Joystiq interview: Resident Evil 5 producer Jun Takeuchi

Jun Takeuchi has been very busy the last few years, dedicating his time to franchises like Onimusha, Lost Planet, and of course Resident Evil. With the latest installment of Capcom-brand survival horror, Takeuchi has been battling accusations of racism and complaints about the dated controls, all while serving up four million downloads of the demo. He didn't have to deal with any such matters back in the days of Resident Evil 2, that's for sure.
We met up with Takeuchi during his recent stop in Los Angeles to discuss these issues and other hot topics. Find out what he had to say after the break.
We met up with Takeuchi during his recent stop in Los Angeles to discuss these issues and other hot topics. Find out what he had to say after the break.
Gallery: Resident Evil 5
At what point did you decide to add the westernized control scheme that you have available in Resident Evil 5?
We decided very early on in the development that that was something that we wanted to put in and something that would be good for the game and help people in the West to play it. So we decided very early on to put it in there. We did spend a lot of time testing it before we revealed it to anyone.
We expect that the game will sell more in North America. |
So do you think Resident Evil 5 will be more popular in the West than it is in Japan, especially given the Xbox install base in Japan?
If you are talking in terms of the sales numbers, yeah, we expect that the game will sell more in North America than it will in Japan. That is for sure.
What influenced the team to go entirely co-op this time?
I guess the biggest reason is that we wanted to create a new experience for the player. We didn't always want to have the player playing a single player game. So in Resident Evil 5 we really want to advance the series on from Resident Evil 4 and to allow the users to do something in the game that they have never been able to do before. Our answer to that was co-op; to allow the players to play with a partner and to experience the game in a different way.
Speaking of the co-op gameplay, there appears to be a lot of wasted space on the sides of the screen in the split-screen mode. Was there a particular reason to go that route?
There were two main reasons that we decided to do it like that. The first one is we wanted to preserve the 16:9 ratio on the screen when you are playing in 16:9 ratio co-op. That was important, not just because the game looks best like that, but also because it affects the way that you control the game. If you took up one half of the screen with one of the windows, the character would end up being much wider in the screen. Then obviously it would be much smaller at the top. So actually it became quite difficult to control when we had it running like that. That was one reason.
The other reason was that we felt when you are sitting on the sofa with somebody else playing the split screen, if you have the two screens just right on top of each other; it was actually quite difficult to see and separate your screen from the other person. So we felt that if you are going to be playing co-op, you are probably going to be sitting beside each other. So we wanted to have the two screens beside each other a little bit off-set like that.
Besides the co-op gameplay, what other innovations are you bringing to the Resident Evil series with this version?
There have been a lot of evolutions to the Resident Evil formula in this game, particularly in the smaller areas that you might notice the first time while you are playing it. One example of that is you don't save the game using the typewriters anymore at the end of every chapter. So there are a lot of small evolutions of the formula in this game. You will see that as you play through it.

When you open up the menu screen to select items in Resident Evil 5, you do that in real time. Why did you decide to delineate from actually pausing the game when using the item menu?
The reason we wanted to have that is because the game is divided up more into chapters than it was before. We wanted the experience to be seamless while you are playing the chapters.
You don't stop to do anything while you are playing the chapter. You go straight through it, and then at the end of every chapter you can kind of review where you are and have a bit of a chance for a break. But while you are playing through the game, it is relentless.
We were trying to make the player feel the tension of not being able to move as freely. |
Have you played Dead Space? That was EA's take on survival horror. If you did, what did you think about it?
I didn't get to play it very long. I did play it a little bit. I thought it was very well made.
Part of Resident Evil is the moving and shooting: you don't do both at the same time. Is that limitation important to Resident Evil as a series as it affects gameplay?
I can't really say that it is important for a Resident Evil game that you have that restriction on the player. What I can say is that it was important for the game that we were trying to make in Resident Evil 5 to place the player in that situation of fear, and to have them feel the tension of not being able to move as freely. That was certainly an important part of the game design and the feeling that we were trying to create in the game.
Do you think the criticisms against the game's controls are misplaced? Are the criticisms frustrating, or did you expect a certain amount of that going in?
Obviously the criticism that will be coming from the fans right now is from people having played the demo. I certainly want to put out that we were aware that that criticism was going to come up and it was going to be something that we dealt with. So we were prepared for that. However, looking at the feedback that we have been getting back from the members of the press who have played the build that we sent out, we think that if you play the full game and you play the whole experience, it is much easier to understand why the controls are the way they are. It actually makes it a more interesting game the way it controls. So we think that when the game is out there on the shelves, the users will understand that a lot more, and maybe that criticism will disappear.
