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Corrected quote.


** Watch Salazar's detailed finger movements when he says "...diminutive Ganados..."

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** Watch Salazar's detailed finger movements when he says "...diminutive Ganados..."I have...''absolute'' control."
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** Development on the first iteration of the game overlapped with that of ''VideoGame/ResidentEvil3Nemesis'' (back when that game was still considered to be ''[[Resident Evil 2.1]]''), predating Mikami's decision to switch to the NintendoGameCube. According to an interview with 1up.com, HidekiKamiya claims that, initially, this was to be the third ''RE'' game instead of the one that came out. It featured a private investigator named Dante as the protagonist, and its development included several trips to Spain to study castles as inspiration for the environments. This game was deemed to be too great a departure from the SurvivalHorror genre, and would be {{retool}}ed into ''VideoGame/DevilMayCry''.

to:

** Development on the first iteration of the game overlapped with that of ''VideoGame/ResidentEvil3Nemesis'' (back when that game was still considered to be ''[[Resident ''Resident Evil 2.1]]''), 1''), predating Mikami's decision to switch to the NintendoGameCube. According to an interview with 1up.com, HidekiKamiya claims that, initially, this was to be the third ''RE'' game instead of the one that came out. It featured a private investigator named Dante as the protagonist, and its development included several trips to Spain to study castles as inspiration for the environments. This game was deemed to be too great a departure from the SurvivalHorror genre, and would be {{retool}}ed into ''VideoGame/DevilMayCry''.
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** And with the same opportunity to look up her skirt. Ashley doesn't even complain.

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** And with the same opportunity to look up her skirt. Ashley doesn't even complain.normally calls Leon a pervert if he's at that angle, but not here.
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** Note that Ada uses a similar hairstyle, probably for the same reasons.
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* Possible shout out to ''Film/TheBluesBrothers'' when Ada takes off her sunglasses when meeting Leon after the Maze. There's a bit of a reveal as Leon doesn't seem to recognize her with her glasses on. She's wearing sunglasses at night, as was lampshaded in the movie.

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* TheDevTeamThinksOfEverything
** When Leon's talking on his comm, there's a light glaring in the upper left corner. It's there to illuminate the one holding the communicator, so the camera can pick up his image for transmission.
* DoingItForTheArt
** Watch Salazar's detailed finger movements when he says "...diminutive Ganados..."
** When Leon examines the pills given to him by the dying Luis, the pills roll individually in the bottle.
** This game is one of the few to model/motion capture natural human hip sway. It's most obvious on Ada in her tight red cheongsam, but Ashley's is also noticeable. Even Luis has it in one cutscene. Leon's is a bit concealed by the objects hanging from his belt, but even they sway naturally.




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* Leon boosts Ashley up to get into the room with the Broken Butterfly, much as he did Ada in ''VideoGame/ResidentEvil2''.
** And with the same opportunity to look up her skirt. Ashley doesn't even complain.
* InappropriateEye - Saddler's "mouth eye" is a callback to William Birkin's first form in ''VideoGame/ResidentEvil2'', which had an eye embedded in upper arm muscles. Neither is a suitable place for an eye, as it would be constantly deformed by changing pressures, leading to heavily distorted vision.
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* Ashley's hairstyle mimics that of Yorda in ''VideoGame//{{Ico}}'', and her ears stick through like Yorda's as well, although Yorda's are much more prominent (believe it or not). They're both helpless females being escorted out of a Castle by the player, too. However, it doesn't seem likely that Ashley is a deliberate shout out to Yorda. They're merely both the results of the same tropes. The hairstyles are likely due to the limitations of the hardware, as long flowing hair is computationally expensive, with the cost going up faster than the hair length.

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* Ashley's hairstyle mimics that of Yorda in ''VideoGame//{{Ico}}'', ''VideoGame/{{Ico}}'', and her ears stick through like Yorda's as well, although Yorda's are much more prominent (believe it or not). They're both helpless females being escorted out of a Castle by the player, too. However, it doesn't seem likely that Ashley is a deliberate shout out to Yorda. They're merely both the results of the same tropes. The similar hairstyles are likely due to the limitations of the hardware, as long flowing hair is computationally expensive, with the cost going up faster than the hair length.
length. Ears sticking through the hair would mean less hair movement to model as well, and also would provide more detail.
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to:

* Ashley's hairstyle mimics that of Yorda in ''VideoGame//{{Ico}}'', and her ears stick through like Yorda's as well, although Yorda's are much more prominent (believe it or not). They're both helpless females being escorted out of a Castle by the player, too. However, it doesn't seem likely that Ashley is a deliberate shout out to Yorda. They're merely both the results of the same tropes. The hairstyles are likely due to the limitations of the hardware, as long flowing hair is computationally expensive, with the cost going up faster than the hair length.
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None


* The flying robots in the Boss Battle with Krauser are a self reference to the little robots in ''VideoGame/ResidentEvilCodeVeronica'', where they summoned Hunters if they detected Leon.

to:

* The flying robots in the Boss Battle with Krauser are a self reference to the little robots in ''VideoGame/ResidentEvilCodeVeronica'', where they summoned Hunters if they detected Leon.Chris.



