big Surivial-Horror-Fan but i enjoyed Dead Space a lot. If it is similar in some ways i will check it out.


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Vert1
Joined: Aug 28 2011
PostPosted: Apr 20 2013 11:38 pm Reply with quote Back to top

Quote:
BETHESDA SOFTWORKS ANNOUNCES THE EVIL WITHIN

New Survival Horror Game from Master of the Genre

April 19, 2013 (London, UK) – Bethesda Softworks®, a ZeniMax® Media company, today announced the planned release of The Evil Within™, a survival horror game developed at Tango Gameworks™ under the direction of renowned game designer and studio head, Shinji Mikami. Best known as the father of the survival horror genre and creator of the Resident Evil series, Mikami is a 20-year veteran of the industry who has developed numerous award-winning titles. The official announcement trailer can be viewed today at IGN.com.

The Evil Within, in development for the Xbox 360® video game and entertainment system from Microsoft, the PlayStation®3 computer entertainment system, the PC, and next generation consoles, is slated for release in 2014. On Monday, April 22nd additional information about The Evil Within will be revealed in an exclusive feature story at IGN.com.

“We’re incredibly proud to announce The Evil Within,” said Mikami. “My team and I are committed to creating an exciting new franchise, providing fans the perfect blend of horror and action.”


JoshWoodzy wrote:
With a new game called "The Evil Within". Other than the laughably generic and goofy name, the screenshots look great. Love that cinematic camera style with the different angles. Reminds me of the best of the Resident Evil games:

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more screenshots here: http://evilwithin.net/gallery/media.html

Trailer for game:



Looking at the screenshots I wouldn't doubt if certain segments freeze the camera temporarily like in RE4 when you climb up that ladder right before getting to Verdugo (lasts a second or two after climbing up ladder). Using Action Replay you could freeze the camera in-place to walk around like the old Resident Evil games. This looks great when I scrolled left-to-right past a fence with dogs lined up on the other side. Creating a perfect blend would be exquisite. OR it may do something akin to Metal Gear Solid: The Twin Snakes ability to switch between perspectives.

Someone in the official website's forum wrote underneath the rainy pic with cop cars that "I'd wager that what that means for us survival horror fans is that there MIGHT be a chance where the exploration takes place between swinging camera angles, and then when you aim, you get into the third person view ala Biohazard 3.5."

Aiming with RE4 controls with old camera in-place is awkward. Being able to switch perspectives when taking aim would mean that the legendary pivot shooting ability in RE4 would likely be eliminated which would be awful. Hopefully they make the controls exactly like RE4's and not SOTD's.


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Vert1
Joined: Aug 28 2011
PostPosted: Apr 20 2013 11:56 pm Reply with quote Back to top

Quote:
Shinji Mikami, the father of survival horror, is back to direct The Evil Within™ – a game embodying the meaning of pure survival horror. Highly-crafted environments, horrifying anxiety, and an intricate story weave together to create an immersive world that will bring players to the height of tension. The Evil Within is in development for the Xbox 360® video game and entertainment system from Microsoft, the PlayStation®3 computer entertainment system, PC and next generation consoles and is slated for release in 2014.


source: http://theevilwithin.com/

Details about game from Famitsu (translated by Gematsu):

Quote:
Story

When Detective Sebastian and his partner rush to the scene of a gruesome mass murder, a mysterious, powerful force is lying in wait for them. Witnessing the killing of fellow police officers one after another, Sebastian is then attacked and loses consciousness. Waking up in a land where monsters are wandering about, Sebastian has to fight his way through a world of death and its close friend madness in order to understand what’s going on. Sebastian has to face his fears in order to survive on a journey to discover what lies in the shadows of that mysterious force.


Quote:
Key Features

A Return to Pure Survival Horror: From the father of the survival horror genre, Shinji Mikami. He appears once again as the director of this game, one which makes your blood run cold, but heats you right back up. Players must survive on limited resources, experiencing that supreme match of action and horror, that indescribable terror. To survive in an afflicted world, your anxiety and nerves will be pushed to the edge.
Brutal Traps and Enemies with Puzzles: While struggling to survive, you’ll have to face indescribable terror, cruel traps, and sly mechanisms. Players can die in a trap all too easily, however, at times they can turn them against enemies.
In an Unstable World, Not All Horrors are in Plain Sight: The player is driven into a corner as the world distorts and warps according to mysterious and evil horrors. The scenery: hallways, walls, doors, rooms, buildings, and even nature, all transforming in real time based on the player’s actions. And the threats keep coming from all directions.
A Supernova of Horror: By setting one foot in this world weaved from lush backdrops, characters with personality, and a polished story, players will be sucked in, willing or unwilling, tension and anxiety rapidly mounting. When that fear is smashed and conquered, you can experience the bliss that can only be found in The Evil Within.


source: http://gematsu.com/2013/04/the-evil-within-story-key-features-detailed?

