Peter Fabiano, Kenichi Iwao, Kazuhiro Aoyama, Satoshi Nakai

4 icons of survival horror, 4 questions…


Peter Fabiano

Former Capcom Senior Manager & Founder of Global Research/Development (Japan), currently Production Dept. Director at Bungie, Peter Fabiano has made an indelible mark in the survival horror genre, as Producer of Resident Evil Village, Resident Evil 2, Resident Evil 3, and localisation director/manager for Resident Evil 5, Resident Evil: The Darkside Chronicles, Resident Evil Revelations.

いち: What horror media informed & influenced your work in the survival horror genre and what did you create to add your own personal influence into this mix of scares?

PF: First off, thanks for including me in your list and Happy Halloween! I always want to start by giving credit and thanks to the dev teams that put the games together. They are the ones that deserve all the accolades.

It should go without saying that Resident Evil 1 left a lasting impression. I remember playing that with friends on PlayStation 1 and after moving to Japan, getting it on the Saturn to go through it again. I played multiple times just to see all the death animations! As for film/TV, I grew up in the 80s & 90s, so ‘Nightmare on Elm Street’ and ‘Friday the 13th’ were always top of mind. I didn’t go to the theatre very often and remember Nightmare on Elm Street really standing out when I got to see it on the big screen. There’s a whole list of films that had interesting ideas that became phenomena - ‘Blair Witch’, ‘Paranormal Activity’, ‘Saw,’ to name a few.

Hmm, this question is really making me do some introspection because there’s a lot from my childhood that informed me that wasn’t necessarily tied directly to horror. There were definitely some real Japanese influences like ‘Godzilla’ and ‘Gamera’, which are terrifying in their own right but also somewhat camp given their US versions. To get very obscure, I remember liking a show called ‘Misfits of Science’ about a rag tag team of ‘human anomalies’ gathered together by a scientist… I always wished the shows of that time had a more serious tone with great writing and believable scenarios. ‘Stranger Things’ is a great example from our current zeitgeist that takes a lot of these elements and turns it into a human drama, tying together pieces from my childhood, D&D and horror.

に: When survival horror takes to the sea, (Spencer Rain, Starlight Express, Queen Zenobia), gamers experience atmosphere akin to that within the ‘Overlook Hotel’, intensified by ocean isolation. What are your own gaming memories in this environment?

PF: I always liked that you have a large body of water, which is often associated with calming effects and relaxation, juxtaposed with that feeling of isolation, claustrophobia and fear. Not to give away spoilers, but I think the show White Lotus is actually playing with this in a very interesting way.

さん: Paranormal investigation teams & video game developers alike have taken cameras into some of the world’s most haunted houses, mansions & castles, from The Stanley Hotel (Colorado), to Raglan Castle (Wales). What environmental & architectural features create your ideal haunted location?

PF: Tight spaces are often used and of course anything dark and labyrinthine. I like it when expectations are subverted, imagine Ikea as a setting for survival horror!

し/Shi: What are your favoured game mechanics to produce impactful survival horror, has your opinion on this altered since you first played games and ventured into production?

PF: I personally prefer third-person to first-person but understand the immersive feeling of first-person, particularly in VR. As a cop-out response, I’m going to answer this with - it depends. I really do think it depends on what type of survival horror you are after and what the project goals are.

Thank you so much for being survival horror fans and being so passionate about the genre. When the community is positive, it creates a really symbiotic relationship by being informed by the products and also informing them back in return. Please keep it up and have a safe, fun and Happy Halloween!


Satoshi Nakai

Flagship’s lead designer was principle artist for Resident Evil Zero & Resident Evil Code Veronica, creating story elements, and an iconic range of B.O.Ws.

いち: What horror media inspired your creature biographies, and what paranormal fears have influenced your artwork?

SN: My horror drawings have been most influenced by Japanese ‘Starlog’ and ‘Cinefex’. When I was younger, we didn’t have Blu-ray & subscriptions like we do now, so my references were books & comics. I used to search for articles on Dick Smith & Rick Baker rather than the latest films.

I also used to look at black & white photos of films that had not been released in Japan and let my imagination run wild… Later, I came into contact with some of these films through video rentals, but many of them disappointed me (laughs).

When I was a child, there was a huge occult boom in Japan! Such as Nostradamus’ prophecy, UFO and ghost programs, world mystery programs. At the same time, I grew up being exposed to anime such as ‘Mazinger Z’, special effects programs such as ‘Ultraman’, and ‘Thunderbirds’ from the UK. Now my favourite occult show is ‘Mud Flood’, it is the funniest thing I’ve ever seen!