** M-O disks were magneto-Optical CDs, capable of being rewritten. In 1998, this was a almost cutting edge tech. Now, way behind thumb drives.

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** M-O disks were magneto-Optical CDs, [=CD=]s, capable of being rewritten. In 1998, this was a almost cutting edge tech. Now, Now (2013), way behind thumb drives.




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* Leon's shoulder sheathe for his knife is a callback to Claire's (non-functional) knife in a sheathe on her left shoulder in ''VideoGame/ResidentEvil2''.
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* Ada throws Leon a rocket launcher, from on high, for the final boss fight. Just like ''VideoGame/ResidentEvil2''. She's even wearing the same dress.

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* The rewriteable electronic door keys are a callback to the rewriteable M-O disks used to open the cell in the secret laboratory final level in ''VideoGame/ResidentEvil''.
** M-O disks were magneto-Optical CDs, capable of being rewritten. In 1998, this was a almost cutting edge tech. Now, way behind thumb drives.
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Added DiffLines:

* The opening cutscene contains footage from cutscenes in the early games.
** The missile used to destroy Raccoon City, which appeared at the end of ''VideoGame/ResidentEvil3''.
** The oncoming zombies, which use the zombie models from the old game engines, and look both crude and more than a little out of place.

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Moved from the Shout Out page. Improved formatting.


[[foldercontrol]]
[[folder: Usual Trivia]]





* Call Backs, Continuity Nods, Self References, Franchise Staples, etc.
** The Broken Butterfly is a reference to Claire's Single Action Army pistol with her special costume in ''VideoGame/ResidentEvil2''.
*** They're similarly shaped revolvers (with long barrels) that share a reloading system. According to the Internet Movie Firearms Database the [[http://www.imfdb.org/wiki/Resident_Evil_4#Broken_Butterfly_.28Smith_.26_Wesson_Schofield_Model_3.2FColt_Single_Action_Army_Hybrid.29 Broken Butterfly]] is at least partly based on the Single Army Action.
*** The reloading animation is similar if not identical (based on memory, needs to be confirmed).
*** On the elevator ride in the tower, when Leon has to keep zealots from overloading the elevator in order to rise, one of the whiteheaded zealots in red robes is clearly a zombie. A ContinuityNod to when a ''VideoGame/ResidentEvil'' game wouldn't be complete without a zombie.
** Del Lago is a combination of the giant snake Yawn in ''VideoGame/ResidentEvil'' and the giant crocodile in ''VideoGame/ResidentEvil2''.
** Garradors are blind, dangerous, and hunt by sound. They can hear you if you run, but not if you walk. Just like lickers from ''VideoGame/ResidentEvil2''.
** Shooting the crates down to form a series of platforms across the water at the waterfall/dam reprises the crate pushing to form a platform across water in ''VideoGame/ResidentEvil'' ''1''. And again in ''VideoGame/ResidentEvil2'' while playing as Ada/Sherry.
*** And again when pushing the crate with Ashley into the water in Chapter 5-2, in between Iron Maidens.
** The Cabin brawl in Chapter 2-2 with Louis is a callback to Leon travelling with Ada through the tunnels in ''VideoGame/ResidentEvil2''. Ada will even kill all the zombies if Leon lets them get close enough.
** Using an eyeball to unlock an entrance is a callback to ''VideoGame/ResidentEvilCodeVeronica'', where Claire uses an artificial eye in an anatomical manikin to open the entrance to the cellar of the Prison Area.
** The fight with U3 on the hanging rigs is a lot like the boss fight with William Birkin's dog form towards the end of ''VideoGame/ResidentEvil2''. Birkin/It leaps up and down onto the tops of tall containers while Leon runs through the corridors between them.
** The one water control valve in the sewers of the Castle is a ContinuityNod to the Valve Handles ''VideoGame/ResidentEvil'' 's history.
** Shooting out the first searchlight on the Military Base on the Island is a shoutout to Claire shooting out the searchlight when she first meets Steve in ''VideoGame/ResidentEvilCodeVeronica''.
** Leon and Ashley counting to three then activating the switches simultaneously to unlock the door to the bulldozer/truck path is a reference to Chris and Claire counting to three and releasing the locks simultaneously to release the lock on the Linear Launcher in ''VideoGame/ResidentEvilCodeVeronica''.

** The Separate Ways minigame, with the sequences and actions that are impossible to reconcile with the main game, is a shoutout to the same problems with the different character scenarios in the first two games.
** The treasure dropping birds are a shoutout to the enemy crows in the earlier games. Although in earlier games crows were enemies.
** The many rampaging trucks are a reference to the runaway truck in the opening cutscene of ''ResidentEvil2''.
*** Which may have been an shoutout to the movie ''Film/{{Duel}}'', featuring Dennis Weaver vs a truck.
** The franchise's obsession with helicopters continues with Mike.
** Ashley uses a turnstile to open a hidden doorway to a secret area in Chapter 3-4, just as Claire does in the basement of the Prison area in ''VideoGame/ResidentEvilCodeVeronica''.

