Biohazard Custom Gun Trial
This feature was originally published in Issue 159 of Monthly Arms Magazine, released in September 2001 in Japan.
As part of the Biohazard 5th anniversary celebrations, this was a real competition between three airsoft manufacturers to design in-universe firearms for the S.T.A.R.S. members with the winner being judged by Arms Magazine readers, its editorial staff, Tokyo Marui and Capcom.
This competition directly influenced the design of the official Samurai Edge used in the games today.
The magazine also has an interview with Biohazard Firearms Design Lead Muneyuki Kotegawa.
Content translated by theBatman
The three airsoft companies taking part were as follows:
Carrot (キャロット): Their speciality was custom-order style builds and high-end aesthetic modifications. They are no longer active as the market shifted towards mass-produced official replicas from Tokyo Marui.
Carom Shot (キャロムショット): They are still active today and highly respected for their ‘Blue Steel’ and ‘Metal Blue’ finishes, which give airsoft guns a stunning, realistic metallic sheen.
First (ファースト): One of Japan’s largest airsoft retailers with major location in Osaka and Tokyo. They are currently known as Gun Shop First.
Biohazard Custom Gun Trial – Overview
With over 18 million copies sold worldwide, the Biohazard (Resident Evil) series has achieved extraordinary popularity. As the title that established the “survival horror” genre, it is known for its meticulously crafted world—and that attention to detail extends to its depiction of firearms as well. The original Biohazard was released five years ago, introducing a level of realism rarely seen in video games at the time. Not only were the firearms convincingly modelled, but even details like spent shell casings ejecting and hitting the ground with a metallic “cling!” were faithfully reproduced. For many readers of Arms Magazine, that moment alone was enough to make them fans. From Biohazard 2 onward, Tokyo Marui became involved in production, further enhancing the realism. What truly cemented this realism, however, was Tokyo Marui’s line of custom guns—most notably the “Samurai Edge.” These designs successfully blended video game concepts with real-world airsoft engineering, merging reality with virtual imagination. The result was a series of weapons that captured fans’ imaginations, inviting them to think:
“This is exactly the kind of gun a S.T.A.R.S. member would carry.”
The series offered a creative openness that encouraged fans to imagine their own custom designs.
The Birth of the Trial
Before long, fans began saying:
“If it were me, I’d build a Biohazard-style custom like this…”
In response, Arms Magazine launched the “Biohazard Custom Gun Trial.” After various twists and turns, the project has finally come to life. This trial was made possible through the collaboration of three custom shops specializing in toy gun modifications, along with Capcom and Tokyo Marui.
Trial Guidelines
Let’s take a look at how the competition works:
1. The Biohazard Custom Gun Trial is a three-way competition between shops boldly declaring themselves worthy of the name “Custom Shop Kendo”: Carrot, Carom Shot, and First.
2. All entries must be custom handguns, but there are no restrictions on form or number.
3. Each weapon must reflect the individual personality of a S.T.A.R.S. member and will be judged on how well it fits the game’s setting, as well as its technical and aesthetic quality.
4. Rankings will be determined by reader voting, combined with evaluations from Capcom, Tokyo Marui, and the Arms Magazine editorial team.
5. The winning shop will earn the prestigious title of “Custom Shop Kendo.”
Additionally, the winning design may be considered for future commercialization.
Final Note
Now, the stage is set for this dream collaboration between three top custom shops.
Which one do you think deserves to be called “Custom Shop Kendo”?
Raccoon City News Brief
A spokesperson for the Raccoon City Police Department confirmed that the special tactics unit S.T.A.R.S. has placed a bulk order for custom firearms with a local gunsmith. The order covers twelve handguns, each tailored to the needs of an individual team member. The contract has been awarded to Kendo Gun Shop, operated by renowned gunsmith Joe Kendo, a name well known throughout the American firearms industry. The purchase is part of a broader equipment upgrade in response to the recent surge in violent crime. Because each weapon will be customized to suit its user, no two handguns will be identical. Costs are expected to exceed $3,000 per unit, making this one of the most expensive small-arms procurements in the department’s history. Unconfirmed reports suggest the project is being funded by Umbrella, the multinational pharmaceutical company. With Umbrella’s rapid expansion in the region, Raccoon City’s population has grown significantly—and with it, the number of S.T.A.R.S. deployments.