に: You’ve designed horrors for isolated buildings & remote island locations. What makes these ideal for horror, which environments are perfect for inducing a horror atmosphere?

SN: Well, regarding Resident Evil Code Veronica we discussed adding elements from the film ‘Deep Rising’, and I remember there was an idea for an alternative Antarctic location. For this, I considered a ship as an ideal environment to get to this Antarctic island. I designed a group of infected ‘Plant Zombies’, and a giant jellyfish that attacks the ship.

SN: Regarding the isolated facility in Resident Evil Zero, as a survival horror scenario, I’m sure you would all agree, what makes these locations ideal is being of ‘a space from which there is no escape’! But you wouldn’t want to be without any ‘hope of escape in the end’, would you? So a closed, isolated island, or a remote village is a perfect environment…

さん: What types of enemies would like to see appear more frequently in survival horror? What characteristics are essential for survival horror creatures/monsters?

“There is a type of creature you don’t see these days, it’s massive and godlike, like in ‘The Keep’. It doesn’t fit with current times, but it’s a heavy and overwhelmingly strong character that doesn't move fast. It’s a matter of taste, but today’s fast-moving creatures are not frightening. If anything, I find the action flashy and fun.”

— Satoshi Nakai

“I think the emotion of ‘fear’ should be quiet and slow. The monster I would like to see more of is an unidentifiable entity like the ‘Behemoth’ at the end of ‘The Mist’. I don't know where it came from, what its purpose is, or whether it can be defeated... I feel scared of such an existence.”

— Satoshi Nakai

し/Shi: What are the essential ingredients for creating survival horror, and what themes would you like to see in future horror games?

SN: An essential element is the balance between slowness/stillness and movement. I feel that in a game it is particularly important to have a state of tension in the midst of stillness. Just being quiet doesn’t make a game (laughs). And then there’s the balance between creepy and beauty. ‘Cenobites’ in the film ‘Hellraiser’, is sickeningly beautiful. I think sublime beauty can be accompanied by horror… and with beauty too!

Happy Halloween! 良いハロウィーンを!


Kenichi Iwao

Resident Evil lead writer & designer, creating iconic characters, files, and genre defining gameplay, devising cut-scenes including the iconic zombie head turn!

いち: What horror media inspired your work with Capcom, and what supernatural themes have influenced your work?

KI: For my past sources of inspiration, I’d say the films ‘Poltergeist’ & ‘The Return of the Living Dead’, the novels ‘Midnight’, ‘The Talisman’ & ‘Childhood’s End’, as well as video game ‘Alone In The Dark’, and role-playing games ‘Call of Cthulhu’ & ‘House of Hell’.

Apart from these, I’ve also been influenced by my own strange supernatural experiences, such as the mysterious voice that saved me when I was almost run over by a train, and the time when something invisible in my house suddenly shoved and trampled on me!

に: What locations/themes are ideal for creating survival horror environments & atmosphere, and what elements made the streets of Raccoon City & RPD building perfect for horror?

KI: I think the most important theme in horror is actually anxiety rather than fear. What happens before an incident or encounter is even more important than the incident or encounter itself. The best locations for horror are places with contrast. The key to Raccoon City is the combination of an unusual or humorous creature name and its horror elements. There’s also a forest that exists alongside a luxurious mansion. These contrasting elements serve to amplify the horror atmosphere.

さん: What types of enemies would like to see appear more frequently in survival horror? What characteristics are essential for survival horror creatures/monsters?

KI: One thing I would like to see in horror games is the creature known as ‘Nuppeppo’, from Japanese folklore. It’s a walking blob of flesh, wrapped with white skin!

し/Shi: What are the essential ingredients for creating survival horror, and what themes would you like to see in future horror games?

KI: I believe that the essential elements of a survival horror game include a sense of anxiety about the future and the feeling of restlessness.

My latest video game ‘Shinonome’ has now been released on Steam, and although this is a small, self-funded project, it’s the first horror game I’ve created in twenty years, so please check it out! Happy Halloween!


Kazuhiro Aoyama

Kazuhiro Aoyama is the Event Director for Resident Evil, System Planner for Resident Evil 2 (creating The 4th Survivor & Licker), and Director of Resident Evil 3: Nemesis.

いち: What horror media inspired your work with Capcom, and what supernatural themes have influenced your work?

KA: I was born and raised in Nagoya, Japan. There is an old Shinto shrine near my home (Hachikensha 八劔社). It has been the location of quite strange incidents, such as a 3-meter snake suddenly coming out covered in blood, and a 50-cm frog appearing from inside a stone wall that had collapsed! There were some very strange events.

