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Introduction and detailed information of Shinji Mikami

Character experience

Shinji Mikami spent his college years at the Business Department of Doshisha University in Japan, where he studied Chinese boxing. After graduating from college in 1990, like others, he started a difficult job search process and finally entered CAPCOM. This is what Shinji Mikami told reporters about this experience. "Why did I enter the gaming industry? That's the question, because I want to engage in manufacturing and other jobs. There are many people engaged in manufacturing in factories, but to me, manufacturing is creation. When I applied for a job in the past, because I wanted to When I was working in Nippon Steel, I was often rejected by others. I loved playing games. From the age of 20 until I started working in the gaming industry, I became a game loser and played like a monkey (compared to Japanese people). I like to use monkey metaphors). When I was participating in job hunting activities, I went to Nintendo, but I always felt that something was wrong. This company seemed to be very complete and had its own channels. For me, I could make a name for myself on my own. The world couldn't be better. To be honest, I didn't even know the name of this company before... I started to know about Lao Ka from the time I fell in love with Makai Village. CAPCOM's induction meeting was held at the Hilton Hotel in Osaka and I heard from the president. The speech about my future goals made me very affected, and I decided to apply for this game company. I was eliminated in the written examination "very well", but in the end I was accepted into the company. I still don't know why. "In this way, Shinji Mikami entered CAPCOM in 1990 and successively participated in the development of the GB version of "CAPCOM Issues: The Adventures of Hadina", the SFC version of "Aladdin", and "Goffee and Max - The Big Island of Pirates". "Adventure" and a series of Disney-themed games. Because of his hard work and rich imagination, he won the respect of seniors such as Okamoto Yoshiki.

At the end of 1994, Tokuro Fujiwara, the backbone of CAPCOM, left the company to assist SCE in planning PS platform games. The originally conceived 3D AVG "BIO HAZARD" was facing the crisis of aborting midway. Yoshiki Okamoto took Fujiwara's remaining The original project owner asked Shinji Mikami if he was willing to take over the project. Mikami, who has always had a soft spot for European and American horror movies, developed a strong desire to challenge the game after reading through the project book, and he generously promised to write and complete the script for this game. Fujiwara Tokuro's original project plan was quite rough, just outlining a story structure. Shinji Mikami fully absorbed the inspiration of European and American horror movies, and weaved a suspenseful and dangerous story outline. Chris, Jill, Wesker and other characters The vivid image also appeared on the paper. CAPCOM was quite satisfied with Mikami's work and finally officially decided to put the development plan into practice. Many unforeseen difficulties were encountered during the actual development process. Because it was in the era of replacement of old and new consoles at that time, CAPCOM was suffering unprecedented heavy losses in the European and American markets. Millions of SFC and MD cartridge games were backlogged and unsalable. The company was in a precarious situation. Therefore, the development budget of "Resident Evil" was quite low. . In fact, at that time, almost no one among CAPCOM's senior management except Yoshiki Okamoto was optimistic about this new form of game. The sales target determined by the company was only 500,000 copies worldwide. What's especially terrible is that CAPCOM is in the throes of technological transformation from 16-bit to 32-bit. It has never had experience in producing such a large-scale 3D scene game in the past, and technical bottlenecks occur almost every day. This is the first time for these three people to take on the important task. It is undoubtedly a severe challenge for Shinji. Shinji Mikami patiently discussed and researched with his colleagues, constantly adding, deleting and modifying the original project. During the production process, he boldly borrowed the switching method of movie lenses, which not only enhanced the real sense of presence, but also cleverly reduced the large-scale visual effects. The consumption of polygonal materials in the scene and the unremitting efforts of him and his colleagues such as Kobayashi Hiroyuki laid a solid foundation for CAPCOM to become unique in the 3D AVG field in the future. "Resident Evil" was ahead of the times, fully utilizing the hardware features of the PS console and fully interpreting the console's developers' evolutionary philosophy of organically integrating movies and games.

