If you’re a fan of Resident Evil, you probably already know the key details about the series, but there’s so much more hidden in the shadows of this iconic horror franchise. Since its debut in 1996, Resident Evil hasn’t just popularized the survival horror genre; it has also accumulated a rich history of development, curious secrets, and creative decisions. The series has evolved significantly over the years, crossing multiple platforms and cementing its place as one of Capcom’s most successful franchises.
In this text, we’ll dive into some of the lesser-known aspects of Resident Evil that you may not have discovered yet. From canceled projects to innovative design choices, these fun facts offer a deeper look into the creation and evolution of one of the genre’s greatest icons. Get ready for a journey through fascinating secrets that show how the game continues to surprise and captivate fans worldwide.
1. Devil May Cry began as Resident Evil 4
Following the success of Resident Evil 3, Capcom began developing what would become Resident Evil 4. The initial goal was to create an action game with a stylized and dynamic approach. However, the developers faced challenges when trying to adapt the classic survival horror formula to a more fast-paced combat system. The fixed camera angles and horror tone did not align well with the new direction intended.
Hideki Kamiya, who directed the project, found inspiration from an unexpected source—a bug in Onimusha. This bug made enemies float in the air, sparking Kamiya’s idea to create more over-the-top, acrobatic combat sequences. This shift in direction ultimately led to the creation of a brand-new game concept. Additionally, the original model for Devil May Cry’s protagonist, Dante, was based on Resident Evil’s Leon Kennedy, simply with white hair added to differentiate him.
To avoid compromising the essence of the Resident Evil series, Capcom decided to transform the project into a new franchise. Thus was born Devil May Cry, which brought a new perspective to the action and combat genre, while maintaining the innovation and originality that Capcom has always sought in its games.
2. Resident Evil was almost multiplayer
During the early development of Resident Evil, there were plans to incorporate a multiplayer mode, which could have offered a collaborative and dynamic gaming experience. However, hardware limitations at the time forced Capcom to scrap this idea in order to ensure that the main game could function effectively and provide a solid solo survival experience.
The idea of a multiplayer mode was eventually explored in later titles in the series, such as Resident Evil: Resistance and Umbrella Corps. These games allowed players to collaborate or compete against each other, adding a new layer of complexity and fun to the franchise.
3. Disturbing messages removed
In the test version of Resident Evil, the developers included disturbing messages written in blood on the walls to heighten the atmosphere of horror. Phrases such as “painful breathing… someone stop this suffering” and “For the love of God, get out!” were intended to deepen the sense of despair while exploring the Spencer mansion.
These messages were removed from the final version of the game, possibly due to feedback from testers and a desire to keep the focus on the main narrative. The decision may also have been influenced by time and resource constraints during development.
4. Sweet Home Inspiration
Resident Evil was heavily inspired by Sweet Home, a horror RPG released by Capcom in 1989 only in Japan. The game shared many elements with Resident Evil, such as a mansion setting, complex puzzles, and inventory management. Interestingly, Sweet Home was also based on a Japanese horror film of the same name, which added another layer of atmospheric storytelling to the game.
Due to Capcom no longer holding the rights to the Sweet Home franchise, they had to create a new IP that retained the spirit of the original. This challenge led to the development of Resident Evil, which not only borrowed elements from Sweet Home but also expanded on them, cementing the game’s status as a defining title in the survival horror genre.
The developers of Resident Evil used Sweet Home as a foundation to create a more accessible and global survival experience. The result was a game that helped define the survival horror genre and appealed to a wide audience outside of Japan.
5. Jill and the Secret Zombie Scene
If you play Resident Evil as Jill Valentine and return to the lobby twice before facing the zombie, you will unlock a secret scene in the dining room. In this scene, a zombie unexpectedly appears, offering a terrifying surprise for attentive players.
After this event, the body of Kevin, another character, reveals that his legs have been eaten by the zombie. This macabre detail adds depth and suspense to the game, showing the attention to detail of the developers.
6. Brad Vickers and his dark fate in Resident Evil 2
Brad Vickers, the helicopter pilot who survived the end of the first Resident Evil, meets a dark fate in Resident Evil 2. If you play as Claire on normal difficulty and avoid using weapons and items, you will encounter a zombified version of Brad in the maintenance tunnels. However, it’s in Resident Evil 3 where you fully learn his tragic fate. Brad is brutally killed by the Nemesis, marking one of the first major casualties of the Raccoon City outbreak.
In the remake of Resident Evil 3, Brad’s story takes an even darker twist, as he is shown to be the one who bites Marvin Branagh, leading to Marvin’s infection. This adds more depth to Brad’s role in the series, linking his fate directly to one of the pivotal characters in Resident Evil 2.
The inclusion of this detail highlights the narrative continuity between games and shows how the events of one title can affect the events of the next. It is an example of how the series maintains cohesion and depth in the story.