{"id":26883,"date":"2024-02-07T18:59:55","date_gmt":"2024-02-07T09:59:55","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=26883"},"modified":"2024-02-09T18:49:50","modified_gmt":"2024-02-09T09:49:50","slug":"20240207-26883","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/20240207-26883\/","title":{"rendered":"Resident Evil 1 director Shinji Mikami was against jump scares, but sequels did not follow his ideals"},"content":{"rendered":"\n<p>You are calmly walking around a zombie-filled mansion, getting used to the tank controls when suddenly, rabid dogs come smashing through the window next to you, making you jump out of your skin. This is Resident Evil 1\u2019s famous jump scare. Game industry veteran Hideki Kamiya recently shared some recollections of that moment, as well as some surprising advice from Resident Evil 1 director Shinji Mikami on making the player feel scared.&nbsp;&nbsp;<\/p>\n\n\n\n<p>Hideki Kamiya has directed a number of well-known titles such as Resident Evil 2, the first Devil May Cry, Viewtiful Joe and Okami. In response to a user sending him an image of Resident Evil 1\u2019s infamous dog jump scare, Kamiya shared a funny moment from his early career at Capcom, when he was a planner on the game.&nbsp;&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">\u958b\u767a\u4e2d\u3001\u3053\u306e\u5834\u9762\u4ed8\u8fd1\u306e\u5b9f\u88c5\u304c\u6e08\u3093\u3067\uff08\u78ba\u304b\u4f53\u9a13\u7248\u7528\uff1f\uff09\u3001\u4e09\u4e0a\u3055\u3093\u306e\u540c\u671f\u306e\u6cb3\u91ce\u3055\u3093\uff08\u30d6\u30ec\u30b9\u30aa\u30d6\u30d5\u30a1\u30a4\u30a2\u306eD\uff09\u3092\u547c\u3093\u3067\u304d\u3066\u8a66\u904a\u3057\u3066\u3082\u3089\u3063\u305f\u969b\u3001\u30be\u30f3\u30d3\u72ac\u304c\u98db\u3073\u8fbc\u3093\u3067\u6765\u305f\u77ac\u9593\u306b\u6cb3\u91ce\u3055\u3093\u3073\u3063\u304f\u308a\u3057\u3066\u4ef0\u3051\u53cd\u3063\u3066\u3001\u305d\u306e\u62cd\u5b50\u306b\u30b3\u30f3\u30c8\u30ed\u30fc\u30e9\u30fc\u306e\u30b3\u30fc\u30c9\u304c\u672c\u4f53\u304b\u3089\u30b9\u30c3\u30dd\u629c\u3051\u3066\u2026\u5f8c\u308d\u3067\u307b\u304f\u305d\u7b11\u3093\u3060\u601d\u3044\u51fa\u2026 <a href=\"https:\/\/t.co\/Ub9V8a6f3K\">https:\/\/t.co\/Ub9V8a6f3K<\/a><\/p>&mdash; \u795e\u8c37\u82f1\u6a39\ud83c\udf40 Hideki Kamiya\ud83c\udf40 (@HidekiKamiya_X) <a href=\"https:\/\/twitter.com\/HidekiKamiya_X\/status\/1751813007674577330?ref_src=twsrc%5Etfw\">January 29, 2024<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<p><strong>Post Translation:<\/strong> <em>During development, we invited Mikami\u2019s colleague Kawano (Yoshinori Kawano, director of Breath of Fire) to play test this scene after it had been added to the game (perhaps for the demo version?). When the zombie dogs jumped in, Kawano was so surprised that he turned away sharply, pulling the controller cord out of the console. I remember standing behind him laughing&#8230;&nbsp;<\/em>&nbsp;<\/p>\n\n\n\n<p>After sharing this anecdote, Kamiya revealed Mikami\u2019s thoughts on how best to create fear in horror games.