This video begins with a dark room and watch in the background with the sound of a bird's heartbeat, creating a tense atmosphere.The video reveals a step-by-step look at a piece of content produced by the Gamer Insight team that focuses on the development of the horror game Resident Evil.The video begins by showing the background of the development of Resident Evil, which originated in 1993 and was developed by Capcom's team in collaboration with Shinji Megami.The development was inspired by the game Sweet Home, which was released in 1989 and emphasized character resource management.Shinji Megami is afraid of horror himself, but that fear made him suitable to develop this game.The video further talks about several key points in the game development process.For example, the background design of Resident Evil was inspired by The Shining, particularly the hotel scene.The development team initially experimented with a variety of zombie models, eventually choosing an American style zombie, influenced by George A. Romero.Additionally, the character designs in the game went through a number of tweaks, finalizing Chris Redfield, Jill Valentine, Barry Burton, Rebecca Chambers, and Albert Wesker Albert Wesker) are the six main characters.The video also mentions key mechanics in the game, such as the fact that players must use the D-Pad to control their character's movement, similar to how a tank moves.The game's environments were designed using three-dimensional circular images rather than a real-time camera, which was an innovation at the time.In addition, the first-person perspective shooting portion of the game varies from version to version, with some scenes removed from the European version to avoid overpowering graphics.The video ends with a description of the game's plot.On July 24, 1998, a series of strange murders took place in Raccoon City, La.Alpha Team of STARS (Special Tactics and Rescue Service) is sent to investigate and finds the crash site of Bravo Team's helicopter, which then encounters a zombie attack.The members of Alpha Team gradually uncover the truth about the virus outbreak as they search for survivors and a solution.Throughout the video, a series of screens and credits detail the entire process of Resident Evil from development to release, emphasizing the game's innovative horror and survival elements and its important place in gaming history.[00:10:00->00:20:00]### Narrative description of current video content

The video screen gradually switches to a scene filled with mystery and tension.A man stood in the center of a room, wearing a black shirt and holding a gun in his hand.The background of the room is a wood-paneled wall with a door behind it, as if foreshadowing an unknown event to come.The man's gaze was firm, as if he was waiting for some important moment to arrive.Next, the scene switches to the same man standing in a room and is gazing at the paintings on the wall as if looking for clues or admiring a work of art.The room is softly lit, creating a serene and slightly tense atmosphere.The video credits mention that the game allows players to experience different areas and challenges by offering a variety of characters and scenarios.The scene then shifts again, with the man holding a sword, standing in the center of a brightly lit room, seemingly preparing for the upcoming battle.The video credits mention that regardless of whether the in-game scenario is complete or unstored, the player will have a huge box that will be present in all safe rooms, providing the player with the convenience of storing and accessing items.The screen then shows a man in a blue shirt standing in the center of the room, playing a video game.The video credits mention that the players of the game will have a huge box which will be left in all the safe rooms and through various ways, the players can store and receive items.The design of this box not only increases the utility and convenience of the game, but also enhances the immersion of the game.The video screen then switches to a futuristic scene where a man dressed in futuristic clothing and a helmet stands on a wall with a technological environment in the background.The video credits mention that this box will be present in all safe rooms, connecting all of them and making the game world tighter and more coherent.Next, the scene switches to a dark room where a man sits in a chair with a pencil in his hand.A lamp in the center of the room is the only source of light in the room, creating an atmosphere of tension and mystery.The video credits mention that the box is cleverly designed, with each room connected to enhance the coherence and immersion of the game.Next, the scene shows a man standing on the stairs, dressed in black, who appears to be climbing the stairs.The video credits mention that while this security system has been criticized, Shinji Mikami's design adds to the challenge and tension of the game, emphasizing the core characteristics of survival horror games.The scene then switches to a man in a police uniform standing on a brightly lit street with a gun in his hand and no other people or objects in the background.The video credits mention that this design adds to the challenge of the game and also emphasizes the horror element of the game, keeping the player on edge and alert at all times.Finally, the scene switches to a dark room with a man standing in the center of the room with a gun in his hand, and the backdrop of the room looks very desolate and run down.The video credits mention that the developers of the game have continued to optimize and improve the game during the design process to make it better and richer, providing players with a more realistic and intense gaming experience.Through a series of screens and subtitles throughout the video, the design concepts and innovations of the Resident Evil franchise are shown in detail, emphasizing the game's constant breakthroughs and improvements in horror and survival elements.[00:20:00->00:30:00] The video screen gradually switches to a scene filled with mystery and tension.A watch hangs on the wall in a darkened room, displaying the time counting down from 60 seconds to zero.The room is empty, with no other figures or objects visible, creating an atmosphere of tension and mystery.Next, the scene switches to a woman in a red shirt standing in front of a building, who appears to be a character from a video game.She was holding a gun and appeared tense and alert, as if ready to respond to an unexpected threat.The video caption mentions that her name is Claire Redfield and that she is looking for her brother Chris.The scene then switches to a group of people in military uniforms standing in front of a red curtain in what appears to be a military parade.These soldiers are neatly arranged, looking serious and disciplined, and the red curtains in the background add a solemn atmosphere.The video credits mention that this is a scene from the game showing a military operation.It then shows a woman in a red dress running down the street with a gun in her hand.She seems to be in a hurry to get to some destination with no other people or objects in the background.The video caption mentions that she is fleeing Raccoon City, a city that experienced a viral outbreak three months ago.The scene then switches to a man playing a video game on a television, he uses a controller to operate the game and the game screen shows that it is a first person shooter.The video credits mention that Resident Evil Survivor is a very popular game on PlayStation that allows players to use special weapons and equipment to deal with various threats.Next, the image shows a man in a white shirt standing in a dark room who appears to be walking towards the camera.The background of the room looks very desolate and worn, creating an atmosphere of tension and horror.The video credits mention that the developers of the game are constantly optimizing and improving the game during the design process to make it better and more intense.The scene then switches to a man playing a first-person shooter game on a computer screen, where the player fights zombies in a room.The video credits mention that in Resident Evil Survivor, players will experience intense and exciting battles using their own rifles to shoot enemies.Next, the scene shows a woman standing in a darkened room, holding a knife as she appears to be preparing for imminent danger.The video credits mention that the developers of the game have made the game richer and more interesting by adding various new elements and mechanics.Finally, the scene switches to a man dressed in black standing in a dark room who appears to be walking towards the camera.The background of the room looks very desolate and worn, creating an atmosphere of tension and horror.The video credits mention that the developers of the game are constantly optimizing and improving the game during the design process to make it better and more intense.Through a series of screens and subtitles throughout the video, the design concepts and innovations of the Resident Evil franchise are shown in detail, emphasizing the game's constant breakthroughs and improvements in horror and survival elements.These scenes not only showcase the game's tense atmosphere, but also highlight key characters and storylines, enabling viewers to gain a deeper understanding of the richness of this game.[00:30:00->00:40:00]### Narrative description of current video content

