Resident Evil 5 producer Jun Takeuchi on race, shooting while standing still, and the Wii
“Resident Evil” is the biggest horror video game franchise out there and 2005's "Resident Evil 4" was the most successful installment yet, selling over six million units and earning critical acclaim. So the release of “Resident Evil 5” on March 13 will be a major event, probably the biggest in the industry so far this year (matched only, perhaps, by “Street Fighter IV,” also from Capcom).
It also could be the most controversial, given the decision to set the game in Africa and some of the racially charged images that already have some of us who haven’t played the game – and some who have – wondering how aware of and sensitive to the history of race in the West the developers were.
Which is why, although media tours are usually not my thing, I was psyched to sit down with Jun Takeuchi, producer of “Resident Evil 5,” who also worked on the first two games in the series and other Capcom titles.
I’ve transcribed most of the interview below (performed, of course, with the help of a translator). Read on to find out why Takeuchi-san thinks nobody should take offense at the game’s racial dynamics, why it’s important that the characters in the game can’t move while they shoot, what he thought of “Left 4 Dead,” how the bright African sun and co-op gameplay change horror, how he wants to approach bring “Resident Evil” to the Wii, and what he thinks is the most important element of a “Resident Evil” game.
Ben Fritz: I played "Resident Evil 5" for a few hours and there’s a lot of obvious similarities to "Resident Evil 4." Do you think it’s more similar to Resident Evil 4 than past Resident Evil’s have been to each other? And if so, why did you stick to that formula?
Jun Takeuchi: They are similar in a way. The one example we would give is "Resident Evil 5" is similar to "Resident Evil 4" the same way "Resident Evil 2" is similar to "Resident Evil 1." It’s the same kind of basic game content but there’s much more going on in the game.
BF: And is that because "Resident Evil 4" was so successful you wanted to do more of that? Or was it more of an artistic reason?
JT: Our intention in creating the game was that – From our perspective we really enjoyed playing “Resident Evil 4” and thought it was a great game and a great system it was based around. But we thought there was still a lot more that could be done with that system. So what we’ve tried to do with this game is using that same basic system add many basic elements to it. Obviously the biggest element is the co-op. But to add a lot into the game and create ultimately a more interesting and fun experience than “Resident Evil 4” was. I think we’ve succeeded in that.
BF: One thing I noticed in the beginning is because it’s Africa and it’s daytime it’s very warm and bright. It’s a hot African sun. Usually horror is dark and night. That’s what most of “Resident Evil 4” was. I don’t know if it gets darker later on, but is it more difficult to do horror in the daylight or can you do it in a different way?
JT: Certainly it is more difficult to create horror for the player in the daytime in a bright setting. But that was one of the things we wanted to do with this game – Creating a game on next-gen consoles obviously affords us more power. So we wanted to try something new and even if it was difficult create a new challenge for ourselves introducing horror in the daylight. It is difficult but there have been other horror in movies that have taken place in the daytime. For example “The Texas Chainsaw Massacre.” It does make things more difficult but gives us the chance to try something new and give a new experience to the player as well.
BF: When you made the decision to add co-op to the game was it more because it's an interesting gameplay element or do you think it actually helps with the horror experience?
JT: Actually having the co-op in the game helped us in many ways to create the horror and present horror to the player. If you only played it at the start you probably haven’t experienced too much of it, but in parts of the game, especially the later stages, there are many places where you are going through levels together with partner, but have to split up and go alone.
If you’ve been playing the game alone the whole time and in another part you’re alone you don’t notice the difference. But if you’ve been playing the game with a partner the whole time and suddenly you’re forced to be alone, it creates a more frightening experience for the player. So in that respect having the co-op helps us to make a better horror game.
BF: And do you think you made the experiences, when they’re separate, of equal caliber in every way for both characters? Given that some people will play alone, obviously more people will have the experience with [main protagonist] Chris [Redfield] than [co-op character] Sheva [Alomar].
JT: Yes we think they’re equally as fun as one another when you split up. We never had the intention of making one better than another.