The Wii has taken such a large lead in sales, and Resident Evil 4 did so well on the Wii. It's also cheaper to develop games for the Wii. With that in mind, why is this a PS3 and Xbox 360 exclusive title? Was that a creative decision?








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Reader Comments (Page 1 of 2)
DiL @ Feb 24th 2009 4:39PM
Mmhmm... brains
Syn @ Feb 24th 2009 7:15PM
Mmm $69.99 Regular Edition...
Insight @ Feb 24th 2009 4:40PM
Good interview. I still don't understand why they went that route with the controls, though (I really hope that they make more sense to the player the farther you get like Takeuchi said), and a Wii version would have been cool (though they would have to sacrifice a bunch of key features and would have quite a bit o difficulty conveying the atmosphere that they wanted to convey). I'll still end up giving this game a rent, buy if I like it and the controls grow on me.
Kristopher G @ Feb 24th 2009 4:46PM
"So do you think Resident Evil 5 will be more popular in the West than it is in Japan, especially given the Xbox install base in Japan?"'
Some may wonder if this question was even necessary. One country versus the west (Europe/NA and even Australian counts as the west).
My guess would be the west. Even if the install xbox /ps3 install base in japan would be higher it would still sell more in the west.
Hife @ Feb 24th 2009 5:12PM
Yeah, I was pretty baffled by that myself.
Jocaju @ Feb 24th 2009 6:19PM
Not only that, but the way they asked about xbox install base in Japan make you think that RE5 is xbox exclusive in Japan.
Josh @ Feb 24th 2009 4:50PM
"Speaking of the co-op gameplay, there appears to be a lot of wasted space on the sides of the screen in the split-screen mode. Was there a particular reason to go that route?
There were two main reasons that we decided to do it like that. The first one is we wanted to preserve the 16:9 ratio on the screen when you are playing in 16:9 ratio co-op. That was important, not just because the game looks best like that, but also because it affects the way that you control the game. If you took up one half of the screen with one of the windows, the character would end up being much wider in the screen. Then obviously it would be much smaller at the top. So actually it became quite difficult to control when we had it running like that. That was one reason.
The other reason was that we felt when you are sitting on the sofa with somebody else playing the split screen, if you have the two screens just right on top of each other; it was actually quite difficult to see and separate your screen from the other person. So we felt that if you are going to be playing co-op, you are probably going to be sitting beside each other. So we wanted to have the two screens beside each other a little bit off-set like that."
If that's really the reason, I'm severely disappointed. That makes no sense.
However, I thought the reason was because the consoles start having a hard time keeping up with the game when you add in the second screen, so in order to keep a decent framerate they made the windows much smaller than they really should be. The framerate already suffers in splitscreen (on the PS3, at least), after all.
drdre74 @ Feb 24th 2009 4:53PM
four million downloads of the demo does not mean four million sales for the full game. People download free stuff and never plan to buy the game. Simple fact. Its been getting tons of hate because of the controls. Gears of war has made people forget that this game has "always" had these controls. This is not Gears. If you want Gears controls go play Gears.
Kevin Kelly @ Feb 24th 2009 5:19PM
Who said the game is going to sell four million?
Kristopher gonzalez @ Feb 25th 2009 1:03AM
Siren: New Translation puts the controls for RE5 to shame.
I was fricking scared playing Siren and that game has walk-n-gun mechanics plus less "zombies" on screen.
Meanwhile playing RE5 is only tense because of the horrible controls and inventory system.
It's not just the lack of walk-n-gun that makes the controls horrible. Press x to run is just stupid. Press L1 to equip the knife and press square to attack (oh and you cant walk and slize)
I'll be picking this game up, but mostly because i'm getting it cheap.
Love the respons he gave about the controls "However, looking at the feedback that we have been getting back from the members of the press who have played the build that we sent out, we think that if you play the full game and you play the whole experience, it is much easier to understand why the controls are the way they are."
He starts with saying that the negative feedback is just because we have only played the demo. I'm pretty sure developers make demos that represent the game at it's best side. So unless there is a complete overhaul on the controls, don't try to fool me.