Quote:
Tango Gameworks is developing this game with a highly modified version of Id Tech 5, according to Famitsu.

Mikami previously said that the engine has been modified to the extent of it being an "internal engine".


source: http://projectzwei.net/forums/viewtopic.php?f=2&t=67&sid=9d8fbd17e22527e1c03e48f3243e9f45

BTW, this game will now be referred to by its Japanese title: Psycho Break.

Also:
Game Tagline "EVIL TAKES HOLD"
source: http://i.imgur.com/g2D4bWl.jpg

Aesthetic of webpage looks exactly like movie Cabin in the Woods movie poster.


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LeshLush
Joined: Oct 19 2009
Location: Nashville, TN
PostPosted: Apr 21 2013 12:22 am Reply with quote Back to top

Warring Threads! Fight to the Death!
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Vert1
Joined: Aug 28 2011
PostPosted: Apr 23 2013 12:54 am Reply with quote Back to top

Cabel Lawson wrote:
In The Evil Within you can move and shoot. Have fun backing away from a shambling horror as you desperately aim for its head.

-written on April 22nd
source: https://twitter.com/caleblawson


http://www.ign.com/articles/2013/04/22/the-evil-within-first-look?abthid=5175427de0cbbcba3a000005
Quote:
Key Details:
From the Interview:
About the tone:
-Mikami loves horror, but survival-horror has been drifting away from what makes it survival-horror, and he wants to bring it back.
-Wants a 'perfect blend' of horror and action. Thinks the balance is important as they are two halves to the survival and the horror. Mikami defines survival-horror as a game being scary, and giving players a rush.
-Want Players to pick up the game, and genuinely think, "I haven't played something this scary in ages!"
-Needs to have psychological horror and make players not want to do things.
-The game is more visually eccentric, unconventional and intriguing characters.

About the story:
-Three detectives show up to the scene of a mass murder at an asylum. The detectives arrive a bit later than the police, which are already on the scene but not to be seen. Inside the asylum is a bunch of dead bodies.
-The player gets knocked unconscious and awakens in a slightly different location, and so it starts with, "Where the hell am I?"
-Story is less focused on twists and turns, and more on mystery.

About the enemies:
-Regular 'zombie-type characters' present.
-Enemies should be strange and hard to determine how they might come at you or attack by looking at them, making you uncertain, uneasy.

About the gameplay:
-Mikami mentions you'll be using (among other things) guns, knives, and axes, but another weapon mechanic they put in was traps.
-Don't want anything like super-powers or heavy weapons like machine guns.
-Working hard on some sort of 'emotional' system in gameplay
-Want to make a lot of different locations, scenarios, and situations for the player that is constantly changing.

From the Impressions:
-Our main character, Sebastian, enters the asylum with two fellow detectives, a man named Joseph and a woman they simply call, 'The Kid',
-A lot of dead bodies are around the asylum, and on a video monitor Sebastian see's a hooded figure killing police, who then suddenly appears behind him and knocks him unconscious.
-Went out of their way to model human innards and gore to be detailed.
-Sebastian wakes up hanging upside down by a meta hook as a madman with a butcher knife and a blood-stained wife beater, comes in and cuts down a fellow person hanging alongside him, takes him to the table, and begins cutting him open.
-Based on if there's enemies around or not, the animations and potential speed of Sebastian changes.
-Sebastian alerts the butcher, who pulls out one of Mikami's infamous weapons, a chainsaw. Ensues a chase scene where our character is quite stumbly.
-When the chainsaw-wielding butcher does not sense Sebastian, he is erratic and swings around wildly. When spotted, he comes dashing after you. You can use things like empty bottles to throw to divert his attention.
-Escapes into an elevator, and then comes to a desperate run out of the hospital as it collapses in a very Jacob's Ladder-esque scene. Leaves out to see the Police Cars in a giant crater. Prologue ends there.
-Second part of the demo is later into the game, in a dark outside location heading to a small cottage. Inside are the 'garden-variety' zombie-esque enemies.
-The enemies have a theme of torment with them.
-While shooting out around the cottage for your life, a change happens in the environment as it sort of 'shifts' in the middle of combat and suddenly a scene out of the Shining happens with blood pouring and consuming Sebastian, and then he finds himself back in the asylum.
-Demo ends with a multi-legged wraith-type enemy bursting out of a pool of blood and rushing towards the player at break-neck speed.



