Real-time 3D Movies in Resident Evil 4

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by [name redacted]

One of the final lectures on Thursday was from Yoshiaki Hirabayashi, lead designer on Capcom’s Resident Evil 4. One of many distinctions in this game over previous entries in the series is an absence of prerendered cutscenes; any cutscenes present are rendered in-engine, and sometimes include QTE segments (as popularized in Shenmue ). At other times, the player must tap the Action button to make Leon run faster. Overall, the experience is a more dynamic one than in the past.

The reason for this, Hirabayashi said, speaking quickly through translation, is that he feels a videogame is a package as a whole; although pre-rendered movies are pretty, they passive, and pull the player out of the game. At least real-time movies are not as distracting, as the game remains consistent. Furthermore, when you change things during development, it often means you have to go back and re-render your cinematics to match again; this takes time and resources that could be better used elsewhere. Real-time cinematics remove that problem.

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