Resident Evil DS Interview & Video |
Jeux-france has posted a video and interview covering the new Nintendo DS game, Resident Evil : Deadly Silence. The following was translated by Naomura
at
GamerReports
.Thanks!
View Resident Evil Screenshots
"What do you think about the basic original Resident Evil game, it would seem like it would be easier to recreate it with the PSP than to have to worry about the different features of the Nintendo DS ?
Nakai :
As creators we actually realized that it would be more difficult to create a game based on the Nintendo DS requirements with the microphone and the touch screen, but we thought that it could be an original fun experience using those features with a
Resident Evil game. We wanted to do that. And then with the wireless side, we bring a whole different style of Resident Evil that you haven’t seen before, 70% of the game is based on the single player side and 30% on the multiplayer side, so multiplayer is still a big part of this game and we wanted to try to create our own special unique Resident Evil experience with that.
With these new features that the Nintendo DS has, why did you make the act of decision to port an old classic rather to create something new that could use these features from the ground up ?
Nakai : Well the whole main concept of the game was to go back to Resident Evil’s roots, to the first one when all started because when you think about it, the more sequels you put out, the more you start to get away from the basic concept and the true meaning of what that game was, so we wanted
to go to the original Resident Evil game, and then on top of that add different Nintendo DS features. We didn’t know whether we could or not, but that was the initial challenge we presented to ourselves. And after a lot of hard research and studying, we were able to do it.
Now that you have done all that, do you want to make an original game from the ground up, not a port ?
Nakai :
I think that this is going to depend on the consumer interest level, obviously if we try to sell this game and nobody wants buy it, then it wouldn’t make any sense to
make a lot of time and money another Resident Evil game for Nintendo DS. But hopefully, if the interest is there, yes I could make a new episode.
Resident Evil Deadly Silence is a 3D game, was it difficult to make a 3D game for Nintendo DS ?

Nakai :
Well, the Nintendo DS is probably not suited for 3D, I
think that Nintendo DS is carrying over the Game Boy Advance technology by adding some 3D support, the number of polygons that you can push on Nintendo DS is around a thousand, if you add textures it’s 800 polygons, so it’s not a lot. But still as you have seen there are a lot of 3D games that are coming on Nintendo DS, it’s going basically to come down to what we can do with that power that is given. First we had a lot of problems trying to make this game for the Nintendo DS, but after we learnt to program it the right way, we were able to do it, it’s all possible."
Nakai also mentioned that he has more Nintendo DS projects planned.
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Comments [refresh]
I can't wait for this to come out...heheqi
800 polygons per second? per frame? WOW. That is really low. Is that a misprint?
I heard that BioHazard (resident evil jap version) is out in Asia already.
800 thats a missprint the ds can out perform the n64 and it was 150,000 with all effect on not to mention that if it was 800 you dont wanna know how the games would look like but id say something the the gba 3d even less
Maybe he's talking about thousands of polygons/s. That's 800000 pols/s, and a max of 1000000 pols/sec for Nintendo DS graphic system.
I dont think it's a misprint (since he said "that's not a lot"). If it's 800.000 or 1.000.000 polys persec, then it's a lot (and then he said "it's not a lot"). SIgh... I am COnfused.
if you have read the original article you would know it was translated 2 twice i say thats where the numbers got a little misshandled what i said wasent a guess these are facts you can easily find online like i said you dont wanna know how the games would look if the ds could only performe 800 pol per sec
DOwnload the video and see how he said the polygon count is only Kuyaku (800) and isen (1000).
Considering that your average DS game runs at 30 frames per second, a count of 800 polys per second would mean ~27 polygons per frame. Like Razor299 said, a game that only has 27 polygons to draw an entire world will look awful. Probably worse than Starfox on the SNES.
My guess would be it's either a mis-print or the guy doesn't know what he's talking about. I'm pretty sure the DS can draw more polys than the N64, and is approaching the PS1 in terms of poly count.
I think he meant polygons per frame. IIRC, the absolute maximum of polygons per frame in the NDS is 2048, this measure of 800 using textures seems realistic to me.
I heard very positive comments from those who actually played the game such as 'it's actually scary, more zombies and etc'.
And I guess it's original enough in the sense it utilizes stylus and microphone features.
Anyway, I'm definitely getting this one when it comes out in the State since it was the first scary video game of my life (seriously.. first Resident Evil scared hell out of me..)
Mine arrived yesterday, it is very good, and even if it really is using only 800 polygons it looks great! :D
Only problem is I can't find the first Doom book, it's either a bug or they've moved it...