Creacion de un sueño
- LeICh MySTeRiO
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Creacion de un sueño
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Si este tema esta repetido borrenlo, pero es k oy e leido una cosa muy curiosa k aun no abia leido
-Al parecer el nacimiento de resident evil se debe a un sueño
- Shinji Mikami soño k estaba en una mansion llena de zombies y monstruos y tenia k salir de alli para sobrevivir
- Fue asi como se llevo a cabo un juego de gran exito lanzado en 1996 llamado BIOHAZARD, lo k nosotros conocemos como
Resident Evil!!!
Opinen o como ya e dixo, si ya esta muy visto y repetido, y yo no e sido lo suficiente atento en 11 años para darme cuenta d esto, borrenlo, saludos
-Al parecer el nacimiento de resident evil se debe a un sueño
- Shinji Mikami soño k estaba en una mansion llena de zombies y monstruos y tenia k salir de alli para sobrevivir
- Fue asi como se llevo a cabo un juego de gran exito lanzado en 1996 llamado BIOHAZARD, lo k nosotros conocemos como
Resident Evil!!!
Opinen o como ya e dixo, si ya esta muy visto y repetido, y yo no e sido lo suficiente atento en 11 años para darme cuenta d esto, borrenlo, saludos
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A eso lo llamo yo un sueño millonario.
Tambien está basado en un jeugo de NES que si mal no recuerdo, se llamaba Sweet Home, y la primera fase era matar a unas bestias del bosque y meterse en una mansión.
Tambien está basado en un jeugo de NES que si mal no recuerdo, se llamaba Sweet Home, y la primera fase era matar a unas bestias del bosque y meterse en una mansión.
Visiten http://www.catarsisestudios.com Catarsis En corto.
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pos... en "Another Side of Biohazard" el dice que los de Capcom le mandaron a hacer un juego de terror, y este se baso en el que segun el, era el mejor juego de terror de la historia: Sweet Home, que a pesar de no ser muy conocido, el juego le parecio una obra maestra, originalmente la mansion iba a ser como la de Sweet Home, con fantasmas, pero le parecio muy cliché, asi que se acordo de los zombies de la serie Dead de George Romero, y los uso para el juego, quisiera saber la fuente de eso del sueño :S
salu666
salu666
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http://es.wikipedia.org/wiki/Resident_E ... _BioHazardB_O_W escribió:pos... en "Another Side of Biohazard" el dice que los de Capcom le mandaron a hacer un juego de terror, y este se baso en el que segun el, era el mejor juego de terror de la historia: Sweet Home, que a pesar de no ser muy conocido, el juego le parecio una obra maestra, originalmente la mansion iba a ser como la de Sweet Home, con fantasmas, pero le parecio muy cliché, asi que se acordo de los zombies de la serie Dead de George Romero, y los uso para el juego, quisiera saber la fuente de eso del sueño :S
salu666
saludos
- LeICh MySTeRiO
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Re: Creacion de un sueño
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si supe eso hace algun tiempo,pero paraHuNk LeICh escribió:Si este tema esta repetido borrenlo, pero es k oy e leido una cosa muy curiosa k aun no abia leido
-Al parecer el nacimiento de resident evil se debe a un sueño
- Shinji Mikami soño k estaba en una mansion llena de zombies y monstruos y tenia k salir de alli para sobrevivir
- Fue asi como se llevo a cabo un juego de gran exito lanzado en 1996 llamado BIOHAZARD, lo k nosotros conocemos como
Resident Evil!!!
Opinen o como ya e dixo, si ya esta muy visto y repetido, y yo no e sido lo suficiente atento en 11 años para darme cuenta d esto, borrenlo, saludos
las personas q no sepan ahora tienen la
posibilidad d saber
Baby i like your style
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ahora, para los que al parecer siguen creyendo lo del sueño pongo la parte del transcripto del libro ASOB (Another Side Of Biohazard) en donde Mikami explica de donde salio RE
-- When did the RE idea comes from?
M: Mr. Fujiwara called me one day and told me to make a horror game. And he wanted to use game system from the game "Sweet Home" He also told me "Create something worth seeing" and we were so excited. When he said "something worth seeing", I thought finally, the moment came!
