The History of Sweet Home
Sweet Home reached the Famicom on December 15, 1989, in Japan only, developed and published by Capcom alongside a horror film of the same name. Five documentary filmmakers enter the abandoned mansion of the artist Ichiro Mamiya to film his lost frescos, and the door closes behind them. It is a role-playing game in which characters who die stay dead, and it became, on the record, the main inspiration for Resident Evil.
THE MAKING
A director walks the film setThe game was directed by Tokuro Fujiwara, an arcade maker first, Ghosts 'n Goblins, Commando, Bionic Commando, for whom Sweet Home was one of his first console projects. The film's executive producer Juzo Itami produced the game, and the film's director, Kiyoshi Kurosawa, supervised it. Fujiwara toured the film's set to gather ideas for the mansion, and Kurosawa told him not to concern himself with following the movie exactly. Fujiwara took the permission: the game's plot expanded on the film's in ways that were unprecedented for a tie in at the time, though some items he wanted were still cut for clashing with the film's atmosphere, and he worked frustrated by the Famicom's graphics limits throughout.
THE DESIGN
Five people, five tools, no resurrectionsEach of the five filmmakers carries one indispensable tool: a camera, a lighter, a medical kit, a lockpick, a vacuum cleaner. They explore the mansion alone or in parties of up to three, switching freely, backtracking as new items open old rooms, in a single intricate layout the retrospectives describe as Metroidvania in shape years before the term settled. Health returns only through tonics scattered in the rooms. Story arrives in cutscenes and in scattered notes and diary entries, a method later games made famous.
Death is the design's spine. A character who dies is dead for the rest of the game; the tools they carried can be replaced by substitutes found near where they fell, and the ending, one of five, depends on who is left alive at the end. Add the quick time events sprung by traps, sudden decisions with fatal wrong answers, and the game reads less like 1989 than like a design document for the next decade of horror.
THE EDITIONS
The versions, documentedTHE RECEPTION
Scores, sales, and the dissentThe dissent inside the praise is worth keeping: even its admirers found it hard, occasionally tedious, and short. What nobody in 1989 could see was that the game's systems, not its length, were the point.
THE LEGACY
What it left behindSweet Home is now considered a landmark, one of the greatest horror games ever made, and the groundwork of the survival horror genre: limited inventory, scattered notes, a mansion as a single puzzle, multiple endings by survival. Game Informer's Ben Reeves called it a cult hit and Fujiwara's most significant contribution to the industry, a game the entire horror genre owes a blood debt. How exactly it became Resident Evil, with Fujiwara producing and Shinji Mikami directing, has its own page in this Library.