PCGames.de Preview Details (translated by Nibel):
Quote:
Just read the German preview
- Highly reduced HUD; there are almost no interface elements
- Ring menu for weapons and inventory
- Quick item selection on the D-Pad
- Medipacks
- You'll encounter a man with a chainsaw and dozens of angry enemies at the beginning, just like in RE4 - but it plays differently due the set of options like being able to set traps etc.
- One trap is a mine full of nails
- There isn't much music which is why the game feels even more terrifying


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Vert1
Joined: Aug 28 2011
PostPosted: Apr 30 2013 11:39 am Reply with quote Back to top

Shinji Mikami video interview w/PCGAmes translated to English from German:
Quote:
There is a huge cinematic feel to this game, more than I realised previous.
Here is some information from the interview that I don´t recall hearing previous, sorry if there are repeats:

The reason for 'The Evil Within' being titled 'Psycho Break' in Japan:
Shinji said the reason for this is simply because it is easier for the Japanese to pronounce Psycho Break over the Evil Within. He also went on to say why he chose the two words 'psycho' and 'break'. He chose the first word 'psycho' because of the connection that word has to all of the psychological elements to the game. The reasoning behind the word 'break' is because the protagonist is overcoming horrible things, he is breaking through. Shinji didn´t give a reason for how the 'the Evil Within' name was formed but I think the name itself is a good explanation.

Will Sebastian break-down and will his psyche be affected by everything that is going on?
Shinji said that Sebastian is a strong character and that his personality will be strong enough to deal with everything that is going. He doesn´t want to have that type of character that is going to be traumatised and suffer psychological damage. Shinji also went on to say that in regard to horror films, he is not a big fan of these characters that scream, runaway and lose their minds. He said that when he sees these types of characters, he thinks "just die already!”. He doesn´t want to have any of these types of characters in his game.
The reporter made a joke about Julie being like this and Shinji said no way would she be like that, it would just disturb the rhythm of the game - we have seen too many characters like this before.

Will there be any babysitter-like missions? (I think this was covered previous, sorry)
Shinji said that there will be moments where characters have to work together in order to defeat enemies but what´s central to the game is that the player will be facing horrible things on their own.

Visual indications from Sebastian
- Sebastian will go into an alerted state when there are enemies nearby. On his own he will go down into a crouch-like position. When Sebastian is alone again, he will go back into his normal stance.

Lighting in the game
Shinji briefly talked about it and said that lighting is a crucial element in the game. The reporter was asking him to talk more about it and talk about the use of the lantern but Shinji said he doesn´t want to reveal any information about that yet. The reporter said jokingly 'I´m betting the lantern will go out during a bad time?' Shinji laughed and nodded his head, so I think that may have been a yes.

At the end of the interview the reporter asked:
Can you promise us that this game will make us pee our pants?
Shinji´s response: Yes!

Here are some things that the reporter noticed from the gameplay:
- There´s practically no interface. Word labels for objects fade in and out when you get close to them.
- There are not many sound effects and not much music. - Shinji did say that in regards to sound, it will be used to signal events and information. He also said how there will be enemies that we won´t be able to see but we will be able to hear them (I think this is like when you hear the Tank in L4D but you don´t know where it is).
- There is not much color in this game
- One of the traps you can use is a Nail Bomb. The reporter said that you can set them behind doors and underneath windows.
- The game has a circular style menu for the inventory and weapons. You can also quick select items that have been assigned to the d-pad on the controller.
- The camera will focus in a little bit over the shoulder when you are aiming with your gun.
- The game is designed to be in cinematic widescreen and so, when you have the game set in normal 16:9 ratio, black bars will appear on the screen.