** The flying robots in the Boss Battle with Krauser are a self reference to the little robots in ''VideoGame/ResidentEvilCodeVeronica'', where they summoned Hunters if they detected Leon.

** Ada's wearing the same dress she wore in ''VideoGame/ResidentEvil2''. Either a self-homage, hinting that Ada's holding onto the memories of that game (and her time with Leon), or just acknowledging that she looks smokin' hot in a red cheongsam
** In Separate Ways, one of Ada's reports references Luis sending an email for help to a college friend he was unaware had passed on. Ada intercepted it. Apparently this friend was John, Ada's internal contact when spying on Umbrella in ''VideoGame/ResidentEvil''.


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\n\n* Call Backs, Continuity Nods, Self References, [[/folder]]
[[folder:
Franchise Staples, etc.
Self References]]

* The franchise's fondness for helicopters continues with Mike.
* The one water control valve in the sewers of the Castle is a ContinuityNod to the many Valve Handles in ''VideoGame/ResidentEvil'' 's history.
* On the elevator ride in the tower in Chapter 4-4, when Leon has to keep zealots from overloading the elevator in order to rise, one of the whiteheaded zealots in red robes is marked like a zombie. A ContinuityNod to when a ''VideoGame/ResidentEvil'' game wouldn't be complete without a zombie.

* In Separate Ways, one of Ada's reports references Luis sending an email for help to a college friend he was unaware had passed on. Ada intercepted it, which got her and Wesker involved. Apparently this friend was John, Ada's internal contact when spying on Umbrella in ''VideoGame/ResidentEvil''.
* Leon tells Ashley "We're sandwiched all right" at the Cabin intro is shoutout to Barry's "You were almost a Jill sandwich" in the first ''VideoGame/ResidentEvil'' game.
* At the end of Separate Ways Ada's helicopter flies off into the rising sun, just as the surviving members of the team do at the end of ''VideoGame/ResidentEvil''
* The stag's heads mounted on the wall in various place in the Castle seem a callback to the stag head in the aquarium room in the first ''VideoGame/ResidentEvil''.
* Salazar becoming a giant plant thing that Leon must fight is a shoutout to Plant 42 in the original game. "''Looks like we got to the'' '''root''' ''of the problem.'' - Barry.
** Which itself was a shoutout to the underground tree that was the source of all the trouble in the first ''AloneInTheDark'' game.
* Del Lago is a combination of the giant snake Yawn in ''VideoGame/ResidentEvil'' and the giant crocodile in ''VideoGame/ResidentEvil2''.
* The dining hall with the paintings and clues is a shoutout to the previous painting puzzles in the first ''VideoGame/ResidentEvil'' and ''VideoGame/ResidentEvilCodeVeronica'' games. [[spoiler: This really helps set the player up for the ambush.]]
** And, of course, it references the Dining Hall in the original mansion in the first game.
* The flying Novistadores around the hive are an improved remake of the bees and beehive in the first ''VideoGame/ResidentEvil'' game.
* The "dam blocking the waterfall to let the player access a secret entrance behind the waterfall" in Chapter 2-1 is the same in concept as what the player does to advance past in the barracks in the first ''VideoGame/ResidentEvil'' game. The execution is vastly better. Perhaps a case of "this time we have the hardware to do this scene right."
*
The Broken Butterfly is a reference to Claire's Single Action Army pistol with her special costume in ''VideoGame/ResidentEvil2''.
*** ** They're similarly shaped sized revolvers (with with long barrels) barrels, that share a reloading system. According to the Internet Movie Firearms Database the [[http://www.imfdb.org/wiki/Resident_Evil_4#Broken_Butterfly_.28Smith_.26_Wesson_Schofield_Model_3.2FColt_Single_Action_Army_Hybrid.29 Broken Butterfly]] is at least partly based on the Single Army Action.
*** ** The reloading animation is similar if not identical (based on memory, needs to be confirmed).
*** On the elevator ride in the tower, when Leon has to keep zealots from overloading the elevator in order to rise, one of the whiteheaded zealots in red robes is clearly a zombie. A ContinuityNod to when a ''VideoGame/ResidentEvil'' game wouldn't be complete without a zombie.
** Del Lago is a combination of the giant snake Yawn in ''VideoGame/ResidentEvil'' and the giant crocodile in ''VideoGame/ResidentEvil2''.
** Garradors are blind, dangerous, and hunt by sound. They can hear you if you run, but not if you walk. Just like lickers from ''VideoGame/ResidentEvil2''.
** Shooting the crates down to form a series of platforms across the water at the waterfall/dam reprises the crate pushing to form a platform across water in ''VideoGame/ResidentEvil'' ''1''. And again in ''VideoGame/ResidentEvil2'' while playing as Ada/Sherry.
*** And again when pushing the crate with Ashley into the water in Chapter 5-2, in between Iron Maidens.
** The Cabin brawl in Chapter 2-2 with Louis is a callback to Leon travelling with Ada through the tunnels in ''VideoGame/ResidentEvil2''. Ada will even kill all the zombies if Leon lets them get close enough.
** Using an eyeball to unlock an entrance is a callback to ''VideoGame/ResidentEvilCodeVeronica'', where Claire uses an artificial eye in an anatomical manikin to open the entrance to the cellar of the Prison Area.
** The fight with U3 on the hanging rigs is a lot like the boss fight with William Birkin's dog form towards the end of ''VideoGame/ResidentEvil2''. Birkin/It leaps up and down onto the tops of tall containers while Leon runs through the corridors between them.
** The one water control valve in the sewers of the Castle is a ContinuityNod to the Valve Handles ''VideoGame/ResidentEvil'' 's history.
** Shooting out the first searchlight on the Military Base on the Island is a shoutout to Claire shooting out the searchlight when she first meets Steve in ''VideoGame/ResidentEvilCodeVeronica''.
** Leon and Ashley counting to three then activating the switches simultaneously to unlock the door to the bulldozer/truck path is a reference to Chris and Claire counting to three and releasing the locks simultaneously to release the lock on the Linear Launcher in ''VideoGame/ResidentEvilCodeVeronica''.

