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 Post subject: Re: Biohaze: Play for Japan
Posted: Apr 18, 2011 8:30 

Great news! The auction has closed, and $152.50 was raised for the Red Cross.

Biohaze member Agent Wong was the lucky winner! Because of his generosity, the lives of those suffering in Northern Japan will get just a little bit better -- everything counts, and I'm proud of the Biohaze community.
Posted: Jun 17, 2011 8:33 

Might as well have both!
Posted: Sep 19, 2011 23:07 

Congratulations to JokerJo for winning this year's TGS prize!
Posted: Sep 27, 2011 6:27 

Reflection: 15 Years
1996 – 2004

1996
The birth of the monumental horror game, Biohazard

Survival horror.
Though now a standard genre, fifteen years ago, it had neither shape nor form in video gaming.

As the early 1990s saw decline brought about through the collapse of the Japanese economic bubble, excitement within the video game industry grew more and more with the introduction of a new generation of hardware that would succeed the current 16-bit and 32-bit systems: the PlayStation ("PS") by Sony Computer Entertainment ("SCE") and the Sega Saturn ("SS") by Sega Enterprises (now Sega).

The industry quickly transitioned from the 2D graphics used up until that point, to 3D graphics, which utilized a new technology known as "polygons," and various game manufacturers focused their strength on the development of game software that displayed 3D graphics. However, if a game was to make it to store shelves, games had to be racers or RPGs, or otherwise had to follow traditional genres, which meant that games that utilized the maximum potential of a game hardware's specs were not being made.

Through such circumstances, Capcom, the company known for producing fighting games, quickly entered both the PlayStation and the Sega Saturn's development camps, and from them came one brand new title. Indeed, that game was "Biohazard" ("BH1"). The game's genre was "survival horror," a first for home video game consoles. Capcom's consumer development team initially developed the game in order to gain development experience, but the title grew to become a full-fledged project.

The development concept was genuine horror action that raises a player's level of immersion through the removal of parameters shown on the television screen. That isn't to say that there were no earlier games that utilized horror elements; rather, it was rare for a game like Biohazard to bring both horror and action right in front of audiences. Some game fans took notice of the game and were expecting something new. However, as new games come with tall hurdles, the release date came amidst a lack of excitement.

On March 22, 1996, Biohazard was released exclusively for the PlayStation. Using the catchphrase "A game that exceeds movies, survival horror that makes one shiver has arrived!" the Biohazard series took its first step toward becoming something that should be commemorated. In terms of initial sales, the game was well received in spite of being new property, and while its position was low, it would regularly appear in the rankings of game magazines. Interest in the game spread through word-of-mouth. After nearly one year passed, which felt like watching paint dry, sales eventually exceeded 1 million units. We can say that the primary reasons the game became such a big hit were because of the game's depth, cutscenes that were of similar quality to movies, and careful storytelling that gripped gamers' hearts and wouldn't let go.

We used real life footage for the opening cutscene, a rare move at that time, and used English voices with (Japanese) subtitles because we actually wanted to make something akin to a movie. And although cutscenes such as those that have creatures suddenly break through glass are classic fabrics of horror films, the game would have an impact to the extent that players would scream in shock at these scenes while forgetting that they are playing a game.

The game's story could be seen from the point of view of both Chris Redfield and Jill Valentine, members of the S.T.A.R.S. Special Forces team, and the game employed multiple scenarios that would play out depending on the actions and choices of the player. Chris and Jill's scenarios greatly differed in their combat abilities, weapons and partner characters; Chris was particularly skilled at knife-based combat, which spawned instances in which fans would clear his scenario using only the Combat Knife.

While the game's theme revolved around the concept of desperation and horror, the logic of solving puzzles using objects such as the crests and cranks, the execution of combat using real firearms, as well as hidden features such as unlimited ammunition and alternate costumes, were placed throughout the game, allowing players to taste that sense of catharsis when they overcome their fears through the use of their own abilities, and also that feeling of beating the game. This is the perfect balance. The games in the series that followed have stayed true to the event that is now a Biohazard tradition: the climactic countdown sequence that has players' adrenalines pumping.

