Movie 'Resident Evil: Death Island' Director Eiichiro Hasumi & Screenplay Makoto Fukami & Supervisor Masao Kawada Interview, How was the work with five main characters made?



The feature-length CG movie `` Resident Evil: Death Island '' of the `` Resident Evil '' series has been released today from July 7, 2023 (Friday). The film also stars Claire Redfield and Rebecca Chambers. Together with Chris, Leon, and Jill, it is a work in which the main characters of the game gather and fight. We interviewed director Eiichiro Hazumi, scriptwriter Makoto Fukami, and Capcom game producer and film supervisor Masao Kawada about how this blockbuster was made.

Movie 'Resident Evil: Death Island' Official Site

https://biohazard-deathisland.com/

GIGAZINE (hereinafter G):
Director Eiichiro Hasumi will continue to participate in the CG drama ' Resident Evil: Infinite Darkness ' distributed on Netflix, and Mr. Fukami, the scriptwriter, will participate from the previous CG movie series ' Resident Evil: Vendetta ', but this work. How did each of you come to participate in the event?

Screenplay Makoto Fukami (hereinafter Fukami):
I was approached by Producer Hiroyasu Shinohara of TMS Entertainment. 'Would you like to do another CG animation?' So I was invited to join this project.

G:
How do you like the director?

Director Eiichiro Hasumi (hereinafter Hasumi):
When 'Infinite Darkness' was just completed. When I finished finishing it, I was told, 'I'm doing a sequel to Vendetta, would you like to do it?' At that time, Mr. Fukami had already written the first draft, and it was already decided that the so-called Alcatraz would be the stage.

Prison island Alcatraz, which is the stage of this work.



G:
How was Mr. Kawada, the supervisor?

Capcom game producer Masao Kawada (hereafter, Kawada):
Originally, I was cooperating in providing various materials and supervising, but there was a change in roles within the company, and I was asked, 'Would you like to try it for a while?' As Director Hasumi said, the script had already been written and the policy was set, and after that it was in the form of cooperating with the finishing work, so it feels like the work content has not changed much since then. is.

G:
I see. Next is a question for Director Hasumi.

The director was interviewed by ORICON NEWS about ``Infinite Darkness'' in 2021, and said, ``This time, I was trying not to do anything that I couldn't do with live action.It's full 3DCG, so I can do anything I want. I was particular about the shooting method of the live-action film, except for the fact that VFX should not be used here.I wonder if there is a meaning to my participation this time.I said that I would not go into places where the camera can not enter. I tried to make it as close as possible to the camera work and lighting that is close to the live-action filming, ” he says. In this work as well, for example, did you thoroughly adhere to the point of ``not doing an angle that can not be shot with a camera''?

Hazumi:
Even in a live-action movie, when there are full CG cuts, I don't really like it because it feels very strange when there are cuts from angles that make me think, 'This can't be filmed.' In the previous work, in that respect, I told the CG staff that ``this kind of lens can't be used in such a narrow space,'' and also about the lighting, ``this kind of lighting is impossible in this place.'' However, this time we were able to make it with almost the same staff as at that time, so from the beginning they took such a live-action approach and it was very smooth.

G:
I see, so that's what it felt like. In the same interview, he said, 'While maintaining consistency with the world view of the existing Resident Evil works and the chronological order of what happened at that time, if the premise was not known to the world, there would have been a big incident. It was very easy to do because the rules were clear, such as OK,' but were there any other rules on site?

Hazumi:
Hmmm...?

Fukami:
Was there?

Hazumi:
That's why there were clearly defined 'things you shouldn't do' in Resident Evil. Otherwise, is it 'I have to leave a buffer'?

G:
Don't make everything stiff. Will Kawada tell us about that point?

Kawada:
That's the stance of Capcom. If we make it too clear, there is a risk that there will be discrepancies between game production and video production, so we try to secure a buffer.

G:
I see. Next, I would like to ask Mr. Fukami. I read an interview that I received in the past that there was a point that I was told that 'this kind of thing is not good' about the script I wrote, but did you have any such corrections in this work?

Fukami:
There was a point where the buffer was lost by inserting a small story, so there was a point where corrections were made to keep the buffer. 'It's not good to put too much original story'.

G:
Mr. Fukami has professed to be a big fan of Resident Evil in past interviews and Twitter.



G:
What made you start playing Resident Evil in the first place?

Fukami:
There is no better game in the world than blowing zombie heads off with a shotgun or a handgun.

G:
(smile)

Fukami:
Resident Evil is representative of that genre, and I'm currently playing a zombie game called Dead Island 2. We're always tearing zombies apart in games. This genre is a game that I can play for the rest of my life, and I have nothing but gratitude for its pioneer, Resident Evil.

Firearms also appear in this work



G:
That's what it means (laughs) I saw that besides blowing up zombies in games, I've also shot real guns at overseas shooting ranges. In an interview with Animate Times, he said, ``I've been going to Guam mainly to shoot in the first year.'' . Did you have any reason to go to this shooting range?