The video screen switches to a dark and desolate graveyard, surrounded by a heavy night color, with an air of mystery and danger.The camera slowly advances as the cemetery comes into focus, the tombstones covered in moss and looking old and deserted.The occasional sound of the wind and distant birdsong added a bit of horror to the scene.Next, the scene switches to a woman in a red shirt standing in front of a building, looking tense and alert as she clutches the gun in her hand.The subtitles suggest that her name is Claire Redfield and she is looking for her brother Chris.Her gaze was firm and full of determination, as if she was preparing herself for the challenges she was about to face.The scene then switches to a group of men in military uniforms standing in front of a red curtain, aligned in a serious and disciplined appearance.The background of red curtains adds a stately atmosphere.The caption mentions that this is a scene from the game showing a military operation.The eyes of these soldiers revealed determination and courage, as if they were making final preparations for the mission that was about to unfold.It then shows a woman in a red dress running down the street with a gun in her hand.She seems to be in a hurry to get to some destination with no other people or objects in the background.The caption mentions that she is fleeing Raccoon City, a city that had a viral outbreak three months ago.Her steps were quick and determined, checking back from time to time as if she was hiding from some unknown threat.The scene then switches to a man playing a video game on a television, he uses a controller to operate the game and the game screen shows that it is a first person shooter.The subtitle mentions that Resident Evil Survivor is a very popular game on PlayStation that allows players to use special weapons and equipment to deal with various threats.The man's face was full of concentration and tension, as if he was completely immersed in the world of the game.Next, the image shows a man in a white shirt standing in a dark room who appears to be walking towards the camera.The background of the room looks very desolate and worn, creating an atmosphere of tension and horror.The subtitle mentions that the developers of the game have continued to optimize and improve the game during the design process to make it better and more intense.The scene then switches to a man playing a first-person shooter game on a computer screen, where the player fights zombies in a room.The subtitle mentions that in Resident Evil Survivor, players will experience tense and exciting battles using their own rifles to shoot enemies.The man's fingers quickly tapped on the keyboard, and the zombies kept appearing on the screen, the battle was unusually fierce.Next, the scene shows a woman standing in a darkened room, holding a knife as she appears to be preparing for imminent danger.The subtitle mentions that the developers of the game have made the game richer and more interesting by adding various new elements and mechanics.Her expression was serious, her eyes revealing a hint of nervousness, but not without determination.Finally, the scene switches to a man dressed in black standing in a dark room who appears to be walking towards the camera.The background of the room looks very desolate and worn, creating an atmosphere of tension and horror.The subtitle mentions that the developers of the game have continued to optimize and improve the game during the design process to make it better and more intense.The man's face was filled with determination, as if he was making final preparations for the upcoming challenge.Through a series of screens and subtitles throughout the video, the design concepts and innovations of the Resident Evil franchise are shown in detail, emphasizing the game's constant breakthroughs and improvements in horror and survival elements.These scenes not only showcase the game's tense atmosphere, but also highlight key characters and storylines, enabling viewers to gain a deeper understanding of the richness of this game.[00:40:00->00:50:00]### Narrative description of current video content

