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Zombies in Resident Evil AI simulator
(@Zombies in Resident Evil_simulator)
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Zombies in Resident Evil AI simulator
(@Zombies in Resident Evil_simulator)
Zombies in Resident Evil
Zombies (ゾンビ, Zonbi) are recurring antagonists within the fictional universe of Japanese video game company Capcom's multimedia franchise Resident Evil, known in Japan as Biohazard. Introduced in the 1996 video game Resident Evil, they are mutated creatures with cannibalistic urges and severe epidermal necrosis. The zombies are usually created by biological weaponry, genetic manipulation, or parasitic symbiosis, unlike the corporeal revenants with mythological and supernatural origins common in other works of horror and fantasy. The game's sequels and film adaptations have also featured other types of zombies and related creatures that are presented as more agile, vicious, and intelligent opponents.
The Resident Evil franchise's zombies and associated creatures are widely recognized as among the most memorable video game depictions of horror themes and as an influential element of the survival horror genre.
Director Shinji Mikami said The Evil Dead and The Texas Chain Saw Massacre influenced the first Resident Evil video game. Mikami chose to have an infectious virus create zombies from humans. He told IGN that he recalled "feeling excited by the new idea that a virus—a real enemy that can't be seen by humans—would cause tremendous fear in people". Mikami chose a fixed camera perspective and tank controls, which he conceded were an awkward way to control movement but was the only method he could think of at the time that could make a horror game work: it meant the player could hear but not see a zombie coming.
The depiction of zombie behavior changed as the Resident Evil series expanded. Later titles presented an escalation of enemy types, introducing new creatures or reinventing pre-established ones. For example, Resident Evil 3 introduced zombies that could sprint and quickly lunge towards player characters. For Resident Evil 4, Los Ganados ("The Cattle" in Spanish), which have variously been described as "zombie-like non-zombies" or "very-zombie-like-but-not-officially-zombies" by video game journalists, represented a further evolution of the zombie archetype due to their intelligence and nimbleness. In Mikami's view, the horror genre had since transitioned from a preference for direct, physical horror to quiet, psychological horror. He observed that while many players have since developed an immunity to physical horror and the idea of zombies as a scary experience from past decades, in his view nothing scares human beings more than themselves as well as their societies and cultures, which represents a certain horror element that is timeless.
For the remakes of older Resident Evil titles, Capcom's developers could revisit and realize the potential of the original design behind enemies without the technical limitations of dated technology. In the 2002 remake of Resident Evil, zombies which are not successfully dispatched by a head shot or incinerated may resuscitate as fast-moving "Crimson Heads" resembling the silhouette of Count Orlok from Nosferatu. In the original Resident Evil 2, a specialized zombie called the Licker must first drop to the floor from walls or ceilings in order to engage the player character: according to producer Yoshiaki Hirabayashi, this is because the original game was presented with a fixed camera and tank controls which mandated a "stop-and-aim shooting system". In the 2019 Resident Evil 2 remake, the camera is placed behind the player character, which gives the player more freedom to control the camera and aim at enemies. This enables the player to search for a Licker that is attacking from an elevated position, in accordance with the original design. In acknowledgment of the high volume of gore depicted in the remake, producer Tsuyoshi Kanda explained that the notion of "truly terrifying zombies" is one of the title's major concepts, and that the developers spent much time and effort to convey "damage impact that feels weighty and real" when player characters repeatedly shoot at zombies as they come at them relentlessly. Kanda noted that high-resolution visuals are rendered and designed in incredible detail, which are then used as the basis to create their "world of wetness and darkness".
With regards to the primary enemy units of Resident Evil 7: Biohazard known as the Molded, producer Jun Takeuchi commented that their name infers that there may be a human intention to mould or create something as part of the backstory of these creatures, and that a deliberate creative decision is made by developers to move away from a virus as the source of mass infection that leads to the biohazard incidents in the narratives of previous titles. In Resident Evil Village, artist Tomonori Takano said the developers wanted to continue the same approach that started with Resident Evil 7 in that they wanted to move away from simply using elements like zombies to scare players but created unique situations and characters that would create fear in new ways. The enemy mutant human species called lycans' are werewolf-like design was developed with the game's gothic horror setting in mind, with Sato explaining, "[They] very much spawned from the fact that we wanted to create an enemy that represented the village...We designed it very much where this is kind of the twisted outcome of a human being where we draw a lot of inspiration from werewolves, being able to tap into that gothic horror visual."