Fukami:
This is directed by Mamoru Oshii. My gun teacher was Director Oshii, and when I was working with him on a certain job, when I said, 'I've never shot a gun before,' he said, 'That's no good.' is the trigger.

G:
The connection from that place. When you participated in 'Vendetta' before this work, you said that there was an offer on Twitter, but how does it come?

Fukami:
At the time of 'Vendetta', Mr. Shinohara, the producer, followed me and sent me a request via DM. “My name is Shinohara, an animation producer.

G:
Mr. Fukami's work seems to be very busy, with the latest movie version of ' PSYCHO-PASS Psychopath ' and the TV animation ' Tengoku Daimakyo '. In fact, about once every few months on Twitter, there is a tweet that seems to have a difficult deadline. Also, what are the most common types of offers?

Fukami:
I often receive offers by e-mail, but in a recent case, in the case of a script for a special drama CD that is a bonus for ' Mobile Suit Gundam Mercury ' Blu-ray & DVD, I have a serialization in Gundam Ace, It was in the form that the offer came to the editor.

G:
In a previous interview when he filmed OVER DRIVE, Hasumi said that making it into a movie was a long-cherished desire for him, who had been a fan of motor sports since he was in elementary school . In this work, there are scenes where motorcycles are active, including the chase scene from the beginning. Was there anything you were particular about?

Hazumi:
I like watching motorcycle action, but I'm really happy to be able to do it in the actual shooting. However, if you try to do it in live action, it is physically difficult. Road blockages are also necessary, and it takes time. It is good that such trouble does not take with CG.

G:
Is there any chase scene in this work that you would like to try in live action?

Hazumi:
When I tried to make it, it was the climax that I thought that this kind of scene was still interesting. ...... However, it is impossible to do it in live action (lol)

G:
It's certainly that kind of scene (laughs). I saw an interview where Mr. Fukami also said that he puts his favorite scenes and favorite things in his work. This work was full of 'Resident Evil' feeling from beginning to end, but where did you incorporate your favorite elements?

Fukami:
In the case of this work, it's the villain's lines. When I finished it, it turned out to be something that fits me very well, and I am grateful to the director.

G:
At the time of 'Vendetta', Mr. Fukami had a conversation with the person in charge at Capcom at the time, and said, 'I think the strength of the villain is the appeal of recent bio.' Were you conscious of the strength of the enemy in this work as well? Or is it the place where it became that strength as a result when writing it up?

Fukami:
As for the strength of the enemy, to be honest, I felt that it was up to the director and the action team. In that sense, it was more fun to move these five popular characters than action.

Gathering popular characters is one of the points of this work



G:
This work has an all-star feeling with the main characters. Was there any difficulty in writing the scripts for these works?

Fukami:
The biggest problem was, of course, the problem of consistency, including the problem of whether or not Leon and Jill met for the first time. I was careful about how much distance it would be if it was the first time we met. I think there are people who say, “I want to do that in a game,” and in that case, if Leon and Jill are too close and close to each other, fans will feel uncomfortable. I didn't feel any discomfort, but I wondered how the atmosphere would feel like it wasn't the first time we met.

Jill has appeared in the first game, and Leon has appeared in the second game, but it is actually rare to line up like this.



G:
In the same interview, there was also a story saying, 'It was very helpful to check that the words and actions were not out of line with the character.' In the early script, there was a story that the part where the fan's feelings came out strongly was corrected, but did this work go smoothly?

Fukami:
It was my second time, so I was fine with the wording. At first, Leon said to the enemy, 'I'll kill you!'

G:
What was it like from Mr. Kawada's point of view?

Kawada:
yes i think it was ok. Once, I checked the English scenario and converted it to Japanese for voice recording. I made a few changes, but there weren't that many changes, so I thought it was great.

G:
Director Hasumi said in an interview with WOWOW at the time of 'The sun doesn't move' that he wanted people to experience the thrill and excitement of entertainment. From the experience of director Hasumi who has taken various movies so far, what kind of points do you think 'this kind of part is important' in a work like this work that requires entertainment in particular?

Hazumi:
Nowadays, it is no longer necessary to watch movies in the theater. You can watch it right away with a subscription, I think the monitors at home are getting bigger and bigger, and the sound quality is getting better... I may not be able to create an opportunity to go to the theater. In that sense, I think this is a movie that can be enjoyed by a large number of people. The more background knowledge you have, the more fun you can have, so those who have played the game should have a lot of fun. On the other hand, if you say that everyone who comes to see the game has to play the game, that's not the case. As expected, I don't think there are many people who have played all the games from the first series, so even if you don't know it, you can enjoy it because all the timelines are firmly connected.

G:
In the same interview, there was talk of doing a 'nozura preview' during editing. When I'm making a movie, I try to look at it with a blank slate in the preview, but it's difficult, so I recommend watching it with people who don't know the original work and aren't staffed by it. Did you do that in this game as well?