http://www.pcgames.de/The-Evil-Within-PC-257183/News/The-Evil-Within-Exklusives-Video-Interview-mit-Horror-Altmeister-Shinji-Mikami-1066520/

Two more interviews in Japanese (plug them into google translate or something):
http://game.watch.impress.co.jp/docs/interview/20130430_597940.html
-Key point: Game will last at least 10 hours
http://game.watch.impress.co.jp/docs/interview/20130430_597947.html


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JoshWoodzy
Joined: May 22 2008
Location: Goshen, VA
PostPosted: Apr 30 2013 04:47 pm Reply with quote Back to top

Psycho Break is as dumb a name as Evil Within, but at least change the title of the thread since Evil Within is the name of the game in the US, where the vast majority of people here are from.


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Vert1
Joined: Aug 28 2011
PostPosted: May 04 2013 08:03 pm Reply with quote Back to top

Good Scans of Famitsu Magazine Game Screens and Info: http://the-magicbox.com/1304/game130429a.shtml

Famitsu 3-page scan: http://abload.de/img/untitledlllz7u92.png

Translated 4gamer interview: http://www.siliconera.com/2013/05/02/the-evil-within-director-plans-on-bringing-the-horror-back-in-survival-horror/

Behind the scenes of the live trailer: http://www.polygon.com/2013/5/4/4294436/prologue-the-company-behind-the-evil-withins-live-action-trailer

Lots of information and interviews for this game. I am going to post some serious analysis and thoughts later on.


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JohnnyBenz
Title: The nip killer
Joined: Feb 08 2013
Location: Northeast MS
PostPosted: May 04 2013 09:53 pm Reply with quote Back to top

I'm beginning to have very high hopes for this game.
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Cameron
Title: :O � O:
Joined: Feb 01 2008
Location: St. Louis, MO
PostPosted: May 07 2013 07:49 am Reply with quote Back to top

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Vert1
Joined: Aug 28 2011
PostPosted: May 18 2013 02:43 am Reply with quote Back to top

BTW, I found this quote on projectzwei's forum:

"We had 100 or 200 ideas for the game title, and I wanted to name it 'Psycho' which was kind of a short title. But one of the background staff came up with a name that matched the story, so we decided to name the game 'Biohazard'."

-SHINJI MIKAMI

Also:

"Antonio Fucito, associate editor at Multiplayer.it, was one of the few lucky journalists who got to see The Evil Within in action at Tango Gameworks offices in Tokyo. Antonio will take from his valuable time to answer the fans questions about the 20 minutes Live Demo, here on the evilwithin.net. If you have any questions be sure to post them below."

Q & A here: http://evilwithin.net/forums/viewtopic.php?f=2&t=133

Where are the partners of Sebastian while he is being attacked in the asylum? And the personality of the main character, is it strong?[/quote]

Well, they arrive together at the asylum, then they split immediately and after Sebastian get caught, he notice that the partner with the glasses is just dead and dismembered by the "butcher".

I suppose that the girl will have a big part in the story instead, even if she will not be playable.

Quote:
The ambiance of the game reminds some of the early Resident Evil games. How about the instrumental?


Yes exactly, it remembered me the first Resident Evil a lot, plus some Silent Hill elements.

The instrumental looks like more similar to the forth chapter of RE saga!

Quote:
I heard the game "controlled" like Biohazard 4 / Resident Evil 4? I understand the camera is placed similarly, though did it use tank controls or a more modern control scheme?

Thanks for taking the time to answer our questions. Much appreciated.


As you may already know, I didn't have the chance to try the game by myself, from what I've seen the control system looks like identical to Biohazard 4, with the ability to sneak using the bumbers, to set traps and many more animations, like when Sebastian is chased by the butcher.

I understood that you can change between primary and secondary weapon much quicker (on the fly) and the main menu will be faster without loading time.

Quote:
One more question: Do you recognize any famous voice that is voicing the characters?

Thanks for answering my questions!


Ahahha do not worry, they translated the game in english just for the demo and the foreign journalists, they told me that the final acting will be different regarding the voices too Smile

Quote:
Does the game have QTEs?
How does it look from technical standpoint and which version was presented?

Thank you for taking the time to answer. Smile


For what I've seen, there will be no QTEs, Mikami San wants to deliver a classic and great Survival Horror experience, without any gimmick.