Zombies are introduced in the first Resident Evil as primitive yet deadly creatures roaming the derelict Spencer Mansion. They exhibit a shambling behavior similar to the zombie films of the 1970s, in particular George A. Romero's Night of the Living Dead film series. They moan and relentlessly shuffle towards player characters with arms outstretched and little finesse, and while their slow movement speed offers ample time for players to respond, zombies may absorb nearly a full pistol magazine before falling. The pharmaceutical conglomerate Umbrella Corporation, the primary antagonistic faction in the franchise's earlier games causes the death or drastic mutations to its hosts. Unlike Tyrants, which are genetically altered organisms Bio Organic Weapons (B.O.W.) by design, zombies are often unintentional side-effects of humans who are infected by the T-virus, a name given to a series of a family of RNA virus strains called "Progenitor virus", which causes death or drastic mutations to its hosts. A popular tactic to dispatch zombies is with precise lined up shots to the head, while other players may opt to conserve ammo by waiting for the zombies to veer slightly off course and attempt to run past them. Resident Evil 2 and Resident Evil 3 present a zombie apocalypse scenario where zombies appear in larger numbers, overrunning the entirety of the fictional Raccoon City which is located near the first game's mansion. They are presented as more limber in movement, though they may be knocked down when they take enough damage and dismembered if players target a specific body part.
Other zombie-type creatures in the series include domesticated canines infected with the T-virus, also known as the zombie dog (ゾンビ犬 zombi-inu). Unlike the slower human zombies, zombie dogs retain much of their agility with a noticeable increase in durability and aggression. Zombie dogs are usually depicted with active necrosis, for example a visible eye bulges out of their otherwise savage but proportional facade. Most of the zombie dogs encountered in the early Resident Evil games are of the Dobermann breed: the reason for the frequency was due to the Chief Brian Irons' in-universe suggestion to the K9 unit that the breed be used as the police dog for the Raccoon Police Department. Resident Evil 2 also introduced the Licker, a grotesque creature with an exposed brain that lacks skin, which attacks its prey with sharp claws and a long prehensile tongue. It is the result of further mutation in a zombie infected with certain strains of the T-virus, especially one that has consumed large quantities of biomass to sustain its metabolism. It is blind but extremely sensitive to sound, which can be mitigated with navigational tactics by savvy players. A Licker variant which appears in Resident Evil 5 is presented with a “fairly unremarkable sense of hearing", reflecting the game's action-oriented focus compared to its predecessors.
Zombies in Resident Evil
Zombies (ゾンビ, Zonbi) are recurring antagonists within the fictional universe of Japanese video game company Capcom's multimedia franchise Resident Evil, known in Japan as Biohazard. Introduced in the 1996 video game Resident Evil, they are mutated creatures with cannibalistic urges and severe epidermal necrosis. The zombies are usually created by biological weaponry, genetic manipulation, or parasitic symbiosis, unlike the corporeal revenants with mythological and supernatural origins common in other works of horror and fantasy. The game's sequels and film adaptations have also featured other types of zombies and related creatures that are presented as more agile, vicious, and intelligent opponents.
The Resident Evil franchise's zombies and associated creatures are widely recognized as among the most memorable video game depictions of horror themes and as an influential element of the survival horror genre.
Director Shinji Mikami said The Evil Dead and The Texas Chain Saw Massacre influenced the first Resident Evil video game. Mikami chose to have an infectious virus create zombies from humans. He told IGN that he recalled "feeling excited by the new idea that a virus—a real enemy that can't be seen by humans—would cause tremendous fear in people". Mikami chose a fixed camera perspective and tank controls, which he conceded were an awkward way to control movement but was the only method he could think of at the time that could make a horror game work: it meant the player could hear but not see a zombie coming.
The depiction of zombie behavior changed as the Resident Evil series expanded. Later titles presented an escalation of enemy types, introducing new creatures or reinventing pre-established ones. For example, Resident Evil 3 introduced zombies that could sprint and quickly lunge towards player characters. For Resident Evil 4, Los Ganados ("The Cattle" in Spanish), which have variously been described as "zombie-like non-zombies" or "very-zombie-like-but-not-officially-zombies" by video game journalists, represented a further evolution of the zombie archetype due to their intelligence and nimbleness. In Mikami's view, the horror genre had since transitioned from a preference for direct, physical horror to quiet, psychological horror. He observed that while many players have since developed an immunity to physical horror and the idea of zombies as a scary experience from past decades, in his view nothing scares human beings more than themselves as well as their societies and cultures, which represents a certain horror element that is timeless.
