Η ομαδα ειχε γνωστοποιησει την προθεση της να υπαρξει καποιο ερωτηματολογιο πανω στο παιχνιδι, οπου πραγματοποιηθηκε με επιτυχια. Οι ερωτησεις και οι απαντησεις της ομαδας ειναι οι παρακατω:
What started this project?
- Not all details can be revealed at this time, but some members of the  team had for many years considered doing a project of sorts together,  once their other commitments where done or time allowed it. Resident  Evil 1.5 surfaced as a potential project all the way back in 2007, but  when the chance to do it finally came upon us, the initial plan was  actually just to do a rough bug fix patch of the build that was  acquired. However, upon actually seeing the build we acquired in action,  it quickly became apparent that what we had was too barebones to be  considered a "fun" experience for the average gamer or anyone looking  for a retro survival horror experience. If we were to start patching  things up with a build like this, it'd become a mess of deciding where  to draw the line. Air-jesus? Translations? Engine stability issues?  Incomplete cutscenes that lacked animation or script data? Untextured or  missing models? Rooms without collision data? Some of these would  require a lot more work than the others, with very little payoff. The  decision was quickly made that the sky's the limit and as long as we  could get something to run stable, and on hardware, we would fix it,  implement it, polish it, and take see it through to completion.
What have we seen so far in the leaked builds?
- A release of the source build we initially acquired and a leaked WIP  build of our project, from a very early stage in development. The source  build gives a clear indication of how broken and incomplete the game  is. The WIP build gives an insight in the process of what might get  broken as another function is fixed. In order to fix on problem, another  one had to be made. Some of the engine's modules had to be completely  thrown out in favor of entirely newly programmed ones. When the project  reaches completion, people will be able to compare and see how things  ultimately ties up in a production that has been gunning for a goal of  technically delivering something with the essence of being the best of  both worlds.
How'd you go about with your translations?
- Our core translator is an experienced translator who's been doing  video game, manga, anime, and comic book translations for over 10 years.  In addition to him, our staff all has linguistic profficiency in two or  more languages. When translating 1.5, the first draft was done by doing  a script dump of all text present in the game's asset and pass it onto  the translator, who wrapped it all up in a single evening. This initial  draft and rough translation is what some of you might have seen in the  old leaked WIP build.
So that script was translated in one evening, by a guy who had not even seen the game yet?
- Correct. The translator received the script, like any other  assignment, and started cracking away. To give some perspective on  Resident Evil 1.5's script, I think it's important to bring up what type  of mess it is and in which state it is. In terms of structure; each  room contains text relevant for that room, and dialog appears in a  somewhat chronological structure within that room. When we say  chronological structure for dialog, we don't refer to the runtime of the  narrative, but rather the point of which it was implemented. Tricky. To  make matters worse, the rooms themselves are not listed in a  chronological order either, so no sort of progression path is visible  there. The Stage structure, however, does this. Stages serve as a  chapter like progress indicator in the game.  So we have a lot of random  text, in pretty much random order. Fortunately, full dialog exchanges  appear in chronological order. Dialog exclusive to each of the two  scenarios are also mainly sorted in different files. One for each  scenario. However, some text appears in both scenario files, despite  evidently belonging to only one of the two main protagonists. This  appears to stem from a time in development where the game kept both  scenario dialog scripts in the same file. Hooray for lack of clean up.  To make matters worse, the dialog script for Resident Evil 1.5 also  lacks a lot of letters. We are not talking abbreviations or odd slang  used for space limitations. They're not even letters that are simply  absent from the game's font set. They are actually absent from the  entire script itself. This probably stems from their compiling system,  where a script will be processed and a font generated. Due to the memory  limitations of the PS1, the font generated can only contain a fixed  amount of letters. At first, they must have worked with a constant set  of letters, rather than a filtered set containing only those needed at  any given time. To solve the issue of these huge text gaps, context  based guesswork was initially needed, but access to solid reference  material made the translations portion a non-issue.
What type of technical additions or changes can we expect to see?
- There are some things that will have some visual tweaks applied to  their appearance in the source build. There were certain aspects of the  UI that was clearly not as ultimately intended. Placeholders are updated  with apropriate finalized designs. Many based off of their retail  counterparts in later productions, but some also completely original and  designed from scratch by the team. The latter because a suitable donor  did not exist, or because we felt the available donor did not carry the  same visual style as what has been seen in Resident Evil 1.5. A sample  of this would of course be the many placeholder item pictures and the  use of a typical low resolution, almost BIOS-like, font on the title  screen.