March 22, 1996, was a historic day. At this moment, almost everyone's attention was focused on the shocking news that SQUARE released the PS version of "FFVII". "Resident Evil" was released silently. "Xiu" came out quietly, and only three weeks before its release, it made a slight appearance at the bottom of the TOP30 list of new releases in "FAMI".

The sales volume in the first week was nothing like a king, only about 100,000 copies. However, the high quality of the game triggered the so-called peculiar effect of word-of-mouth among players, and a rare long-term sales phenomenon that lasted for more than a year occurred. By 1996 At the end of the year, the shipment volume of "Resident Evil" in Japan exceeded one million in one fell swoop. This was also the first original game on the PS console to exceed one million. The unexpected success of "Resident Evil" made the entire CAPCOM community ecstatic. In addition to immediately starting planning for "Resident Evil 2", the overseas and SS versions of "Resident Evil" were also released on July 25 of the following year. In addition, with the help of Virgin Interactive, the PC version of the game has also achieved great success. CAPCOM also completely escaped from financial crisis due to the unexpected sales of "Resident Evil", and the little-known Shinji Mikami also became a famous figure in the industry. Originally, "Resident Evil" did not consider the possibility of being serialized. In order to continue to promote this brand, CAPCOM heavily hired the famous screenwriter Noboru Sugimura from Toei Japan to write the script. Shinji Mikami started from "Resident Evil 2" He was reassigned as the coordinator and producer of the series.

The production process of "Resident Evil 2" coincided with the dramatic changes in the power situation in the Japanese industry. Due to various reasons, it was delayed for nearly two years. 1.5》) when the production was almost completed, because he was not satisfied with its quality, he decisively rejected it, thus making "Resident Evil 2" completely different from its predecessor. This story is still talked about today. The delay proved to be worth it. The sales of this work, which was released on January 28, 1998, achieved greater success than the previous work. On the day "Resident Evil 2" was released, a shocking scene occurred in Shinjuku, Tokyo: by 9 a.m., the longest queue waiting to buy "Resident Evil 2" in front of major game stores had reached more than 300 meters. The number of people exceeded 1,000! The launch event even surpassed the original SS and PS. The game sold 1.8 million units in Japan on the day it was released, and more than 200,000 units were sold in the United States. "Resident Evil 2" became the first game in Capcom's history to sell more than 2 million units on its first day. "Resident Evil 2" ultimately sold 6.75 million units worldwide (PS version). It also sold well when it was launched on the PC platform, eclipsing most first-line original PC masterpieces. The release of this game really launched the name of "Resident Evil". Within a period of time after its release, it set off a fanatical trend of horror games, and even the sales of the first "Resident Evil" were greatly boosted. In addition, Mikami's team launched "Dino Crisis", a 3D AVG developed using the same engine as "Bionicle", which also achieved impressive sales results. "Resident Evil 3-LAST ESCAPE" easily exceeded one million after its release on September 22, 1999. Shinji Mikami was also appointed to form the fourth development department and serve as the head of the department because of his outstanding contribution to the development of the club.

After that, CAPCOM began to feel good about itself due to the huge success of "Resident Evil" and other works, and its business policies also underwent major changes. It began to cooperate closely with Sega and Nintendo, and tried its best to become a real company. A software manufacturer that can influence the industry. After SEGA released DC, CAPCOM immediately followed up. The Fourth Development Department released a new game "Resident Evil - Codename: Veronica" for the Sega DC platform, and claimed that it would only be released on DC. However, this first fully 3D masterpiece in the series did not achieve the expected success. The mediocre sales of 400,000 copies forced CAPCOM to renege on its promise and port the work to the PS2 platform. For this reason, Shinji Mikami had to apologize to DC players. To be honest, the quality of "Resident Evil - Codename: Veronica" is still very good, but it is a pity that God does not follow people's wishes. This also shows from another aspect that Resident Evil needs to change. It is already difficult to attract players just by the disgusting horror of the picture. Later, during the development of "Devil May Cry" for PS2, Shinji Mikami repeatedly criticized SONY, publicly complaining to the media about the console's hardware flaws and imperfect libraries. Mikami's status in the industry at the time made him famous. It caused a huge response.

