When Did Resident Evil Start Development? A Look into the History
The Resident Evil franchise, also known as Biohazard in Japan, is a legendary horror game series that has captured the hearts of gamers worldwide. Since its first installment in 1996, the franchise has continued to evolve and grow, captivating fans with its gripping storytelling, spine-tingling scares, and challenging gameplay. In this article, we will delve into the history of the franchise and answer the question that many fans are eager to know: When did Resident Evil start development?
Early Days
The origin of Resident Evil dates back to the mid-1990s, when Shinji Mikami, a renowned game developer, began brainstorming ideas for a survival horror game. Tokuro Fujiwara, a pioneer in the video game industry, also played a significant role in the game’s conception. Fujiwara, who is known for his work on Sweet Home (1989), was inspired by Western horror movies and wanted to create a game that captured the same essence. In 1993, Fujiwara approached Capcom, a leading Japanese game developer, with his ideas, which led to the creation of Resident Evil 0 (Code: Veronica).
Initial Development (1993-1994)
After securing Capcom’s backing, the game’s development officially began in 1993. Shinji Mikami, the director and scenario writer of the game, led the team in designing the initial concept and writing the scenario. Mikami aimed to create a game that emphasized exploration and psychological horror over action-oriented gameplay. He drew inspiration from various horror movies and manga, crafting a game world that would captivate and terrify players. By 1994, the game had undergone several significant changes, with a major shift in focus from exploration to fixed camera angles.
**The Golden Days (1995-1996)**_
1995 was a pivotal year for Resident Evil. Following a grueling development phase, Capcom unveiled the first Resident Evil, Biohazard in Japan, which was released on March 22, 1996. This critically acclaimed title revolutionized the survival horror genre and received widespread attention worldwide. Capcom continued to refine and iterate on their concept, which would come to be known as Game Style, emphasizing immersive environments, sound design, and tension rather than high-action sequences. By 1996, the team had set a new benchmark for the franchise, one that would set the tone for future developments.
Chronology: Key Development Stages and Releases
To give readers a clearer picture of when Resident Evil started development and key events along the timeline, I’ve created the following table:
| Timeline | Year | Event | Release Date (Biohazard, 1996) |
|---|---|---|---|
| Planning Phase | 1993 | Fujiwara proposes his idea | |
| Initial Development | 1993 | Shinji Mikami, director | |
| Changes to the Game’s Focus | 1994 | ||
| Refining Concept and Soundtrack | 1995 | ||
| Initial Release | March 22, 1996 | (Biohazard) | 1996 |
| Series Launch | July 28, 1998 | ||
| Current Developments | August 8, 2016 | RE7 | |
| New Horizons: Capcom Remakes Resident Evil | February 20, 2002 | Resident Evil HD |
From here, let’s highlight key events leading up to RE7 development.
- [1994] : In a push for expansion and improvement, the initial plan shifted from first-person exploration (a hallmark of Sweet Home) back to more traditional pre-rendered cutscenes, accompanied by intense psychological storytelling and survival strategies.
- [1997] : Mikami continues refining and balancing gameplay after the 2nd series’ massive commercial success (Resident Evil 1 and Resident Evil 0), a feat echoed in their post-game credits (1983) after Resident Evil.
- [1989] : To develop its sequel (
Sweet Home). To know how early concepts in ’95 had, residuel
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