BF: Did you ever consider giving a single player the option to control Sheva?
JT: No it was never our intention to let you control Sheva in the single player mode. The reason why is because the story of the game is about Chris. If you were able to choose Sheva for the single player game we’d have to create Sheva’s story as well.
BF: Some of the control elements in “Resident Evil 5” are things other games have gotten away from, like not being able to move while you shoot and not being able to stop the game when you go through your inventory. I assume those must have been very purposeful choices?
JT: In regards to the inventory that was definitely a deliberate choice. In “Resident Evil 4” when you opened your inventory the game paused. We wanted to have – the way the game is divided up is into chapter. Between each chapter you can look at your inventory and sort through everything. But while you’re playing the game we wanted you to have a seamless experience so the game doesn’t stop even if you want to check your inventory. We wanted a seamless experience that pushes you through the chapter. Then at the end of the chapter you can go look in your inventory.
BF: What about the inability to move while shooting? That’s obviously a “Resident Evil” hallmark but other games used to have that and now in almost all new games you can move while shooting.
JT: We’ve always thought the fact that you can’t move and shoot at the same time is very important in the “Resident Evil” games. A situation we wanted to create in the game is where if this is the player [points at table] and the enemy is over here [points further out on table], we don’t want to create the situation where you can keep your distance from the enemy while you shoot at him. We wanted the player to be in a situation where if the enemy’s getting closer and closer at some point you have to decide when you’re going to stop shooting and if you’ll run away.
That situation, that tension is very important to what the game is. If we wanted to create a game where you can run and shoot at the same time, that would not be a problem. But that would become a very different game. Something like your standard FPS. That element of “Resident Evil” is very important. It’s something we wanted to preserve.
BF: Not being able to run and shoot and having to keep playing when you open your inventory both make the game more difficult. Some people have suggested that difficult combat is important to horror games because it’s it raises the tension level and makes the experience scarier. Do you agree that those elements are important to making the game more scary?
JT: I don’t think that they’re necessarily important for all horror games. I don’t think they’re must haves. I think there are many different styles of game design. I think those two elements are important to the type of horror game that we wanted to make.
I do think there are other ways you can create different types of horror games. For example, “Dead Space” is a horror game where you can move and shoot and that design choice works. But I think it’s a good thing to have in the world of games many different types of control schemes. All games are not the same and that’s important.
BF: Now I need to ask a question about the issue of race in “Resident Evil 5.” What I want to ask is if in the design of the game, did you think about Western attitudes toward race? And what impact images from Africa, and of White people shooting Black people in Africa, might have in the United States or Europe vs. Japan and other parts of the world?
JT: I think there are many different ways people are going to look at things. Obviously not everybody’s going to look at things in the same way. But I think what’s most important is the intention of the people who made, let’s say, the image that you’re talking about of a White person shooting Black people. If they have ill will intended then I don’t think that’s a good thing.
But I think one of the good things about games is you can create many different situations. So you might have a game where a Japanese person is shooting Black people or a Black person is shooting Japanese people. I think what’s important is what the people intended when creating that. If they intended to create that with racial meaning behind it then I don’t think that’s a good thing. But at the end of the day we’re in the business of making entertainment and what we have created is a game that takes place in Africa and there are scenes where a White person is shooting Black people and other scenes where your African partner is shooting people of different races as well.
BF: So it sounds like you thought more about your own intentions as opposed to how people in different cultures might see the game and what kind of history they might bring to it?
JT: I don’t think it’s a very good thing to start off with the idea that if people from such and such a place see this, they’re going to get angry. That’s not a good way to start off creating something because then you’re going to start imposing limits on yourself and deciding what you can and can’t show in a game or a piece of entertainment in any media really.
I think it’s a good thing that you bring in different perspectives from different parts of the world, politics and different things into different forms of entertainment. What’s important there is, if you have somebody who has a message who’s trying to say “This group of people are bad” or “This way of thinking is bad,” obviously that’s not a good thing.
