Friday Flashback #612


Capcom has created a new terror with the GAMECUBE software “biohazard.”
Michael Shimaner

 I like to keep up with trends and technological advancements in the gaming and entertainment industry with products like SOFTIMAGE|3D and SOFTIMAGE|XSI, and then Capcom, the creators of my favorite games like “Street Fighter,” “Mega Man,” and “Dino Crisis,” released “Biohazard” for the Nintendo Gamecube.

 As everyone knows, BIOHAZARD is one of the most popular games of all time. Since the first game was released for the Sony PlayStation in March 1996, it has sold over 3.4 million copies. From the first to the latest installment, four BIOHAZARD games have been released across various platforms, including the Nintendo 64, Dreamcast, and PlayStation 2. And finally, the long-awaited GAMECUBE version of BIOHAZARD has been released. The BIOHAZARD series has sold over 18.5 million copies worldwide. (Figures are as of September 2001.)

TROUBLE IN RACCOON CITY

 BIOHAZARD is generally recognized as the software that established the “survival horror” game genre. This latest installment in BIOHAZARD takes full advantage of the GAMECUBE’s expressive power, forcing you to fight against an ever-increasing sense of fear. The story is set in a fictional town called Raccoon City. In this game, you take on the role of a member of STARS (Special Tactics and Rescue Service), battling zombies, zombie dogs, and genetically engineered monsters.

 Capcom director Shinji Mikami brought the first Biohazard to the world, instantly establishing himself and his games as legendary figures among gamers worldwide. Since then, Mikami has consistently released groundbreaking new titles. The Biohazard world has expanded beyond games to include comics, action figures, comical and horrifying settings, and even attractions. A live-action version of Biohazard starring Milla Jovovich and Michelle Rodriguez has also been released in theaters.

THE MOVE TO GAMECUBE

 What kind of terror will the Gamecube version of Biohazard bring us? This new work, created by Mikami once again, promises us a completely new kind of terror that we have never experienced before. To me, the meticulously constructed world was astounding. However, creating this threatening realism posed a major challenge for the creative team at Capcom.

 ”We anticipated from the beginning that the production would be more complicated than ever before,” said Capcom animator Shinji Utsunomiya. “With the increased hardware specs, we expected the characters to be more complex. As expected, the work became more difficult, but using SOFTIMAGE|3D made it easier.”

 Utsunomiya started out as a control system programmer, and after working in support of SOFTIMAGE|3D, he joined Capcom. SOFTIMAGE|3D is now widely used for character modeling, textures, motion, real-time events, and more. In the past, he and his Capcom team worked on Resident Evil 3 and the PlayStation 2 game Devil May Cry. Naturally, the team he works on is also in charge of the new Biohazard for the Gamecube. As was easily predicted, Biohazard has continued to sell well since its release in early spring, and is a driving force behind the increase in Gamecube unit shipments.

 When I asked Utsunomiya why SOFTIMAGE|3D is used so widely at Capcom, he answered my question quickly and calmly.

 ”One of the best things about SOFTIMAGE|3D is the know-how we’ve cultivated over the years,” says Utsunomiya. “Capcom has been using SOFTIMAGE|3D for over a decade. So we understand the SOFTIMAGE|3D system very well, and even more importantly, many of our artists understand it very well too. In addition, the SOFTIMAGE|3D system is powerful and user-friendly, so problems can be predicted and easily resolved. Even if we had any issues or complaints about the system, our feedback was reflected in new versions. These improvements and a mature system set SOFTIMAGE|3D apart from other tools. It also led to the creation of our own unique 3D system.”

 When asked about the power of SOFTIMAGE|3D’s key animation, Utsunomiya answered without hesitation.