At this time, in order to prepare for the release of the new console NGC, Nintendo secretly discussed cooperation matters with CAPCOM. Miyamoto Shigeru and Mikami Shinji met many times, and a bold cooperation plan was launched by Okamoto Yoshiki, Mikami Shinji and other pro-Nintendo friends. It was quietly brewed and completed within CAPCOM under the strong promotion of the backbone.

On September 13, 2001, the eve of NGC's public sale in Japan, CAPCOM's fourth development department held a large-scale press conference in Tokyo. Shinji Mikami announced "Biochemical" The surprising news is that the "Crisis" orthodox series will be completely exclusive to NGC, and the first game will be a remastered version of the first-generation "Resident Evil". Mikami admitted that he made this bold decision because of the like-minded concept of game production and the superior hardware performance of NGC. Nintendo's genius producer Shigeru Miyamoto also broke the habit of never attending other manufacturers' press conferences and came to congratulate Mikami. This astonishing move immediately caused an uproar in the entire gaming industry. However, due to objective reasons such as differences in user levels and the continued sluggishness of the Japanese market, although the game quality of the remastered versions of "Resident Evil" and "Resident Evil 0" is very high and has been unanimously recognized by everyone, the sales volume is not satisfactory. Only 400,000 copies were sold in Japan. The depressed Shinji Mikami suddenly made a shocking statement in a live radio interview: "The Japanese people's brains can make such poor quality products like PS2 and "Kingdom Hearts" so popular. There is really a problem..." This abrupt statement immediately caused an uproar in the entire Japanese game industry***. It is a strong irony that "Onimusha II" for PS2, which was launched at the same time as the remastered version of NGC's "Resident Evil", successfully exceeded one million again. For this reason, Inafune Keiji also criticized the lower age group of NGC users. Subsequently, Shinji Mikami, who was not discouraged, and all his colleagues in the Fourth Development Department released five new works corresponding to NGC on November 14, 2002: "P.N.03", "Red Joey", "Killer7", "Viewtiful Joe" and "Dead Phoenix" (development was later terminated), but they still failed to recover from the failure of sales on NGC.

After entering 2003, NGC's competitive situation in the global market took a turn for the worse. There were growing calls within CAPCOM to adjust its partnership with Nintendo. Taking the disastrous sales failure of "P.N.03" as an opportunity, Shinji Mikami had to take the initiative. He resigned from his position as head of the Fourth Development Department and was fully responsible for game development and supervision. In addition to the company's games such as "Resident Evil 4", Shinji Mikami was also responsible for presiding over a large-scale original game commissioned by Nintendo. "Now I'm back to my original position 7 years ago, and I don't feel particularly sad about it. Being able to personally participate in the game production process again... may be a good thing for me!" This was his fourth resignation. What he said to the outside world after becoming the head of the department. The reason why Shinji Mikami has gone through many ups and downs at CAPCOM is just because of his insistence on game quality and his ideal game, which instead puts the market in the second place. This may be the reason why he loyally supports NGC. In order to revive the "Resident Evil" series, Shinji Mikami put a lot of effort into "Resident Evil 4" and insisted that "Resident Evil 4" would only be released on NGC, otherwise he would chop off his head. . So when CAPCOM said that Resident Evil 4 would be released on PS2 at the end of 2005, most NGC players cursed CAPCOM as a traitor. Shinji Mikami paid a heavy price for his ideals, but his unremitting passion for pursuit deserves our sincere respect for him. There is no reason for the world to blame and ridicule a person who fails for his ideals.