I saw the 360 versione, the game looks very good in some aspects (lights and frame rate namely), just ok in others, like textures and detail attention. It uses the ID Tech 5, I'm confident they can improve it because they have at least one more year of develpment. Without forgetting that the game will cames out on the next gen too Smile

Quote:

Here's one from me

Some previews said Sebastian can examine objects in the area, picking them up and rotating them (like Shenmue), is that true? Can you elaborate more on that?

Also, can you tell us what impressed you most and what disappointed you most from the demo?


Yeah exactly, you can rotate them for example, look for interesting tidbits that can allow Sebastian to discover more clues and so on. They shown few things on that btw, we have to wait for the E3 demo, I've already an appointment for that!

The thing that impressed me most is the atmosphere, I really experienced the Survival Horror "vibe", the Silent Hill "infusion" is interesting too. I'm a bit worried about the control system instead, the RE 4 scheme is ok, but it would be nice to let it be more dynamic...I think you can achieve the Survival Horror pace thanks to limited resources and so on, not only because the main character is not such "athletic" Smile

Quote:
Well The Evil Within looks really promising Survival- Horror game, true definition of survival- horror! i'm also a big fan of Resident Evil games ( specially Classic ones).

My first question is: will we see those horrible zombies that shamble slowly (we've seen them in classic resident evil games) in The Evil Within ?

My second question is: is it true that it will be the last game that Mr. mikami directs??? how sad Sad

Thanks in advance


I noticed slow shambling zombies (they don't call them zombie btw, infected, aberrations) and I suppose we will see faster ones, plus things like the butcher or the abomination that I saw at the end of the demo, that reminded me the ones we saw in Silent Hill.

I had the lucky to have a dinner with Mikami San and he confirmed that The Evil Within will be his last game as a director. I'm pretty sure he would change his mind in the future, sometimes you have to think to take a long break to recharge your batteries Smile
Oh and he confirmed that his most preferred game is God Hand ehehhe

Quote:
First off, thank you for taking the time to answer these questions! Smile

Can you talk more about the enemies? I know there was a part in the demo where Sebastian is held up in a cottage is being attacked. Were the enemies more like the RE4 ganados or more similar to zombies? What about the multi-armed woman (Re-Bone Laura) at the end of the demo?


More similar to zombies, plus this crazy Butcher that chase Sebastian everywhere and the "Silent Hill abomination" at the end of the demo Smile

I asked about the girl, she will interact sometimes with Sebastian (maybe he will protect her in some situation) but she will not be playable, Mikami San want the player to feel alone most of the time, no co-op, multiplayer and so on!

Quote:
Thank you for your time Mr. Fucito. I would like to know how the healing is being handled in the game. I think I read somewhere that medpacks were going to be used but I am not sure. Also how fluid are the animations you mentioned? I recall that the game would automatically change the character animations depending on the situation. Can you elaborate a little more on this?


Regarding healing, I spotted syringes that you can use via the istant inventory menu, and I noticed some sort of modifications for them, I hope to see more in the next demo.

You are right, the game automatically change the animations depending on the situation, ala Uncharted.

For example, when the Butcher started to chase Sebastian he started to run, when Sebastian got injured by a trap, he walked slowly and limping, when he hid from him, he started crouch walking.

Quote:
Thank you very much for taking the time to answer these questions Smile

Most of the questions I wanted to ask were already asked, but I do have one left.

How do the enemies react to being shot? In a lot of games, enemies end up being bullet sponges. Do the zombie-like enemies react differently depending on where you shoot them like in RE4 and onward?


Yes, the behave is similar to RE 4, at one point Sebastian shoot a leg and the infected reacted according to it.

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Its been said that you can place traps on enemies. Did you get a sense of how that works? Also, from what you saw, would you say the games pacing is more like Resident Evil 4 or like the classic early RE games? Thanks for taking the time to answer our questions!


Mmmm, the pacing looks like a mix of everything Razz

I mean, the atmosphere is more claustrophobic than RE 4 and more similar to the first RE, plus you have this Silent Hill moments where the enviroment changes around you or you have to face that abomination.
When Sebastian used the mine traps it was more like RE 4, where a lot of zombies besiege your position.

Form what I've seen, btw, the game looks like more Survival Horror than RE 4, thanks to the atmosphere and stuffs like that.

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Do you know if there are any puzzles in the game? Keys...Riddles...that kinda thing?


