A Japanese game publisher behind Resident Evil, Mega Man and other long-running franchises.
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Gcreator of Game Maker's Toolkit testHow Her Story Turns Video Clips into CluesCapcom's Resident Evil remakes change mechanics, perspective and content freely while keeping the feeling of the originals, and its Mega Man 11 stages build 15 to 20 rooms from a handful of elements, teaching each mechanic alone before combining them. It also hides its dynamic difficulty. Lesson: define a product's pillars as feelings, not features, and reuse a few ideas in escalating forms.
Capcom: an exact copy wouldn't be fun
From Mark Brown, Game Maker's Toolkit
Capcom changes a remake's content freely so veterans still get surprises. Over two decades Capcom remade Resident Evil 1, 2, 3 and 4. The RE4 remake moves, reorders, expands, cuts and replaces content, so the familiar village siege stops playing out as remembered once the player climbs a tower.
Most game remakes copy the original beat for beat, like Gus Van Sant's shot-for-shot Psycho. That can pair modern graphics with dated gameplay and gives owners of the original little reason to buy. Capcom says an exact copy would not be fun or interesting.
Make the pillars feelings, not features, so mechanics can change. RE4's remake pillars were its lightning-fast pace, b-movie dialogue, tackling encounters in different ways, and replayability. Any new idea had to fit inside a pillar.
RE2's guiding principle was that players "should get the same feeling we got back in the day, even though the outer layers are different." Capcom tried keeping RE2's fixed CCTV-style camera, then chose an over-the-shoulder view, keeping the claustrophobia with hard aiming and a tight camera behind Leon.
Every new player ability in RE4 came with an offsetting cost. Leon can now strafe, so Capcom made enemies more aggressive and numerous. His knife gained a parry and a stealth takedown, but it now breaks and needs repair by the merchant.
In 2004 Capcom said it didn't want to go into the "shooting / army type genre", which is why the original Leon became a turret when aiming. The offsets keep Leon "one step behind" so the game stays survival horror.
Fix old complaints with careful tweaks, not by removing the core dynamic. Capcom cut RE4's button-bashing quicktime events, saying "QTEs are not popular in today's games." For Ashley's much-criticised escort section it reworked her AI, health bar and characterisation rather than making her an invincible helper.
An invincible partner, common in games since 2005, would have changed the original's dynamic. RE2 through 4 also add an optional assisted difficulty with health regeneration and aim snapping, so easier play can be switched off.
Resident Evil 3 failed by losing the original's sensation. RE3 is Capcom's least-loved remake. It turned Nemesis, Jill's invincible stalker, into a simplistic set piece.
"RE3 doesn't accurately capture the sensation of the PS1 original."
Heavy changes are fair only if the original stays playable. The RE4 remake sits beside a moddable HD remaster, but older Resident Evil games are hard to play today. Mark Brown hopes Capcom treats them the way it treats its Mega Man compilations, the model for keeping old games available.
Games vanish through dead hardware, delisting and server shutdowns, so some players need a faithful remake when the original is gone. "It just means we need better game preservation."
From Mark Brown, Game Maker's Toolkit
Each stage uses a handful of unique elements plus shared enemies. Tundra Man's stage has only snowflakes, snowball storks and wind. Recurring foes and hazards like Sniper Joe, Mets, spider bots, pits and spikes fill the space between each stage's unique content.
The game has only eight major stages before Wily's castle, so each must stretch its material.
Varied room shapes create variety before any new content. A stage has 15 to 20 rooms, almost all one of seven types: horizontal, vertical climb, vertical drop, box, staircase, zig-zag and a few specials. The same enemy plays differently by geometry: Pick Man is easy on your level and much harder when he is above you.
A zig-zag room can give a safe moment to watch an enemy or leave no room to jump it. Acid Man's stage uses all the room shapes, so each room feels like a new space.
A mechanic returns throughout the stage, harder each time. Impact Man's wire platforms appear in rooms 2, 10 and 15, with drills in rooms 5, 11 and 18 between them. The drills are easy in room 5 and come at angles down a zig-zag in room 11.