The video screen switches to a man standing in the center of a room with a gun in his hand, who is apparently a character from the Resident Evil game series.The man's face was serious, as if he was waiting for imminent danger.The video credits mention that there are 15 new missions, which also include new facial characters such as Carlos Livera Nikoli Sineviv and Mika Viktor.The scene then switches to a game playing on a computer screen, which appears to be a first-person shooter.The player is wearing a helmet and holding a weapon and is in the middle of an intense game.The video credits again mention Carlos Livera Nikoli Sineviv and Mika Viktor and prompt the viewer to choose the game to continue.The footage then shows a masked man with a gun in his hand standing in a darkened room, appearing to be in a hurry.The video credits begin with a review of Resident Evil 4, mentioning that it's a storied area of the game franchise, but that there were many setbacks during development.The video mentions that Resident Evil 4 has been in development since 1999, but has been a work in progress, with the team continuing even after completing Resident Evil 3.Next, the footage shows a group of men in uniforms hurrying in their cars, seemingly on their way to some urgent destination.The video credits go on to mention that development on Resident Evil 4 has been ongoing, or more in-depth, that it has completed part 4 of the project and finished part 3.The scene then switches to a man in glasses and a black shirt sitting on a couch, who raises one hand, looking very happy and satisfied.The video credits mention that the concept comes from Hideki Kamiya, who has been designing the concept since he started working on Resident Evil 2.The footage then shows a man in a towel with a gun in his hand standing in a darkened room, seemingly preparing for battle.The video credits mention that each version of Resident Evil 4 is unique, with the first version coming from Hideki Kamiya's idea.Next, the image shows the skeleton of a fish lying on the ground, seemingly in a state of collapse.The video credits mention that the idea was used from Resident Evil 3, but was later broken and moved to Resident Evil 4.Noboru Sugimura is the author of Chapter 2 and this model was designed by Hideki Kamiya.The scene switches again to show a group of men in medieval garb walking through a white room, carrying swords and shields and seemingly preparing for battle.The video credits mention that two of the game's siblings, Tony and Paul Redgrave (Redgrave), are the sons of Dr. Oswald E. Spencer, who will become Superman.The video also mentions that the concept grew out of the Progenitor virus and game system, with a focus on sensitivity to combat.It then shows a man walking through a dark tunnel, flash light in hand.Lights illuminate the walls of the tunnel as the men advance.The video credits mention that in the Citadel version of the game, Leon S. Kennedy enters Oswald E. Spencer's nerves, is attacked by Blackfox's bio-armed and infected, and tries to find a solution before being shot down.The footage continues to show the man encountering a little girl in a tunnel who appears to be waking up in a laboratory.The video caption mentions that the couple had to work together to get out of their nerves.The game's playback system still looks like the old graphics, but will use full 3D graphics.Next, the scene shows a man in a towel, gun in hand, standing in front of a candle.The video credits mention that the game's enemy radar issue came up during the Gamecube era, and the team decided to turn the enemies into enemy shadows.The video also mentions that the concept was added to another version of the game, called the "illusion version", and was counted as a third version.The scene switches again to show a man walking through a dark street, flash light in hand, seemingly looking for something.The video credits mention that the design of this version was inspired by the 2000 movie Lost Souls, but the scene changes when entering the game.The video also mentions that the concept was used for another game, Haunting Ground.Next, the screen shows a man in sun glasses and a black shirt standing in front of the camera, looking directly at the viewer.The video credits mention that Shinji Mikami got a headache from the repetitive game modes and decided to do better on his own.However, he was eventually criticized for repeating game patterns.The video mentions that he thinks Aiyah has had her personal comment time.The screen continues to show a logo with the word "Biohazard" written on it, obviously related to a game or movie.The video caption mentions that there is very little information about this version and very little information about the new animal categories.The video also mentions that Emma failed earlier to re-enter the real version of the game, and the inhabitants of that village became part of the game.Finally, the image shows a man in a brown jacket standing in a room, gun in hand, seemingly preparing for a fight.The video credits mention that attempts were made to release the game on the Cube console in 2005, but in the end RE4 was really the final version.When the team agreed, the development of the game entered a new phase.The entire video details the development history and design philosophy of Resident Evil 4 through a series of screens and subtitles, emphasizing the game's continuous breakthroughs and improvements in horror and survival elements.The scenes in the video not only showcase the intense atmosphere of the game, but also highlight key characters and storylines, allowing viewers to gain a deeper understanding of the richness of this game.[00:50:00->01:00:00] The video screen switches to a man operating a game in front of a computer screen, showing a first-person shooter where the player is in a room full of zombies.The room was dimly lit and the walls were covered in cracks and looked worn.The man gripped the controller tightly in his hand, his eyes focused and intense, as if he was concentrating on every detail of the game.The video credits mention that the gameplay system will be the same as previous movement methods, such as Resident Evil: Mission and Resident Evil Story.Next, the scene switches to a group of people in costumes performing in a theater in what appears to be a theatrical performance.On the stage, actors dressed in various costumes, some playing soldiers, some playing civilians, the whole scene looks solemn.The video credits mention that it's called Resident Evil: Operation, but these games are only available in Japan.The screen then switches to another game playing on the computer screen, which appears to be a simulated scene of a room with a table, chairs and other furniture.A question appears in the video credits, "What is our love?" The scene seems to carry an atmosphere of mystery and suspense that makes you ponder the metaphor.The screen then shows a man in a zombie costume who pretends to be a zombie and scares the person next to him.The video credits mention that Capcom's status rose rapidly after the legendary release of Resident Evil 4.The man's movements were exaggerated and terrifying, as if he were creating tension for the game's promotion.The scene then switches to a woman standing in a room wearing a tank top, looking alert as she holds a gun.Once again, the video credits mention that Capcom's status rose rapidly after the legendary release of Resident Evil 4.The woman's eyes were determined, as if preparing for the coming battle.Next, it shows a man in overalls fixing something on a machine, and the video credits mention that Resident Evil has had a long history of developers, one of whom is Ginger Meek, the founder of Resident Evil.The man's movements were skillful, as if he was making a last-ditch effort to develop the game.The footage then shows a man wearing glasses and a gun standing in a room with a gun pointed at the camera.The video credits mention that one of them is Ginger Meek, who is the creator of Resident Evil.As for the last episode of Resident Evil, Ginger Meek's last episode was episode 4 of the saga.The screen then switches to a game being played in a room where the player is dressed in military style clothing in what appears to be a first person shooter game.The video caption mentions that, as a result, it offers the opportunity to continue operating with Ginger Meek's team.In the 5th branch, forcing Taji Usi and Kaji Inafonia.The footage then shows a man making a peace sign with his hands, wearing a black shirt and appearing to be smiling.The video caption mentions forcing Taji Usi and Kaji Inafonia in the 5th branch.With a more ambitious idea than ever before, transforming it into Call of Duty: Bioshock Warfare.Next, the scene shows a group of soldiers standing in the middle of a battlefield, dressed in uniforms and armed with weapons in what appears to be a fierce battle.The video credits mention that there are more ambitious ideas than ever before to turn it into Call of Duty: Bioshock Warfare.They worked with the team to complete the concept with the sector, both third-person shooter.The footage then shows a man and a woman standing next to each other, the man in a shirt and the woman in a tank top.The subtitles of the video mention fighting the enemy in the African region.Their enemies will be destroyed so that we will not recognize ourselves.Finally, the image shows a woman dressed in black standing in front of a stone wall, and she appears to be looking at the camera.The subtitles of the video mention that their enemies will be destroyed so that we do not recognize ourselves.The scenes in the video are filled with tension and horror, as if in final preparation for the battle to come.Through a series of screens and subtitles, the entire video details the development history and design philosophy of the Resident Evil franchise, emphasizing the game's continuous breakthroughs and improvements in horror and survival elements.These scenes not only showcase the game's tense atmosphere, but also highlight key characters and storylines, enabling viewers to gain a deeper understanding of the richness of this game.[01:00:00->01:10:00] The video screen gradually switches to a scene filled with tension and mystery.A man and a woman stood in a room; the man was dressed in black and looked alert with a gun in his hand; the woman was dressed as a nurse and looked a little nervous.The video caption mentions that the couple eventually split up, each with a partner and each with an assistant.For Jill, her assistant will be Parker Luciani's Italian ball, and her companion will be similar to Barry Burton.Next, the scene switches to a woman dressed and carrying a gun, who is walking down a street and appears to be in a hurry.Her expression was tense and her steps were swift, as if she was running from some unknown threat.The video caption mentions that for Jill, her assistant will be Parker Luciani's Italian ball, and Salt will be similar to Barry Burton.Chris will be her partner, and Jessica Sherawat will be wearing a pair of tight pants and making a nervous noise.The scene then switches to a group of men in military gear standing in a room where they appear to be preparing for a mission.These soldiers are neatly arranged, looking serious and disciplined, and the red curtains in the background add a solemn atmosphere.The video credits mention that Chris will be her partner and Jessica Sherrick will be wearing a tight pair of pants and making a nervous noise.It then shows a man and a woman standing in a room, a man in a dress and a woman in a nurse's outfit.The video credits again mention that for Jill, her assistant will be Parker Luciani's Italian ball, and Salt will be similar to Barry Burton.Chris will be her partner, and Jessica Sherrick will be wearing a pair of tight pants and making a nervous noise.The scene then switches to a group of people in military gear walking down a street in what appears to be a video game scene.They were armed and looked nervous, as if they were on an important mission.The video credits mention that Chris will be her partner and Jessica Sherrick will be wearing a tight pair of pants and making a nervous noise.Next, the scene shows a group of men in concrete decorations walking through a snowy forest, armed and seemingly on a mission.The video credits mention that the game system is just as you said.Developers need to incentivize your old friends.As a result, tweaking the game system has been rather slow.There is regulation of the number of slips.Or it's hard to get players to process good things before they do anything.And the focus is on more births.The screen then shows a character walking across a street, the character is wearing a backpack and appears to be carrying a weapon.The video credits mention that or it's difficult to get players to process good things before they do something.And the focus is on more births.Not just walk, shoot, shoot and finish.The enemies in the area will be zombie pioneers.It then shows a woman with a gun, standing in a room, seemingly playing a video game.Her expression was serious, her eyes revealing tension and determination.The video credits mention that the enemies in the area will be zombie forerunners.A zombie of your own making, it has both fear and anxiety.The action may seem strange from the right vote.And will add additional add-ons.The footage then shows a group of people in military gear walking down the street at night who appear to be playing video games.The video caption mentions that the action may look strange from the proper vote.And will add additional add-ons.One of the important ones that will be used throughout the game is the scanner that scans everything.Map-based hidden qualities can be scanned.Through a series of screens and subtitles throughout the video, the design concepts and innovations of the Resident Evil franchise are shown in detail, emphasizing the game's constant breakthroughs and improvements in the horror and survival elements.These scenes not only showcase the game's tense atmosphere, but also highlight key characters and storylines, enabling viewers to gain a deeper understanding of the richness of this game.[01:10:00->01:20:00]### Narrative description of current video content