At a glance, this looks like a game in which players simply hunt for monsters in a mansion, but actually, behind this superficial view is the subtle presence of a suspenseful conspiracy involving a giant corporation that constantly betrays players' expectations - in a good way.

At the time, there were various opinions on elements such as the "tank controls" that would confuse players each time the camera angles changed as well as the blind spots that existed as a result of those fixed camera angles. But in fact, these were directly connected to the game's charm. Rather than serve to frustrate players, they promoted the element of fear during exploration, and since the game naturally encouraged players to pour their own emotions into the game, this was an important and successful example of a gameplay style that was born out the limitations of game hardware.

To elaborate further, the "door sequences" that would play when going from one room to another on the map played a part in upping the game's level of fear. These door sequences were implemented towards the end of the game's development because it would be quote boring to see nothing except black loading screen sequences every time the player enters a new room. When someone plays through the game, although the doors simply open slowly while the camera zooms in, the game stirs the fear within players that arises just by wondering what may be lurking beyond the door. Players should notice that this allows the level of tension to remain throughout the experience.

Through these elements, Biohazard turned the normal conventions of home video games upside down, and at the same time, opened up a new path of entertainment that was only possible with the next-generation of game hardware.

Five months after the birth of Biohazard, the first Tokyo Game Show was held. We felt that this international event hinted at prosperity for the game industry, and that Biohazard would comfortably move forward as well.

The game made PlayStation history as a long seller nobody saw coming. The following year, Sega Saturn and PC ports were released. The same year, Biohazard Director's Cut was released, which contained, among several new features, episodes not contained in the original version, as well as a new Beginner Mode, which was included in response to PlayStation players who felt that the original game was too difficult to finish. We had earned the support of one fan after another.

1996

1.11
Ryutaro Hashimoto Cabinet is inaugurated.

Koichi Wakata flies aboard Space Shuttle Endeavour.

2.27
Pocket Monsters Red and Green are released by Nintendo.

3.22
Biohazard (PlayStation)

4.1
Tokyo Big Sight opens.

Yahoo! JAPAN service commences.

6.23
Nintendo 64 launches.

7.5
Dolly, the world's first cloned sheep, is born.

7.19
The Atlanta Olympics commence.

7.20
Marine Day (Umi no Hi) is becomes a national holiday.

8.22
The first Tokyo Game Show is held.

12.5
The Hiroshima Peace Memorial and Itsukushima Shrine are registered as UNESCO World Heritage sites (cultural heritage).

Original Japanese from BEAMS T x BIOHAZARD: HISTORY THE ELEMENTS ANNIVERSARY BOOK.
Pages 8 – 11.
Published by Capcom.
Translated by cvxfreak for Biohaze.com, September 27, 2011.

http://www.e-capcom.com/ec/srDispProductListProductLink/doProductTreeLink/1/1/A10003179/10/10/srDispProductList/
Posted: Jan 28, 2012 8:46 

Bull fucking shit. :)
 Post subject: Biohaze in 2012
Posted: Jan 30, 2012 7:10 

Image

The Biohaze staff takes a look back at 2011 and forward into 2012. What will 2012 bring the Biohazard series and the Biohaze community? Click here to find out what Biohaze staff thinks.