Internal Document – Restricted Access
Raccoon City Police Department – Equipment Division – S.T.A.R.S.
S.T.A.R.S. Custom Firearm Requirements (Summary)
This document outlines the baseline specifications for all S.T.A.R.S.-issued custom sidearms.
General Requirements
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Configuration: Must retain a handgun form factor.
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Caliber: Must chamber commonly available ammunition (9mm, .40 S&W, .45 ACP, .357 Magnum, .44 Magnum, or .223 Remington).
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Reliability: Must demonstrate exceptional reliability under sustained use.
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Ergonomics: Must be tailored to the operator’s build and shooting style.
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Accuracy: Must exceed the performance of the base platform.
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Precision: Capable of 5 cm grouping at 50 meters.
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Handling: Must allow both one- and two-handed operation; suitable for confined environments.
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Environmental Resistance: Must operate reliably under extreme conditions.
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Durability: Must withstand shock, vibration, and heavy field use.
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Safety: Must include intuitive safeguards to prevent accidental discharge.
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Maintenance: Must be simple to field-strip and service.
BIOHAZARD CUSTOM GUN TRIAL – ENTRY NO.1
M4 PISTOL CS-01
Prototype Overview: M4 Pistol CS-01
Developed for evaluation trials, the M4 Pistol CS-01 is a custom firearm based on the M4A1 carbine platform. The concept behind the M4 Pistol was to create a standardized sidearm capable of meeting the diverse demands of S.T.A.R.S. operatives—no small challenge given the unit’s varied skill sets and personalities. Project lead Mr. Kanzaki approached the design with a philosophy similar to that of Kendo himself: meeting each operator’s needs would require bold thinking and unconventional solutions. This mindset guided both the choice of base platform and the weapon’s overall configuration. A key contributor to the project was firearms specialist Tomo Hasegawa, whose experience in the United States brought a strong sense of realism to the design. Hasegawa noted that:
“Within U.S. special operations units, modified .223 rounds optimized for counter-terrorism have earned high praise—reportedly even outperforming systems like the FN P90.”
His input played a significant role in shaping the final concept, reinforcing Kanzaki’s ambition to build weapons worthy of operators whose lives depend on them. Hasegawa’s input ultimately convinced Kanzaki that his choice was the right one. In selecting the M4A1 as the base platform, the advantages were clear: adopting the M4A1 as a primary weapon would allow ammunition compatibility between primary and sidearm, while also increasing the total number of rounds an operator could carry in the field. Beyond practicality, there was also a more visceral motivation—the desire for maximum stopping power against zombies. That drive further accelerated the development of the M4 Pistol.
With that background in place, let’s take a closer look at the weapon itself.
The M4 Pistol is built on the M4A1 platform, evolving from Carrot’s earlier XM177E2-based pistol, the “CS97.”
The first thing that stands out is its aggressive barrel assembly. The outer barrel is a heavy-profile (bull) barrel, finished in silver with fluting along its surface. At the muzzle, a custom-designed front sight base is paired with a muzzle brake featuring multiple gas ports.
Beneath the barrel—more precisely, mounted between the front sight base and the frame—is a Weaver-style rail mount. Much like the rail systems commonly seen on the M4A1 carbine, it allows for the attachment of accessories such as vertical foregrips and flashlights. Even this aspect alone gives the weapon a highly practical, combat-ready feel.
Above the barrel, a gas bypass system with multiple cooling ports has been installed, further emphasizing sustained performance under heavy use.
Receiver & Controls
Shifting focus to the receiver, both the upper and lower retain their overall M4A1 design. However, S.T.A.R.S. medallions have been embedded on both sides of the magazine housing, giving the weapon a distinctive identity.