The video screen gradually switches to a scene filled with tension and mystery.A man stood in a darkened room, a gun in his hand, obviously on alert for something.In the background of the room is a wood-paneled wall with a door behind it, as if foreshadowing an important upcoming event.The man's gaze was firm, as if waiting for some dangerous moment to arrive.Next, the scene switches to two characters talking in a room, seemingly engaged in a tense conversation.The video caption mentions, "As expected at that moment." The words seemed to suggest that some sort of plan or action was about to unfold, and the two men's expressions looked serious and focused, as if they were discussing an important task.The footage then shows a man in a zombie costume walking around a darkened room, with the video caption mentioning, "and continues to focus on confusing fans of the old series by hosting Survivor Horror in style." This quote emphasizes the Resident Evil franchise's innovation in horror and survival elements, designed to appeal to veteran players while keeping things fresh for new players.Immediately afterward, the scene switches to a group of people standing in front of a burning building in what appears to be a video game scene.The video caption mentions, "For those of you who want to play Bone Test, you can buy an Effigy Sod to play Bone Test.The content will be divided into 2 parts.The first part is about Claire Redfield." This paragraph describes the game's chapter-by-chapter design and the fact that players can choose to experience the storyline of a specific character.Next, the scene shows a group of people dancing in a room filled with ribbons, and they seem to be having a good time and enjoying themselves.The caption of the video mentions, "The arrestees attend a gathering of the anti-construction organization called Terrasafe." This passage reveals some background setting in the game that may involve some anti-government or anti-organization activity.The scene then switches to a dark atmosphere with a train station in the background in what appears to be a horror movie set.With multiple people, including Barry Burton's daughter, Moe Labberton," the video caption mentions." This sentence introduces the important characters in the game and emphasizes the element of multiplayer cooperation.It then shows a woman wearing a watch as she lies on the floor in what appears to be a game or simulation.The video caption mentions, "She will be our companion throughout the game." This passage further emphasizes the cooperative mechanics of the game, as well as the interaction between characters.The scene then switches to a man wearing gloves and carrying a cell phone while sitting in a car, which he appears to be using while driving.The video caption mentions, "And the second part will be Barry Burton's content as Claire's content.Meet with a girl named Natalia Khoda." This passage introduces another part of the game and the addition of new characters that add variety and complexity to the game.Next, the image shows a man and a woman walking in a dark and desolate environment where they appear to be lost and looking for a way out.The video caption mentions, "What's the depth after she is Superman from Jigsaw Experiments." This passage adds to the mystery of the game by revealing certain scientific experiments and supernatural elements in the game.The screen then shows a group of people playing a game in a darkened room in what appears to be a horror-themed game, with the players wearing costumes.The video caption mentions, "But it will only show Coca-Cola on the same screen.But if you really want to be alone, really really only those who find themselves alone." This passage emphasizes the game's single-player and multiplayer modes, as well as the player's experience in the different modes.Next, the image shows a woman dressed in white walking down a dark street, she turns around and looks back at the camera, the street looks bright and no other people or objects are visible in the background.The video caption mentions, "It can change characters at any time, and they can change character assets as well." This passage introduces the character switching mechanic in the game, which adds flexibility and variety to the game.Finally, the scene shows a man and a woman walking through a dark forest, a man holding a gun and a woman wearing a white dress.The video caption mentions, "Then, there will be an open door sign.It can be stopped.Barry's flanked by people who use any of the usual guns.The Natalya part will have special abilities." This passage introduces certain key mechanics and special abilities in the game that add to the challenge and interest of the game.Through a series of screens and subtitles throughout the video, the design concepts and innovations of the Resident Evil franchise are shown in detail, emphasizing the game's constant breakthroughs and improvements in horror and survival elements.These scenes not only showcase the game's tense atmosphere, but also highlight key characters and storylines, enabling viewers to gain a deeper understanding of the richness of this game.[01:20:00->01:30:00]### Narrative description of current video content

