"Nerve-Damage"
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1UP: Team Ninja's Itagaki Interviewed
1UP: Let's talk about real-time versus prerendered for a moment. Regarding the CG cinemas in DOAX2, since the game looks so sharp now, why even bother with CG at this point?
Tomonobu Itagaki: Our first priority as far as creating the prerendered cinemas is to split up the work volume in a sense. Obviously there are some issues with being able to do more things with prerendered movies. If I had to do all of the development work including the cinemas then it would increase my workload a lot. I have a friend who directs TV commercials and is a big fan of DOA and he's done the prerendered cinemas in most of our games. I've asked him to work on this for me and that allows me to concentrate on the things I need to do within the game to get it done.
The second reason is that the real-time assets and cinemas are just that -- they are made for use within the game. They have to look good from any angle. No matter how you move them around in a 3D space, they have to look the part. For prerendered sequences the cameras angles are fixed in preproduction so you're able to go in there and add a level of detail that wouldn't otherwise be possible. So that's why prerendered scenes are very good for storytelling purposes and accentuating certain points.
I've heard there have been a number of people who cried at the movie in the ending movie of DOA4 and doing something that detailed, frame to frame... creating at that level in real-time would be impossible. It all comes down to a number of logical reasons of why I choose to use prerendered movies -- that's why I do it. We know that the trend in the industry is to move towards doing everything in real-time. We were one of the people that kind of started that. We're not going to start compromising the quality of our real-time stuff, and will always look at what best fits that situation.
1UP: Do you think that the hardware is now at the point that, if you had the hardware and resources, you could make the cut-scenes represent the game as well as pre-rendered ones do?
TI: No, that's impossible. You can tell just by looking at or comparing the two. Anyone who thinks that you'd be able to do that in real-time doesn't know much about film-making or video. To put in a frame of reference that is easier to understand: the quality of the CG that we use for prerendered is the same as a Hollywood movie production. For you to say, "hey can you put that on a PS3 or 360?" would be like saying "would you be able to render Hollywood computer graphics effects on a PS3 or 360?"
So to further clarify things a bit, when you say cut-scenes I would agree that those should all be completed in real-time. I wasn't really thrilled with how we did some of the original Ninja Gaiden (for the Xbox) cut-scenes in prerendered CG; that was just necessary in splitting up the work load at that time. I think that everything that tells the story or moves it along while the game is taking place should use the same models and everything in engine. For opening and ending movies, where you are establishing or ending something, I think prerendered cinemas are a very viable option.
1UP: ...about you developing for the PS3?
TI: Well, yes. This line of questioning feels like it is going in a negative fashion