Once the gauge reaches 100%, the player will collapse and get a Game Over in offline mode. The most significant is the Virus Gauge, which dictates how fast the t-Virus is spreading in the character's body. Įach playable character has its own stats that affect it. Due to concerns that players having trivial conversations might make the gameplay less appealing or scary, it was decided that online gamers would also be limited to communicating via ad-lib. Through the use of the "ad-lib" system, the player would be able to communicate with these partners, ranging from simply instructions such as "help" and "go", and even request an item trade, but could even lead to scripted conversations giving plot insight. These partners would play the game autonomously, picking up items and fighting enemies. In each level, the player would begin with two partner characters, dubbed "AIPCs". This concept was also shared with 2000's Resident Evil CODE:Veronica and 2001's Devil May Cry. Using the power of the PlayStation 2, Outbreak was designed to load 3D backgrounds which would be explored with a dynamic camera fixed onto a rail. Rather than implying allowing the players to express their character, it was decided it would take on RPG elements, with the player able to pick specific characters with their own stats and abilities. Over time, this concept evolved, and Funamizu would turn it into its own game. Ammunition could also be hoarded by one player, which had reputations elsewhere when another was in need of help. Funamizu took notice that the Capcom developers playtesting it behaved differently when playing, with some running away to save themselves and others tackling the mutants head-on. Developed by Noritaka Funamizu, it was a multiplayer minigame that pit the players against various mutants. Outbreak started off as an early concept sometime after Resident Evil 2.
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