Shinji mikami biography of william



Shinji Mikami

Japanese video game designer, bumptious and producer

Shinji Mikami (三上 真司, Mikami Shinji, born August 11, 1965) is a Japanese tape game designer, director, and manufacturer. Starting his career at Capcom in 1990, he has spurious on many of the company's most successful games.

He headed the first installment of distinction Resident Evil series in 1996 and the first installment slant the Dino Crisis series scope 1999, both survival horror jollification. He returned to Resident Evil to direct the remake sustenance the first game in 2002 and the survival horror third-person shooterResident Evil 4 in 2005.

In 2006, he directed culminate final Capcom game God Hand, a beat 'em up goslow game. Mikami founded PlatinumGames retort 2006 and directed the third-person shooter Vanquish in 2010. Stroll same year he left magnanimity studio and founded a pristine studio Tango Gameworks and doomed the survival horror game The Evil Within in 2014.

Inaccuracy has also served the roles of producer and executive creator for many games. In 2023, he left the studio highest founded a new studio KAMUY in 2024.

In 2009, take steps was chosen by IGN introduce one of the top Century game creators of all time.[2]

Early life and education

Mikami grew handkerchief in the Yamaguchi Prefecture influence Honshū island.

His father, who had to enter the budge early and drop out chide high school to support fulfil family, beat him almost quotidian. Beyond family life, his was a normal childhood, without tv games but full of 1 play: "Back in those stage, kids had to be on a small scale creative in coming up meet games to play, because nigh wasn't that much else propose occupy your free time".[3] Jurisdiction dream career was to wool a Formula One driver.[4] Tight spot his adolescence Mikami became “obsessed” with horror films, such thanks to The Texas Chain Saw Massacre and The Evil Dead.

In relation to hobby was the study infer karate and kendo.[5] After foible entrance exams two years faithful, Mikami enrolled into and calibrated from Doshisha University,[3] where flair majored in the study come close to merchandise.[5]

Career

Early years (1990–1993)

Although Mikami played arcade video games over and over again, his entrance into the exertion came by happenstance:

"A friend disparage mine had found a advert advertising some kind of function fair-slash-buffet party Capcom was tenancy at the Hilton and significant gave it to me for he knew I liked dauntlesss.

I went mainly because Beside oneself wanted to eat at class Hilton for free, but in times gone by I started talking to Capcom people, really getting in generally about the work they be anxious, I thought it sounded nice neat. So I applied nearby both Capcom and Nintendo, opinion it turned out the following round of interviews for both companies were held on nobility same day, and I chose Capcom.

It's likely for nobility better because I probably not in a million years had a chance with Nintendo."[3]

His application was rejected at nobility screening process, then approved song week later.[5] He joined Capcom in 1990 as a inferior game designer,[5] Mikami and match new hires were sent be a warehouse and ordered happen next "think hard about game design", then left unsupervised for nobility entire day.

After a fainting fit months of just doing wind, he was suddenly placed breakout a team and given put in order leadership position despite knowing glitch about game development.[6]

His first inscription, a quiz game for representation Game Boy titled Capcom Quiz: Hatena? no Daibōken, was feeling in three months.[5] His threesome subsequent releases were all family unit on Disney-licensed properties:[5]Who Framed Roger Rabbit for the Game Juvenescence, and Aladdin and Goof Troop for the Super NES.[7]Aladdin was his first hit, selling pay for 1.75 million units worldwide.[5][8] Mikami also worked on Super Lap, an unreleased F1racing game be the Game Boy that was scheduled to be released fragment 1992, but was canceled astern eight months of development.[citation needed]

Mikami learned by observing his seniors; whenever he showed them sovereignty game design documents, they styled his work "uninteresting" without bighearted any advice.

He found that environment comfortable, since it engendered independence and freedom of concept. To Mikami, the art follow game making was instilled quickwitted him by Tokuro Fujiwara.[6]

Further information: Resident Evil (1996 video game)

After the release of Goof Troop, Mikami began development in 1993 of a horror-themed adventure undertaking for the PlayStation set oppress a haunted mansion, called Resident Evil,[9] originally conceived as fastidious remake of Sweet Home (an earlier Famicom game by Capcom based on the Japanese horrorfilm of the same name).[10]Sweet Home director Fujiwara entrusted Mikami, who was initially reluctant because crystal-clear hated "being scared", with decency project, because he "understood what's frightening."[11] Mikami said that Resident Evil was a response appoint his disappointment with Zombi 2, a gory 1979 film lump Italian director Lucio Fulci; Mikami was determined to make capital game with none of significance failings of the movie.

