Interview: Capcom Talks Biohazard 0
Posted 08 May 2002 at 04:00 by Gerben
Dengeki recently held an interview with the makers of Biohazard 0, the game that was originally planned for the Nintendo 64.
Dengeki: Biohazard 0 was originally announced in early 2000, can you tell us about the developmental changes since then?
Mikami-san: The Biohazard team began by discussing ideas for a game which predated the original Biohazard. At that time we had already released three chapters in the series for the PlayStation and Code Veronica for Dreamcast. Planning was beginning on Biohazard 4, so the atmosphere was already very tense. Since we had experience in transplanting Biohazard 2 to the Nintendo 64, director Yoshiki Okamoto decided that we (3rd development division) would handle Biohazard 0, and the fourth development division would work on Biohazard 4. I protested that decision. [laughs..]
Dengeki: How did the decision to transplant Biohazard 0 to GameCube come about?
Mikami-san: It was becoming impossible to fit everything on a cartridge. [laughs..] We consulted Nintendo frequently, but we decided any ideas to fit the game on cartridge format wouldn’t be economically viable. The GameCube was announced shortly thereafter, and then we decided to resume development.
Dengeki: Did you have to start from scratch on the GameCube?
Mikami-san: The concept and story were carried over, but all the data and graphics had to be completely redone.
Dengeki: What’s the status of development now?
Mikami-san: Having already finished the remake of Biohazard 1 for the GameCube, we used much of that process as a foundation for designing backgrounds and character motion in Biohazard 0. It’s a time consuming process, but overall development is progressing well.
Dengeki: What’s the most difficult aspect of development now?
Mikami-san: Probably quality control. Most of our knowledge of the GameCube is based on the remake of Biohazard 1, so some elements in Biohazard 0 are similar. The characters and backgrounds such as the train are different, but the motion is similar at times.
Kobayashi-san: The remake used animated backgrounds which was visible when standing in the mansion, and new outdoor sequences were also added.
Read the rest of the interview at XenGamers who translated the interview.