The most eye-catching feature here is what appears at first glance to be a laser sight unit with a mounting base—but is actually a battery case.
Despite its unconventional appearance, the M4 Pistol is not a non-functional display piece. It is designed as a fully operational firearm—something that could function in the real world (and, presumably, in the game’s world as well).
Like the earlier CS97, the design incorporates a battery case using an AK-type battery mounted above the receiver. However, while the CS97’s setup was somewhat cumbersome to remove, the M4 Pistol improves on this significantly. The case is secured using the top-mounted rail and features a hinged cover, allowing for quick and easy battery changes.
Even within a fictional concept, there is a clear emphasis on real-world usability and functionality—an approach that seems to define Carrot’s design philosophy.
Grip & Handling
Looking further, the grip is Carrot’s original TAC grip. It features full-surface texturing and an ergonomically designed finger rest, offering a substantial improvement in handling compared to the standard M4A1 grip.
True to its pistol concept, the weapon is well-suited for one-handed operation.
Rear Section
At the rear of the receiver—where a stock and recoil buffer tube would normally be—the stock has been omitted, leaving only about half of the buffer tube in place.
This isn’t purely an aesthetic choice; it also helps maintain overall balance. A S.T.A.R.S. medallion at the end of the tube adds a subtle finishing touch.
M4 Pistol CS-01 – Key Features
- Muzzle Brake – The muzzle brake features multiple gas ports around its circumference, along with additional slits near the base. The front sight adopts a handgun-style post design for quick target acquisition.
- Fluted Outer Barrel – The exposed silver outer barrel is fluted for both weight reduction and heat dissipation. Above it sits a gas bypass system with cooling holes.
- Under-Barrel Mount – A Weaver-style mount is installed beneath the barrel, allowing accessories such as flashlights to be attached. This adds not only visual impact but also real tactical functionality.
- S.T.A.R.S. Medallion – A S.T.A.R.S. medallion is embedded in the raised section of the magazine housing, giving the weapon a distinctive identity.
5. TAC Grip (Carrot Original) – Carrot’s original TAC grip enhances the weapon’s tactical feel. It features finger channels and a textured surface for improved control. Notably, the grip extends all the way to the rear of the frame.
6. Upper Mounted Unit – At first glance, the rear-mounted component—with its NACA duct-style slits—resembles a laser sight unit. It also includes a Weaver rail on top…
7. Battery Case – …but in reality, it houses a compact battery. A reminder that this is, in fact, an electric-powered firearm (airsoft platform).
8. Buffer Tube Design – The recoil buffer tube at the rear of the lower frame has been partially retained—rather than fully removed—for both visual balance and structural harmony. A subtle medallion is embedded at the end.
9. Display Stand (Decosta) – The M4 Pistol CS-01 is shown mounted on Carrot’s original gun stand, the “Decosta.” Its excellent front-to-rear balance ensures stable handling and accurate shooting from virtually any position.
Overall Impression
The weapon is finished in matte black, contrasted by the silver outer barrel, which enhances its visual impact. The overall impression is one of balance—a fusion of realism and fiction. Every element feels deliberate, blending practical functionality with a bold, conceptual design.
The question remains: how will it perform in trials?
BIOHAZARD CUSTOM GUN TRIAL – ENTRY NO.2
NINJA BLADE PYTHON
Following Carrot’s entry, another contender stepped forward: Carom Shot of Nagoya.
Carom Shot is well known for its proprietary surface finishing techniques and the production of high-precision custom parts. For this trial, the shop submitted an impressive lineup of four custom firearms. Alongside their signature customizations of Tokyo Marui Python and M19 models, they also selected the Glock 26 as a base platform. Each weapon was tailored to meet the specific demands of individual S.T.A.R.S. members, resulting in a set of highly distinctive builds. Let’s take a closer look at each entry.