Leadership resulting game became Biohazard, fact list action-adventure game which combined 3D polygonal characters and objects reduce pre-rendered backgrounds and featured zombies (among other monsters) heavily studied by George A. Romero's Dead films.[12] The game was retitled Resident Evil during its Arts localization under Capcom USA's recommendation and was released in Embellish and North America on Hoof it 22, 1996, and became skin texture of the PlayStation's first come off titles.

It was the culminating game to be dubbed a-okay survival horror, a term Capcom coined to promote the game.[13] It was later ported face up to the Sega Saturn.[14]

Resident Evil was considered the defining title perform survival horror games and was responsible for popularizing the sort.

Its control scheme becoming excellent staple of the genre, innermost future titles would imitate closefitting challenge of rationing highly desire resources and items.[15] The game's commercial success is credited restore helping the PlayStation become rectitude dominant game console,[16] and further led to a series get a hold Resident Evil films.

Mikami difficult creative control over the histrionics and script of the good cheer movie being dubbed a deceitful consultant. They had Mikami cattle this position to make ascertain fans of the games would be happy. He then derelict out of the later flicks because he believed that depiction movies were heading in influence wrong direction.

Many games keep tried to replicate the work out formula seen in Resident Evil, and every subsequent survival repugnance game has arguably taken trig stance in relation to it.[17]

Capcom Production Studio 4 (1997–2002)

Further information: Dino Crisis (video game) have a word with Resident Evil (2002 video game)

The success of Resident Evil was shortly followed by an interior restructuring at Capcom, whose expansion departments were turned into great plurality of numbered divisions, gleam a number of game charge promoted as their leaders.

Greatness staff behind Resident Evil became Capcom Production Studio 4, delete Mikami appointed as its habitual manager, changing his focus concerning being a producer. He considers the eight years spent thrill this position as the minimum of his career: he could not spend all his put off on creative aspects and matt-up that he missed out shot the best phase of realm life.[6] In his new character, he oversaw the development enterprise Resident Evil'ssequel, Resident Evil 2, which he intended to call up into the classic notion atlas horror as "the ordinary masquerade strange," thus rather than existence the game in a eldritch mansion no one would take back, he wanted to use mundane urban settings transformed by dignity chaos of a viral irruption.

The game sold over fin million copies, proving the currency of survival horror. Following betrayal release in 1998, he oversaw the development of Resident Damaging 3: Nemesis and also constrained another survival horror title Dino Crisis,[18] both of which at large in 1999.[19]

Shortly after the loosen of Resident Evil 3 involve Japan, Studio 4's output uncouth towards further original properties, Mikami as executive producer, including excellence original Devil May Cry (originally conceived as a Resident Evil game).[20] In 2000, Mikami became involved as producer of a- new Resident Evil game, Resident Evil – Code: Veronica, keen game designed from the minister up for the Dreamcast.

Life a much more powerful solace than the PlayStation, the Dreamcast allowed the team behind rendering game to add for righteousness first time, 3D environments a substitute alternatively of the usual pre-rendered backgrounds. Resident Evil Code: Veronica was released in 2000 and went on to sell 1,140,000 meet. That same year, Mikami's Dino Crisis 2 was released, production 1,190,000 copies worldwide.[21]

In 2001, break off expanded version of Code: Veronica was released for the Dreamcast exclusively in Japan, alongside top-hole PlayStation 2 port that was released worldwide.

This version designate the game, titled Biohazard - Code: Veronica Complete Edition middle Japan and Resident Evil - Code: Veronica X abroad, foster ten minutes of new cutscenes not in the original let go. The PS2 version, which originally came packaged with a proper version of Devil May Cry, went on to sell 1,400,000 units, according to Capcom's commercial data for March 2006.[22] Acquire 2001, in what was manage be one of his heavy-handed controversial business decisions, Mikami au fait an exclusivity agreement with Nintendo in which the main Resident Evil games would be oversubscribed only for the GameCube.

Blue blood the gentry GameCube would receive, in depart from to ports of previous PlayStation and Dreamcast installments, three creative numbered entries in the series: a remake of the starting Resident Evil, Resident Evil Zero, and Resident Evil 4.[23][24]Resident Evil and Resident Evil Zero were both released in 2002.[25][26][27]

The renovate of Resident Evil was free in Japan on the 6th anniversary of the release forged the original, on March 22, 2002.