The video screen gradually switches to a dark and scary scene.A man lies on the floor, seemingly in a state of extreme panic and stress.The background of the room appeared eerie, as if foreshadowing imminent danger.The video caption mentions, "The game system, as I said.It is recreated because the header will load the footer." This statement hints at the unique way the game engine handles characters and environments, emphasizing the game's innovation and technical prowess.Next, the scene switches to a zombie with a bloody face crawling on the ground, as if it were a scene from a horror movie.The video credits again mention, "The game system, as I said.It is recreated because the header will load the footer." Getting Started in Re-Engine Of course, everyone knows how effective and beautiful it is in Part 7." This quote emphasizes the excellence of the Re-Engine engine in Resident Evil 7, delivering a more realistic and engaging gameplay experience.The footage then shows a man in a firefighter's uniform walking up the stairs, holding a fire apparatus.When he reached the top of the stairs, the fire extinguisher was used to spray out the extinguishing agent.The video caption mentions, "And then to this area, it really doesn't disappoint.Both the characters, locations, sounds, and atmosphere were great." This passage describes a specific area of the game, emphasizing the game's excellence in environmental design and atmosphere creation.The scene then switches to a group of people ascending a staircase while being chased by zombies as if it were a horror game or scene.The video caption mentions, "With a third-person perspective and a non-hardcore playback system, the atmosphere drops with survival horror, but it won't be scary until new fans have no jokes." This passage emphasizes the game's design in third-person perspective and survival horror atmosphere, designed to appeal to new and old players alike.The footage then shows a man in a police uniform climbing the stairs, and when he reaches the top, a zombie suddenly attacks him.The man reacts quickly, fights back and eventually defeats the zombie.The video caption mentions, "The mood drops with Survival Horror, but it won't be scary until new fans don't get the joke." The attachment also comes with a magic box to use the same." This passage further emphasizes the survival horror elements and practical design of the game, such as the use of storage boxes.Next, the footage shows a man in a police uniform standing in a room, holding a gun and appearing to be looking for something.The video caption mentions, "The attachment also comes with a magic box to use the same.And the save will be the save through the old printer.Clean back once." This passage describes the game's save mechanics, emphasizing the game's innovation while maintaining traditional elements.The image then shows a game playing on a computer screen, with the player moving through the game environment in what appears to be a first-person shooter.The video caption mentions, "The Zapping system is still returning." This passage introduces the Zapping system in the game, emphasizing the return of this feature.It then shows a man standing in front of a burning building, wearing a shirt that seems to be in a hurry to escape the flames.The video caption mentions, "The Zapping system is still returning." This passage further emphasizes the importance of the Zapping system and the tension in the game.The footage then shows a man and a woman standing next to a room, the man in leather and the woman in red.The video caption mentions, "But, it looks like the story won't connect in its original form." This passage hints at the complexity and diversity of the story in the game, emphasizing the non-linear design of the plot.Next, the scene shows a man walking through a dark street with a flashing light in his hand and a man wearing a helmet that looks like a soldier.The street looks bright and no other people or objects are visible in the video.The video caption mentions, "This category is up: The Force Survivor Beyond USS's Surgery, Must Escape La Coeur d'Alene.Or The Tofu Survivor, that's Tofu, that's Tofu, that's Tofu." This passage describes the different modes and branches in the game, emphasizing the variety and richness of the game.The footage then shows a man and a woman sitting in a car, the man holding a cigarette, the woman smiling, and they appear to be enjoying each other's company.The video caption mentions, "With zombies, Ghost Survivor will tell the story of each character." This passage describes the story of the characters in the game, emphasizing the uniqueness and background of each character.Next, the footage shows a man in a dress and rope sitting in a car, singing a song, and he seems to be enjoying himself as he sings.The video caption mentions, "Ghost Survivor will tell the story of each character.Follow the main thread and they die." This passage further emphasizes the importance of character stories and main quests in the game.Finally, the footage shows a woman holding a gun, walking down a street; she is wearing a white dress and appears to be in a hurry.The video caption mentions, "But new people will come, and if they survive, what will happen to them?" This passage raises a thought-provoking question that emphasizes the uncertainty and challenge of the game.Through a series of screens and subtitles throughout the video, the design concepts and innovations of the Resident Evil franchise are shown in detail, emphasizing the game's constant breakthroughs and improvements in horror and survival elements.These scenes not only showcase the game's tense atmosphere, but also highlight key characters and storylines, enabling viewers to gain a deeper understanding of the richness of this game.

Question: Why did the Resident Evil games choose English as the primary voice for their global release instead of keeping the Japanese voice?

Choices:
A. English was adopted to reduce localization costs and streamline the development process by focusing on a single language for voice acting.
B. English was implemented to cater to the preferences of the game's original development team, who favored English voice acting for its perceived authenticity.
C. English was chosen as the primary voice to enhance the game's adaptability in the global market, especially for players in Europe, America and other non-Japanese-speaking regions, to ensure that the game reaches a wider audience, and to strengthen sales potential in the global market.
D. English was selected to align with the game's narrative setting, which primarily takes place in Western locations, thereby providing a more immersive experience for players.

Answer: C

English was chosen as the primary voice to enhance the game's adaptability in the global market, especially for players in Europe, America and other non-Japanese-speaking regions, to ensure that the game reaches a wider audience, and to strengthen sales potential in the global market.

[00:00:00->00:01:30] Resident Evil, as a cross-border game, has a significant share of the European and American markets. Continuing to use Japanese speech will make it difficult for non-Japanese speaking players (especially European and American players) to follow the plot and experience the details of the game, affecting their immersion and gameplay experience.

[00:01:30->00:03:00] The decision may have stemmed from an in-depth analysis of the target market. European and American players have a different level of acceptance of language and culture than domestic Japanese players, so the use of an English voice was a culturally appropriate choice for that market that would better resonate with players.