Torch Man's wall of fire chases you in room 2, returns with tighter platforming in room 9, and becomes a final gauntlet in room 14. His fire mushrooms later heat metal tiles from below and spawn faster alongside spiders in room 10.
Combine two mechanics only after each has been taught alone. Impact Man's room 18 has you dodging drills while riding the wire platforms, after both were introduced separately.
"Because you know exactly how these two things work on their own, its quite achievable to face them together."
Mini-bosses and breather rooms control pacing, and mini-bosses return twisted. Every stage has a mini-boss, often followed by an enemy-free breather room that works as a checkpoint. Bounce Man's inflatable toad returns later, fought while bouncing on balloons.
Block Man's rooms 6 to 9 (mini-boss, breather, escape, vertical climb) repeat as rooms 11 to 14, with the mini-boss on a conveyor belt and a tougher escape. Mark Brown compares this to "a symphony where different sections get repeated."
Optional secret tests teach a trick that pays off later. In Torch Man's room 5, shooting a fire mushroom and jumping on its head reaches an extra life; the same trick helps in room 14, and room 11 guards an energy tank with it plus speed gear.
Players can skip the risk, and Rush Jet bypasses the puzzle entirely.
Earlier Mega Man games spread ideas too thin or too late. In Mega Man 6, Yamato Man's wheels appear in only one room, and Top Man's tops arrive only at the end over bottomless pits. Mega Man 2's Wood Man dog robot appears in three rooms in a row.
Gravity Man's upside-down stage and Hornet Man's unravelling garden hoses were great ideas not always developed fully. Mega Man 11 introduces mechanics responsibly and explores each one.
Capcom kept one dungeon formula and complicated it 16 ways. The Oracle of Ages and Seasons, the first Zelda games not built in-house, kept Link's Awakening's find the item, backtrack, boss key, boss setup. Each of the 16 dungeons varied the structure or added a wrinkle.
Bending a linear path back over itself makes it feel complex. In The Minish Cap's Temple of Droplets, the player loops away from and back to the same room to flip switches and open doors. It is a straight path that feels like unlocking the dungeon's secrets.
The Minish Cap also builds one motif across the game: splitting Link into two forms in Fortress of Winds, three in Palace of Winds and four in Dark Hyrule Castle, an idea from Capcom's Four Swords.
Capcom hid Resident Evil 4's dynamic difficulty to avoid mixed signals. Resident Evil 4 adjusted difficulty to how players were doing, but Capcom never revealed it. Telling players it gets harder when they do well would effectively tell good players to make mistakes.
RE4's slow stop-and-pop rhythm was the model the first Dead Space followed.
Asymmetric partners force co-op players to communicate. In Resident Evil 5, Chris and Sheva share guns and gear, so players drift into separate games and meet only to revive or boost. Revelations 2 gives Claire the firepower and Moira a stunning torch and a crowbar, so each needs the other.
"Claire needs Moira's torch, and Moira needs Claire's firepower."
Devil May Cry grades steer players toward varied, stylish combat. Stages can be finished with a few repeated tactics, but only varied, harder attacks and combos kept going with guns earn better grades and items.
The catch: high scores earn more red orbs, which buy better weapons and health potions, so the best players get extra help while struggling players can't afford what they need. Decoupling skill rewards from core progression avoids that.
Mega Man X's charge shot makes press versus hold a real choice. A tap fires a weak pellet now, holding charges a bigger blast later at the risk of being hit, and the armour upgrade adds a deeper charge.
Mega Man 11 is the cited example of movement curves too short: acceleration and deceleration are so quick the character feels stiff and robotic.
Ace Attorney penalises wrong objections so guessing is near impossible. Players pick one of about five statements and present a clue or profile that contradicts it, and a life bar shrinks on each misplaced objection.
Since you always know the testimony holds a flaw, the player stays one step ahead of the witness, which removes the tension of a real interview room.