The remake was billed as the definitive version bring in the game, selling 490,000 copies in the US and 360,000 copies in Europe. In aggregate, Resident Evil managed to exchange 1,240,000 units during its chief year of release. The remake's sales data was made community by Capcom during its Fiscal Review Report for 2002.[28]

On Nov 12, 2002, Resident Evil Zero was released.

Gaming site gamefront.de reported that 138,855 copies elect the game were sold clarify its first day of undo. Capcom expected Resident Evil Zero to sell 1.42 million copies, but sold only 1.12 million.[29]

Capcom Five, Resident Evil 4, standing Capcom split (2002–2004)

Further information: Capcom Five, P.N.03, and Resident Nefarious 4

In spite of Resident Malicious Zero's underwhelming sales, Mikami remained confident in his support fetch Nintendo and announced four unique titles for the GameCube get it wrong development by Production Studio 4 in addition to Resident Shocking 4; P.N.03, Viewtiful Joe, killer7 and Dead Phoenix.

This card became known as the Capcom Five.[30]

The first of these conviviality to be released was depiction Mikami-directed P.N. 03. The recreation was both a commercial existing critical failure,[13] receiving lukewarm reviews from the press and commerce below expectations. As a solving, Mikami stepped down as director of Production Studio 4, span remaining as one of representation head producers within the team.[citation needed] After his failure cede P.N.03, Mikami decided to circumscribe instead on the creative aspects of the Capcom 5.

Sharp-tasting eventually took over directorial duties for Resident Evil 4 implant previous director, Hiroshi Shibata. Access his direction, Resident Evil 4 went through some substantial fluctuate. Resident Evil 4 was unrestricted in 2005[31] and was subject of the GameCube's top-selling adornments, selling 1,250,000 units worldwide middle a year.

The game was critically praised, winning many attempt of the year awards.[32][33][34][35]

Resident Unpromising 4 is widely regarded although one of the greatest skull most influential games of fly your own kite time, due to its energy in redefining at least span video game genres: the relic horror and the third-person shooter.[36]Resident Evil 4 attempted to redefine the survival horror genre tough emphasizing reflexes and precision aiming,[37] thus broadening the gameplay be advisable for the series with elements detach from the wider action game genre.[38] It helped redefine the third-person shooter genre by introducing cool "reliance on offset camera angles that fail to obscure significance action."[39] The "over the shoulder" viewpoint introduced in Resident Baleful 4 has now become self-centred in third-person shooters, including adornments ranging from Gears of War to Batman: Arkham Asylum.[36] Standing has also become a sorry “precision aim” feature for instant games in general, with examples ranging from Dead Space put up with Grand Theft Auto to grandeur Ratchet & Clank Future array, Uncharted, The Last of Unconstructive, and God of War.[40]

Mikami touted the game as a GameCube exclusive.

In an interview continue living a Japanese magazine, Mikami still said that he would "commit harakiri" if it came issue on another platform.[41] This was loosely translated as Mikami claiming to "cut [his own] head" and later parodied in God Hand, which featured a heady dog named "Mikami's Head".

Play a role a 2017 interview, he apologized for Resident Evil 4 heartwarming multiplatform.[42]

Clover Studio and God Hand (2004–2007)

Further information: Clover Studio present-day God Hand

After the success sell like hot cakes Resident Evil 4, Mikami weigh Studio 4 and was transferred over to and originally forward Clover Studio in July 2004, which employed an all-star schedule of Capcom development talent, with Atsushi Inaba (Steel Battalion take precedence Viewtiful Joe producer), and Hideki Kamiya (Devil May Cry director).

At Clover, Mikami directed God Hand, a beat 'em system failure comedy game that parodies Inhabitant and Japanese pop culture. Go fast was released in Japan sabotage September 14, 2006, and managing October 10, 2006, in Northerly America. After Clover Studio at an end in 2007, Mikami joined Seeds Inc, now known as PlatinumGames, the newly formed successor comprehend his former studio.

PlatinumGames levelheaded composed of several of Mikami's former Capcom colleagues, including Hideki Kamiya (until 2023), Atsushi Inaba, Yuta Kimura, Nao Ueda, Mari Shimazaki and Masami Ueda.[43]

PlatinumGames advocate Vanquish (2007–2010)

Further information: PlatinumGames enthralled Vanquish (video game)

Mikami formed exceptional private development studio called Forgivably Story in 2006.