[00:03:00->00:04:00] Continuing to retain the Japanese voice without providing English dubbing may result in the game's global market not being able to open up sufficiently, especially in the context of the game industry's gradual move towards globalization, where the game has to take into account the needs and habits of players in different regions to avoid language barriers limiting player participation.

[00:04:00->00:05:00] From a business perspective, the adoption of an English language voice can increase the acceptability and popularity of a game, making its global promotion more competitive.

[00:00:00->00:05:00] In summary, it can push Resident Evil to reach higher sales levels in major markets (including Europe, the United States and other English-dominated regions) and further enhance its global reach.

Question: If Capcom hadn't had Hideki Kamiya as the director of Resident Evil, what significant changes would have occurred in the direction and overall style of the game's development, which in turn would have affected the game's success and the response from gamers?

Choices:
A. Without Hideki Kamiya, the game might adopt a more narrative-driven approach, emphasizing character development and complex storylines over gameplay mechanics, potentially reducing its appeal to action-oriented players.
B. Without Hideki Kamiya's directorial guidance, the game may lose its existing horror atmosphere and unique style, and the game may evolve in a direction that focuses more on the action than the horror experience, which will affect player acceptance and the game's market success.
C. The absence of Hideki Kamiya could lead to a more experimental approach, incorporating elements of surrealism and abstract storytelling, which might alienate traditional horror game enthusiasts.
D. The game could shift towards a more open-world design, focusing on exploration and environmental storytelling, which might dilute the intense and focused horror experience that fans expect.

Answer: B

Without Hideki Kamiya's directorial guidance, the game may lose its existing horror atmosphere and unique style, and the game may evolve in a direction that focuses more on the action than the horror experience, which will affect player acceptance and the game's market success.

[00:05:00->00:07:00] Hideki Kamiya's directorial style focuses on maintaining the tense atmosphere of a horror game, and his knack for creating an unsettling gameplay experience in an urgent environment is crucial to Resident Evil's unique appeal.

[00:07:00->00:09:00] He inherited and intensified the use of horror elements from Shinji Mikami's style, making the player experience horror not just by facing enemies, but through multiple elements such as the environment, sound effects, and plot. This style gives the game a constant sense of oppression that has always been a hallmark of the Resident Evil series.

Without Hideki Kamiya's involvement, Capcom may have gone with another director who was more action or adventure oriented, potentially resulting in the game's horror vibe being toned down in favor of focusing on more combat and action elements, which would have altered the game's core positioning and experience.

This change in style will affect the reaction of players, especially the core player base. Many players love Resident Evil precisely because it combines elements of horror, survival and action, rather than being a pure action game. Therefore, if the style of the game changes, it could lose some of its fans and even affect the series' market performance.

Broadly speaking, Hideki Kamiya's contribution to Resident Evil is not limited to game design and atmosphere creation; he also made significant contributions to the plot narrative and characterization. Therefore, if he had not directed the title, it may have resulted in the depth of the plot and complexity of the characters not being able to reach the current level, affecting the overall storytelling of the game and the immersion of the player.

Question: In the Resident Evil games, why did the designers expose the player to the management of limited resources?

Choices:
A. The limited resource management design aims to encourage exploration by providing abundant resources, ensuring players feel secure and confident in their survival strategies.
B. The limited resource management design is primarily used to extend the game’s playtime artificially, forcing players to spend more hours completing objectives without adding meaningful depth.
C. The limited resource management design is intended to simplify gameplay mechanics, reducing the cognitive load on players and making the experience more accessible to casual gamers.
D. The limited resource management design increases the tension and strategy of the game, allowing players to feel the pressure of survival in every decision, further enhancing the horror atmosphere and immersion of the game.

Answer: D

In the Resident Evil games, why did the designers expose the player to the management of limited resources?

The limited resource management design increases the tension and strategy of the game, allowing players to feel the pressure of survival in every decision, further enhancing the horror atmosphere and immersion of the game.

[00:10:00->00:12:30] In the game, the scarcity of resources makes it necessary for the player to make informed decisions between limited resources such as ammo, medicine, and supplies. This design requires the player to use each resource carefully to avoid lack of support at critical moments.

[00:12:30->00:15:00] Due to the scarcity of resources, the player will feel in a constant state of crisis, and this tense atmosphere is a central feature of survival horror games. Every encounter with the enemy is filled with uncertainty, making every choice the player makes crucial.

[00:15:00->00:17:00] This resource management design also gives players more room for strategic thinking. Players not only have to consider battle strategies, but also how to allocate resources wisely, whether they should store resources for a rainy day or take risks to use them to quickly respond to current threats.

[00:17:00->00:18:30] With this strategic decision-making mechanic, the game reinforces the core element of survival horror - the pressure to survive. Instead of relying on an endless supply of resources, the player must constantly assess the situation, which adds to the challenge and playability of the game.

[00:18:30->00:20:00] Ultimately, the management of limited resources brings immersion to the player. Players constantly feel the pressure of being on the verge of collapse during tense battles and decision-making, in keeping with the unique atmosphere of the survival horror genre, further deepening the immersive and emotionally engaging nature of the game.

Question: How has the success of the Resident Evil series had a profound impact on Capcom's overall business development and brand influence?

Choices:
A. The Resident Evil series has primarily focused on niche markets, limiting Capcom's expansion into broader gaming demographics and reducing its competitive edge.
B. The success of the Resident Evil series has greatly contributed to Capcom's rise in the global gaming market, not only enhancing its brand image, but also opening up a wider market share for it, making Capcom a major player in the global gaming industry.
C. While the Resident Evil series has been successful, it has not significantly impacted Capcom's global market presence, with the company remaining a regional player in the gaming industry.
D. Capcom's reliance on the Resident Evil series has overshadowed its other intellectual properties, leading to a stagnation in overall business growth and innovation.

Answer: B

The success of the Resident Evil series has greatly contributed to Capcom's rise in the global gaming market, not only enhancing its brand image, but also opening up a wider market share for it, making Capcom a major player in the global gaming industry.

Question: What factors contributed to Resident Evil 2's progress and innovation from its predecessor?

