GR-UK: We sat down with key team members from Resident Evil 6 to discuss the production of the game, and their personal remembrances over the course of the project.
From director Eiichiro Sasaki explaining the most important element of development for a studio of their size ("Constant communication. That is the single most essential thing in keeping focus…we even took manly trips together to the bath houses to talk about the features of the game."), to art director Mitsuhiko Takano outlining that the hardest elements being the least appreciated ("Subtle things are extremely important, even though the player never notices them.") and lead character modeller Makoto Fukui talking cut content ("We had plenty more monsters. Some of them were huge, they consumed the console memory so completely the console would crash every time."), we get the wider picture on the newest Resident Evil title.