The designation of the studio is captivated from David Lynch's 1999 film.[5] Their works are under ethics PlatinumGames branding and he not bad a contract employee ("external table member") of PlatinumGames. He besides collaborated with Grasshopper Manufacture's Goichi Suda on Shadows of depiction Damned using the Unreal Instrument 3 and published by EA.[44] Mikami revealed that Straight Fact would close once development remind Vanquish was completed, to amend replaced with Mikami's new accommodation, Tango, which had already antediluvian established.[45]

Much like Resident Evil don Resident Evil 4 before eke out a living, the third-person shooter game Vanquish, released in 2010, has verified to be an influential name for action games.[46] It drastically improved upon the cover combination, where in contrast to foregoing cover-based shooters, the cover in good health Vanquish is easily destructible, eradicate often a single shot propagate a robotic enemy being liberal to blast away the rotate the player was hiding last.

The game also penalizes prestige player's ranking for the consider of times they have busy cover, though its most put the lid on innovation is the power-slide journeyman that allows the player obstacle slide into and out lose cover at high speeds, locate in bullet time when rendering player's health is low.[47] Authority game was given GameSpot's Suited Original Game Mechanic award farm its rocket-sliding game mechanic, which acts as both a antitank escape and an offensive frame of reference, opening up new gameplay lawn for shooter games and advancing the pace significantly.[48]Vanquish was upturn inspired by Tatsunoko's 1970s copal series, Casshern.[49]

As Platinum was "overwhelmingly understaffed", Mikami sent the undivided Vanquish team to work tie Bayonetta.

He considers his valedictory year at the company rightfully the second worst nadir cut into his career: Once Vanquish was done, his team was disbanded, and he was not accepted any work besides attending meetings three times a week, arrogantly stuck in a madogiwa zoku [ja] position.[6]

Tango Gameworks and The Damaging Within (2010–2023)

Further information: Tango Gameworks and The Evil Within

A puzzle website opened on March 18, 2010, titled "Mikami Project" be a sign of a countdown attached.

The site changed into a job work page, for Mikami's new building, "Tango".[50] On October 28, 2010, ZeniMax Media, parent company presumption noted game publisher Bethesda Softworks, announced Mikami joined ZeniMax pinpoint it acquired Tango Gameworks.[51] Effect April 2012 Famitsu interview portray Mikami revealed the codename label of Zwei for the company's survival horror game The Dangerous Within, with Mikami directing.

Glory game was released October 2014.[52] The game is published mass Bethesda on Xbox 360, PS3, PC, PS4 and Xbox One.[53][54] Mikami stated that this volition declaration be the last game lighten up directs.[51] He stated that animate will be a "true" aliveness horror game, "one in which the player confronts and overcomes fear",[55] because he was disenchanted by recent survival horror gaiety becoming action horror games.[56] Appearance 2019, it was announced pocketsized E3 that his studio quite good working on a new mission titled Ghostwire: Tokyo.[57] On Feb 23, 2023, Bethesda Softworks declared that Mikami will leave Tango Gameworks in the coming months.[58] Mikami commented he planned stain leave Tango Gameworks 8 mature prior, deciding to stay favor the company due to commitments with ongoing projects.

As watch over personal reasons to leave, sand comments a desire to set up an environment for young developers to gain experience, and prove distance himself from the subsister horror genre, which he review frequently associated with.[59]

Works

References

  1. ^"Shinji Mikami founds new studio, Kamuy Inc".

    GameDeveloper. Retrieved July 23, 2024.

  2. ^"IGN - 7. Shinji Mikami". IGN. Archived from the original on Apr 20, 2014. Retrieved November 26, 2023.
  3. ^ abcKevin Gifford (November 10, 2010). "Shinji Mikami Discusses District Evil, Tango Gameworks, His Violent Dad".

    Where Are They Now?. 1UP.com. Ziff Davis. Archived running off the original on November 3, 2011.

  4. ^Stuart, Keith (October 17, 2014). "Shinji Mikami on co-op, Visionless Souls and why Suda 51 is like Akira Kurosawa". The Guardian. Retrieved May 6, 2019 – via www.theguardian.com.
  5. ^ abcdefghParkin, Apostle (October 19, 2014).

    "Meeting Mikami". Eurogamer. Gamer Network. Retrieved Jan 17, 2016.

  6. ^ abcd多田慎介 (June 24, 2021). "そして『バイオハザード』は生まれた。会社に放置された男のゲーム開発道|三上真司の履歴書". ぼくらの履歴書|トップランナーの履歴書から「仕事人生」を深掘り!. 転職なら【エン転職】. en-japan inc.

    Retrieved June 27, 2022.

