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The
History and Making of Biohazard '96
Resident Evil is the brainchild of one Shinji Mikami, a video
game designer with big ambition who joined Capcom in 1990. His
first title was a basic quiz-puzzle game on the Nintendo Game
Boy which took three months to develop, despite his bosses
wanting it completed in just one. Mikami followed this up with
several Disney titles created over the next four years; 1991
Game Boy adventure Who Framed Roger Rabbit, Aladdin in 1993 for
the Super Nintendo, and finally Goof Troop also for the SNES a
year later in 1994. Other projects also included an untitled
Formula 1 racing game that was cancelled early on into
development. Mikami was a huge F1 fan and when he put pressure
on his staff to produce nothing but quality, he pulled the plug
on the project when it became apparent that the results were not
going to be good enough, a brave move for someone so early into
his career in game design.
It was following the release of Goof Troop that Mikami was asked
by his superiors to create a horror game for launch on Sony
Entertainment's premium new console, the PlayStation. Mikami
viewed this as the opportunity he had been waiting for. Tokuro
Fujiwara, Mikami's mentor and the man who had already achieved
success with the Mega Man franchise, was the genesis behind the
project.

"Mr. Fujiwara called me in one day and told me to make a horror
game and he wanted to use the same game system from the game
Sweet Home. He also told me to 'Create something worth seeing,’
I thought finally the moment has come!
In Biohazard, 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 sell well but I still believe that
game was a masterpiece."
- SHINJI MIKAMI
Sweet Home was a Japanese RPG horror game that was released
alongside a movie of the same name in 1989. The plot revolved
around a group of filmmakers staying at the infamous abandoned
Mamiya Mansion to shoot a documentary and catalogue a famous
fresco painting.
Years ago, Lady Mamiya and her husband Ichirou had a child
together. When the child reached infancy, it crawled into the
furnace of the mansion whilst unsupervised and when the furnace
was activated it was burned alive. This tragic loss caused Lady
Mamiya to go insane and over a period of time she would kidnap
children from the local town. She would them burn them in the
same furnace, believing that their souls would become playmates
for her own child 'in the next life'. Eventually, Lady Mamiya
took her own life and her ghost is said to roam the mansion,
looking for her dead baby.
The movie was never released outside of Japan and can only be
tracked down by way of rare VHS poor quality copies. Despite
this, the movie has earned quite a cult following and it is
hoped that a western DVD release will be made available in the
near future.
The game of the movie was released on the original NES at the
same time as the film. Players could choose from five different
characters, each with unique skills. The objective is to find a
way out of the mansion alive, avoiding Mamiya's ghost and other
hellish creatures in the process. Combat is turn based and as
well as controlling all five characters separately, you could
also pair up in teams of two, three or four as you negotiated
round the labyrinthine maze of complex corridors and rooms. This
method of control is a primitive example of the partner zapping
system employed by Resident Evil Zero some thirteen years later.
As well as the obvious mansion setting, Resident Evil also
borrowed from the loading screens of Sweet Home, for each new
section of the game was generated by a static screen depicting a
door opening and closing. As players moved from room to room,
documents and diaries left lying around by Lady Mamiya and her
husband could be found and read, offering further clues to the
plot, and one such note depicted the mansion as;
'The house of residing evil'
Sound a little familiar?
"The concept of the game was to create a constant feeling of
anxiety and to make the game very, very scary. Our first idea
was to put a feeling of dread forward in order to create a
harrowing experience that would distance itself from
conventional video games. This feeling of anxiety was realized
with the assistance of the new generation of consoles {the
PlayStation} that helped achieve the remarkable graphics. This
feeling of anxiety was our principal objective."
- SHINJI MIKAMI
Mikami had his haunted house setting; the next step was deciding
what enemies to include. His first idea was looking towards the
obvious; ghosts and other supernatural enemies, but after much
thought, Mikami decided that this would be too unoriginal with
nothing underneath the surface that would set it apart from
other horror titles of the day. He then briefly touched upon the
notion of using extra-terrestrial foes before finally settling
upon the flesh-eating undead after being influenced by George
Romero's classic Night of the Living Dead'.
"When I had planned to make Biohazard, I was going to use
ghosts, but if some other company makes a horror game, they will
use ghosts too, and I didn't want to be one of them. Also I
remembered the movie 'The Exorcist' I watched when I was in
elementary school. I only remember it left me with a bad taste.
If we are making a movie that is okay, but a game has to offer
tension and release.