** The Separate Ways minigame, with the sequences and actions that are impossible to reconcile with the main game, is a shoutout to the same problems with the different character scenarios in the first two games.
** The treasure dropping birds are a shoutout to the enemy crows in the earlier games. Although in earlier games crows were enemies.
** The many rampaging trucks are a reference to the runaway truck in the opening cutscene of ''ResidentEvil2''.
*** Which may have been an shoutout to the movie ''Film/{{Duel}}'', featuring Dennis Weaver vs a truck.
** The franchise's obsession with helicopters continues with Mike.
** Ashley uses a turnstile to open a hidden doorway to a secret area in Chapter 3-4, just as Claire does in the basement of the Prison area in ''VideoGame/ResidentEvilCodeVeronica''.

** The flying robots in the Boss Battle with Krauser are a self reference to the little robots in ''VideoGame/ResidentEvilCodeVeronica'', where they summoned Hunters if they detected Leon.

**
* Ada's wearing the same dress she wore in ''VideoGame/ResidentEvil2''. Either a self-homage, hinting that Ada's holding onto the memories of that game (and her time with Leon), or just acknowledging that she looks smokin' hot in a red cheongsam
* Garradors are blind, dangerous, and hunt by sound. They can hear you if you run, but not if you walk. Just like lickers from ''VideoGame/ResidentEvil2''.
* Shooting the crates down to form a series of platforms across the water at the waterfall/dam reprises the crate pushing to form a platform across water in ''VideoGame/ResidentEvil'' ''1''. And again in ''VideoGame/ResidentEvil2'' while playing as Ada/Sherry.
** In And even more so when pushing the crate with Ashley into the water in Chapter 5-2, in between Iron Maidens.
* The Cabin brawl in Chapter 2-2 with Louis is a much improved version of Leon travelling with Ada through the tunnels in ''VideoGame/ResidentEvil2''. Ada will even kill all the zombies if Leon lets them get close enough.
* The fight with U3 on the hanging rigs is a lot like the boss fight with William Birkin's dog form towards the end of ''VideoGame/ResidentEvil2''. Birkin/It leaps up and down onto the tops of tall containers while Leon runs through the corridors between them.
* The
Separate Ways, Ways minigame, with the sequences and actions that are impossible to reconcile with the main game, is a shoutout to the same problems with the different character scenarios in the first two games.
* The many rampaging trucks are a reference to the runaway truck in the opening cutscene of ''ResidentEvil2''.
** Which may have been a shoutout to the movie ''Film/{{Duel}}'', featuring Dennis Weaver vs a truck.


* The gondola ride is a callback to the gondola ride in ''VideoGame/ResidentEvil2''.

* The Butler's letter Ashley finds isn't so much a shoutout as a near identical copy of the
one in ''VideoGame/ResidentEvilCodeVeronica''.
* Using an eyeball to unlock an entrance is a callback to ''VideoGame/ResidentEvilCodeVeronica'', where Claire uses an artificial eye in an anatomical manikin to open the entrance to the cellar
of Ada's reports references Luis sending an email for help the Prison Area.
* Shooting out the first searchlight on the Military Base on the Island is a shoutout to Claire shooting out the searchlight when she first meets Steve in ''VideoGame/ResidentEvilCodeVeronica''.
* Leon and Ashley counting to three then activating the switches simultaneously to unlock the door to the bulldozer/truck path is a reference to Chris and Claire counting to three and releasing the locks simultaneously to release the lock on the Linear Launcher in ''VideoGame/ResidentEvilCodeVeronica''.
* Ashley uses a turnstile to open a hidden doorway
to a college friend he was unaware had passed on. Ada intercepted it. Apparently this friend was John, Ada's internal contact when spying on Umbrella secret area in ''VideoGame/ResidentEvil''.

Chapter 3-4, just as Claire does in the basement of the Prison area in ''VideoGame/ResidentEvilCodeVeronica''.
* The flying robots in the Boss Battle with Krauser are a self reference to the little robots in ''VideoGame/ResidentEvilCodeVeronica'', where they summoned Hunters if they detected Leon.