“NINJA Blade Python”
First up is the “NINJA Blade Python,” a custom piece privately commissioned from Kendo Gun Shop by Barry Burton, a member of the S.T.A.R.S. Alpha Team. The base weapon is a Python revolver. To accommodate higher-pressure “+P” ammunition, the barrel was reinforced with a unique design inspired by the straight blade of a traditional Japanese ninja sword—an idea fitting for Kendo, a gunsmith well-versed in Japanese weaponry. The barrel, the defining feature of this weapon, is machined from solid aluminium. At the muzzle, two gas ports are positioned on each side, while the base of the barrel is equipped with a Weaver-style mount, allowing for the attachment of various accessories. The overall finish is a satin silver, chosen to complement the barrel design. The subdued sheen gives the weapon a refined, understated appearance. The grip is an oversized cocobolo wood model, its rich grain adding to the revolver’s distinctive character.
Key Features
1. Custom Barrel Design – Inspired by the straight blade of a ninja sword, the barrel features a clean, flat muzzle with no stepped contour. Two gas ports are positioned on each side of the tip.
2. Under-Barrel Mount – A Weaver-style under-mount is installed at the base of the barrel for accessory attachment. While common on semi-automatic pistols, such a feature is relatively rare on revolvers.
3. Cocobolo Oversized Grip – The grip features sharp checkering for enhanced control, along with a S.T.A.R.S. medallion embedded for a finishing touch.
GLOCK 26 “BLUE SLIDE”
Glock 26 “Blue Slide”
Developed for S.T.A.R.S. Bravo Team rookie Rebecca Chambers, the “Glock 26 Blue Slide” is a compact custom tailored to her smaller frame. Despite its reduced size, the weapon is chambered in 9mm Parabellum and offers a high magazine capacity—making the Glock 26 an ideal base platform for balancing firepower and controllability.
Design & Features
The most noticeable external feature is the two-port compensator. It has been designed slightly smaller than the slide’s width and height, minimizing added weight while still improving recoil control. The standard serrated slide release lever has been replaced with a rounded design, reducing the chance of snagging and making disassembly smoother and more user-friendly. Glock’s signature trigger safety has been finished in red, both to enhance visibility and to help prevent accidental discharge.
Sights & Handling
Despite the compact frame, both the front and rear sights are equipped with protective wings on either side, allowing for faster and more secure target acquisition. Each sight is fitted with a red dot insert, providing clear visibility and quick alignment.
Overall Impression
The result is a highly practical yet refined custom sidearm—compact, efficient, and thoughtfully designed to suit Rebecca’s stature and role. At the same time, its clean lines and subtle accents give it a distinctive character that feels perfectly matched to its user.
Highlighted Details
4. Compact Compensator – A double-port design scaled to match the Glock 26’s size. The rounded trim gives it a sleek, modern look.
5. Enhanced Controls – The trigger safety is coloured red for quick visual identification. The redesigned takedown lever reduces snagging while improving ease of maintenance.
6. Protected Sight System – Front and rear sights feature side guards for durability, with red dot inserts that stand out clearly against the slide’s finish.
TACTICAL PYTHON
The next custom entry is the “Tactical Python,” commissioned by S.T.A.R.S. Alpha Team member Chris Redfield. However, before Chris ever had the chance to test-fire the weapon, it was left in his locker when the incident broke out. His younger sister, Claire Redfield, who arrived in Raccoon City searching for him, discovered the gun and chose to carry it as a keepsake—and a means of survival.
At some point, Claire also received a UV-emitting light from a dying scientist—said to be effective against zombies—and kept it close at hand. By coincidence, the device fit perfectly onto the mount of her brother’s Python, turning the weapon into something even more formidable.
Design & Features
The defining feature of the Tactical Python is its barrel-mounted attachment system, designed to support a flashlight for low-light and nighttime combat. The barrel itself is a hybrid configuration, combining a single-port compensator with an integrated mounting base. This gives the revolver both improved recoil control and expanded tactical flexibility. The frame and cylinder are finished in a deep blue polish, comparable in beauty to Colt’s renowned Royal Blue finish. Paired with this is an oversized cocobolo wood grip, adding both stability and a refined aesthetic.