In RE, even though the game system is the same as "Sweet Home" there are few similarities, but I got a lot of ideas from Sweet Home. Sweet Home didn't sale well but I still think that game was the masterpiece.
-- The story of RE was already build up from the beginning?
M: No, the story came after the game. No script, only a flow-chart and notes.
I wanted to make a haunted house, game concept was you can enjoy the fear in your house. A haunted house doesn't need a script or story. My thoughts on the game RE were not like another game with a story, and I tried to explain to the Management of Capcom, but every time I was called on to go to a meeting, My boss said "When are you going to finish the story and script!!!" If it had been Mr. Fujiwara, He never would have said like that.
-- It is hard to explain something to people who never understand.
M: Every time when they asked me "The story", I kept telling them "A haunted house doesn't need story." For me, story is only "Better than nothing." But I need to make an opening and ending, so I made that part, after that I put just little piece story and cut-scene, I wanted to make the story depended on how player beat the game. So, really different from RE2.
Should have create all backgrounds first and then make the game, but I didn't have that much time. I thought it is already hard enough to create a game so players feel "The FEAR", it is almost impossible to add story or dramatic situations.
-- How did you create the RE way to open the door and get into new area?
M: Came from "Sweet Home". Actually, first we made game aimed to make the player scared to open the door without door opening cut-scene. But data of the room is so heavy and when Playstation is loading, it makes the screen black, and I was thinking about what I should do and remember the Sweet Home way. I realized that opening the door cut-scene will also build the player's tension. If I didn't know about Sweet Home, I would never have came up with that idea. I'm glad Sweet Home was already there.
-- Some people said it is too scaly to play RE, but I think there is a lot of female RE fans.
M: Capcom marketing said about 15%, usually, female fan is 5 to 10%, so I think more than average.
-- Why did you use the zombie? Not ghost?
M: When I planned to make RE, I was going to use ghosts, but if some other company makes a horror game, they will use ghost too, and I didn't want to be one of them. Also I remembered the movie "Exorcist" I watched when I was in elementary school, I only remember it left me with a bad taste. If we are making the movie that is ok, but a game has to offer tension and release.
Player feels zombie getting close and taste "The FEAR", and panicking like "I don't have enough ammo!!" and finally kill, relief - continue the game�c. Kind of game flow was in my mind.
Only the zombie walks up to you creating a feeling of fear. Players know the zombie is going to bite them and the human instinct is to run away from creepy things.
salu666
-- When did the RE idea comes from?
M: Mr. Fujiwara called me one day and told me to make a horror game. And he wanted to use game system from the game "Sweet Home" He also told me "Create something worth seeing" and we were so excited. When he said "something worth seeing", I thought finally, the moment came!
In RE, even though the game system is the same as "Sweet Home" there are few similarities, but I got a lot of ideas from Sweet Home. Sweet Home didn't sale well but I still think that game was the masterpiece.
-- The story of RE was already build up from the beginning?
M: No, the story came after the game. No script, only a flow-chart and notes.
I wanted to make a haunted house, game concept was you can enjoy the fear in your house. A haunted house doesn't need a script or story. My thoughts on the game RE were not like another game with a story, and I tried to explain to the Management of Capcom, but every time I was called on to go to a meeting, My boss said "When are you going to finish the story and script!!!" If it had been Mr. Fujiwara, He never would have said like that.
-- It is hard to explain something to people who never understand.
M: Every time when they asked me "The story", I kept telling them "A haunted house doesn't need story." For me, story is only "Better than nothing." But I need to make an opening and ending, so I made that part, after that I put just little piece story and cut-scene, I wanted to make the story depended on how player beat the game. So, really different from RE2.
Should have create all backgrounds first and then make the game, but I didn't have that much time. I thought it is already hard enough to create a game so players feel "The FEAR", it is almost impossible to add story or dramatic situations.
-- How did you create the RE way to open the door and get into new area?