[[/folder]]

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Adding a mass of self-references. Formatting needs improvement.


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* Call Backs, Continuity Nods, Self References, Franchise Staples, etc.
** The Broken Butterfly is a reference to Claire's Single Action Army pistol with her special costume in ''VideoGame/ResidentEvil2''.
*** They're similarly shaped revolvers (with long barrels) that share a reloading system. According to the Internet Movie Firearms Database the [[http://www.imfdb.org/wiki/Resident_Evil_4#Broken_Butterfly_.28Smith_.26_Wesson_Schofield_Model_3.2FColt_Single_Action_Army_Hybrid.29 Broken Butterfly]] is at least partly based on the Single Army Action.
*** The reloading animation is similar if not identical (based on memory, needs to be confirmed).
*** On the elevator ride in the tower, when Leon has to keep zealots from overloading the elevator in order to rise, one of the whiteheaded zealots in red robes is clearly a zombie. A ContinuityNod to when a ''VideoGame/ResidentEvil'' game wouldn't be complete without a zombie.
** Del Lago is a combination of the giant snake Yawn in ''VideoGame/ResidentEvil'' and the giant crocodile in ''VideoGame/ResidentEvil2''.
** Garradors are blind, dangerous, and hunt by sound. They can hear you if you run, but not if you walk. Just like lickers from ''VideoGame/ResidentEvil2''.
** Shooting the crates down to form a series of platforms across the water at the waterfall/dam reprises the crate pushing to form a platform across water in ''VideoGame/ResidentEvil'' ''1''. And again in ''VideoGame/ResidentEvil2'' while playing as Ada/Sherry.
*** And again when pushing the crate with Ashley into the water in Chapter 5-2, in between Iron Maidens.
** The Cabin brawl in Chapter 2-2 with Louis is a callback to Leon travelling with Ada through the tunnels in ''VideoGame/ResidentEvil2''. Ada will even kill all the zombies if Leon lets them get close enough.
** Using an eyeball to unlock an entrance is a callback to ''VideoGame/ResidentEvilCodeVeronica'', where Claire uses an artificial eye in an anatomical manikin to open the entrance to the cellar of the Prison Area.
** The fight with U3 on the hanging rigs is a lot like the boss fight with William Birkin's dog form towards the end of ''VideoGame/ResidentEvil2''. Birkin/It leaps up and down onto the tops of tall containers while Leon runs through the corridors between them.
** The one water control valve in the sewers of the Castle is a ContinuityNod to the Valve Handles ''VideoGame/ResidentEvil'' 's history.
** Shooting out the first searchlight on the Military Base on the Island is a shoutout to Claire shooting out the searchlight when she first meets Steve in ''VideoGame/ResidentEvilCodeVeronica''.
** Leon and Ashley counting to three then activating the switches simultaneously to unlock the door to the bulldozer/truck path is a reference to Chris and Claire counting to three and releasing the locks simultaneously to release the lock on the Linear Launcher in ''VideoGame/ResidentEvilCodeVeronica''.

** The Separate Ways minigame, with the sequences and actions that are impossible to reconcile with the main game, is a shoutout to the same problems with the different character scenarios in the first two games.
** The treasure dropping birds are a shoutout to the enemy crows in the earlier games. Although in earlier games crows were enemies.
** The many rampaging trucks are a reference to the runaway truck in the opening cutscene of ''ResidentEvil2''.
*** Which may have been an shoutout to the movie ''Film/{{Duel}}'', featuring Dennis Weaver vs a truck.
** The franchise's obsession with helicopters continues with Mike.
** Ashley uses a turnstile to open a hidden doorway to a secret area in Chapter 3-4, just as Claire does in the basement of the Prison area in ''VideoGame/ResidentEvilCodeVeronica''.

** The flying robots in the Boss Battle with Krauser are a self reference to the little robots in ''VideoGame/ResidentEvilCodeVeronica'', where they summoned Hunters if they detected Leon.

** Ada's wearing the same dress she wore in ''VideoGame/ResidentEvil2''. Either a self-homage, hinting that Ada's holding onto the memories of that game (and her time with Leon), or just acknowledging that she looks smokin' hot in a red cheongsam
** In Separate Ways, one of Ada's reports references Luis sending an email for help to a college friend he was unaware had passed on. Ada intercepted it. Apparently this friend was John, Ada's internal contact when spying on Umbrella in ''VideoGame/ResidentEvil''.


