A Quote by Cory Barlog

The Resident Evil' series. Not only are they great games, but the creators' willingness to reinvent the game every so often is something I think positively affects our industry.
There are some who expect every game to make a dramatic change the way that 'Resident Evil 4' did over its predecessors. And for that series I think the change was fantastic and completely necessary. I honestly think it should have happened much sooner than it did. But that kind of change is not necessary for every game.
When I did The Fifth Element [1997], it was like, "Oh my goodness, who is this character?" I loved doing Resident Evil, but Resident Evil is Resident Evil with or without me. It's an entity of its own. It's not like Milla made Resident Evil.
The difference between 'Resident Evil: Damnation' and 'Resident Evil 6' is in 'Resident Evil 6' we did facial mo-cap, along with the voice over. We had these little reflectors glued to our faces and these head pieces in this room filled with light with about 40 cameras.
The minute you get in a five-game series, you start thinking strategy, you start thinking about adjustments. Single elimination, you've got to go all out, all-in. I think that affects the coaching, it affects the playing, it affects the psyche going into the game.
The other video game adaptation I did was Mortal Kombat, and I did that because I loved playing the games in the arcade. I play all of the Resident Evil games because I'm very much immersed in that world.
I prefer ensemble casts, but with games like 'Resident Evil 6,' where there's just so much dialogue and recording mo-cap, or with 'Resident Evil: Damnation,' where the story pace is already set by a previous set of mo-cap actors, it makes more sense to do it individually.
You can't just shoot your way out of every scenario in 'Resident Evil' games. You have to use your intelligence.
At the time we started working on 'World of WarCraft,' I think there was a limiting belief in the games industry and maybe outside the games industry, that MMOs would only appeal to the most hard-core of hard-core players, and therefore you didn't really need to do anything to make the game accessible to the wider audience.
With my company, Giant Spacekat, I was very angry about the lack of games that portrayed women positively in the video game industry, so I launched my own studio, gave a lot of very talented women jobs, and we made some of the most awesome, empowering games in the business.
It is not the evil itself which is horrifying about our times – it is the way we not only tolerate evil, but have made a cult of positively worshipping weakness, depravity, rottenness and evil itself.
Resident Evil 4' truly changed the way I look at making games.
What's so great about this industry is that you have to be able to reinvent yourself every day.
Right now, my favorite game is Resident Evil 2.
One of the strengths of the 'Resident Evil' game franchise is that they keep changing it up.
I have often been doubted in music industry not because of my talent, but because I might not have been introduced to the game by major industry hype men, but I love being the underdog. I truly believe that god has put me here to say something and send a message to not only women but to all individuals like myself. I will not allow the politricks of the game to discourage me and keep me from the goal at hand. I will sing from my heart and leave the industry bullsh*t alone.
It affects every aspect of our lives, is often said to be the root of all evil, and the analysis of the world that it makes possible - what we call 'the economy' - is so important to us that economists have become the high priests of our society. Yet, oddly, there is absolutely no consensus among economists about what money really is.
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