Onimusha 3

london-boy said:
I must admit that i was shocked when i first put my hands on DMC. Shocked by how good it looked, how better than anything else out at the time that is. I'm not sure how it would fare today though, after all the stunning games that have come out since DMC came out.

I wonder how DMC3 will turn out. DMC2 was a disgrace, considering it was the sequel of one of the best games on PS2.

ne thing i have to agree with some people above, the "coolness" factor was very tacky, aimed at 12 year olds... Just look at the story and the voice acting.... /*cringe @ the voice acting*

DMC2 was developed by a new team within Capcom and a new producer and director for the title. The mayority of the original staff from DMC1 seems to be in charge of the third part though.
 
Kitamura - the guy who directed cutscenes for MGS:Twin Snakes, is directing cutscenes in DMC2 as well. Good times :) I think outlandish nature of DMC and over-the-topness of Dante will lend themselves to his direction style much better than MGS game.
 
marconelly! said:
Kitamura - the guy who directed cutscenes for MGS:Twin Snakes, is directing cutscenes in DMC2 as well. Good times :) I think outlandish nature of DMC and over-the-topness of Dante will lend themselves to his direction style much better than MGS game.

Yep ryuhey kitamura will direct the cut scene of DMC3, and yes it will be in a better "context" than MGS:TS.
Indeed it's really close to the setup of his "famous" movie "Versus", Guns, Swords, blood, action.
 
marconelly said:
Hmm, seems pretty nicely filtered to me. I think it does what some other PS2 games are doing for some time now - software filtering at GS + passing to CRTC (remember the soft/hard option in SH3?) That way you get the best image quality on interlaced TV with PS2, IMO.
Onimusha 3 just doesn't have the obviously supersampled look of, for example, Soul Calibur 2 and Castlevania:LoI. It can be that they don't use CRTC blending for flickerfixing, and just pump out raw fields downsampled by the rasterizer. Perhaps one of the pros here have a better explanation?

The soft option in SH3 was kind of weird. I thought it looked more like blurring than proper supersampling. I haven't really thought of what it was really doing, perhaps they just used a CRTC tweak to add subtle "ghosting" to the image?
 
VNZ said:
marconelly said:
Hmm, seems pretty nicely filtered to me. I think it does what some other PS2 games are doing for some time now - software filtering at GS + passing to CRTC (remember the soft/hard option in SH3?) That way you get the best image quality on interlaced TV with PS2, IMO.
Onimusha 3 just doesn't have the obviously supersampled look of, for example, Soul Calibur 2 and Castlevania:LoI. It can be that they don't use CRTC blending for flickerfixing, and just pump out raw fields downsampled by the rasterizer. Perhaps one of the pros here have a better explanation?

The soft option in SH3 was kind of weird. I thought it looked more like blurring than proper supersampling. I haven't really thought of what it was really doing, perhaps they just used a CRTC tweak to add subtle "ghosting" to the image?


Of course! it's because it is basically a blur filter, blending the 2 fields instead of sending out raw fields. SH3 in pro-scan looks amazing, some textures actually MAKE SENSE, maybe i should pop it in again one of these days, it really looks great! ;)
 
The soft option in SH3 was kind of weird. I thought it looked more like blurring than proper supersampling. I haven't really thought of what it was really doing, perhaps they just used a CRTC tweak to add subtle "ghosting" to the image?
Soft option in SH3 does exact same thing a good CRTC does (flicker fixer), it's only doing that process on the GS, as it allows you to do a better job than PS2's CRTC alone. Obviously you are not getting any supersampling there, but you don't get any in SC2 or Castlevania either, from what I've seen.
 
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