----
Is there an issue? Send a MessageReason:
None


** Development on the first iteration of the game overlapped with that of ''ResidentEvil3'' (back when that game was still considered to be ''[[Resident Evil 2.1]]''), predating Mikami's decision to switch to the NintendoGameCube. According to an interview with 1up.com, HidekiKamiya claims that, initially, this was to be the third ''RE'' game instead of the one that came out. It featured a private investigator named Dante as the protagonist, and its development included several trips to Spain to study castles as inspiration for the environments. This game was deemed to be too great a departure from the SurvivalHorror genre, and would be {{retool}}ed into ''VideoGame/DevilMayCry''.

to:

** Development on the first iteration of the game overlapped with that of ''ResidentEvil3'' ''VideoGame/ResidentEvil3Nemesis'' (back when that game was still considered to be ''[[Resident Evil 2.1]]''), predating Mikami's decision to switch to the NintendoGameCube. According to an interview with 1up.com, HidekiKamiya claims that, initially, this was to be the third ''RE'' game instead of the one that came out. It featured a private investigator named Dante as the protagonist, and its development included several trips to Spain to study castles as inspiration for the environments. This game was deemed to be too great a departure from the SurvivalHorror genre, and would be {{retool}}ed into ''VideoGame/DevilMayCry''.
Is there an issue? Send a MessageReason:
None


** Development on the first iteration of the game overlapped with that of ''ResidentEvil3'' (back when that game was still considered to be ''[[Resident Evil 2.1]]''), predating Mikami's decision to switch to the NintendoGameCube. According to an interview with 1up.com, Hideki Kamiya claims that, initially, this was to be the third ''RE'' game instead of the one that came out. It featured a private investigator named Dante as the protagonist, and its development included several trips to Spain to study castles as inspiration for the environments. This game was deemed to be too great a departure from the SurvivalHorror genre, and would be {{retool}}ed into ''VideoGame/DevilMayCry''.

to:

** Development on the first iteration of the game overlapped with that of ''ResidentEvil3'' (back when that game was still considered to be ''[[Resident Evil 2.1]]''), predating Mikami's decision to switch to the NintendoGameCube. According to an interview with 1up.com, Hideki Kamiya HidekiKamiya claims that, initially, this was to be the third ''RE'' game instead of the one that came out. It featured a private investigator named Dante as the protagonist, and its development included several trips to Spain to study castles as inspiration for the environments. This game was deemed to be too great a departure from the SurvivalHorror genre, and would be {{retool}}ed into ''VideoGame/DevilMayCry''.
Is there an issue? Send a MessageReason:
None


** Leon is [[strike:[[TheProfessional Leon]]]] [[{{Onimusha}} Jacques Blanc]].
** Ashley is [[SpongebobSquarepants Sandy Cheeks]].

to:

** Leon is [[strike:[[TheProfessional [[strike:[[Film/TheProfessional Leon]]]] [[{{Onimusha}} Jacques Blanc]].
** Ashley is [[SpongebobSquarepants [[WesternAnimation/SpongebobSquarepants Sandy Cheeks]].



** Development on the first iteration of the game overlapped with that of ''ResidentEvil3'' (back when that game was still considered to be ''[[Resident Evil 2.1]]''), predating Mikami's decision to switch to the NintendoGameCube. According to an interview with 1up.com, Hideki Kamiya claims that, initially, this was to be the third ''RE'' game instead of the one that came out. It featured a private investigator named Dante as the protagonist, and its development included several trips to Spain to study castles as inspiration for the environments. This game was deemed to be too great a departure from the SurvivalHorror genre, and would be {{retool}}ed into ''DevilMayCry''.

to:

** Development on the first iteration of the game overlapped with that of ''ResidentEvil3'' (back when that game was still considered to be ''[[Resident Evil 2.1]]''), predating Mikami's decision to switch to the NintendoGameCube. According to an interview with 1up.com, Hideki Kamiya claims that, initially, this was to be the third ''RE'' game instead of the one that came out. It featured a private investigator named Dante as the protagonist, and its development included several trips to Spain to study castles as inspiration for the environments. This game was deemed to be too great a departure from the SurvivalHorror genre, and would be {{retool}}ed into ''DevilMayCry''.''VideoGame/DevilMayCry''.
Is there an issue? Send a MessageReason:
None


** Luis is voiced by [[strike:[[StarTrekEliteForce Ensign Munrooooooo!]]]] [[strike:WesternAnimation/TheBatman]] [[strike: VideoGame/KnightsOfTheOldRepublic Revan]] Rino Romano.

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** Luis is voiced by [[strike:[[StarTrekEliteForce [[strike:[[VideoGame/StarTrekEliteForce Ensign Munrooooooo!]]]] [[strike:WesternAnimation/TheBatman]] [[strike: VideoGame/KnightsOfTheOldRepublic Revan]] Rino Romano.
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** Saddler is Gopher from WinnieThePooh.
** Bitorez Mendez is [=LeFou=] from BeautyAndTheBeast.

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** Saddler is Gopher from WinnieThePooh.
''WinnieThePooh''.
** Bitorez Mendez is [=LeFou=] from BeautyAndTheBeast.''Disney/BeautyAndTheBeast''.
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Namespace stuff.


** Saddler is Gopher from WinnieThePooh.

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** Saddler is Gopher from WinnieThePooh.



* NamesTheSame: Ramon Salazar; the psychopathic terrorist dabbling in bioweapons, is even crazier than...[[ShapedLikeItself Ramon Salazar]]; the psychopathic terrorist dabbling in bioweapons in [[TwentyFour 24]].