From what i have read/seen from previews are that they all state the controls are horrible, but you get used to them after a few hours. I just hate it how some game get just slapped on the hand a little, meanwhile other games get totally creamed for the same issues.
and him stating that the control criticism might disappear after the release, but sorry it's been there since RE4 and it will continue to be criticized.
drdre74 @ Feb 25th 2009 8:52AM
The reason I said its not going to sell 4 million is because the title of this post made it seem like just because 4 million people downloaded a demo they make it seem like thats going to equal sales for the final game.
Chrono @ Feb 24th 2009 4:54PM
Good interview.
I cant wait for this game!
AJ D @ Feb 24th 2009 4:57PM
I don't get why anyone would call this game racist; I haven't played the whole game of course but I played the demo...It's in Africa so I would expect the people to be African now if it was based in Canada and all the zombies happened to be African then maybe they'd have a case...
Foetoid @ Feb 25th 2009 5:18AM
LOL. Well done. I also don't remember hearing about racism issues in Far Cry 2, or in COD:WaW. I don't remember the general Spanish population up in arms over RE4 either. The world is moving very quickly beyond rasicm and leaving white supremacists in the stone ages. One glorious day will come when noone care about race, colour or *gasp* religion.
That being said, i read very recently that KKK applications and memberships have SKYROCKETED. Not joking unfortunately.
Pukel @ Feb 24th 2009 4:58PM
Personally I wish more games would do a 'limited' split screen in this way to retain the aspect ratio.
Mario Kart Wii is pretty difficult to play in SS because a.) the framerate drops and b.) you can't see where the hell you're going unless the track is level.
These days a lot (most?) people are playing on bigger TVs than they did back when we were playing Goldeneye. And the HD format (i.e. widescreen) makes it very difficult to split a screen wholly without really skewing one of the dimensions.
Mr Khan @ Feb 24th 2009 5:00PM
Eh, they have every reason to develop more Resident Evil on Wii. It's understandable that they want the flagship to lead the series in all respects, but RE will return to the winning white box, if the success of RE4 Wii and REUC are any indication
Otherwise, it was a good insight. I still have a lot of respect for them for sticking to their guns about creating tension in the game by limiting the controls, despite the pressure to make it more of a 3rd-person shooter.
tboy123 @ Feb 24th 2009 7:46PM
"by creating tension in the game by limiting the controls, despite the pressure to make it more of a 3rd-person shooter."
How do the controls make it tense? All the controls do are:
KEY WORD: LIMITING
1. Keep Capcom from making more advanced AI
2. Piss me off to the point that I want to throw my controller at the screen because I have to stop shooting, turn around, aim again, and start shooting. Also, the knife is BULL.
3. Make it so stupidly unrealistic that I want to vomit. (I know its not real life, but who would stop in one spot to shoot a pistol when zombies are coming from all but one side...)
4. Prove that people will buy "RE5 a.k.a. RE4: in Afrika with IMPROVED GRAPHICS and sh!tty co-op".
5. Lose my sale.
Even if they added "walking while shooting" it would still not be a 3rd person shooter... I think adding walking while shooting would make it tense.
Pukel @ Feb 24th 2009 5:10PM
Please please please Resident Evil on Wii. Maybe if Dead Space is a big hit they'll go for it.
I think it would be very fitting, and super cool, if the Wii had some sort of exclusive 'alternate' story chapter with RE4's engine and controls.
RE: The Barry Chronicles???
Or, sweet Jesus, a Wesker game where you play his fall from good to evil?
Wesident Wiivil: Wesker's War
Wirebrain @ Feb 24th 2009 5:30PM
Wesker was never good.
Pukel @ Feb 24th 2009 6:31PM
Not even as a wittle babby with sunglasses on?
mdouet @ Feb 24th 2009 6:09PM
Incoming!!
godlovesugly @ Feb 24th 2009 6:10PM
As much as I hate to mention Tay Zonday, this guy looks like him.
Meggsy @ Feb 24th 2009 8:14PM
Chocolate Braiiinnnssss
Saikisen @ Feb 26th 2009 12:40AM
This guys asian though. I see somewhat of a resemblence
arrness @ Feb 24th 2009 6:30PM
why isnt this on the main playstation joystiq page?
Christopher Grant @ Feb 24th 2009 7:02PM
ack, oversight! I just pushed it over there. It was on the PS3 page only, which doesn't really work if it's not on the playstation page first :-/
TreND @ Feb 24th 2009 7:38PM
i wont buy this game till the fix the controls....
thx god they released a demo... i would have bought the game if it wasnt for that..
tboy123 @ Feb 24th 2009 7:48PM
I would have rented it if it weren't for that demo...
