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Resident Evil: The Mercenaries dev team discusses ease of development, desire for this project, sequel chances

“Creating a single Mercenaries game was something that we wanted to do for a long time. We didn’t necessarily say that it would be on this hardware or this platform, but we saw a really good opportunity to make the game, blow out the experience, and make it worthy of its own cartridge — and at the same time, learn a whole lot about what challenges we were going to face developing for the future of the Resident Evil series on the 3DS. It was really the perfect answer to some of those questions.” - producer Masachika Kawata

“Design-wise, it wasn’t hard to move that over to the 3DS and then really start messing around and finding ways where the experience can be customized and made larger. That was also a big win for us, in terms of moving something over and getting a lot of traction really quickly.” - assistant producer Tsukasa Tekenaka

“I think if the game sells a whole lot, we’ll probably go ahead and make another one. I think if it sells a whole lot, [I’ll] demand that we make another one. In the end, it’s very important to us that we provide experiences that are resonating with our fans, so if the sales show out that this experience was worthwhile and that people do want it, we’ll absolutely explore it.” - director Kazuhisa Inoue

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