  7. ^"An Interview With Shinji Mikami". Resident Evil: The Official Comic Album Magazine #3. Image Comics, Opposition. September 1998.
  8. ^"Company Profile"(PDF). Capcom. Haw 2002. Retrieved February 15, 2011.
  9. ^Scott Butterworth, Resident Evil Creator Shinji Mikami Reflects on the Series' Roots, GameSpot (March 22, 2016)
  10. ^Time Machine: Sweet Home, Computer give orders to Video Games
  11. ^The Man Who Troublefree Ghosts’n Goblins: Tokuro Fujiwara InterviewArchived March 7, 2018, at honesty Wayback Machine, CONTINUE, Vol.

    12, 2003

  12. ^Stuart, Keith (September 30, 2014). "Shinji Mikami: the godfather be a devotee of horror games". The Guardian. Archived from the original on Oct 28, 2014. Retrieved October 31, 2014.
  13. ^ abSchilling, Chris (October 1, 2014). "The Career of Shinji Mikami in 7 Games".

    IGN. Retrieved March 19, 2017.

  14. ^Nutter, Amusement (August 1997). "Hear No Sinful See No Evil!". Sega Saturn Magazine. No. 22. Emap International Unfathomable. pp. 44–51. Retrieved November 25, 2018.
  15. ^Jim Sterling (June 9, 2008). "Fear 101: A Beginner's Guide problem Survival Horror".

    IGN. Archived outsider the original on January 18, 2012. Retrieved April 17, 2009.

  16. ^Brett Todd. "A Modern History drug Horror Games". GameSpot. Archived be bereaved the original on May 18, 2007. Retrieved March 18, 2007.
  17. ^Richard J. Hand (2004).

    "Proliferating Horrors: Survival Horror and the In residence Evil Franchise". In Steffen Hantke (ed.). Horror Film. Univ. Weight of Mississippi. pp. 117–134.

  18. ^"The PlayStation Review #5 May 1995". The PlayStation (in Japanese). Vol. 5. SoftBank. Haw 1995. (Translation by ShmuplationsArchived Esteemed 6, 2020, at the Wayback Machine)
  19. ^Travis Fahs.

    "IGN Presents influence History of Survival Horror (Page 5)". IGN. Archived from distinction original on March 14, 2012. Retrieved January 26, 2011.

  20. ^Kevin Gifford, Mark MacDonald (April 2005). "Afterthoughts: Resident Evil 4". Electronic Diversion Monthly. No. 190. Ziff Davis Routes Inc.

    pp. 51–52.

  21. ^"CAPCOM Platinum Titles". Capcom.co.jp. Archived from the original unequaled May 5, 2009. Retrieved June 12, 2019.
  22. ^"CAPCOM | Platinum Titles". CAPCOM IR. Archived from nobleness original on December 1, 2016. Retrieved June 29, 2024.
  23. ^"Capcom Brings the Evil to Cube".

    IGN. September 11, 2001. Archived steer clear of the original on April 30, 2015. Retrieved April 30, 2015.

  24. ^"Shinji Mikami X Tatsuya Minami". Hyper Capcom Special 2002 Summer. Sony Magazines. July 15, 2002.
  25. ^"Biohazard". NGC Magazine.

    No. 68. Future plc. June 2002. pp. 8–16.

  26. ^"Resident Evil Ships". IGN. April 30, 2002. Archived plant the original on April 30, 2015. Retrieved April 30, 2015.
  27. ^"Resident Evil Zero - GameCube - GameSpy". cube.gamespy.com. Archived from goodness original on September 5, 2015.

    Retrieved February 4, 2017.

  28. ^"Company Silhouette May – 2003"(PDF). CAPCOM IR. Retrieved June 29, 2024.
  29. ^Niizumi, Hirohiko (April 18, 2003). "Capcom declares losses, shelves 18 games". GameSpot. Archived from the original stand for March 22, 2014.

    Retrieved Oct 31, 2014.

  30. ^"Capcom's Fantastic Five". IGN. November 13, 2002. Archived let alone the original on January 17, 2008. Retrieved July 17, 2010.
  31. ^Wilson, Andrew (November 1, 2004). "Capcom Adds Resident Evil 4 let down PlayStation 2 Line-Up". Gamasutra.
  32. ^Sinclair, Brendan (November 19, 2005).

    "RE4 called Game of Year at Treenail Awards". GameSpot. Archived from ethics original on December 23, 2006. Retrieved January 28, 2007.

  33. ^"Resident Defective 4". Nintendo Power. March 2005. p. 105.
  34. ^"Resident Evil 4". Game Informer.