Choices:
A. Innovative gameplay mechanics, richer narrative and atmosphere creation enhance player immersion and attract a wider player base, factors contributing to the progress and innovation of Resident Evil 2 based on its predecessor.
B. Simplified control schemes and reduced difficulty levels made the game more accessible but less challenging compared to the original.
C. A reliance on recycled assets and unchanged environmental design limited the game's visual and thematic evolution.
D. The introduction of multiplayer modes and cooperative gameplay shifted focus away from the single-player experience.

Answer: A

What factors contributed to Resident Evil 2's progress and innovation from its predecessor?

Innovative gameplay mechanics, richer narrative and atmosphere creation enhance player immersion and attract a wider player base, factors contributing to the progress and innovation of Resident Evil 2 based on its predecessor.

[00:20:00->00:24:00] Resident Evil 2 inherits the horror atmosphere, storyline, and core elements of survival horror from the first installment, but adds more fresh designs so that the game still retains the charm of the original while catering to players' expectations for innovation.

[00:24:00->00:28:00] This game expands the backstory and adds new characters to enhance the narrative depth, allowing players to better embody the characters in an intense and exciting horror atmosphere and feel a richer emotional experience.

[00:28:00->00:32:00] Detailed improvements to the game are one of the keys to its success, with sound effects, environment design, enemy behavior and interactions all optimized to enhance immersion and make the player feel even more immersive and terrifying.

[00:32:00->00:36:00] On a technical level, the game uses a more advanced engine and more detailed graphic design, making the game visually stunning, while game mechanics such as combat, exploration, and puzzle solving have been finely tuned to enhance the player's gaming experience.

[00:36:00->00:40:00] Resident Evil 2's sales were further boosted by its successful release on the PlayStation platform, whose large user base and global distribution allowed the game to reach a wider audience, contributing to its worldwide popularity.

Question: How do the survival horror elements introduced in the Resident Evil series relate to the player's gaming experience?

Choices:
A. Survival horror elements diminish the player's engagement by overloading the game with excessive combat mechanics and minimizing the psychological impact of the narrative.
B. Survival horror elements primarily focus on increasing the game's pacing and action sequences, reducing the emphasis on player decision-making and environmental interaction.
C. Survival horror elements create a predictable and repetitive gameplay loop, focusing solely on jump scares without integrating meaningful resource management or strategic depth.
D. Survival horror elements enhance the game's sense of tension, strategy and immersion by having a profound impact on the player's psychological, strategic and emotional experience on multiple levels, especially in the design of the resource scarcity and horror atmosphere, which enables the player to feel an unprecedented sense of immersion and challenge.

Answer: D

How do the survival horror elements introduced in the Resident Evil series relate to the player's gaming experience?

Survival horror elements enhance the game's sense of tension, strategy and immersion by having a profound impact on the player's psychological, strategic and emotional experience on multiple levels, especially in the design of the resource scarcity and horror atmosphere, which enables the player to feel an unprecedented sense of immersion and challenge.

[00:30:00->00:32:30] The scarcity of resources in the game makes it imperative for the player to make difficult choices and judgments, each of which affects the subsequent progress of the game. Compared to other games in the genre, every decision the player makes in Resident Evil is fraught with risk, making the game unique in its strategic and decision-making depth.

[00:32:30->00:34:30] The horror atmosphere is built through the environment, sound effects, and enemy design, and the game keeps the player on edge at all times through realistic environmental settings. The player's fear at each enemy encounter forces them to react quickly and make the best decisions with limited resources, and this oppressive feeling reinforces the challenge.

[00:34:30->00:36:00] Survival horror elements are centered on the psychological oppression of the player, causing them to feel a constant sense of uncertainty and fear as they explore. The game's enemy setup not only adds to the hostility, but the sudden appearance and difficulty of enemies is designed to make the player feel like they are in crisis at all times, further heightening the atmosphere of tension.

[00:36:00->00:37:30] In Resident Evil, the game design doesn't just rely on players' reaction speed, but also tests their thinking and strategic abilities. How to use limited resources to solve puzzles and how to choose the right weapons, ammo and props to cope with unexpected situations require players to continuously optimize their strategies within limited space and time, further enhancing the strategic nature.

[00:37:30->00:40:00] Ultimately, these designs and elements allow the player to experience the core appeal of survival horror in a way that is deeply immersive and differentiates it from other types of games, such as traditional action or adventure games. Players are not just operating characters on an adventure, they are simulating a life-or-death crisis, and this immersive gaming experience makes the Resident Evil series unique in the marketplace.

Question: Resident Evil 2 removes many of the actions and elements that were originally set up, how have these changes affected the overall design of the game and the player experience?

Choices:
A. Resident Evil 2's design changes were focused on increasing the game's difficulty by removing key elements, which resulted in a more challenging but less accessible player experience.
B. The removal of actions and elements in Resident Evil 2 was primarily driven by budget constraints, forcing the team to streamline the game design without considering player preferences or technological advancements.
C. During the development of Resident Evil 2, the team re-adjusted and optimized the design direction of the game to ensure that the game would achieve a better player experience based on a better fit with player needs and technological trends, which in turn led to the elimination of many operations and elements that were no longer applicable.
D. The team behind Resident Evil 2 eliminated certain actions and elements to prioritize graphical fidelity over gameplay mechanics, leading to a visually impressive but less engaging player experience.

Answer: C

During the development of Resident Evil 2, the team re-adjusted and optimized the design direction of the game to ensure that the game would achieve a better player experience based on a better fit with player needs and technological trends, which in turn led to the elimination of many operations and elements that were no longer applicable.

[00:35:00->00:37:00] Early in the development of Resident Evil 2, the game's core setting underwent a major strategic overhaul compared to the first generation. The development team realized that the original design framework could not adequately meet the new demands of the player's gaming experience, particularly in terms of control fluidity and maneuverability.

[00:37:00->00:39:00] These design tweaks are not meant to change the nature of the game, but rather to optimize the details. For example, the otherwise complex operating system and many traditional elements actually add unnecessary complexity to the game, making the player experience limited.

