How Resident Evil 2 Was Almost Ruined, And Other Crazy Facts In New Nintendo Q&A

Iwata Asks is a long running and on going interview feature over on Satoru Iwata, the CEO of Nintendo, sits down with developers and creators alike, to get their unique insights on their current project, and gaming culture at large.

The most recent Iwata Asks, sits down with Hideki Kamiya of Platinum Studios. While he is currently working on Bayonetta 2 and The Wonderful 101 on the Wii U, he is well known in helping to make such legendary games as Resident Evil, Devil May Cry, Viewtiful Joe and Okami.

In this particular Iwata Asks, we get a fascinating look at Kamiya’s past as a gamer and developer. Kamiya was an adamant gamer when he was younger, even suffering at the hands of the neighborhood bully. He’d hang out with the physically abusive brute,  just to get a chance to play video games he other wise would not have had access to. That’s dedication!

As Kamiya further extrapolates his work, he touches on what it was like working under Shinji Mikami (creator of Resident Evil), Kamiya bares ahorrifying truth to Iwata, one that luckily did not come to pass….

…Hideki claims he almost ruined Resident Evil 2.

Kamiya comments in full:

“Yes. But immediately after, when Mikami-san made me director of Resident Evil 2, I messed up in a big way. As a result of saying okay to everything that came up, it turned out horrible. We had to scrap what we had spent a year and a half making…I felt like people were staring at me in the company cafeteria and saying, “That’s him! That’s the guy who ruined Resident Evil 2!” It was a shock, and very hard.”

Amazing to hear that RE2 almost suffered as vapor ware, considering what a global success it became! I’m glad to learn Shinji Mikami possesses the same kind of excellent discretion with employees he does with his game design. To think, if Mikami had second guessed Hideki’s worth, we might never seen Devil May Cry or Okami, not to mention the fate of one of the biggest names in survival horror.

This is just one of many awesome anecdote the prolific game designer shares in the Q&A, and I highly suggest anyone with a couple of minutes check the rest out.


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