>>723444714
Tsuyoshi Kanda: One thing that sticks in my mind, really, is that... when I think back to my memories of Resident Evil 2, the plant monster that appears was really memorable for me. So there I was, I was thinking 'oh, how are we going to handle this one...' but then one day I looked at the planning documents of how we were rethinking the story and it was no longer in it.
I was kind of like... "what's happening here?!" [laughs] I talked to the team and they said well, it's really hard to make a plant monster in a more realistic atmosphere. We just thought we'd skip it. I told them I needed us to make it work, and that led to a back-and-forth on how to do it for about a year - them saying it couldn't be done and me as producer saying I wanted it in there. As for how it turned out in the end... we'll leave it for you to see later! But that's one of the things I really remember butting heads with the team on for quite a while.
Everyone has their own favorite boss, creature or aspect of the game... but not everyone is assigned to that, of course. So if you're assigned to whatever area of the game, you have to deal with all the other members of the team coming to you and saying "well, that's my favourite boss and you should do this" - everyone has their opinions on every piece of the game, and everyone is trying to work to make their opinions heard. One example - we talked about this at E3 because a lot of press asked us directly - is there still a giant aligator in the game? We spoke a few times to that - to how we wanted to keep the cool boss but also we needed to make it a bit more realistic in terms of how weighty a creature like that would be in real life - have it not just jumping around the room like a crazy thing.butting heads with the team on for quite a while.
https://www.vg247.com/resident-evil-2-remake-interview-scariness