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">\u3061\u306a\u307f\u306b\u4e09\u4e0a\u3055\u3093\u306f\u3001\u30c6\u30fc\u30de\u3067\u3042\u308b\u201d\u6050\u6016\u201d\u306e\u8868\u73fe\u3068\u3057\u3066<br>\u30fb\u30d3\u30c3\u30af\u30ea\u7cfb\u306f\uff08\u5426\u5b9a\u306f\u3057\u306a\u3044\u3051\u3069\uff09\u672c\u5f53\u306f\u53cd\u5247<br>\u30fb\u30cf\u30f3\u30bf\u30fc\u306e\u9996\u72e9\u308a\u306e\u3088\u3046\u306b\u201d\u30b2\u30fc\u30e0\u30aa\u30fc\u30d0\u30fc\u306b\u306a\u308b\u304b\u3082\u201d\u3068\u3044\u3046\u6050\u6016\u3082\u672c\u5f53\u306f\u53cd\u5247<br>\u3068\u6211\u3005\u30b9\u30bf\u30c3\u30d5\u306b\u8aac\u3044\u3066\u304f\u308c\u3001\u30b8\u30ef\u30b8\u30ef\u7de0\u3081\u4ed8\u3051\u3089\u308c\u308b\u3088\u3046\u306a\u6050\u6016\u8868\u73fe\u306b\u3053\u3060\u308f\u3063\u3066\u3044\u3066\u3001\u5927\u5909\u52c9\u5f37\u306b\u306a\u3063\u305f\u2026<\/p>&mdash; \u795e\u8c37\u82f1\u6a39\ud83c\udf40 Hideki Kamiya\ud83c\udf40 (@HidekiKamiya_X) <a href=\"https:\/\/twitter.com\/HidekiKamiya_X\/status\/1751851014695841868?ref_src=twsrc%5Etfw\">January 29, 2024<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><figcaption class=\"wp-element-caption\"><em><strong>Post translation:<\/strong> Incidentally, Mikami had the following to say on the topic of creating &#8220;fear&#8221;:<\/em>\u00a0<br><li><em>Jump scares are against the rules (although he was not completely against them).<\/em><\/li><li><em>Creating \u201cFear of a game over\u201d like with the decapitation by Hunters is also against the rules.<\/em>\u00a0<br><\/li><em>He explained this to the staff, sticking to creating fear in a way that that creeps up and envelops the player. I learned a lot&#8230;<\/em>\u00a0<\/figcaption><\/figure>\n\n\n\n<p>In the rest of the thread, Kamiya <a href=\"https:\/\/x.com\/HidekiKamiya_X\/status\/1751852363051348071?s=20\" target=\"_blank\" rel=\"noreferrer noopener\">explained<\/a> that, although he took Mikami\u2019s advice on board and learned from it, he did not apply Mikami\u2019s rules on fear to the letter when he directed Resident Evil 2. Fans were quick to respond with their own personal moments from Resident Evil 2, when they felt the fear tighten around them.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">\u3081\u3061\u3083\u3081\u3061\u3083\u6d3b\u304d\u3066\u307e\u3057\u305f\u3088\uff01<br>\u30ec\u30aa\u30f3\u7de8\u306e\u8b66\u5bdf\u7f72\u5730\u4e0b\u3067\u3001\u30ea\u30c3\u30ab\u30fc\u306e\u6c17\u914d\u3060\u3051\u3067\u9032\u3080\u306e\u3092\u3069\u308c\u3060\u3051\u8e8a\u8e87\u308f\u3055\u308c\u305f\u3053\u3068\u304b&#8230;\u7b11<\/p>&mdash; RE:\u30de\u30b7\u30e5\u30fc (@Leon_REBHFun) <a href=\"https:\/\/twitter.com\/Leon_REBHFun\/status\/1751856293474934927?ref_src=twsrc%5Etfw\">January 29, 2024<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><figcaption class=\"wp-element-caption\"><strong><em>Original post from Hideki Kamiya: <\/em><\/strong><em>I\u2019m not saying I was able to apply that learning to Resi 2.<\/em>\u00a0<br><strong><em>Reply: <\/em><\/strong><em>It was really brought to life!<\/em>\u00a0<br><em>I can\u2019t tell you how much I hesitated to proceed through the police station basement in Leon\u2019s story, just because of the Licker\u2019s presence.<\/em>\u00a0<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">\u79c1\u3001\u30af\u30e2\u304c\u5927\u306e\u82e6\u624b\u3067\u3057\u3066\u2026<br>PC\u7248\u30d0\u30a4\u30aa2\u3092\u30d7\u30ec\u30a4\u3057\u305f\u969b\u3001\u4e0b\u6c34\u9053\u3067\u3057\u305f\u3063\u3051\u2026\uff1f\u901a\u8def\u3092\u79fb\u52d5\u3057\u3066\u3044\u3066\u3001\u30ab\u30e1\u30e9\u30a2\u30f3\u30b0\u30eb\u304c\u5207\u308a\u66ff\u308f\u3063\u305f\u77ac\u9593\u3001\u753b\u9762\u4e00\u676f\u306b\u30a6\u30a7\u30d6\u30b9\u30d4\u30ca\u30fc\u304c\u5927\u5199\u3057\u306b\u306a\u3063\u3066\u3001\u4ee5\u6765\u30d0\u30a4\u30aa2\u306f\u30c8\u30e9\u30a6\u30de\u306b\u306a\u308a\u307e\u3057\u305f\u2026<\/p>&mdash; TigarSchwart (@KE_TSU_I) <a href=\"https:\/\/twitter.com\/KE_TSU_I\/status\/1751904898898342077?ref_src=twsrc%5Etfw\">January 29, 2024<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><figcaption class=\"wp-element-caption\"><strong><em>Post translation: <\/em><\/strong><em>I really don\u2019t like spiders.