Overall Impression
Blending elegance with practicality, the Tactical Python stands out as a powerful and reliable sidearm—one that would undoubtedly serve as a crucial ally for Claire as she searches for her brother in the chaos of Raccoon City.
Highlighted Details
7. Hybrid Barrel System – A single-port compensator combined with a light attachment mount. Both visually striking and highly functional.
8. Blue Finish – The frame and cylinder feature a deep blue finish with a richness comparable to Colt’s Royal Blue.
9. Cocobolo Grip – An oversized grip with sharp checkering for enhanced control, complete with an embedded S.T.A.R.S. medallion.
Performance V-Comp .357 Custom
The final custom entry is the “Performance V-Comp .357 Custom.” This model was commissioned by S.T.A.R.S. Alpha Team’s Jill Valentine, who fell in love with Smith & Wesson’s Performance Center V-Comp the moment she saw it at the SHOT Show in Las Vegas during a private visit. Inspired by that encounter, she turned to Kendo to create a custom piece of her own. The goal was clear: a revolver chambered in her trusted .357 Magnum, made more compact and stylish, while preserving the signature look and feel of the original V-Comp. The result is this refined and distinctive custom build.
Design & Features
The base gun is the M19, but the defining feature is undoubtedly the barrel—true to the “V-Comp” name. Machined from solid aluminium, the barrel incorporates a compensator at the muzzle, distinguished by dual slotted vents. The side of the barrel is engraved with a Performance Center-style marking, reinforcing its high-end aesthetic. The revolver is fitted with a combat grip featuring finger channels, offering improved control and ergonomics. The entire piece is finished in satin silver, giving it a sleek, modern appearance.
Overall Impression
This model stands apart from the other revolvers through its balance of elegance and performance. Compact yet powerful, stylish yet practical, it perfectly reflects Jill’s composed and capable nature.
Highlighted Details
10. Custom V-Comp Barrel – A uniquely shaped aluminium barrel, precision-machined with dual slotted ports in the compensator.
11. Non-Fluted Cylinder – The cylinder features a non-fluted design, improving balance while giving the M19 a more solid, muscular presence.
12. Combat Grip with Finger Channels – A beautifully finished grip that enhances handling, its natural wood grain complementing the V-Comp aesthetic.
BIOHAZARD CUSTOM GUN TRIAL – ENTRY NO.3
FOREST MODEL M92 CUSTOM “OGRE EATER – HOMURA”
Following entries from Carrot and Carom Shot, the final contender comes from Osaka’s powerhouse custom shop: First.
Their submission, the “Forest Model M92 Custom OGRE EATER – Homura” (hereafter “Forest Model”), is inspired by a special sidearm imagined for Forest Speyer, the equipment specialist of S.T.A.R.S. Bravo Team.
■Base Platform & Concept
The base gun is the Beretta M92F Military Model, widely recognized as the foundation for weapons like the Samurai Edge. Visually, the Forest Model is defined by a number of bold modifications:
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An under-mounted blade incorporating a folding knife
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A triple-slot compensator
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A reinforced short slide
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An oversized grip with finger channels
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A uniquely styled “Dolphin” rear sight
Among these, the most striking feature is the under-mount blade—a design clearly intended for close-quarters combat. In concept, it resembles a bayonet mounted to a rifle.
Whether such a feature is practical on a handgun is beside the point. What matters here is imagination—and the drive to bring that imagination to life.
Development Approach
Despite its complex appearance, the production process behind the Forest Model was surprisingly… freeform. Working from rough sketches alone, the team began construction without formal blueprints. This approach reflects the personality of shop manager Yamaguchi, who led the project: “Even if we made detailed plans, we’d never follow them exactly anyway.”
Under-Mount Blade
The integrated blade unit—arguably the centrepiece of the design—was built primarily from 3mm ABS plastic sheets and resin compounds, carefully shaped by hand using files.