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* NamesTheSame: Ramon Salazar; the psychopathic terrorist dabbling in bioweapons, is even crazier than...[[ShapedLikeItself Ramon Salazar]]; the psychopathic terrorist dabbling in bioweapons in [[TwentyFour [[Series/TwentyFour 24]].



** Development on the first iteration of the game overlapped with that of ''ResidentEvil3'' (back when that game was still considered to be ''[[Resident Evil 2.1]]''), predating Mikami's decision to switch to the NintendoGameCube. According to an interview with 1up.com, Hideki Kamiya claims that, initially, this was to be the third ''RE'' game instead of the one that came out. It featured a private investigator named Dante as the protagonist, and its development included several trips to Spain to study castles as inspiration for the environments. This game was deemed to be too great a departure from the {{survival horror}} genre, and would be {{retool}}ed into ''DevilMayCry''.

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** Development on the first iteration of the game overlapped with that of ''ResidentEvil3'' (back when that game was still considered to be ''[[Resident Evil 2.1]]''), predating Mikami's decision to switch to the NintendoGameCube. According to an interview with 1up.com, Hideki Kamiya claims that, initially, this was to be the third ''RE'' game instead of the one that came out. It featured a private investigator named Dante as the protagonist, and its development included several trips to Spain to study castles as inspiration for the environments. This game was deemed to be too great a departure from the {{survival horror}} SurvivalHorror genre, and would be {{retool}}ed into ''DevilMayCry''. ''DevilMayCry''.



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** Given there is a soldier type called Jack Krauser, it can't be a coincidence.
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** The first iteration of the game featured a private investigator named Dante, and its development included several trips to Spain to study castles as inspiration for the game's environments. This version was deemed too much of a departure from the {{survival horror}} genre, and would be {{retool}}ed into ''DevilMayCry''. This iteration has absolutely nothing to do with the later ''[=RE4=]'' projects though, since it predated Mikami's decision to switch to the Nintendo [=GameCube=]. In fact, this version actually began development at the same time ''ResidentEvil3'' was made, back when it was still considered to be ''[[WorkingTitle Resident Evil 2.1]]''. In an interview with [=1up.com=], Kamiya claims that it was actually considered ''Resident Evil 3'' before it became ''DevilMayCry'', which is why ''2.1'' was bumped to ''3''.
** Following this was the "Fog Version," whose premise involved Leon infiltrating Umbrella's European headquarters, getting infected with the Progenitor Virus and fighting fog-like creatures. One of the levels was to take place on [[CoolAirship an airship]].
** After that version was scrapped, Capcom made the "Hooked Man Version," which was set in a seemingly haunted mansion and had Leon fighting what appeared to be paranormal enemies, such as medieval suits of armor (which would make it into the final game), living dolls, and the titular, ghost-like "Hooked Man," a possessed-looking chap who wielded a giant hook on a chain. The game was reportedly so scary that, when the trailer debuted at [=E3=], Shinji Mikami told the audience, "Don't pee your pants." However, the game would be scrapped for being too paranormal.

to:

** The Development on the first iteration of the game overlapped with that of ''ResidentEvil3'' (back when that game was still considered to be ''[[Resident Evil 2.1]]''), predating Mikami's decision to switch to the NintendoGameCube. According to an interview with 1up.com, Hideki Kamiya claims that, initially, this was to be the third ''RE'' game instead of the one that came out. It featured a private investigator named Dante, Dante as the protagonist, and its development included several trips to Spain to study castles as inspiration for the game's environments. This version game was deemed to be too much of great a departure from the {{survival horror}} genre, and would be {{retool}}ed into ''DevilMayCry''. This iteration has absolutely nothing to do with the later ''[=RE4=]'' projects though, since it predated Mikami's decision to switch to the Nintendo [=GameCube=]. In fact, this version actually began development at the same time ''ResidentEvil3'' was made, back when it was still considered to be ''[[WorkingTitle Resident Evil 2.1]]''. In an interview with [=1up.com=], Kamiya claims that it was actually considered ''Resident Evil 3'' before it became ''DevilMayCry'', which is why ''2.1'' was bumped to ''3''.
''DevilMayCry''.
** Following this was the [[http://www.youtube.com/watch?v=LG_AAkg-lJc "Fog Version," Version,"]] whose premise involved Leon infiltrating Umbrella's European headquarters, getting infected with the Progenitor Virus and fighting fog-like creatures. creatures that may or may not have been [[ThroughTheEyesOfMadness the creations of his collapsing, virus-corrupted sanity]]. One of the levels was to take place on [[CoolAirship an airship]].
airship]], and the game would've ended with Leon getting KilledOffForReal by the virus, a move that was unpopular with the developers and one of the reasons why it was scrapped.
** After that version was scrapped, Capcom made the [[http://www.youtube.com/watch?annotation_id=annotation_326592&src_vid=kWpEE_5pDzQ&feature=iv&v=k8nKcMwmt3I "Hooked Man Version," Version,"]] which was set in a seemingly haunted mansion and had Leon fighting what appeared to be paranormal enemies, such as medieval suits of armor (which would make it into the final game), living dolls, and the titular, ghost-like "Hooked Man," a possessed-looking chap who wielded a giant hook on a chain.chain. The [[PressXToNotDie quick-time events]] and over-the-shoulder camera angles used in ''RE'' games from ''4'' onward first appeared here -- it alternated between the "classic" fixed cameras when exploring and the OTS camera when aiming. The game was reportedly so scary that, when the trailer debuted at [=E3=], Shinji Mikami told the audience, "Don't pee your pants." However, the game would be scrapped for being too paranormal.
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** Luis is voiced by [[strike:[[StarTrekEliteForce Ensign Munrooooooo!]]]] [[strike:TheBatman]] [[strike: KnightsOfTheOldRepublic Revan]] Rino Romano.