\u00a0<\/em>\u00a0<br><em>When I played the PC version of Resi 2, I think it was in the sewers&#8230;? As I was moving down the passage, the camera angle suddenly changed, and a giant web spinner filled the entire screen. I\u2019ve been traumatized ever since.<\/em>\u00a0<\/figcaption><\/figure>\n\n\n\n<p>With advances in technology, jump scares have become easier to implement into horror games. It\u2019s an easy device for shaking up the player, and their popularity in more recent games (such as Dead Space and Outlast) might even be linked to the trend of posting reaction videos on YouTube. Perhaps ironically considering Mikami\u2019s rules, Resident Evil 7 and Resident Evil Village have way more jump scares than the series\u2019 1996 original. The switch from third-person fixed camera angles to a first-person perspective that began with Resident Evil 7 certainly contributed towards this.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1200\" height=\"670\" sizes=\"auto, (max-width: 1200px) 100vw, 1200px\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/02\/20240207-26883-001.jpeg\" alt=\"Resident Evil 7 zombie jump scare\" class=\"wp-image-26891\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/02\/20240207-26883-001.jpeg 1200w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/02\/20240207-26883-001-380x212.jpeg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/02\/20240207-26883-001-768x429.jpeg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/02\/20240207-26883-001-600x335.jpeg 600w\" \/><\/figure>\n\n\n\n<p>However, a search around the internet will quickly reveal that horror game players are <a href=\"https:\/\/www.reddit.com\/r\/HorrorGaming\/comments\/aolp6p\/what_are_your_opinions_on_jump_scares_in_horror\/\" target=\"_blank\" rel=\"noreferrer noopener\">very divided<\/a> on the use of jump scares. While some enjoy the thrill, others say it can be immersion breaking or can come off as cheap. In <a href=\"https:\/\/www.pcgamer.com\/what-horror-game-creators-think-about-jump-scares\/\" target=\"_blank\" rel=\"noreferrer noopener\">PC Gamer\u2019s discussion<\/a> with western horror game developers in 2022, most interviewees agreed that jump scares should be well-implemented and used sparingly, with building up atmosphere being much more important for generating a genuinely terrifying experience. Perhaps it&#8217;s worth bearing Mikami\u2019s rules in mind even when making a horror game today.&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Reminiscing about Resident Evil 1&#8217;s development, Capcom veteran Hideki Kamiya recently revealed that director Shinji Mikami had some rules about creating fear in the player.<\/p>\n","protected":false},"author":61,"featured_media":26890,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[17],"class_list":["post-26883","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Resident Evil 1 director Shinji Mikami was against jump scares, but sequels did not follow his ideals - 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