Thanks for saving me $8 Capcom!
Game_playa @ Feb 24th 2009 7:59PM
You made my day! But not you TBoy, you should have Gamefly
cepwin @ Feb 24th 2009 8:04PM
Great interview...looking forward to the game. I'm currently working my way though RE4 in preparation
uu1nksuu @ Feb 25th 2009 1:28AM
they talked about resident evil outbreak!!! just 4 a bit lol. i realy wish they would make a part 3. i still got file 1 and 2 4 my ps2. and they took online play away from us =( plz put it back online its a really great game PLZ!!!i mean i still play it offline on my ps3 but you dont know how many ppl wanna play it online still =( i know i do lol but really put online back on plz =(
Richards | PSN: F4WMR @ Feb 24th 2009 8:37PM
"Yes. It certainly was a decision from myself and from the development team that we really wanted to push the next part of the series as far as it could be pushed. That included the graphical aspect of the game. So that was the reason that we went with the 360 and the PS3."
*le sigh* is it just me or did the Wii get spanked again? RE5 is impressive in terms of design n scope, as a huge fan of RE4 I was looking forward to what was to come next. Part of me expecting this, but I'm not satisfied. I have played the original RE and loved them, but I can't necessarily say I agree with the removal of being able to move while shooting. Not to mention, the overall turning does not feel comfortable and I think it should be re-addressed. It's a shame to think I'm seriously going to pass on this title, but it just doesn't live up to MY expectations.
Popfrogs @ Feb 24th 2009 8:37PM
This game sucks but people will buy the hell out of it anyway. Tank controls, bad framerate on ps3, yoda-in-a-backpack camera that fills half the screen with your character's back, unpausable inventory, ridiculous splitscreen co-op and more damn ganados from RE4. Would it be so bad to have actual zombies?
I'm only mad because I've played RE1-4 and was hoping this would be an evolution of the series. Now they ruined it by making it so old-fashioned and screwed up and I don't even wanna see it.
lasersanchez @ Feb 25th 2009 12:30AM
old-fashioned? What? It's steps up from re4.
Popfrogs @ Feb 25th 2009 12:56AM
The only thing that's "steps up" is the graphics. Everything else minus the inventory (which is a regression) is a step down. Especially considering other successful horror survival games like Dead Space that have come out since RE4.
Dooley @ Feb 24th 2009 9:34PM
This is retarded.
I finished every res evil up to code veronica and then stopped playing the series.
Y'know why? No innovation. This seems like a simple arguement but stuff it. The fact is this:
Every franchise grows up, gets a proper control scheme, and stops limiting the player as an excuse for gameplay.
The RE series, since 3 has strived to limit the player more and more in each installment until finally, a guy with 22" arms can't walk and fire a pistol.
I'm sure he has a problem chewing gum as well.
Get over it? No, Capcom needs a reality check. How many times was it downloaded? Yeah, I was two of those. Both times the game was deleted within an hour. The first time I tried it I was appalled.
The second time, a friend wanted to see it, and I have to admit the co-op had me curious. Yeah, that sucked.
Goodbye Capcom, I'm playing L4D, kthx.
lasersanchez @ Feb 25th 2009 12:31AM
New controls = innovation. I am taking notes.
bwwardiii @ Feb 24th 2009 9:43PM
Neat! I hope the controls actually work like they expect. Sometimes what seems like a good idea to everyone designing it doesn't end mean it's the taste of the consumer. I know that they can't meet the tastes of everyone but I know it's important for them to make a buck too.
Pukel @ Feb 24th 2009 9:58PM
It does seem like a throwback.
The tank controls were never implemented for gameplay reasons. They were implemented because the first 3 RE games used static backgrounds, which meant the controls had to be 'viewpoint independent' i.e. relative to the player. So we got the 'rotate - forward -rotate - back' format.
RE4 stuck with it and succeeded by being awesomely atmospheric, long, and pretty. But really, didn't everyone, at some point, curse the controls of RE4? Didn't everyone say the Wii version was so much better BECAUSE it had better controls? Control is everything in a survival/target shooting game. Absolutely everything. You have to feel like your failures are your own fault.
The combination of dumb AI teammate whose death ends the game, and sluggish, unreactive controls, add up to innumerable deaths that aren't really the player's fault. Bad.
Shoyz @ Feb 24th 2009 10:46PM
You forgot about Ashley.