Feel free to share your thoughts with us!
 Post subject: Re: Can I just say?
Posted: Feb 11, 2012 9:15 

For me, Rev is definitely up there with RE2 and CV in the music department.
Posted: Mar 17, 2012 8:49 

The possibility is pretty high that Revelations ties into RE6's plot, so I wouldn't write that game's relevance off just yet.
Posted: Mar 20, 2012 2:40 

You kept the typo. Brilliant. <3
Posted: Mar 21, 2012 20:52 

I'm around halfway through the campaign, and this game just reeks of "Resident Evil: The Movie: The Game."
Posted: Feb 08, 2013 22:51 

I have the digital version, no difference in audio as far as I can tell.
Posted: Mar 25, 2012 9:50 

That's my problem with your assessment. You say Ada is a quasi-villain. But what does she do that remotely qualifies as villain-status? Pretend to work with Wesker and Krauser (and actually kill the latter while she's at it)? Not good enough for villain status. If it wasn't for Ada, Leon and Ashley would be as good as dead. Hell, Ada even goes out of her way to save Claire in the B scenario even though she wouldn't have any actual reason to outside of a genuine compassion for human life. You don't get that with Hunk or Nicholai. That's why she belongs with the Heroes, because she is more of an unorthodox hero than a true villain.

And who knows: maybe we find out in RE6 that Ada's past is why she's battling against viral weaponry or what not.

The fact Lone Wolf's in Heroes Mode shows how creatively bankrupt Slant 6 was in putting the mode together. Should've just been a free-for-all like Versus, or they could have tapped into other characters present in RE3 like Brad and Mikhail... The mode was non-canon, so they should have just been creative.

For the record, Annette wouldn't really be a villain either. She was just pissed off throughout RE2.
Posted: Mar 27, 2012 11:35 

Knock it off.
 Post subject: Re: New Facebook Page
Posted: Mar 31, 2012 23:32 

Added in milestone events into the timeline: specifically, the games in the series released since Biohaze's founding.
Posted: Apr 13, 2012 23:15 

So... I ordered this.
Posted: Apr 19, 2012 20:54 

Just played through the first paid chapter of the Spec Ops mission. It's a lot better than most of the U.S.S. campaigns on premise alone. We never really did get to see the events of Raccoon City from the perspective of a rescue team.

Although, the Specs Ops are essentially a modern Outbreak File 2. Same game engine, new game scenarios. Paying $20 to double the game content is more appealing than buying a second SKU, although ideally it all would have been there on day one.
Posted: Apr 25, 2012 8:16 

http://www.biohaze.com/news/rc_logo.gif

Biohaze is proud to bring you an early, yet complete and accurate English translation of an interview between Japanese game magazine Famitsu and Biohazard staff member Masachika Kawata. The interview appears in the May 10/17 issue of Famitsu (Vol. 1222), which goes on sale tomorrow (April 26) in Japan.

The interview talks about Kawata's involvement in the Biohazard series, his thoughts on Operation Raccoon City, and the future of the Biohazard series, to which Kawata specifically mentions wanting to do something related to horror in response to Revelations' critical reception.
Click here to see the interview in its entirety. As always, credit to Biohaze is appreciated.
Posted: May 11, 2012 23:32 

http://www.biohaze.com/news/re6.gif

Capcom expects to ship (and sell through) 7 million copies of Resident Evil 6 worldwide by March 31, 2013. The expectation includes all three platforms. If achieved, this would make Resident Evil 6 the highest selling single title in the series, surpassing the 5.8 million units of Resident Evil 5 shipped worldwide as of March 31, 2012.

Source: Capcom Investor Relations
Posted: Jun 08, 2012 2:04 

http://www.biohaze.com/news/re6.gif

If you live in Tokyo, then you'll get a chance to play through a demo of Biohazard 6 before the Xbox 360 demo launches on July 3. On June 30 and July 1, the CAPCOM SUMMER JAM will take place at Tokyo Big Site, where Biohazard 6 and other demos can be played. On the 30th, there will also be a stage show related to Biohazard 6, where new information may be revealed.

Follow our Biohaze Japan Live Event Twitter for live coverage! Updates will be compiled in the next post .

Source: CAPCOM SUMMER JAM
 Post subject: Re: Everything Gay!
Posted: Jun 12, 2012 8:46 

As a San Francisco native, I support this thread.
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