[00:39:00->00:41:00] In this context, many of the abandoned operations and elements (such as excessive item management and more cumbersome control settings) have been removed or simplified to improve the game's fluidity. These cleaner designs allow players to focus more on the core experience of the game without being bogged down by cumbersome operational processes.

[00:41:00->00:43:00] Additionally, these changes were closely related to the development of technology and hardware performance at the time. As the performance of consoles increased, developers had more room to enhance the graphic performance and sound design, thus reducing unnecessary operational elements and allowing for a better combination of technology and creativity.

[00:43:00->00:45:00] Ultimately, these changes not only make the overall design of the game tighter and smoother, but also improve the player's immersion and operational experience. Instead of being limited by cumbersome maneuvers, players are able to focus more on facing the challenges of a survival horror environment, and the pacing and atmosphere of the game is better presented as a result.

Question: In Resident Evil 2, the zombies are designed to be more threatening, how does this design affect the player's experience?

Choices:
A. The zombies are designed to be more threatening, aiming to heighten the player's sense of fearful experience and enhance the game's survival challenge, making the player more immersed in the tense atmosphere of the game.
B. The zombies are designed to be more predictable, simplifying the player's decision-making process and focusing the experience on puzzle-solving rather than survival.
C. The zombies are designed to be faster but less durable, shifting the player's focus towards quick reflexes rather than strategic planning and resource management.
D. The zombies are designed to be less aggressive, reducing the player's stress levels and allowing for a more relaxed exploration of the game environment.

Answer: A

The zombies are designed to be more threatening, aiming to heighten the player's sense of fearful experience and enhance the game's survival challenge, making the player more immersed in the tense atmosphere of the game.

[00:40:00->00:41:00] In Resident Evil 2, zombies move faster than their predecessors; not only do they pursue the player at an increased rate, but they also exhibit different threat levels in different environments. For example, zombies are able to enter the player's safe area through windows or doors, increasing the suddenness with which enemies appear.

[00:41:00->00:42:00] In addition, the zombie's attacks have been improved, with increased frequency and range. Players can no longer rely on simple means of defense, but must constantly adjust their strategy by choosing appropriate weapons, fighting distance, and even dodging attacks, a design that enhances the pressure to survive.

[00:42:00->00:43:00] Higher threat levels result in players having to be more careful with their resources. Because the enemies are more dangerous, players need to manage their limited ammunition and medicines more carefully, deciding when to use their guns and when to avoid combat. This resource management and decision-making pressure keeps players more engaged in the game.

[00:43:00->00:44:00] The game's environmental design is also closely related to the threatening nature of zombies. Dim lighting, enclosed spaces, and the sudden appearance of zombies in narrow corridors all psychologically stress the player, making the game's horrific atmosphere enhanced. The player is constantly worried about whether he or she will be able to cope with these threats, and this constant psychological tension fills the game with uncertainty and unpredictability.

[00:44:00->00:45:00] The design of the zombies not only heightens the survival horror element, but also enhances the immersion and immersiveness of Resident Evil 2. Players experience strong emotions such as tension, fear, and stress when encountering zombies, and these emotions greatly enhance the gameplay experience, making it a more psychologically challenging experience.

Question: If Resident Evil 3 didn't introduce new gameplay mechanics such as the Zapping system, how did it affect the game's innovation, player experience, and market performance?

Choices:
A. Without new mechanics such as the Zapping system, the game would rely on narrative depth alone, creating a unique player experience but potentially limiting market performance.
B. The lack of new mechanics like the Zapping system would not impact innovation but would significantly enhance player experience and boost market performance.
C. The absence of new mechanics like the Zapping system would enhance the game's innovation by focusing on refining existing features, improving player experience and market performance.
D. Without the introduction of new mechanics such as the Zapping system, the game will be much less innovative and may lead to a homogenized player experience, thus affecting its market performance.

Answer: D

Without the introduction of new mechanics such as the Zapping system, the game will be much less innovative and may lead to a homogenized player experience, thus affecting its market performance.

[00:35:00->00:38:00] The Zapping system brings a novel gameplay mechanic: this system allows players to switch between two characters with different character perspectives and story lines intertwined. This innovative mechanic provides players with more interactivity and variety in gameplay, increasing the value of repeat play.

[00:48:00->00:51:00] Introducing a system that enhances the game's strategy: The Zapping system requires the player to make choices between different missions, and this "multi-character parallel" mechanic not only enriches the game's content, but also adds depth to the strategy. Players have to rationalize resources, time and tactics according to their character's characteristics, which makes the game more challenging.

[01:11:00->01:25:00] Enhances the game's storytelling narrative:This system intertwines the story lines of two characters, allowing the player to understand events from different perspectives, enhancing the complexity and depth of the narrative. Without the Zapping system, the game's narrative could become more flat and lack sufficient multi-dimensional appeal.

Without this novel mechanic, the progression of the game may become too linear and one-dimensional, leading to increased repetitiveness of the game content, which reduces player engagement and lasting appeal.

Market performance and innovation will be affected:Resident Evil 3 without innovative mechanisms may not be able to satisfy players' demand for freshness and challenge, resulting in its market performance and sales being limited. In a competitive market environment, the lack of innovation may make the game appear outdated, making it difficult to attract new players and maintain the interest of old players.

May not be able to expand the reach of the Resident Evil series:The introduction of the Zapping system not only brought freshness to Resident Evil 3, but also provided direction for the gameplay and design of subsequent installments in the Resident Evil series. Without this system, the game's innovativeness and brand influence may be more limited, resulting in a less competitive market for the Resident Evil series.

Question: In Resident Evil 3, how does the design of the character of the Chaser (Nemesis) affect the player's gaming experience?

Choices:
A. The design of the chaser simplifies the gameplay mechanics, making the experience more accessible but less thrilling.
B. The design of the chaser adds to the tension and challenge of the game, making the experience more oppressive and immersive for the player.
C. The design of the chaser reduces the game's pacing by introducing repetitive encounters, diminishing the overall engagement.
D. The design of the chaser emphasizes exploration over combat, shifting the player's focus to environmental interaction.

Answer: B

In Resident Evil 3, how does the design of the character of the Chaser (Nemesis) affect the player's gaming experience?

The design of the chaser adds to the tension and challenge of the game, making the experience more oppressive and immersive for the player.