But I guess Ashley at least ducked instead of standing in your point of fire.
kentuckyfried @ Feb 24th 2009 11:31PM
The game would get really frustrating at times, especially if i wasn't careful about watching re-loads. Moving to get away from people was sluggish at times unless you were constantly already on the move. Ganados were always way the hell too accurate with axes too...meanwhile people would get too close while you were trying to shoot these laser accuracy axes being thrown at you.
the problem with RE is that if it adopts FPS style controls with enemies that don't stop running, we'd be left with...L4D. But maybe that would work in its favor since RE's storytelling is scope is much larger than L4D's, which doesn't necessarily feel like a story-driven experience so much (I don't know, only played the demo so maybe I am speaking out of turn).
lasersanchez @ Feb 25th 2009 12:33AM
Considering Silent Hill had 2-d controls (i.e. down is down, up is up), I don't think it was a limit because of the style. I'm pretty sure they intentionally made it that way so you had to think of yourself as the dude on the screen.
Pukel @ Feb 25th 2009 2:13AM
But Silent Hill 2 was a polygon i.e. 3-D game. Re 1, 2 and 3 all used pre-rendered 2D backdrops. If 'up is up' then when you move between backdrops your direction of movement would change or even reverse.
Regardless, I don't mind the 'stand and fire' thing as much as the 'stand to reload' thing. If I could pop off a shot, then dodge while I reload, I wouldn't mind so much. But firing off your last bullet and having to doge while not even being able to reload is intensely frustrating.
Also, Ashley was a moron but she was MEANT to be. She was supposed to make the game harder for you. Sheva is, presumably, meant to HELP YOU OUT instead of just being another thing to worry about.
bakerboi @ Feb 24th 2009 11:21PM
@Popfrogs
Ay don't perpetuate that, aint no bad frame rate on the PS3 version. You just got that from the dude that commented up above you about the split screen frame rate.
And there's barely any problems until you have like 10 enemies in view on both screens.
Besides that a lot of yall aint got that many friends anyway so you'll prolly be playin online and won't have to worry about split screen problems.
eilegz @ Feb 25th 2009 12:43AM
This game should be released on the Wii since the Wiimote its perfect for this game, anyways the series lack of inovation and improvements, boost in graphics its not everything, besides after RE4, gow improved the gameplay but the only thing new in re5 its the coop thing which it seems more an annoyance in single player than anything else.
The RE4 control scheme was good because it improves over previous RE, but we are talking about next gen, with games like dead space and gears, i cant understand why capcom didnt add the MOVE and shoot.
Marcos @ Feb 25th 2009 10:38AM
OMFG! every hater; Shut The Fuck Up!!
Like if controls are that much of a big deal, Dammit. Each time you guys buy a new game; Are the controls exactly like the game you were playing before? No! And you get used to it! (20 mins) But who knows maybe you're retarded.
Also, wtf! This game being racist? LMAO!
"No, i wont buy this game. I don't like to shoot at black people (Not that i like). I want to be in heaven when i die" Screw that too! There isn't even one tiny bit of racism in this game; There's only racism when You are racist.
Finally, every one of you will end up buying the game. AND YOU KNOW THAT! RIGHT?
goldeneyesoldier ( noble prophet of rant and ownage ) @ Feb 25th 2009 6:02AM
i saw this guy talking for the lost planet 2 reveal trailer.seems reasonable and smart enough,sad that re5 has to go through this whole debacle of accusations
Numion @ Feb 25th 2009 11:00AM
Sorry to be captain obvious here, but why not include both control modes?
RE purists will no doubt enjoy rotate-move-rotate-shoot, while the rest of us could have an alternate control scheme (don't reinvent the wheel, take CoD4, Dead Space, GTAIV). Many games come with several control schemes, and some even allow complete remaps (at least on PC).
This way everyone is satisfied! ;-)
MLS @ Feb 25th 2009 11:34AM
haha, Squirm?? That was a MST3K featured movie.
I happen to think Jaws is the greatest film ever made though, so good on Jun for name-dropping that. Still won't be buying ths game, but maybe Lost Planet 2...
Rocks @ Feb 25th 2009 1:56PM
these controls make more sense if you are playing co-op with a friend. one player goes and explores/scouts, other watches his/her back, repeat...
been doing this in the demo, and it works wonders, and lots of 'oh damn, got your back' moments...
i tried to find something wrong with the controls, and realy, all i can think of that really annoys me is:
- getting used to quick turning instead of rotating all the way around.
- not being able to use a knife and move.
both of which i can deal with. ..