M: Came from "Sweet Home". Actually, first we made game aimed to make the player scared to open the door without door opening cut-scene. But data of the room is so heavy and when Playstation is loading, it makes the screen black, and I was thinking about what I should do and remember the Sweet Home way. I realized that opening the door cut-scene will also build the player's tension. If I didn't know about Sweet Home, I would never have came up with that idea. I'm glad Sweet Home was already there.
-- Some people said it is too scaly to play RE, but I think there is a lot of female RE fans.
M: Capcom marketing said about 15%, usually, female fan is 5 to 10%, so I think more than average.
-- Why did you use the zombie? Not ghost?
M: When I planned to make RE, I was going to use ghosts, but if some other company makes a horror game, they will use ghost too, and I didn't want to be one of them. Also I remembered the movie "Exorcist" I watched when I was in elementary school, I only remember it left me with a bad taste. If we are making the movie that is ok, but a game has to offer tension and release.
Player feels zombie getting close and taste "The FEAR", and panicking like "I don't have enough ammo!!" and finally kill, relief - continue the game�c. Kind of game flow was in my mind.
Only the zombie walks up to you creating a feeling of fear. Players know the zombie is going to bite them and the human instinct is to run away from creepy things.
salu666
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Ehmm traduccion por favor???B_O_W escribió:ahora, para los que al parecer siguen creyendo lo del sueño pongo la parte del transcripto del libro ASOB (Another Side Of Biohazard) en donde Mikami explica de donde salio RE
-- When did the RE idea comes from?
M: Mr. Fujiwara called me one day and told me to make a horror game. And he wanted to use game system from the game "Sweet Home" He also told me "Create something worth seeing" and we were so excited. When he said "something worth seeing", I thought finally, the moment came!
In RE, even though the game system is the same as "Sweet Home" there are few similarities, but I got a lot of ideas from Sweet Home. Sweet Home didn't sale well but I still think that game was the masterpiece.
-- The story of RE was already build up from the beginning?
M: No, the story came after the game. No script, only a flow-chart and notes.
I wanted to make a haunted house, game concept was you can enjoy the fear in your house. A haunted house doesn't need a script or story. My thoughts on the game RE were not like another game with a story, and I tried to explain to the Management of Capcom, but every time I was called on to go to a meeting, My boss said "When are you going to finish the story and script!!!" If it had been Mr. Fujiwara, He never would have said like that.
-- It is hard to explain something to people who never understand.
M: Every time when they asked me "The story", I kept telling them "A haunted house doesn't need story." For me, story is only "Better than nothing." But I need to make an opening and ending, so I made that part, after that I put just little piece story and cut-scene, I wanted to make the story depended on how player beat the game. So, really different from RE2.
Should have create all backgrounds first and then make the game, but I didn't have that much time. I thought it is already hard enough to create a game so players feel "The FEAR", it is almost impossible to add story or dramatic situations.
-- How did you create the RE way to open the door and get into new area?
M: Came from "Sweet Home". Actually, first we made game aimed to make the player scared to open the door without door opening cut-scene. But data of the room is so heavy and when Playstation is loading, it makes the screen black, and I was thinking about what I should do and remember the Sweet Home way. I realized that opening the door cut-scene will also build the player's tension. If I didn't know about Sweet Home, I would never have came up with that idea. I'm glad Sweet Home was already there.
-- Some people said it is too scaly to play RE, but I think there is a lot of female RE fans.
M: Capcom marketing said about 15%, usually, female fan is 5 to 10%, so I think more than average.
-- Why did you use the zombie? Not ghost?
M: When I planned to make RE, I was going to use ghosts, but if some other company makes a horror game, they will use ghost too, and I didn't want to be one of them. Also I remembered the movie "Exorcist" I watched when I was in elementary school, I only remember it left me with a bad taste. If we are making the movie that is ok, but a game has to offer tension and release.
Player feels zombie getting close and taste "The FEAR", and panicking like "I don't have enough ammo!!" and finally kill, relief - continue the game�c. Kind of game flow was in my mind.
Only the zombie walks up to you creating a feeling of fear. Players know the zombie is going to bite them and the human instinct is to run away from creepy things.
salu666
I'm not regret right now (I'm feeling this)