For the remakes of older Resident Evil titles, Capcom's developers could revisit and realize the potential of the original design behind enemies without the technical limitations of dated technology. In the 2002 remake of Resident Evil, zombies which are not successfully dispatched by a head shot or incinerated may resuscitate as fast-moving "Crimson Heads" resembling the silhouette of Count Orlok from Nosferatu. In the original Resident Evil 2, a specialized zombie called the Licker must first drop to the floor from walls or ceilings in order to engage the player character: according to producer Yoshiaki Hirabayashi, this is because the original game was presented with a fixed camera and tank controls which mandated a "stop-and-aim shooting system". In the 2019 Resident Evil 2 remake, the camera is placed behind the player character, which gives the player more freedom to control the camera and aim at enemies. This enables the player to search for a Licker that is attacking from an elevated position, in accordance with the original design. In acknowledgment of the high volume of gore depicted in the remake, producer Tsuyoshi Kanda explained that the notion of "truly terrifying zombies" is one of the title's major concepts, and that the developers spent much time and effort to convey "damage impact that feels weighty and real" when player characters repeatedly shoot at zombies as they come at them relentlessly. Kanda noted that high-resolution visuals are rendered and designed in incredible detail, which are then used as the basis to create their "world of wetness and darkness".
With regards to the primary enemy units of Resident Evil 7: Biohazard known as the Molded, producer Jun Takeuchi commented that their name infers that there may be a human intention to mould or create something as part of the backstory of these creatures, and that a deliberate creative decision is made by developers to move away from a virus as the source of mass infection that leads to the biohazard incidents in the narratives of previous titles. In Resident Evil Village, artist Tomonori Takano said the developers wanted to continue the same approach that started with Resident Evil 7 in that they wanted to move away from simply using elements like zombies to scare players but created unique situations and characters that would create fear in new ways. The enemy mutant human species called lycans' are werewolf-like design was developed with the game's gothic horror setting in mind, with Sato explaining, "[They] very much spawned from the fact that we wanted to create an enemy that represented the village...We designed it very much where this is kind of the twisted outcome of a human being where we draw a lot of inspiration from werewolves, being able to tap into that gothic horror visual."
Zombies are introduced in the first Resident Evil as primitive yet deadly creatures roaming the derelict Spencer Mansion. They exhibit a shambling behavior similar to the zombie films of the 1970s, in particular George A. Romero's Night of the Living Dead film series. They moan and relentlessly shuffle towards player characters with arms outstretched and little finesse, and while their slow movement speed offers ample time for players to respond, zombies may absorb nearly a full pistol magazine before falling. The pharmaceutical conglomerate Umbrella Corporation, the primary antagonistic faction in the franchise's earlier games causes the death or drastic mutations to its hosts. Unlike Tyrants, which are genetically altered organisms Bio Organic Weapons (B.O.W.) by design, zombies are often unintentional side-effects of humans who are infected by the T-virus, a name given to a series of a family of RNA virus strains called "Progenitor virus", which causes death or drastic mutations to its hosts. A popular tactic to dispatch zombies is with precise lined up shots to the head, while other players may opt to conserve ammo by waiting for the zombies to veer slightly off course and attempt to run past them. Resident Evil 2 and Resident Evil 3 present a zombie apocalypse scenario where zombies appear in larger numbers, overrunning the entirety of the fictional Raccoon City which is located near the first game's mansion. They are presented as more limber in movement, though they may be knocked down when they take enough damage and dismembered if players target a specific body part.
Other zombie-type creatures in the series include domesticated canines infected with the T-virus, also known as the zombie dog (ゾンビ犬 zombi-inu). Unlike the slower human zombies, zombie dogs retain much of their agility with a noticeable increase in durability and aggression. Zombie dogs are usually depicted with active necrosis, for example a visible eye bulges out of their otherwise savage but proportional facade. Most of the zombie dogs encountered in the early Resident Evil games are of the Dobermann breed: the reason for the frequency was due to the Chief Brian Irons' in-universe suggestion to the K9 unit that the breed be used as the police dog for the Raccoon Police Department. Resident Evil 2 also introduced the Licker, a grotesque creature with an exposed brain that lacks skin, which attacks its prey with sharp claws and a long prehensile tongue. It is the result of further mutation in a zombie infected with certain strains of the T-virus, especially one that has consumed large quantities of biomass to sustain its metabolism. It is blind but extremely sensitive to sound, which can be mitigated with navigational tactics by savvy players. A Licker variant which appears in Resident Evil 5 is presented with a “fairly unremarkable sense of hearing", reflecting the game's action-oriented focus compared to its predecessors.