The grip portion was constructed by stacking six identically cut ABS plates to achieve the desired silhouette. The outer panels were designed with a recess to accommodate a wooden inlay, adding visual contrast.
The blade itself, also made of ABS, was designed to fold and deploy like a folding knife, with a seesaw-style button lock mechanism.
The entire assembly was finished in black with a clear coating, with even the blade portion painted for a cohesive look.
Grip Design
The grip was similarly handcrafted, using ABS materials and putty to establish its form, then refined with files and rotary tools. A rubberized central section was created using liquid rubber, while the surrounding finish was carefully painted—not faux-finished—to resemble high-end wooden furniture.
Slide & Compensator
The slide and its uniquely shaped compensator were developed in parallel. However, the lack of detailed schematics led to some challenges—particularly in aligning the three-dimensional structure and integrating the recoil spring guide. Despite these hurdles, the final result came together successfully. The slide itself has been widened by approximately 1mm on each side, giving it a more robust profile. Custom engravings on both sides emphasize its status as a one-of-a-kind build. The “Dolphin Sight” rear sight was also handmade using ABS and putty, completing the weapon’s distinctive silhouette.
Finish
The finishing process combines materials from across the industry:
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The slide is treated with Carom Shot’s “Blue Steel” spray
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The frame uses their “Black Steel” finish
Using products from a competing shop speaks to First’s philosophy: adopt whatever works best, regardless of origin.
Philosophy & Conclusion
If there’s one defining theme behind the Forest Model, it’s handcrafted creativity.
Most of the materials used are readily available from hobby shops, hardware stores, and gun retailers. The tools required are similarly accessible—nothing overly specialized or prohibitively expensive. According to Yamaguchi, the true goal of entering this trial was simple:
“If even one person looks at this and thinks, ‘Maybe I could build something like this myself,’ then we’ve accomplished 90% of what we set out to do.”
In the end, this model serves as a reminder:
Custom work isn’t limited to manufacturers or professionals. With enough passion and ingenuity, anyone can create something unique. And perhaps that’s exactly what the Forest Model represents.
Forest Model – Key Features
1. Triple-Slit Compensator – A boldly sculpted three-slot compensator with a striking, aggressive profile. The frame has been extended all the way to the tip of the compensator. The front sight uses a large post-type design for improved visibility.
2. Reinforced Split Slide Design – The slide features a distinctive forward-split configuration. To maintain rigidity, the thickness on both sides has been increased by 1mm, with a structural bridge added. The bridge is partially cut out for weight reduction, creating a visually impactful design.
3. Custom Engraving – The right side of the slide is engraved to signify that this model is dedicated to Forest Speyer, known for his marksmanship.
4. Integrated Forward Assembly – At first glance, the front-mounted unit resembles a foregrip with wooden panels…
5. Under-Mount Blade (Integrated Knife) – …but it actually houses a concealed knife for close-quarters combat. Designed to handle any situation at close range, this feature effectively turns the weapon into a true “dual-purpose” system.
6. Skeletonized Hammer – A boldly cut skeleton hammer is used, with an enlarged ring spur to make cocking easier and more intuitive.
7. “Dolphin Sight” Rear Sight – This uniquely shaped rear sight is designed for quick target acquisition while minimizing snagging on clothing—an elegant balance of function and form.
8. -9. Hybrid Oversized Grip – The oversized grip incorporates finger channels and a rubber hybrid structure. Each side
features a distinct design, adding both ergonomic benefits and visual individuality.
Special Interview – Biohazard Series – Firearms Design Lead – Muneyuki Kotegawa
It’s no exaggeration to say that among action games, the Biohazard (Resident Evil) series stands out for its exceptional depiction of firearms. But what kind of person is responsible for that level of detail? Curious to find out, the Arms Magazine editorial team sat down with Muneyuki Kotegawa, who has been in charge of firearms design for the series since Biohazard 2. The result was a revealing interview filled with fascinating insights. Just how deep does Biohazard’s obsession with guns go?