These are about other apps, not Capcom: examples from the same sources that help explain it.
The Dead Space remake also set feeling-based pillars. Its three pillars were sci-fi horror, unbroken immersion and creative gameplay.
Pokemon Diamond and Pearl remakes forced an easier mode on everyone. A team-wide EXP Share that can't be disabled wrecks the balance and annoys players who want a challenge; as an option it would have suited those wanting an easier time.
Donkey Kong rewards skill with harder bonus levels, not more power. Collecting KONG letters unlocks extra-difficult bonus levels instead of coins or lives, avoiding Devil May Cry's red orb loop.
Capcom remade Resident Evil 1, 2, 3 and 4 over two decades, changing mechanics and content freely while guarding the feeling of the originals. Its Mega Man compilations are held up as the model for keeping old games available.
Capcom changes a remake's content freely so veterans still get surprises. Over two decades Capcom remade Resident Evil 1, 2, 3 and 4. The RE4 remake moves, reorders, expands, cuts and replaces content, so the familiar village siege stops playing out as remembered once the player climbs a tower.
Most game remakes copy the original beat for beat, like Gus Van Sant's shot-for-shot Psycho. That can pair modern graphics with dated gameplay and gives owners of the original little reason to buy. Capcom says an exact copy would not be fun or interesting.
Make the pillars feelings, not features, so mechanics can change. RE4's remake pillars were its lightning-fast pace, b-movie dialogue, tackling encounters in different ways, and replayability. Any new idea had to fit inside a pillar.
RE2's guiding principle was that players "should get the same feeling we got back in the day, even though the outer layers are different." Capcom tried keeping RE2's fixed CCTV-style camera, then chose an over-the-shoulder view, keeping the claustrophobia with hard aiming and a tight camera behind Leon.
Every new player ability in RE4 came with an offsetting cost. Leon can now strafe, so Capcom made enemies more aggressive and numerous. His knife gained a parry and a stealth takedown, but it now breaks and needs repair by the merchant.
In 2004 Capcom said it didn't want to go into the "shooting / army type genre", which is why the original Leon became a turret when aiming. The offsets keep Leon "one step behind" so the game stays survival horror.
Fix old complaints with careful tweaks, not by removing the core dynamic. Capcom cut RE4's button-bashing quicktime events, saying "QTEs are not popular in today's games." For Ashley's much-criticised escort section it reworked her AI, health bar and characterisation rather than making her an invincible helper.
An invincible partner, common in games since 2005, would have changed the original's dynamic. RE2 through 4 also add an optional assisted difficulty with health regeneration and aim snapping, so easier play can be switched off.
Resident Evil 3 failed by losing the original's sensation. RE3 is Capcom's least-loved remake. It turned Nemesis, Jill's invincible stalker, into a simplistic set piece.
"RE3 doesn't accurately capture the sensation of the PS1 original."
Heavy changes are fair only if the original stays playable. The RE4 remake sits beside a moddable HD remaster, but older Resident Evil games are hard to play today. Mark Brown hopes Capcom treats them the way it treats its Mega Man compilations, the model for keeping old games available.
Games vanish through dead hardware, delisting and server shutdowns, so some players need a faithful remake when the original is gone. "It just means we need better game preservation."
The Dead Space remake also set feeling-based pillars. Its three pillars were sci-fi horror, unbroken immersion and creative gameplay.
Pokemon Diamond and Pearl remakes forced an easier mode on everyone. A team-wide EXP Share that can't be disabled wrecks the balance and annoys players who want a challenge; as an option it would have suited those wanting an easier time.
Its movement curves are so short that it feels stiff and robotic, the example of curves that are too short.
Mega Man X's charge shot makes press versus hold a real choice. A tap fires a weak pellet now, holding charges a bigger blast later at the risk of being hit, and the armour upgrade adds a deeper charge.
Mega Man 11 is the cited example of movement curves too short: acceleration and deceleration are so quick the character feels stiff and robotic.
