Resident Eule 2 is now easy to go to the value, but in 1998, only one residential Evil was playing. Resident Eule 2 was the moment when Cape Kam stabilized the series as a horror icon. Not to mention the jump from the Spencer Mansion to the streets of the Rikone City and at that time the police station was a technical miracle. It is definitely intact even after all these years, but it is also worth remembering how impressive its sequel was for the moment.
So just imagine how it was, such as all the ambitions filled in Resident Evil 2, which were shining on PS1, and squeezing it for its Nintendo 64 port. Against the difficulties, American developer angel studios were tasked with doing the same. As a result, it was one of the most expensive and impressive conversions ever, that is, this version certainly deserves to be remembered as an important moment of the series. Retro Gamer Project Director Chris Foodor talks about how Nintendo 64 came together for Nintendo 64.
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Retro Gamer: Angel Studios did the work of converting resident Eule 2 to Nintendo 64?
Chris Fodore: We had earlier done Ken Griffith Junior for N64, which was the first game to be released by the angel studios, so we had technical skills and learned a lot on the project.
The team was given the option of making a drama to port resident Eule 2 or work on Spider -Man 64. We looked at both options but felt that our little studio is not ready to compete with Spider-Man because it needs a lot of gameplay and may be the same as Superman 64-decide! One port felt fine because it played our technical skills with a proven sports design. We really went to Japan to talk to Cape Kam, who did not clearly expect the project as much as we did.
RG Have you raised any preliminary concerns with Cape work about the port’s appropriateness?
CF: We have not raised any concerns. It is a classic matter of being very stupid to find out what is not possible, so you will finish it anyway. There was still discussion with frames and audio replacement of katasis. It was a fallback but it was not sitting well with anyone on the team. We were going to do it. Thank you for good for 64MB cartridges.
RG: But still, there were two CDs full of statistics and you had a relatively Smman small cart…
CF: We had a wind on our backs in a sense. Many assets were copied to both discs, so although there was 1.2GB of data, many kits were repeated. Some can turn to Levin and say he will say and do the same as he did on the second disk with Claire. This does not mean it was easy, why the PlayStation version can easily copy the video and make a deduction. We identified the similarities and started a copy at the right time on ROM. It needed to separate and identify the overlap, and also needed a room that could immediately play a scene in a different sequence. This is not possible without the incredible FMV work of Todd Mannic. I do not want to minimize the contribution of other team members. Everyone crushed it.
RG: Would you say that you had to overcome the most difficult aspect?
CF: You probably want to hear the same answer, but every two weeks is a new challenge. Code with comments in the Japanese that did not follow the non -written Western coding protocol. Understand how the rendering system worked. Find out how much space can be allocated in the area, whether it be sound, background, model, FMV. The last date of time is even the problems of the internal angel studios. Obviously, the FMV was a major challenge, but that meant that it had received attention from the beginning. As soon as the project was issued, other issues were yet popped. I remember there are daily meetings and someone asked, “Should we be upset?” I said, “Yes, let’s worry … Okay, worry, let’s work.”
RG: Hi, did this help them to assure them?
CF: It seems a bit in the retro -spectrum, but I just mean let’s focus on what is under our control.
RG: On the topic of external factors, did you experience any intervention by Cape work, or Nintendo for this matter?
CF: Cape Kam had nothing more to say, “Let’s do it.” Initially, the Cape work did not expect much more than an extraordinary effort, saying diplomatically, saying that we were not considered at the first level. Nintendo needed the blood color change option and is still tough about how the game appears and behaves on its platform, as everyone knows. Nintendo was actually helpful when we initially discussed 32MB cartridges and we were told that 64MB cartridges were possible with a place to save cartridges. 32MB will definitely have a version that has a static cotton. Cape work took the risk of allowing a large cart, and it resulted. I remember how heavy the final product felt.
RG: Your version actually adds content that was special to N64. Was his application made by the Cape work, or was you included by?
CF: Applied by Cape work, which had full creative control. I think Analog controls have come from us, but as far as things like previous files, which come from the cape work completely. Randermizer mode was unique and from the cap work. It was great to see that people appreciated this extra content. Some people enrolled in it and I like it to make a difference in our version.
RG: Turn back, are you sorry for taking a job?
CF: Sorry? No, I will do it again one hundred times. When you are young, there is freedom and it can endure the risk of failure without affecting a family. It was a good choice. I always saw it as an opportunity to prove my technical chips, and we did.
RG: Well, to present it in some way, if you asked Cape Kam, did you try to reside Evil 3?
CF: Residency Evil 3 did not make sense because PlayStation 2 was just around the corner. Angel Studios talked about a small game with Cape work, called Dino Crisis, but we did not end it. We developed some tech in that direction, which (coins upper game) became a brutal struggle.
RG: Thank you for your time, Chris.
CF: I like to tell ‘War Stories’ and I have drowned myself in sports since I played NES for the first time. The fact is that people are still talking about the game after 25 years.
Want to play more Retro Games? Check us Best Nintendo 64 Games List!