After Clover Studios was disbanded, famous game producers Shinji Mikami ("Resident Evil" series), Atsushi Inaba ("Tekki", "Okami"), Hideki Kamiya ("Devil May Cry" series, "Master") and other original CAPCOM production elites formed a new independent studio SEEDS, and soon thereafter merged with Japan's ODD company and changed its name to Platinum Games. Platinum means platinum, and SEEDS hopes that the new company after the merger and reorganization can continue to innovate and develop more platinum-level games that are both popular and popular. After more than two years of silence, Platinum Games finally announced a new work they developed.

On May 14, 2008 local time in the United States, Platinum Games and SEGA jointly held a press conference. At the meeting, they announced that the two companies would establish a partnership. In the future, game works developed by Platinum Games will be published by SEGA. At the same time, 4 A brand new game developed by Platinum Games. The four game works are the new Wii game "MADWORLD", the new PS3/X360 game "Bayonetta", the new NDS game "Infinite Route (Infinite Route)", and a game developed by Shinji Mikami. No new work has been released. I wish Shinji Mikami can contribute more masterpieces to players. Main works Resident Evil series

Resident Evil 1 (PS, PC)

Resident Evil 1 Director's Cut (PS)

Resident Evil 2 (PS, PC )

Resident Evil 2 Vibrated Edition (PS)

Resident Evil 3: Nemesis (PS, PC)

Resident Evil: Code of the Virgin (DC, PS2)

Resident Evil 1 Remastered Edition (NGC, Wii)

Resident Evil HD Remastered Edition (PS3, PS4, Xbox360, Xbox One, PC)

Resident Evil 4 (NGC, PS2, Wii, PC) The Evil Within series

The Evil Within (ps3, xbox 360, pc, ps4)

By Shinji Mikami The leading Tango Gameworks is responsible for development and Bethesda is responsible for publishing. It was launched on October 14, 2014.

Dino Crisis Series

Dino Crisis 1 (PS, DC, PC) Other Games

Devil May Cry (PS2)

Shadows of the Damned (Shadow of the Damned) (PS3, XBOX360)

Vanquish (PS3, XBOX360)

Ace Attorney 1, 2, 3 (GBA)

Hitman 7 (NGC)

God Hand (PS2)

God Hand (PS2)

God Hand (2006) - director

Phoenix Wright: Ace Attorney (2005) - executive producer

Killer 7 (2005) - story, executive producer

Resident Evil 4 (2005) - director

Gyakuten Saiban 3 (2004 ) - executive producer

Dino Crisis 3 (2003) - executive producer

Viewtiful Joe (2003) - executive producer

P.N. 03 (2003) - director < /p>

Gyakuten Saiban 2 - executive producer

Resident Evil 0 (2002) - executive advisor

Resident Evil (2002) - director

Viewtiful Joe 2 - executive producer

Gyakuten Saiban (2001) - executive producer

Devil May Cry (2001) - executive producer

Resident Evil Gaiden (2001) - advisor

Onimusha: Warlords (2001) - advisor

Dino Crisis 2 (2000) - executive producer

Resident Evil Code: Veronica (2000) - producer < /p>

Resident Evil 3: Nemesis (1999) - producer

Dino Crisis (1999) - producer, director

Resident Evil 2 (1998) - game producer

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Resident Evil (1996) - director

Goof Troop (1994) - game design

Aladdin (1993) - planner (SNES version)

Untitled F1 game (1992, canceled) - planner

Who Framed Roger Rabbit? (1991) - planner (Game Boy version)

Cap Quiz: Hatena? no D

aibô ken (1990) - planner (Game Boy version)

Vanquish (ps3, xbox 360) (2010) A return to work developed by Shinji Mikami himself after four years of absence

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CAPCOM (1990 - 2004)

Clover Studio (2004 - 2005)

SEEDS (2007)

Platinum Games (2007 -2010)

Established Tango Studios (established in 2010)

Tango Studio was acquired by Zeni Max (2010.10~)