Each stage is built from a handful of unique elements, spread across 15 to 20 rooms of about seven room types. Mechanics ramp up in difficulty, mini-bosses return twisted by the stage's gimmick, and Torch Man's and Block Man's stages echo their own ideas in harder form. Yamato Man's wheels appear in only one room, and Top Man's tops arrive only at the end over bottomless pits. Both are examples of ideas spread too thin or introduced too late. Gravity Man's upside-down stage stands out as a great idea, though earlier games did not always develop their ideas fully. Hornet Man's unravelling garden hoses stand out as a great idea that was not always developed fully.
Each stage uses a handful of unique elements plus shared enemies. Tundra Man's stage has only snowflakes, snowball storks and wind. Recurring foes and hazards like Sniper Joe, Mets, spider bots, pits and spikes fill the space between each stage's unique content.
The game has only eight major stages before Wily's castle, so each must stretch its material.
Varied room shapes create variety before any new content. A stage has 15 to 20 rooms, almost all one of seven types: horizontal, vertical climb, vertical drop, box, staircase, zig-zag and a few specials. The same enemy plays differently by geometry: Pick Man is easy on your level and much harder when he is above you.
A zig-zag room can give a safe moment to watch an enemy or leave no room to jump it. Acid Man's stage uses all the room shapes, so each room feels like a new space.
A mechanic returns throughout the stage, harder each time. Impact Man's wire platforms appear in rooms 2, 10 and 15, with drills in rooms 5, 11 and 18 between them. The drills are easy in room 5 and come at angles down a zig-zag in room 11.
Torch Man's wall of fire chases you in room 2, returns with tighter platforming in room 9, and becomes a final gauntlet in room 14. His fire mushrooms later heat metal tiles from below and spawn faster alongside spiders in room 10.
Combine two mechanics only after each has been taught alone. Impact Man's room 18 has you dodging drills while riding the wire platforms, after both were introduced separately.
"Because you know exactly how these two things work on their own, its quite achievable to face them together."
Mini-bosses and breather rooms control pacing, and mini-bosses return twisted. Every stage has a mini-boss, often followed by an enemy-free breather room that works as a checkpoint. Bounce Man's inflatable toad returns later, fought while bouncing on balloons.
Block Man's rooms 6 to 9 (mini-boss, breather, escape, vertical climb) repeat as rooms 11 to 14, with the mini-boss on a conveyor belt and a tougher escape. Mark Brown compares this to "a symphony where different sections get repeated."
Optional secret tests teach a trick that pays off later. In Torch Man's room 5, shooting a fire mushroom and jumping on its head reaches an extra life; the same trick helps in room 14, and room 11 guards an energy tank with it plus speed gear.
Players can skip the risk, and Rush Jet bypasses the puzzle entirely.
Earlier Mega Man games spread ideas too thin or too late. In Mega Man 6, Yamato Man's wheels appear in only one room, and Top Man's tops arrive only at the end over bottomless pits. Mega Man 2's Wood Man dog robot appears in three rooms in a row.
Gravity Man's upside-down stage and Hornet Man's unravelling garden hoses were great ideas not always developed fully. Mega Man 11 introduces mechanics responsibly and explores each one.
Chris and Sheva both carry guns and the same gear, so players feel like they are playing separate games. They only team up to revive a partner or boost them over a ledge. Claire has the firepower while Moira has a stunning torch and a crowbar for finishing downed enemies. Neither can survive alone, which raises the need for coordination.
Asymmetric partners force co-op players to communicate. In Resident Evil 5, Chris and Sheva share guns and gear, so players drift into separate games and meet only to revive or boost. Revelations 2 gives Claire the firepower and Moira a stunning torch and a crowbar, so each needs the other.
"Claire needs Moira's torch, and Moira needs Claire's firepower."
Capcom hid its dynamic difficulty system, since telling players the game gets easier when they struggle would effectively tell good players to make mistakes. High scores earn red orbs that buy better weapons and health potions, which helps the best players and starves struggling ones.