“I own so many toy guns, my house is about to burst.”
Q: Were you already interested in the military and firearms before working on Biohazard?
Kotegawa: “I play survival games (airsoft), yeah. I’ve got so many toy guns at home it’s almost ridiculous. Most of them are practical models meant for actual use in airsoft.
For long guns, I especially like the Steyr. The P90 is great too, but it’s hard to get your hands on. As for handguns, I’ve got a lot of 1911s—more than ten, actually. I like swapping parts around depending on my mood. That said, for pure practicality in a game, I’d go with Tokyo Marui’s M92F.”
“I like a bit of ‘entertainment-style exaggeration.”
Q: Are you also into action games and movies?
Kotegawa: “Yeah, definitely. Movies like Face/Off and Desperado, for example. I like realism, but I also enjoy a bit of what I’d call ‘entertainment-style exaggeration.’ That’s something I think about when making games too. Speaking of which, Mikami (the Biohazard series producer) is a big fan of The Matrix. You could definitely see that influence in Wesker in Code: Veronica (laughs). I’d really like to bring him back in future projects I work on.”
“I like guns with interesting mechanisms.”
Q: Do you like the same types of firearms in real life?
Kotegawa: “Yeah, but I also like older guns—things like Lugers, Mausers, Nagants… even older stuff than that. Basically, I’m drawn to firearms with interesting mechanisms. I actually wanted to include something like the Webley-Fosbery in the main game at one point. But even if we put a lot of effort into details like the loading mechanism, handguns appear so small on screen that players wouldn’t really notice.”
Behind the Scenes of Biohazard 2
Q: Speaking of Biohazard 2, the Peacemaker showed up in that game, right?
Kotegawa: “Yeah, that was actually our firearms guy Takeuchi. For some reason, he was really insistent that it had to be the Artillery model (laughs). From Biohazard 2 onward, I was also responsible for creating the weapon sprites and models myself.”
“Leon just likes weird guns.”
Q: Biohazard 2 featured the rather unusual VP70. That’s not exactly standard police issue—how should we interpret that?
Kotegawa: “There’s actually a bit of backstory there. Leon just likes unusual guns. I imagine his attic is probably full of that kind of stuff. As for the shoulder stock… well, you know how S.T.A.R.S. has at least one guy who loves weird guns—Barry Burton (laughs). There’s a theory that the stock actually belongs to him. When Leon found it, he probably thought, ‘Oh man, I’ve always wanted one of these!’—and just took it with him.”
“Grenade rounds like acid and freezing types… are those for gameplay?”
Q:The grenade launcher rounds—like acid or freeze types—were those added mainly for gameplay reasons?
Kotegawa: Yeah, pretty much. I mean, if you think about it, using a grenade launcher indoors is already unrealistic to begin with (laughs). Furniture and doors take direct hits and are totally fine… Actually, in Biohazard 2, we originally had hand grenades as usable weapons—but they were cut.
“Maybe that was for the best…”
Q: That’s a shame—sounds like something players would’ve liked.
Kotegawa: Well, we ran into a bit of a problem. If you rolled a grenade into a group of zombies… boom—it would turn the entire area into a literal sea of blood.
Q: …Yeah, that might’ve been a bit much.
Favourite Weapons
Q: Out of all the weapons that have appeared so far, which are your favourites?
Kotegawa: In terms of ones I personally worked on, the Samurai Edge. That was a collaboration between Tokyo Marui and myself. I also really like the Hi-Power, but I was disappointed it didn’t get much attention. It’s a great gun. As a player, though, I’d say the Python from the first game. I still remember the impact of using it on a zombie for the first time.”
“Balancing realism and entertainment is always a challenge.”
Q: Did you ever get to fire real guns while working on the series?
Kotegawa: I did when we went to the U.S. for research. There was a guy next to me firing a Desert Eagle, and it really drove home just how powerful magnum-class weapons are.