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** Luis is voiced by [[strike:[[StarTrekEliteForce Ensign Munrooooooo!]]]] [[strike:TheBatman]] [[strike:WesternAnimation/TheBatman]] [[strike: KnightsOfTheOldRepublic VideoGame/KnightsOfTheOldRepublic Revan]] Rino Romano.
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** Bitorez Mendez is LeFou from BeautyAndTheBeast.

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** Bitorez Mendez is LeFou [=LeFou=] from BeautyAndTheBeast.
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* NamesTheSame: Ramon Salazar; the psychopathic terrorist dabbling in bioweapons, is even crazier than...[[ShapedLikeItself Ramon Salazar]]; the psychopathic terrorist dabbling in bioweapons in [[TwentyFour 24]].
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* [[{{ptitlews9vjxau4x1j}} Hey, It's That Voice!]]:

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* [[{{ptitlews9vjxau4x1j}} Hey, It's That Voice!]]:HeyItsThatVoice:
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Seemed a tad disconcerting. However, if you think I Bowdlerized it, feel free to change it back post-haste.


** After that version was scrapped, Capcom made the "Hooked Man Version," which was set in a seemingly haunted mansion and had Leon fighting what appeared to be paranormal enemies, such as medieval suits of armor (which would make it into the final game), living dolls, and the titular, ghost-like "Hooked Man," a possessed-looking man who wielded a giant hook on a chain. The game was reportedly so scary that, when the trailer debuted at [=E3=], Shinji Mikami told the audience, "Don't pee your pants." However, the game would be scrapped for being too paranormal.

to:

** After that version was scrapped, Capcom made the "Hooked Man Version," which was set in a seemingly haunted mansion and had Leon fighting what appeared to be paranormal enemies, such as medieval suits of armor (which would make it into the final game), living dolls, and the titular, ghost-like "Hooked Man," a possessed-looking man chap who wielded a giant hook on a chain. The game was reportedly so scary that, when the trailer debuted at [=E3=], Shinji Mikami told the audience, "Don't pee your pants." However, the game would be scrapped for being too paranormal.
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None

Added DiffLines:

** Bitorez Mendez is LeFou from BeautyAndTheBeast.
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Moving to a Shout Out subpage.


* ShoutOut:
** One of Leon's unlockable bonus weapons is called [[TheProfessional Matilda]].
** There is a possible shout-out to DeepRising, as the finales are extremely similar.
** The Broken Butterfly's description mentions it will [[DirtyHarry "make anyone's day."]]
** Ada's pose for Separate Ways mirrors the film poster for ''[[LaFemmeNikita Nikita.]]''
** One magnum is named {{Killer7}}, and it resembles KAEDE Smith's weapon.
*** Equip Leon with the Handcannon and his pose in the Status Menu will change to the stance used by Dan Smith.
** There are many similarities to the monstrous mutations and John Carpenter's TheThing. Most noticably the Colmillos, the wolves in the game, which look almost exactly like the dog in the film.
** The final part of the game in Separate Ways, when you need to get Leon the rocket launcher, seems to be based off of part of a map (oil rig) in CounterStrike.
** Not only is there an underground lab section with [[Film/ResidentEvil a nearly impossible-to-pass laser grid system]], but afterwards there's a chair with two candelabra in which Leon can strike a pose similar to [[{{Castlevania}} a certain dark lord]].
** The Plagas bear more than a passing resemblance to the parasites in ''{{Parasyte}}.'' Specifically, a normal human walking towards you with a quickly-whipping mass of bladed tentacles and eyestalks sticking out of his neck.
** Ramon Salazar, the castle owner and second boss (third counting the giant fish), seems to be named after one of the villains in [[TwentyFour 24]].
** Bitores Mendez heavily resembles Grigori Rasputin. In fact, Jessi Corti's voice work for him even bears an uncanny resemblance to Grigori Rasputin from the HellBoy movie.
** In one of the castle rooms, you can find some firespitting statues of dragons. They are almost identical to the weapon Ifrit from the first DevilMayCry game.
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Found one that I overlooked in the main page. Thanks to the other guy for cleaning up the main page, by the way.

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** In one of the castle rooms, you can find some firespitting statues of dragons. They are almost identical to the weapon Ifrit from the first DevilMayCry game.

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