Players can feel the zombie getting close and taste the fear and
panicking like 'I don't have enough ammo!' and finally
kill...relief and continue the game. That was the kind of game
flow that 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."
- SHINJI MIKAMI

Mikami believed that the physical presence the zombie provided
as opposed to a ghostly apparition would make the fear seem even
more real, knowing that there is a solid physical presence in
the same room as you.
"I wondered how to enrich the world of video gaming. To express
the anxiety, I am myself concentrating on the enemies and I
created a universe around them. There were many games resembling
an urban legend or ghost story at this point in time and I
wanted to make my own mark on them by creating a fear never
again achieved by other games. I wanted to express easily the
understandable anxiety of the pain caused by the attack of a
dog. My principle objective was to create attacks by enemies
that actually existed."
- SHINJI MIKAMI
Next would come the design of the game engine and how the
characters would interact with the surrounding environment.
"With the basic idea complete, we then had to make a game system
on top of that. We couldn't create a game where you just fight
zombies all of the time, but on the other hand, we couldn't
create a game where the player is just walking and nothing
happens. So I put mystery and puzzles into the game and the
player can feel the fear inside of the gameplay.
We had a hard time trying to figure out how the players would
start their route through the game. Some people wanted to start
from the first floor and maybe other people started from the
second floor, so we had to make the character say; 'Let's start
from the first floor.' Players would hear a gunshot and get a
little tension and then think 'Let's start playing'. It felt
like a cheap way but I couldn't come up with any more ideas.
In Biohazard, I didn't put so much 'surprise' essence, I learned
from the movie 'Psycho' about it, you don't have to make the
whole game about shocking scenes, just put some important
symbolic scenes and inside the player's mind to expand the
fear."
-SHINJI MIKAMI
The gaming viewpoint that was created for the player was that of
a 3D character placed onto a 2D static background, very similar
to the techniques used in Infrogrames 'Alone in the Dark' back
in 1992. This works by creating a 3D background on a computer
then photographing the background at a specific angle. A basic
3D invisible mesh is then created on this background which
allows a window for your character to move around in. What you
are left with is a 2D image of what was a 3D creation and your
3D character is superimposed on top of it. The only drawback to
this process is that the camera angle remains remains
permanently fixed in the same position and that the 3D character
can sometimes look a bit pixilated and blocky compared to the
highly detailed 2D backgrounds.
Although Alone in the Dark was the first game to try this
method, the technology available at the time was perhaps not
quite advanced enough to pull it off convincingly. However, the
advent of the Sony PlayStation and its 64-bit technology allowed
for Resident Evil to boast some seriously impressive movie-like
visuals, making it one of the most impressive looking titles of
its era.
Because of this complicated game system, the computer would have
to re-load every time the player entered a new room of the
mansion. Mikami anticipated this problem and rather than players
having to endure five seconds of blank screen every time they
went through a door, he went back to his original inspiration to
combat the problem.
"The door opening scenes came from Sweet Home. Actually, we made
the first game aimed to make the player scared to open the door
without the door opening cut scene. But the data of the room is
so heavy when the PlayStation's loading, it makes the screen
black, and I was thinking about what I should do when I
remembered the Sweet Home way. I realized that the door cut
scene would also build the player's tension. If I didn't know
about Sweet Home, I would never have come up with that idea."
-SHINJI MIKAMI
Mikami believed the players would be so engrossed in the visual
horror the game would provide that there would be little or no
need for any kind of coherent storyline. Thankfully, his bosses
at Capcom ensured this was one aspect Mikami-san would not be
allowed to get away with. So was the story created before or
after development?
"No, the story came after the game. No script, only a flow-chart
and notes. I wanted to make a haunted house game. The concept
was that you can enjoy the fear in your house. A haunted house
doesn't need a script or story, and I tried to explain this to
the management of Capcom, but every time I was called on to go
to a meeting, my boss always said; 'When are you going to finish
the story and script!!!' If it had been Mr. Fujiwara, he never
would have said that. Every time they asked me for the story, I
kept telling them that a haunted house doesn't need story. For
me, story is only 'better than nothing.' But I needed to make an
opening and ending, so I made that part, and after that I just
put little pieces of story and cut scene. I wanted to make the
story dependant on how the player beat the game.
Looking back, I should have created all the background first and
then made 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."
-SHINJI MIKAMI
As the plot began to take shape, designer Jun Takeuchi, who
would later return to the series as main producer on Resident
Evil 5, began to look at ways for the story to improve the
overall replay value of the game.