If we were to start thinking first about how people are going to respond to something we’d end up in a situation where we couldn’t have a game based in Africa or we couldn’t have a game based in X, Y and Z territories. At the end of the day it’s a piece of entertainment being made here. I don’t think it’s a good thing to place too many restrictions or think too hard about how people are going to respond.
BF: One horror game I played recently that very much impressed me and a lot of people I know is “Left 4 Dead.” The reason being that the artificial intelligence is the main reason that game was scary because you never knew what was going to happen.
If you played that game, what did you think of it and the A.I.? And relatedly, are there any significant changes in the A.I. of the enemies in “Resident Evil 5?”
JT: Yes certainly I have played that and a lot of people at Capcom are playing it. It’s a great game, a lot of fun, it’s really well put together. As you said, the A.I. system is very interesting. I think that element in creating that kind of game is really important because you don’t know what’s going to happen, where the enemies are going to come from. I think they did a great job creating a shooting game with zombies that’s very different from “Resident Evil” or any other zombie related games out there.
One of the things I think is really interesting about “Left 4 Dead” is that system works because the zombies are always running at you, always chasing after you. It works really well in that game.
As regards the A.I. system in “Resident Evil 5,” it has evolved and improved over “Resident Evil 4.” Probably the biggest change would be that there are lots of different environments in the game and no matter what environment you put the A.I. into, they don’t end up getting lost or not being able to find you. They’re always able to come after you and attack you. That has been a big improvement.
BF: There are a few little elements that have been in “Resident Evil” before that, well, it’s hard to understand why they’re there in “Resident Evil 5,” logically speaking. I couldn’t help but wonder why the healing herbs were in Africa. And in between the stages, when I was buying weapons, I was wondering, “Who I was buying these weapons from?”
JT: As regards the green herbs: A lot of people look at the “Resident Evil” games and they think that the zombies are the most important part of the game. Actually we disagree. We think that the green herbs are the most important part. (Laughs)
That was an element we wanted to leave in there for fans of the series who have been following it up until now. We think a lot of people appreciate that.
In terms of buying the weapons, that’s a game design choice. I think our image when we made it was that you’re buying from some weapons dealer who’s in that region. But I don’t think everything in the game world has to be fully realistic. You have a lot of conventions used in a lot of games. For example, in an online shooter, someone’s gamertag is always going to appear above their head. Or when you pick up a weapon you’re often times just picking up an icon. That’s not realistic either.
I think these are game design choices that help to make ultimately more interesting experiences.
BF: While you’ve been in development on this game, the Nintendo Wii has become extremely popular and grown much faster than the other consoles. In addition, the “Resident Evil 4” port for the Wii has been very successful. Were you surprised and has that made you question the decision to only do “Resident Evil 5” for Playstation 3 and Xbox 360?
JT: I guess this is probably down to our selfishness on the development team. When we wanted to make “Resident Evil 5,” we wanted to do it on the most powerful hardware that we could. We wanted to continue evolving the series, creating new experiences that we haven’t been able to make before. So in terms of the type of game we wanted to make, I think making it on the PS3 and 360 was the right choice.
Having said that, at some stage we would like to create an experience for Wii users as well. I think the Wii is a great machine. Obviously it’s got a lot of possibilities, a lot of things you can’t do on other consoles. We would like to think about something like tha tin the future. But for this game, I think it was the right choice.
BF: And do you think to make a game for the Wii, given how different it is, would you have to develop something new from the ground up? Or could you make “Resident Evil 5” work on the Wii, in some form, without creating something new from scratch?
JT: I think if we had to choose between those, it would definitely be to create something new from the ground up for the Wii.