Of course, there are differences between firing a real gun and how it’s portrayed in the game—but that comes back to balancing realism with fun. Take the M4A1 in Biohazard 3, for example. In real life, a single shot would have more destructive power than a magnum, and the magazine would hold around 30 rounds. But for gameplay purposes, the way it’s balanced in the game just works better. That push and pull is something we struggle with every time. Though honestly, I’d love to make something that goes all-in on realism someday.”
Learning from the Original
Q: The first game was known for both gameplay and realistic gun detail.
Kotegawa: When I revisited the original while working on Biohazard 2, I noticed something amazing—the Python actually shows flame escaping from the cylinder gap. That really surprised me. It made me think, ‘We need to match—or surpass—this level of detail.’”
Devil May Cry & Stylish Guns
Q: You were also involved in Capcom’s new title Devil May Cry, right?
Kotegawa: Yeah, I’ve already finished my part and moved on to the next project—but that’s still under wraps (laughs).
Q: The way guns are used in Devil May Cry is quite different from Biohazard.
Kotegawa: Right—the concept there is ‘stylish action,’ so the weapon design reflects that. Big, flashy compensators, under-mounts—you name it. The main character, Dante, is supposed to have built his own guns based on a Government model and a Hi-Power, so he’s probably a serious gun enthusiast himself. Since it’s being developed by the producer and director of Biohazard 2, expectations are high. And unlike Biohazard, ammo is unlimited—so players can just go all out and enjoy the action.”
Favourite Characters
Q: Do you have a favourite character from the Biohazard series?
Kotegawa: From Code: Veronica onward, definitely Wesker. I’d love to see him pull off some stylish gun action. I also like Robert Kendo and HUNK. Especially HUNK—I’d love to make a game with him as the main character. He’s probably the only one in the series with formal military training.
Q: The question is whether a game starring a middle-aged man would sell.
Kotegawa: Exactly (laughs).
Looking Ahead: Biohazard Zero
Q: So—straight question. When is Biohazard Zero coming out? And since it’s set before the first game, it can’t exactly have a happy ending, right?
Kotegawa: We’ve decided it’ll be on the GameCube… as for the story—well… (laughs) you’ll just have to wait and see. I promise it won’t disappoint.
What kind of games would you like to make in the future?
Q: What kind of games would you like to create going forward?
Kotegawa: I’d love to try making a full-scale tactical simulation game, like Rainbow Six on PC.
Also, something like a fast-paced shooting game using a gun-shaped controller. I actually play a lot of arcade shooters myself. And this is still just in the planning stage, but I’ve been thinking about a home console game where players connect online and form teams to play together.
(Editor’s Note: Incidentally, Biohazard Survivor, which lets players experience the Biohazard world in a new way, is currently a big hit in arcades. As the latest entry in the series, it’s a must-play for fans!)
“Something like a ‘Drifters Cut’…”
Kotegawa (continued): I’m also kind of drawn to the idea of something like a ‘Director’s Cut’—but more of a ‘Drifters Cut’ with comedic elements.”
Q: A… ‘Drifters Cut’?
Kotegawa: Yeah—like pressing a button and having a metal washbasin drop on your head…
Or there’s a zombie behind you, you sense it and turn around—and it quickly hides.
Or scene transitions happen on a rotating stage, like in a theatre production. S.T.A.R.S. actually has just the right number of members to pull something like that off, don’t you think?”
Q: So, kind of like a parody version?
Kotegawa: Exactly—like a bonus mode or something. Making people laugh is actually harder than scaring them. Sometimes I think it’d be nice if Biohazard had a bit more humour like that.”
Biohazard Film Adaptation
Q: Lastly, could you tell us about the Biohazard film currently in production in the U.S.?”
Kotegawa: It’s moving forward steadily. The lead role of Alice will be played by Milla Jovovich, and the rest of the cast has finally been decided. The film shares the same world as Biohazard, but it tells an original story that isn’t directly connected to the characters from the games.
Closing
Q: Thank you very much for taking the time to speak with us today. We look forward to seeing more of your work in the future.
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