- The game's map menu was very barebones and always displayed a full  map, so we added functionality to it that makes it only display the  room's you have visited in a Stage. If you acquire a Stage's map, you  will see the full map of the area, along with the appropriate outlines.  This is a design decision also seen in other games. We also fixed  indicators for showing player location and whether a door is locked or  not.
- We added a FILE system. Any FILE you pick up in the game will be  categorized into one of several different categories. Each category, as  with other games that categorize documentation, will represent FILEs  with contents of a specific purpose or origin.
- The item box and save systems were ultimately missing in source build.  Their menu interfaces are based entirely around the game's pause and  inventory menu. The item box supports sorting functions. The game is  also perfectly capable of recognizing the save data of other games, an  important technical addition that amongst other things ensures that the  game does not overwrite other data on your Memory Card.
- We have come a long way since 1997. Most significantly to a  PlayStation game would be how Sony released the DualShock controller,  which all Resident Evil titles were officially updated to support in all  of their re-releases. It was an obvious requirement to make sure  DualShock functionality would be in place. In addition to this, we  studied other types of functionality that had been added or altered in  various releases of the classic Resident Evil titles or features that  were introduced in later releases. The ones we felt were design  appropriate for the Resident Evil 1.5, we have decided to implement.  Many of the later changes the Resident Evil games have experienced to  their controller and gameplay schemes have been additions requested by  fans, mainly as a means to better the experience of dealing with the  stiff tank-like controls of the franchise. One important aspect of all  functionality we created that we felt caused an anachronical gameplay  experience, or the fans would not be expecting of a Resident Evil game  at this point in time, was that this should be optional. For this  reason, there were added additional flags in the code that toggles  functionality such as Analog Support, Quick Turn, Tactical Reload, and  Vibration Feedback. Additionally, due to the inconsistency of the  official franchise and how it affects gameplay difficulty, we decided to  extended this toggle switch system to also enable toggling of the  Auto-Assisted Aiming, a feature enabled by default in the source build.
- The important part about technical additions is that we felt it was  very important that any additions we did fits into the overall design of  the game and franchise, which is why you will see most new additions  utilize elements from the source build or other classic releases.
- Many changes are non-visible, but take care of bugs and errors in the  engine. Plenty of legacy engine bugs that were not even visible in the  source build were also taken care of. The most glaring one is how the  game code actually only carries references to one door type, but now is  able to call for unique doors and also which direction the door  animation should open towards.
Does gameplay functionality changes include AI changes?
- The term AI is very broad. A short answer is that a Resident Evil 1.5  zombie remains a Resident Evil 1.5 zombie while it's still walking (or  crawling). It will however not magically vanish. It will also try to  avoid utilizing non-existant zombie x-ray vision or bypass obstacles  that it has no reason to assume it should be able to bypass or reach a  target through. Unfortunately, the source build does not include AI for a  lot of the confirmed enemies for Resident Evil 1.5. To fix this, we  have studied the AI of their later counterparts and given elements of  their behavior a twist that ensures that their Resident Evil 1.5  variants operates in a similar manner, but not in such a simple manner  that they will just feel like reskinned enemies with adjusted hitpoint  and damage values.
How do you approach missing rooms?
- For some elements we have been completely in the dark. How do you  design a room which has no reference material? Well... "No reference  material" is not exactly true. We have a name that helps provide  purpose. We have a floor plan that helps create layout. We have game  code that tells us if a room is filler or not. We have a narrative. We  have a final game that recycled many elements. We have a reality and  other works from it that served as inspiration. Some people have been  very collaborative and offered insight too. We also have a magic 8-ball.  In other words; we have many elements that help provide context and  enables us to use our other senses when approaching the design of a  missing room.
How do you approach missing audio elements?
- We altered the game's sound driver to utilize a more recent version of  the official sound driver. We also added support for streaming of audio  in new formats. This enables us to add full speech on our limited space  budget, without a cost in audio quality. Additional sound effects for  weaponry, cutscenes, and surfaces are mastered by an audio engineer.  Soundtrack remains mainly of tracks from the source build, but some time  has been dedicated to studying the composition of both the source  build's tracklist and tracks in other releases to create donor tracks  that may be utilized in various contexts.
 