They should be but at this point they didn't talk or show anything about that Sad

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Some speculation has been going on regarding the asylum being a "hub" world for the game. Is this true?

Did you get any sense of how you go from the asylum to areas like the docks or cottage and how that transition works?

Sent from my Samsung Galaxy S2 via Tapatalk


The demo was in two parts disconnected each others, so I din't get the sense of the connection. I can't speculate exactly then, but for example when the first demo finish with the big earthquake, and Sebastian goes out, everything is destroyed and the road is inaccessible, so it could make sense that the asylum is the "hub" for most of the game.

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I saw that Mikami told IGN that wants to make a new franchise, he said if want to make a sequel to Evil Within?

Without making comparisons, but the girl has a personality more like Jill or Claire?

PS: I love female characters. lol


Ehehhe it's too early to think about a sequel, I believe that he will consider about it after the game cames out Smile

It's too early also to judge the girl companion personality, because the demo was far too short for that ..but Mikami San said you will meet her quite a few times through the adventure, so I wanna be confident about that!

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Sweet, sounds awesome! Thanks for answering my question, Antonio!
So an E3 demo is confimed then, do you have an idea if its behind closed doors or is it public?


You are very welcome!

Yup I have a behind close door appointment with Bethseda, for Wolfenstein, The Elder Scrolls Online and The Evil Within. I'm pretty sure they will release a new trailer, maybe also some gameplay.

A funny thing, Mikami San is crazy for the italian pasta, so I promised to bring him some at E3 from my hometown, Naples Very Happy

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First of all thanks for answering all our questions. Well i have some questions to ask, this game has any atmosphere, similar to resident evil or silent hill the classic ones we grown with? In particular about music and sound effects, are they similar to the old classic survival horror games? What can you tell us about the music, does it have that resident evil or silent hill vibe? And last question, is it gonne be scary like we where back on the ps1 and ps2 nostalgic moments ... thank you for you time, looking forward for your reply Smile


Yes exactly, the atmosphere is a mix from the first RE, Silent Hill and so on, when I saw the demo I felt a lot of tension and anxiety, they improved also the camera point of view, contextual music and "big" moments, like for example when Sebastian hide inside a locker and the Butcher starts screaming and destorying everything because he can't find you, even doors between rooms Smile

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Thank you very much again, listen i heard there is going to be the noise effect like silent hill did is that true? and about weird noises, like for example you hear somthing really creepy ... then you are really scared not knowing whats on evrey corner ... and it will be nothing but just noises just for a moment, is he gonne do that kinda tension? ... i cant wait to see some gameplay ... Thanks again for this great information your the best mate Smile


Yes exactly, the demo has that "grain effect", typical from Silent Hill, but maybe less stronger.

And .yes, sometimes the music disappear and you can hear only the enemies screaming, like the butcher I mentioned before!


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Vert1
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PostPosted: Dec 05 2013 07:04 pm Reply with quote Back to top

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“Not much has changed when it comes to instilling terror in the player,” Mikami says. “But people have got used to the tropes of horror and they know what’s coming next, so in that sense it is harder to make them afraid.”

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“It’s still difficult to manage a team, but things are coming together now that the game is in a playable state. So, compared with a couple of years ago, it’s easier,” he tells us in a hotel suite near a packed Tokyo Game Show 2013, where The Evil Within is currently on display in the form of an extended theatrical trailer. “Making games is always like a rollercoaster: really fun times, but also really busy times. When you ride a rollercoaster, the uphill part is scary and fraught and lasts for a long time, and the downhill part – the fun, exhilarating part – is over in a flash.”


Mikami indicated even before The Evil Within was announced that his next game could be his last. His interest in breeding new talent was a key reason for founding Tango, and he was worried that he would have to spend more time managing and away from the director’s chair as the studio grew. But now, a couple of years later, he says he has no intention of stepping back from game development.

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“I don’t think I’ll ever completely stop doing creative work,” he says. “We’re a studio that makes things, and that means we need a leader who also makes things. So I don’t think I’ll be taking my hands off the wheel completely. I want to give younger staff the chance to make games – that’s something I’m very passionate about – but I’m not sick of making games or anything. I want to continue in a creative role. That will never change.”


source: http://www.edge-online.com/features/shinji-mikami-the-father-of-survival-horror-bringing-fresh-terror-to-games/


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