My inspirations come from my childhood in the 70s & 80s and Japanese documentaries such as ‘Expedition Hiroshi Kawaguchi’, in which an expedition team unravels the mysteries of unidentified creatures, and ‘Wild Power’ which closely follows the ecology of wild animals. These programs with the synergistic effect of those strange shrine events, made me strongly interested in the study of insects and other creatures living nearby. I believe that this has strongly influenced me.

Back in the 1990s when I was in development, the zombie genre was a matter of course, but I watched almost all films in the video rental store’s horror section, at a rate of three per week! Naturally I watched George Romero’s zombie films. Comparing them with those of Dario Argento, I resonated with the respective styles of Romero, who strongly emphasised the world and the presence of zombies, and Argento, who emphasised the entertainment aspect. I myself prefer Italian horror film in the Giallo genre, with its vibrant colour and stimulating elements by directors such as Dario Argento and Lucio Luci.

I don’t have empathy for horror involving characters that are unrealistically callous or abusive, with unredeemable narratives, but those themes are prevalent in the more memorable productions - I suspect that Jack Baker is more colourfully remembered than Albert Wesker by many of you!

に: What locations/themes are ideal for creating survival horror environments & atmosphere, and what elements made the streets of Raccoon City & RPD building perfect for horror?

KA: I think a location is ideal for horror if its history suggests to us that it’s not surprising if something unusual occurs there, such as an old castle with a history of tyranny, a hospital that failed to save many people, or a paranormal event at sea that causes ships to disappear. However, if that is the only element to it, then the story lacks originality.

In Japanese Buddhism, there is a saying, ‘Colour is emptiness, emptiness is colour. All things and phenomena in this world have no substance. However, what has no substance forms all things and phenomena in the world’. This is a translation of the phrase - ‘All things and phenomena are one and the same’. It means all things and phenomena are not unique, but the result of the concentration of their constituent elements for a reason.

I think that any location can be frightening if the reasons for it, such as ‘history of tyranny’ or ‘inability to save people’, are well crafted and structured. Even your own closet or under your bed, where you feel safe and secure, can be a subjects of horror, if you have a reason.

Whether the game is played in a format in which the reasons for the events are apparent, or the reasons are revealed gradually as the game progresses, I believe that as long as the game fits those characteristics, it will be a good horror game. I think the reason Raccoon City and the police station became the perfect horror locations for everyone, is because they fulfilled those requirements I just described.

さん: What types of enemies would like to see appear more frequently in survival horror? What characteristics are essential for survival horror creatures/monsters?

KA: If you have played Resident Evil, you probably saw the scene where a large number of small spiders spring up after a large spider is killed, a scene that planner Mr. Kadoi recounted from his childhood experience! He said, “When I was a child, I squashed a spider, and a lot of small spiders sprang up!”

Organisms exhibit unusual characteristics to survive and procreate. Female praying mantis will eat the male after mating. Horsehair worms live as parasites on the praying mantis, when its host is no longer needed, it manipulates the mantis to commit suicide by drowning, returning to their original waterside habitat. It’s life’s natural order, but an amazing phenomenon! I really like expressions like this, which are physiologically unacceptable, but are natural events for the organism. I believe that monsters are also creatures that are born for a reason, so I want them to show the player their unique and unusual desire to survive.

し/Shi: What are the essential ingredients for creating survival horror, and what themes would you like to see in future horror games?

I think that survival horror is a genre in which players experience horrific events in order to survive. I know many modern horror games, despite the differences in situations, utalise game-mechanics dealing with techniques to overcome monsters, managing recovery items & bullets, and embellished with a heavy storyline and beautiful visuals. I hope the genre continues to evolve in this way.

However, CG has developed to the point where it can be mistaken for live-action, but despite this realism, I would like the content to be of a nature that players can appreciate and resonate with. I don’t want horror games to simply be about showing brutal and cruel themes. Perhaps I have now come to say this largely because I am now a parent with children!

In Japan, we have ‘Obon’ - festival of the dead, celebrating ancestral spirits that return during summer season and descendants entertain them. Entertainment includes family gatherings, parties, and visits to graves. Although there is no element of costume, I feel a sense of closeness with Halloween, as they share the same underlying concept of ‘honoring ancestors’. To honour ancestors is to cherish their descendants, family members, and close relatives. Let us all cherish our ancestors, our families, and our close relatives! If everyone in the world cherishes each other, there will be no wars, and instead of competing to develop vaccines, the best products could be created by combining global technologies.

I value you all in this community as much as I value my family. I hope you all have a good Halloween!

[Not to be reproduced (c) Crimson Head Elder 2022]

Special Thanks: Peter Fabiano, Kazuhiro Aoyama, Satoshi Nakai, Kenichi Iwao, George Trevor.

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