 ”SOFTIMAGE|3D is a powerful animation tool, and at the same time, the schematic view makes data management easy. The user interface is intuitive and simple, yet has the functions we need. Even if we can’t find the function we need, it’s easy to develop a plug-in. We hope to use SOFTIMAGE|XSI in the near future, as it will bring us greater productivity in character production.” “The support for caustics, global illumination, and final gathering in Mental Ray v.3.0 is also attractive as it increases expressiveness. I also feel that it has become faster and the image quality has improved,”

(C)CAPCOM CO., LTD. 1996, 2002 ALL RIGHTS RESERVED.

Friday Flashback #588


1997
Psygnosis, one of Sony Computer Entertainment’s top game developers, uses Softimage to create the realistic lighting and intense environments found in a majority of its games, such as the soon-to-be-released action-packed shooter game Tenka.

“With the unique modeling, powerful animation and accurate lighting systems of Softimage, we are able to achieve a level of realism on the PlayStation that we never before thought possible,” said Neil Thompson, senior artist at Psygnosis.

Softimage Continues to Further Enhance Game Development For PlayStation Game Console

MONTREAL, May 6, 1997 — Softimage Inc., a wholly owned subsidiary of Microsoft Corp., today announced that it has worked with Sony Computer Entertainment Inc. to produce a new Game Development Environment (GDE) for licensed PlayStation developers using Softimage® 3D. The new GDE provides tools for seamless import and export of modeling and animation data that makes it easier for developers to create stunning graphics with Softimage 3D that maintain their look on the PlayStation game console. The GDE also allows developers to exploit fully the graphics performance of the PlayStation game console.

“Our relationship with Sony Computer Entertainment demonstrates our commitment to providing the most powerful set of game development tools in the industry,” said Moshe Lichtman, president of Softimage. “By working directly with Sony Computer Entertainment to optimize Softimage 3D for the PlayStation game console, Softimage is offering PlayStation developers the most comprehensive, cost-effective solution for that powerful platform.”

Software engineers from Softimage and Sony Computer Entertainment worked closely to develop the new GDE, which includes tools for the import and export of geometry, hierarchies, camera, lights, materials, textures, animation and polygon rendering attributes to ease the production process. A polygon attribute editor allows designers to control PlayStation specific rendering attributes on a per-polygon basis, and an on-target viewer allows designers to quickly preview the contents of their Softimage scenes on the development hardware. The on-target viewer provides powerful camera manipulation modes, scene information and playback control. These tools help ensure that high-quality content created in Softimage 3D will maintain its rich, dynamic look when played back on PlayStation game consoles.

Sony Computer Entertainment’s comprehensive support for its developers allows the platform to host some of the world’s most popular game titles. “Sony Computer Entertainment has always made developer support a top priority,” said Shinichi Okamoto, vice president of research and development, Sony Computer Entertainment Inc. “The new Softimage GDE will enhance development and help produce the blockbuster titles of the future.”

Psygnosis, one of Sony Computer Entertainment’s top game developers, uses Softimage to create the realistic lighting and intense environments found in a majority of its games, such as the soon-to-be-released action-packed shooter game Tenka.

“With the unique modeling, powerful animation and accurate lighting systems of Softimage, we are able to achieve a level of realism on the PlayStation that we never before thought possible,” said Neil Thompson, senior artist at Psygnosis.

Softimage 3D was used to create content for a variety of outstanding game titles for the PlayStation game console, a few of which are listed here:

  • Time Commando (Adeline Software)
  • Resident Evil (CAPCOM)
  • Tobal No. 1 (Dream Factory)
  • FIFA Soccer (Electronic Arts )
  • NBA Live (Electronic Arts)
  • Need for Speed (Electronic Arts)
  • John Madden (Electronic Arts)
  • Soul Blade (NAMCO)
  • Tekken (NAMCO)
  • Tekken2 (NAMCO)
  • Tekken3 (NAMCO)
  • Wipeout (Psygnosis)
  • Krazy Ivan (Psygnosis)
  • Destruction Derby 1 & 2 (Psygnosis)
  • Assault Rigs (Psygnosis)
  • Formula 1 (Psygnosis)