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I feel that this was a great interview and i strongly agree that the race thing is just a little too much. Its a video game and that's all. Sometimes people look into things way too much. However, my reason for reading was strictly for the movement problem. I don't completely agree with the theory that not being able to move affects the level of horror in the game. It makes the game extremely difficult and frustrating at times and I feel that it's not realistic at all. I've played many horror games, the most recent one being Fear 2, and whether I was able to move my character or not didn't change the fact that I was horrified at times while playing the game. I feel that if the game aims to be realistic it should do just that in every aspect not just some. In no realistic situation would someone simply stand and let the attacker get closer and closer. It's a humanly natural instinct to keep a distance between themselves and danger. With that being said, I digress. The game is good. I just had a hard time with that aspect and didn't completely agree with the idea to create the game without the ability of movement while shooting.
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Posted by: Dnebiviza | March 31, 2009 at 12:38 PM
Lol at this racism crap.
Who gives a damn really.
Like other posters previous, I'm black and this game looks amazing no matter what color of the zombies you're shooting.
Seriously, who picks Africa as a game location. Thats a pretty bold move and a damn good one at that.
People always try to make race an issue with everything.
Just be glad we finally got some black ppl in a game!
Even if were shooting their heads off hahahahahaha!
Posted by: Mel Kendall | March 16, 2009 at 07:21 AM
Resident Evil 5 is the best game ever!
Posted by: Mark | March 13, 2009 at 03:54 AM
Tokyogodfather - yes: I was simply paraphrasing him.
I still don't follow his logic that considering a potential public reaction leads to self-censorship. It doesn't for anyone able to handle a controversial issue seriously (or satirically) and to defend it with a line more credible than, "it’s a piece of entertainment". Perhaps that's tantamount to an admission that he can't.
Funny how Far Cry 2 never had this problem.
Posted by: NebulaDog | February 26, 2009 at 02:28 PM
"I am black from Africa and America, "
Me too. AND I live in Japan.
"You have to give Takeuchi credit: that's some executive-class sliding around the issue - mens rea indeed, and never mind the actus reus "
Indeed. But there IS an actus reus, isn't there? I mean, they did MAKE the game.
But still, impressive.
Posted by: Tokyogodfather | February 26, 2009 at 11:29 AM
I am black from Africa and America, and 'am going to be the first to get a copy of RES 5 at Gamestop. Played House of the Dead overkill; loved it. My point is this, it is about time Africa got included in good thins too. But please bring RES 5 to the Wii without the "'from the ground up', talk."
Infact make another one from the ground up so that there are two for the big 'N' followers.
Posted by: King | February 26, 2009 at 10:10 AM
Race.
Every time there are different colors in a game everybody go and state their valuable opinion on "racism", "moral values", etc.
Seriously his answer to this question is pretty damn good and honest by the way. He just explains that if every time a video game is made you have to explain yourself to each community and try not to "insult them" (lol?) then the video game you wanted to make dies.
Maybe the next RE will take place in Asia with black people commanding white zombies to kill purple babies. And we will have the same whiners coming and giving us the look for not pointing out this particular aspect of the game.
It's like every time there are more than one colour in a video game it's RACISM all the way around...
My 2 cents.
Posted by: Jeff | February 26, 2009 at 01:46 AM
You have to give Takeuchi credit: that's some executive-class sliding around the issue - mens rea indeed, and never mind the actus reus - but since the issue is about race, it's a pretty facile plea.
I bet he did a little smile at that Murdoch apology, but.
Posted by: NebulaDog | February 25, 2009 at 10:49 PM
Hey this was a great interview. This is the first time I've heard takeuchi talk about the race problem in the game. I understand his point that the game was not created to demonize any race or anything. I believe he just thought of Africa as a setting, like any other. Still, I think from the coverage I've seen so far that the development was tone deaf to the cultural resonances of the imagery. Problems with race in art aren't just problems of intent.
Also, as a side point, thank you for asking about the move-and-shoot mechanics. I wrote about this a while back and I do think the inability to strafe is essential to the kind of tension that Resident Evil creates. It's just as he says, the distance between the player and the enemies is a valuable resource (you're always getting swamped) and the limitations on your movement created by the shooting mechanics create this terrific sense of desperation that's pretty essential to the whole design.
Posted by: Iroquois Pliskin | February 25, 2009 at 02:12 PM