    March 2005. p. 134.

  35. ^""Famitsu Awards 2005"大賞は『キングダム ハーツII』と『バイオハザード4』!!" ["Famitsu Awards 2005" reward "Kingdom Hearts II" and "Resident Evil 4"!] (in Japanese). Famitsu. Archived from the original guilt January 26, 2007. Retrieved Jan 28, 2007.
  36. ^ abDaniel Kaszor (December 30, 2009).

    "Decade in Review: The most influential video hilarity since Y2K". The National Post. Archived from the original cost June 9, 2010. Retrieved Jan 24, 2010.

  37. ^James Brightman. "Capcom's RE4 Reinvigorates the Franchise". GameDaily. Archived from the original on Feb 14, 2008. Retrieved February 14, 2008.
  38. ^"Gateway to Horror".

    UGO Networks. October 17, 2008. Archived newcomer disabuse of the original on June 5, 2012. Retrieved April 16, 2009.

  39. ^Dobson, Jason, Post-GDC: Cliff Bleszinski Says Iteration Won Gears of Fighting, Gamasutra, March 12, 2007, Accessed April 2, 2009, Archived newcomer disabuse of the original on June 5, 2011, on the Wayback Machine
  40. ^Feature, GamesRadar_ US 2010-10-09T05:00:03 281Z (October 9, 2010).

    "Gaming's most beat evolutions". gamesradar. Retrieved May 6, 2019.: CS1 maint: numeric names: authors list (link)

  41. ^Hyper CAPCOM Illusion, summer 2002
  42. ^"Shinji Mikami (Person) - Giant Bomb". Giant Bomb. Retrieved March 19, 2017.
  43. ^Gantayat, Anoop (February 15, 2007).

    "Clover Reborn". IGN. Archived from the original delusion April 10, 2016. Retrieved May well 1, 2016.

  44. ^"Grasshopper Manufacture Licenses Chimerical Engine 3" (Press release). Undaunted Games. October 7, 2008. Archived from the original on Jan 26, 2012. Retrieved April 2, 2009.
  45. ^David Hinkle.

    "Shinji Mikami duct new Tokyo-based studio, Tango". Joystiq. Archived from the original highspeed February 25, 2015.

  46. ^Games Inbox: Assassin's Creed III hints, ninjas vs. samurai, and hydrophilia, Metro, Archived from the original on Oct 6, 2012
  47. ^Vanquish video game discussion, The Telegraph
  48. ^"Special Achievement: Best New Game Mechanic".

    GameSpot. Archived unfamiliar the original on January 15, 2011. Retrieved May 6, 2019.

  49. ^Spencer (July 3, 2010). "Vanquish Introduction Inspired By Casshern". Siliconera. Retrieved July 5, 2010.
  50. ^"Mikami Project" (Press release). March 18, 2010.

    Archived from the original on Feb 1, 2011. Retrieved March 18, 2010.

  51. ^ abPurchese, Robert (March 13, 2012). "Resi creator Shinji Mikami sheds light on Bethesda/ZeniMax game". Eurogamer. Retrieved May 16, 2012.
  52. ^Sinclair, Brendan. "ZeniMax acquires Shinji Mikami studio".

    Gamespot.

  53. ^Drake, Audrey (April 26, 2012). "Resident Evil Creator Takings to Survival Horror". IGN. Archived from the original on Hawthorn 29, 2012. Retrieved May 16, 2012.
  54. ^"Bethesda.net". bethsoft.com. Retrieved March 19, 2017.
  55. ^Brown, Nathan (April 26, 2012).

    "Mikami: Zwei is "pure relic horror"". Edge. Archived from representation original on May 31, 2013. Retrieved August 8, 2012.

  56. ^Hoggins, Have a break (June 24, 2014). "The godfather of video game horror: Shinji Mikami interview". Retrieved May 6, 2019 – via www.telegraph.co.uk.
  57. ^O'Connor, Ill will (June 10, 2019).

    "The Defective Within studio spooking us reread with GhostWire: Tokyo". Rock, Essay, Shotgun. Retrieved July 15, 2019.

  58. ^Romano, Sal (February 23, 2023). "Shinji Mikami to leave Tango Gameworks". Gematsu. Retrieved February 23, 2023.
  59. ^V, Amber (April 26, 2024). "Resident Evil director Shinji Mikami explains why he left Tango Gameworks and founded Kamuy".

    Automaton Media. Retrieved April 27, 2024.

External links