What about cutscenes?
- The source build featured some cutscenes. Many of these lack timing  for voice acting and their proper animation sets. These are all updated  to properly match script timing and utilize scene appropriate animation.  Additional cutscene animation is made through animation data, which in  turn can either be key'd by hand or motion captured. Adding streamed  video sequences where required is not a problem.
 
What is the purpose of the battle colosseum room?
- It is primarly a debug scenario. It can however be utilized for  rendering of a room's colission data. This way we can experiment with  in-game camera positioning. We can also study AI behavior and do AI  testing in a free environment with test obstacles. It also permits  flexible testing of weapon behavior, both within and outside of intended  scenarios, and make any appropriate adjustments on the fly. Reminds you  a lot of Dino Crisis and maybe Mercenaries Mode, does it not?
 
What type of reference material do you guys have?
- We can not reveal all our sources. We did make sure we had covered all  material known to the fans and community since the game's original  announcement. For potential conflicting statements present in text form,  we have decided to let the most credible sources assume priority.  People have been very generous with helping out with the development of  this project. Many of whom have wished to remain anonymous. Many are  still helping out too and we're always hoping for further assistance  from people. 
 
Can we get new zombies, weapons, jetpacks, hook men, Nemesis, Ezio,  PepsiMan, Automatic Laser Rifles w/scope, quick scoping, dual wielding,  multiplayer, Contra Mode (Probotector for PAL version), you name it!
- Short answer would be no. We will not add anything to the main game  that feels inappropriate, anachronical, or like it just doesn't belong  in Resident Evil. However, there's a separate Extra menu along with  extra content that may present itself to the player if the right  conditions are met...
 
 
Why THIA, YouTube, Facebook, etc. and not Site X or Y?
- We initially wanted the project and game to remain a secret up until a  proper release was nearing completion. Allowing for negotiations  regarding certain elements to be done in peace and calm, without any of  the scene drama or certain aspects to worry about, and for the creation  of a bigger media impact where potential headlines and public interest  from multiple shocked communities could gather in one collective event  that would help give classic Survival Horror a chance to shine in the  spotlight again. Even if just for 15 minutes. So at the time of the  initial leak, no website was prepared. This will change at a later date.  We chose THIA as we have a personal and professional history with some  of its core staff members. Having several times helped coordinate the  acquisition and accordingly help prepare the releases of prototypes of  previously thought unattainable historical material together before, it  felt natural that we would bring our communication to their forums and  allow for their staff to see the fruits of their labour and for us to  communicate with fans. YouTube and Facebook felt like natural means for  reaching out to a more casual and laid back audience.
 
What do you think of the competition?
- What competition? This is non-profit project. Not ad-driven  click-bait. It is helmed by fans of the franchise and the 32-bit part of  the retro era. We never set out to raise the bar, break new ground, or  accomplish new things. By competition we understand what you are  referring to, and we find it tragic that our initial acquisition of the  game and the assembling of the team, somehow got turned around from  being something intended solely as positive and beneficial event for the  Resident Evil, Prototype, Modding, and Retro communities alike, into  suddenly becoming the source of countless lies, loss of personal  monetary assets, deception, conspiracy theories, misplaced trust, theft,  illegal trade of proprietary data, people trying to make monetary  profit from our work, people trying to abuse our efforts to gain assets,  death threats, arguments, jealousy, hypoc-- I think we've got the  message through. However, we do have our eyes set looking at the Behind  the Mask project. It most certainly seems to be a good time for fans of  classic Survival Horror or Resident Evil on PlayStation these days.
 
 
Can we go back to the project? How did recruiting go?
- The initial core of the project has remained the same since before it  even became a thing, but any additional assistance recruited has been  done entirely "on demand". We've probably received thousands of e-mails,  PMs, comments, etc. from people who've wanted to assist. Answering as  many of those as possible has been a near fulltime job on its own and we  really would've loved to include everyone. Some of these people are so  talented that we've even kept their portfolios on hand in case we ever  do a different project that might fit their talents or if someone we  know could put them to good use. Most recruitment has been "internal",  if you may call it that. We did reach out to the Resident Evil community  for some assistance, but the results there have been very mixed. A lot  of people tend to let their own pride, ego, intentions, or bragging  rights get in the way of actually contributing with something useful and  evt. did more harm than they've contributed. Regretfully enough. If  someone talented weren't recruited, despite applying, it's nothing  personal, it's just that the seat was already taken. We don't need too  many chefs in the kitchen. 
 
 
How long will it take?
- Tricky question. "As long as it takes," would be our safest guess. We are not giving up.
 
You are ruining the RPD! Why!?
- OK? A little dramatic, maybe? I can see where you are coming from.  Some of our rooms do appear either a bit too lively or too empty, but  that's a problem with the original design too. Just compare the empty  hallways of the first floor with Irons' office on the 3rd floor. They  are like night and day. The office is one of the oldest rooms, despite  going through several revisions, just like the lobby area, and yet it  has way more detail and texture work than any of the barebones corridors  and hallways. The same goes for how elaborate the designs of the labs  are, compared to the early RPD stuff or even the sewers and factory  levels.
 
 
Can we get X, Y, or Z in the game?
- X is fine, Y might be overkill, Z is out of the question.