"The game Biohazard unfolds itself in the near future of the USA
and shows an accident that actually could happen. The scenario
is very detailed and makes the player think that he is an actor
in his own film. The development team used a system of multiple
scenarios that will convert the actions of the player into a
storyline.
Therefore, the players will not be able to discover the complete
storyline by playing just the one time. The principle difference
between Biohazard and other RPGs or action games is that the
main objective of the game is not just to kill all of the
enemies. In this game, the important one is 'to be afraid'. The
enemies will attack you with all of their force and the player
will have to wonder, 'How do I survive?' before thinking about
how to eliminate them. This is the definition of this kind of
survival horror, where the errors and mistakes of the player are
reflected in the game and can be fatal."
-JUN TAKEUCHI
As with any narrative, the chance of it being memorable to the
audience is greatly enhanced when the story is populated with
likeable and memorable characters. If the audience can't relate
to them, they are not going to care whether they survive the
game or not, or be bothered to complete side missions to save an
NPC teammate for example.
This was another aspect Takeuchi wanted to ensure the
development team got spot on. Indeed, even to this day,
characters such as Chris Redfield, Jill Valentine and Albert
Wesker are synonymous with even non-Resident Evil playing
gamers. As well as personality, Takeuchi also wanted to help the
audience as much as possible when it came to visually
identifying the characters.
"In the game, the traits of the military and police forces are
mixed together in a single team, which I wanted to show as a
unique police force. In two words; be realistic. I consider that
to have characters that are 'cool' and 'realistic' come across
well on the screen.
Usually, all the uniforms resemble each other but I wanted to
show the personality of the characters through their uniform.
This is done in old war films, where the headstrong carry
distinctive signs on their uniforms in order to emphasize their
personality. Each uniform expresses itself in a different
manner; for the female characters, it emphasizes the shape of
their bodies and makes them seem faintly sexy. For the men it is
better to show their savageness, thanks to a big knife for
example. The players see this knife and think; 'Woah! This guy
has a big knife, he must be dangerous!' I modified the design of
all the uniforms so that the players feel the personality of the
characters thanks to their mode of dress."
-JUN TAKEUCHI
When it came to naming the game, Mikami wanted to pay tribute to
the works of Alfred Hitchcock and decided to go with 'Psycho'.
However, one of his staff pitched a perhaps more fitting name.
"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
Biohazard was not used for western audiences due to the fact
that the name was already copyrighted by a music band. Many
people believed that the name 'Resident Evil' derives from Sweet
Home but Mikami would never categorically confirm or deny this.
The original Resident Evil is also famous for its use of live
actors for the intro movie and ending scenes, something
Mikami-san now regrets as the budget he had to work with was too
small to make an effective horror short. The actors used to
portray the S.T.A.R.S. members ranged from having little to no
acting experience and some of them were even just teenagers
attempting to play the role of a hardened police Special Forces
operative! Needless to say, this attempt at gritty realism did
not work and is looked back upon with laughter rather than
terror.

"We shot the opening movie in the Tama River side of Japan. In
the beginning of the movie, Jill makes her face look like she is
scared, but she was not. The actress for Jill was only a
high-school girl at the time and she had to run around outside
in the middle of the night and got mosquito bites, so she made
that face; 'I wanna go home!' She was just an immature kid.
That cheap shot was totally my mistake. I didn't have enough
time and money, also I should have picked the actors judging on
performances but it's too late now of course."
-SHINJI MIKAMI
The movie featured members of S.T.A.R.S. Alpha Team coming under
attack from a zombie dog which would then chase them into the
mansion where the game would begin proper. In American and PAL
territories the movie was cut down somewhat, toning down the
gore and changing the filter to black and white. Japanese
audiences got the full, uncut version and were treated to Joseph
Frost being ripped apart by a rather awkward looking devil dog
in all its rubber glory.
Although Japanese voice actors recorded the dialogue for the
game, the decision was made to dub into English due to the
game's Americanized setting and characters. The dodgy dialogue
has become a staple that has stuck with the franchise and one
cannot deny that it holds a certain morbid charm that adds to
the 'b-movie experience' and overall appeal of the game.
Biohazard was released in Japan on 22nd March 1996 and blew away
gamers and critics alike. It won numerous games of the year
awards, coined a new genre with 'survival horror' and spawned
countless imitations.
Up until winter 2009, the first incarnation of Resident
Evil/Biohazard {not counting the game cube remake} has sold over
5 million copies.
Interview excerpts courtesy of 'Birth of Biohazard' VHS and
'Another Side of Biohazard' book.
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