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A few more tidbits about Resident Evil: Revelations/The Mercenaries 3D

Posted on December 9, 2010 by (@NE_Brian) in 3DS, News

Resident Evil: Revelations

“The ship’s innards are dark, subdued, and packed with fear. The 3D screen really recreates the feel of peering into a corridor and thinking you can see something on the other end — that’s why we’re concentrating on the horror in this game; because it’s such a good fit with the hardware.” – director Koushi Nakanishi

“We want a scarier game than before, one that avoids the style of RE4 and later and instead goes with the old style up to RE3, where you’re solving puzzles and exploring. Recent games in the series have been more about fast excitement, but fear is the main drive of this game from the start — something so scary to the player, he’ll instinctively want to run as fast as he can. Suspense plays a key part here.” – producer Masachika Kawada

Resident Evil: The Mercenaries 3D

“The Mercenaries mode was just bonus material up until now, so a lot of gamers never even got around to playing them, I don’t think. You had to finish the main games to unlock them, which made them tough to access in the first place, and a lot of the challenges were pretty sadistically balanced besides.” – Koushi Nakanishi

“We needed to change the control system a great deal for the Nintendo 3DS. The touch screen is a really great input device, so we definitely want to get the most out of that we can.” – director Kazuhisa Inoue

“You can give them skills and adjust their weaponry. That lets you adjust them for your own play style while leveling up their skills. Each character has varying heal and defense abilities, and some skills let them unlock particular weapon features or defeat certain mid-bosses more easily. Taking advantage of these skills will make the game quicker to play and allow you to raise your characters’ levels more easily.” – director Kazuhisa Inoue

“It’s tailored to be a pure action game, so there is no story aspect to it at all. Instead of that, we’re implementing a lot of new gameplay into the action.” – director Kazuhisa Inoue

Source 1, Source 2

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