Capcom hid Resident Evil 4's dynamic difficulty to avoid mixed signals. Resident Evil 4 adjusted difficulty to how players were doing, but Capcom never revealed it. Telling players it gets harder when they do well would effectively tell good players to make mistakes.
RE4's slow stop-and-pop rhythm was the model the first Dead Space followed.
Devil May Cry grades steer players toward varied, stylish combat. Stages can be finished with a few repeated tactics, but only varied, harder attacks and combos kept going with guns earn better grades and items.
The catch: high scores earn more red orbs, which buy better weapons and health potions, so the best players get extra help while struggling players can't afford what they need. Decoupling skill rewards from core progression avoids that.
Donkey Kong rewards skill with harder bonus levels, not more power. Collecting KONG letters unlocks extra-difficult bonus levels instead of coins or lives, avoiding Devil May Cry's red orb loop.
Players can finish levels with a few repeated tactics but earn a poor grade. Better grades and items go to varied, harder attacks and keeping combos going with guns.
Devil May Cry grades steer players toward varied, stylish combat. Stages can be finished with a few repeated tactics, but only varied, harder attacks and combos kept going with guns earn better grades and items.
The catch: high scores earn more red orbs, which buy better weapons and health potions, so the best players get extra help while struggling players can't afford what they need. Decoupling skill rewards from core progression avoids that.
You present evidence against one of about five statements, and a life bar punishes wrong objections. You always know the testimony holds a flaw.
Ace Attorney penalises wrong objections so guessing is near impossible. Players pick one of about five statements and present a clue or profile that contradicts it, and a life bar shrinks on each misplaced objection.
Since you always know the testimony holds a flaw, the player stays one step ahead of the witness, which removes the tension of a real interview room.
Its slow, deliberate rhythm is the model the first Dead Space followed, and Dead Space 2's faster Isaac and camera move away from it.
Capcom hid Resident Evil 4's dynamic difficulty to avoid mixed signals. Resident Evil 4 adjusted difficulty to how players were doing, but Capcom never revealed it. Telling players it gets harder when they do well would effectively tell good players to make mistakes.
RE4's slow stop-and-pop rhythm was the model the first Dead Space followed.
A tap fires a weak pellet while a held button charges a stronger shot, trading small damage now for large damage later at the risk of being hit. Armour upgrades allow an even longer charge.
Mega Man X's charge shot makes press versus hold a real choice. A tap fires a weak pellet now, holding charges a bigger blast later at the risk of being hit, and the armour upgrade adds a deeper charge.
Mega Man 11 is the cited example of movement curves too short: acceleration and deceleration are so quick the character feels stiff and robotic.
Capcom developed both The Minish Cap and Four Swords. In Temple of Droplets it bends a straight path back over itself so a linear dungeon feels complex.
Bending a linear path back over itself makes it feel complex. In The Minish Cap's Temple of Droplets, the player loops away from and back to the same room to flip switches and open doors. It is a straight path that feels like unlocking the dungeon's secrets.
The Minish Cap also builds one motif across the game: splitting Link into two forms in Fortress of Winds, three in Palace of Winds and four in Dark Hyrule Castle, an idea from Capcom's Four Swords.
It made the Oracle games with Nintendo, the first Zelda games not built in-house. It kept the Link's Awakening formula and found many ways to complicate it across 16 distinct dungeons.
Capcom kept one dungeon formula and complicated it 16 ways. The Oracle of Ages and Seasons, the first Zelda games not built in-house, kept Link's Awakening's find the item, backtrack, boss key, boss setup. Each of the 16 dungeons varied the structure or added a wrinkle.
The player is one step ahead of the interviewer, which removes the tension of the interview room.
Ace Attorney penalises wrong objections so guessing is near impossible. Players pick one of about five statements and present a clue or profile that contradicts it, and a life bar shrinks on each misplaced objection.
Since you always know the testimony holds a flaw, the player stays one step ahead of the witness, which removes the tension of a real interview room.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.