

Mikami: Yeah, I mean, you can’t reason with them.

It’s that pathetic feeling of being a prey animal, of being “locked-on” by your hunter… it’s terrifying, don’t you think? -They’re completely inhuman creatures. And their minds are alien to us, we have no idea what they’re thinking. Evolution tells us that dinosaurs are related to birds, but our mental image of them is far more reptilian, and they’re far harder to kill. Then there’s the fearsome jaws, the sharp claws, and even its tail can be a deadly weapon. Then the speed at which it can move despite that size. Mikami: The first impression is the huge size, of course. That was my image for Dino Crisis-a predatory creature lying in wait, and the unique, primordial fear that arouses in us. Then, in the book, the character tries to peek through the brush and there’s a sudden rush of movement before they’re attacked at blinding speed.
#REGINA DINO CRISIS LEWD MOVIE#
The movie has a similar scene, where the cow is being lowered into the raptor cage, but the movie shows it from above, a place of safety-while the book scene has it at eye level, as a person would see it if they were really there. Mikami: In the novelization of Jurassic Park, there’s this scene that takes place deep in the jungle in a fenced off area, and the character know there’s something in there, rustling around, but their vision is obscured by the thick jungle foliage. What’s the deal with that “deep flashback” scene? In this case, it wasn’t just me thinking “oh cool, dinosaurs” and shoving that into a pre-existing template rather, the scenes with the dinosaurs themselves all came to me at the same time, as a set. When I have an idea I think is interesting, it’s always bundled as a “package deal” of sorts with other ideas. Mikami: Well, I don’t really “apply” or piece together individual ideas like that when I’m designing a game. Did the whole dinosaur idea work once you tried applying it to your game? So yeah, I mean, if I had to say, that’s what was going through my head.

I thought it would make for a thrilling game, to take a real-live dinosaur and throw it into a realistic situation, and force the player to confront that. (laughs) When you think about what it is that makes dinosaurs so cool, first off it’s their strength, their size, their speed, their toughness… and of course the very fact they once walked the Earth, but now are extinct. Mikami: Um… to be honest, there’s no special reason behind it. Changing gears now, let me come straight to it: why dinosaurs?! Resident Evil was all about zombies, so why have you switched foes for this game? I want the player to do the legwork in discovering the truth of all that, piece by piece-like a story you weave together yourself. The player is 99% sure “this must be the work of the dinosaurs…”, but there’s a 1% chance it’s something else. They then notice spent shell casings on the ground, and a fence that’s been torn open. Despite being a military research facility there is not a single guard. And that’s all they themselves know, too. Mikami: Yeah, the protagonists enter this facility on a mission to locate a missing doctor. (laughs) -At the present, all we know is “there’s dinosaurs” and “the protagonists have snuck inside some research facility somewhere.” My apologies to journalists who have to cover our game, though. It’s important that we preserve those surprises for players: “whoa! look at that enemy!” I know that sneak peeks and early looks and all that do get people excited, and they help sell magazines, and it also can be a big boon to your initial sales, but… I’m sorry, if I have to slice and dice my game up to make a profit then I think it’s not worth it. Mikami: Well, I definitely think that not knowing what’s going to happen is one of the fun parts of any video game, you know? If you’re thinking “Oh, I know what comes next”, that makes for a boring experience. You’re worried it will ruin the experience for players when they play it, you mean. Mikami: No, I’m afraid I can’t tell you much. It sounds like the basic framework of the game is done, though. We’re about 90% of the way along our master schedule… but content-wise, maybe 70 or 80%. Mikami: In terms of percentages, that’s hard to say. Shinji Mikami – Director/Producer -So how far along is the Dino Crisis development now? Originally featured in the 5/99 edition of The Playstation