Hazumi:
No, I haven't. It can be said that Nomen preview is possible only because it is a live-action film. It's a method because there are a lot of materials, and you can change the book from there. I only make things that I decided to be full CG, so I can't go back to zero after previewing the field. That is the part where the approach is a little different from the live-action film.

G:
indeed. In that case, since the degree of freedom of the editing part is low, will you be doing such parts in detail, such as pre-arrangement or preparation, unlike live action?

Hazumi:
Well ... in the case of live action, as you gain experience, you will start shooting a little longer even if you think 'I will only use this part'. Because you might change your mind. By taking a picture, when you do 'Nomen Preview' after editing to some extent and think 'I want to change it like this', you can pull out the material and change it.

G:
I see.

Hazumi:
In the case of CG, if you don't think about editing at an early stage, it will be a big fuss if you change it after making it. The deadline for each stage is slightly different. Instead, when shooting a play, even if you don't decide the camera angle, you can decide it later. This is not possible in real life, is it? In the case of live action, the only position the camera takes is the position at which it was taken.

G:
surely. I would like to ask Mr. Fukami again. When I appeared with the author Asaura on note's 'How to Create a Story Radio', the story of the book I read when I was a child was mentioned. When I was in elementary school, Ryotaro Shiba's work, and when I was in junior high school, names such as 'Slayers', Yoichi Funato, Kazumasa Hirai, Toru Akitsu, and Hideyuki Kurata were mentioned. Did you buy and read these new books? Or did you use second-hand bookstores and libraries?

Fukami:
My father wanted to be a novelist, but he didn't become a novelist, so I read the collection.

G:
Oh, do you feel that the bookshelf at home was quite substantial?

Fukami:
Maybe so. I read the complete works of Yukio Mishima when I was in 6th grade, and I don't remember getting anything other than a perfect score on the Japanese language test.

G:
very……. In fact, it was around this time that he started writing serial novels for the class newspaper, and he had already started writing.

Fukami:
I was writing period dramas from the end of the Edo period. I really liked 'Enter the Sword', I loved writing and reading.

G:
I think there are a lot of gun actions now, but where did you get into guns?

Fukami:
When I was in junior high school. I saw Hong Kong Noir and fell in love with John Woo. Before that, when I was in elementary school, I was shocked to see 'Die Hard'. It was around the time when video recorders for home use were coming out, so when I went to a rental video shop, there was a Hong Kong movie section in one corner, and I came across 'Otokotachi no Ekiga.' That's how I was watching a movie that was released a long time ago at the rental shop. Born in Kumamoto, raised in Hong Kong movies (laughs)

G:
I see (laughs).

Fukami:
Well, I've been playing Famicom since I was little, and I used to play at my friends' houses like, 'If you go to this kid's place, you'll find a Mega Drive' or 'This is the PC Engine'. I've always loved games.

G:
Director Hasumi, when did you start watching movies?

Hazumi:
Rental video stores opened around high school or university, and until then I had no choice but to watch movies on television or at so-called revival screenings.

G:
Speaking of which, I don't think it was mentioned much in past interviews, but does Director Hasumi play games?

Hazumi:
I don't do this at all.

G:
So, weren't you surprised when you first heard about Resident Evil?

Hazumi:
I was a member of society when it was making a fuss around me, but I felt like I was looking at it sideways, and I didn't play the game itself, so I thought, 'What are you talking about?' When I received the offer, I only had a vague understanding of the work, and I knew names such as Leon. At first, when Mr. Shinohara from TOM'S approached me, he wanted me to shoot a Resident Evil after I did the detective drama 'MOZU', so I received materials and studied. I thought the name of the event was intriguing.

G:
Finally, if there is something you would like to see about this work from Mikata, please let me know.

Fukami:
Anyway, it's cool and powerful, so I can only thank the director and action director who made that scene. I hope you enjoy it on the big screen.

Hazumi:
It's a work in which the five main characters gather, so I'd like people to invite their friends and colleagues to see it and have a lot of fun, just like going to experience an attraction. While watching the movie, of course, I hope that people will get excited after watching the game along with the past works.

Kawada:
When I saw the trailer, people who like games were really into it, and I think the reaction was the best ever, and I myself feel the heat. I think that this work has a different stance from the previous Resident Evil movies. Jill will appear for the first time in a CG work, and the five characters will gather together.

G:
Thank you for today.

The movie `` Resident Evil: Death Island '' is being screened from Friday, July 7, 2023. The PV that spotlights the main characters is below.

Movie 'Resident Evil: Death Island' Character PV: Rebecca - YouTube


Movie 'Resident Evil: Death Island' Character PV: Claire - YouTube


Movie 'Resident Evil: Death Island' Character PV: Chris - YouTube


Movie 'Resident Evil: Death Island' Character PV: Leon - YouTube


Movie 'Resident Evil: Death Island' Character PV: Jill - YouTube


in Interview,   Video,   Movie,   Anime,   Game, Posted by logc_nt