Capcom History ha pubblicato delle immagini nell'album La storia di Capcom (1984 ad oggi) riguardante Dino Crisis 3
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Ci troviamo nell'anno 2548, sono passati più di 300 anni da quando la Terra ha perso il contatto con la nave colonia ONU Ozymandias.
In qualche modo, la nave è ricomparsa nei pressi di Giove. Un gruppo chiamato S.O.A.R. viene inviato per indagare a bordo della nave sonda Seyfert, nel tentativo di salire sulla Ozymandias.
Ma, mentre stavano raggiungendo la nave colonia tramite una navetta, dalla Ozymandias parte un raggio laser che distrugge la Seyfert, tentativo che viene ripetuto contro la navetta, ma Patrick Tyler, Sonya Hart, il comandante Jacob Ranshaw, McCoy riescono a sfuggire all'attacco, raggiungendo l'Ozymandias e a salire a bordo della nave.
La nave mostra essere in uno stato di totale abbandono, anche se è presente e disponibile energia.
Dino Crisis 3 (ディノクライシス3?, Dino Kuraishisu 3) è un videogioco survival horror per Xbox, terzo ed ultimo capitolo della serie, Dino Crisis.
L'azione si svolge nello spazio, precisamente su una stazione spaziale.
A differenza degli altri capitoli della serie, i nemici nel gioco non sono veri dinosauri, ma creazioni formate da mutazioni del DNA di alcune specie di dinosauro.
Nel corso del gioco è possibile utilizzare un certo set di armi, il cui numero è stato ridotto a 2 pistole con 6 tipi di munizioni oltre a piccole macchine chiamate "WASPS" che aiutano negli scontri contro i dinosauri.
Il gioco svolto in gran parte attraverso il personaggio Patrick, mentre solo una piccola sezione del gioco è stata dedicata a Sonya.
{DEVELOPMENT}
Il gioco è stato inizialmente previsto per Xbox e PlayStation 2, ma quest'ultima versione è stata abbandonata poco dopo l'inizio dello sviluppo.
Dino Crisis 3 entered production in mid-2000, in a production led by Hiroyuki Kobayashi, with Shinji Mikami as Executive Producer.
The original proposal was for a "human drama" set mostly within an unspecified "facility" in a city under siege from rampaging time-displaced dinosaurs, with the player being able to fight the dinosaurs with AI partners, and in which decisions made by the player could change the course of the story.
In reaction to the September 11 attacks in the United States, Capcom Production Studio 4 moved away from the city environment, and it was instead decided the game would be set on board a space ship far into the future.
Dino Crisis 3 was always intended as an Xbox-exclusive title when that console was judged to be better at rendering graphics than the PlayStation 2;
Hiroyuki Kobayashi considered a PlayStation 2 port of the game to be "impossible" to make.
The game's HUD went through considerable development in 2002. Originally the HUD was to be positioned on the bottom-left corner of the screen, and show health and jetpack fuel stats as lines, as well as the number of WASPs available to the player.
The weapons system itself was different from earlier games; players would rely on a main weapon with infinite ammunition, with the option to switch to other forms of ammunition for stronger opponents which would be limited and have to be found or bought.
The WASPs were designed as a secondary weapon which would fly around the map and provide additional aid to the player during combat.
Like in Dino Crisis 2, more focus is given to giving players the fun of shooting dinosaurs than item conservation and avoiding them like in Dino Crisis.
A shop feature was created for the game where, like in Dino Crisis 2 the player could purchase supplies based on points accumulated from killing dinosaurs.
However, in this game the player could accumulate a finite number, requiring them to return to the shop frequently or they would receive no further points.
In developing the camera, the team decided to take full advantage of the Xbox's power and make it 3D rather than using 2D pre-rendered backgrounds like Dino Crisis 2 had done. In a similar manner to Studio 1's contemporaneous Resident Evil Outbreak, rooms were divided into zones where a camera would follow the player, then cut to another camera when they leave the area.
The storyboard editor, Shinji Higuchi, made the decision that the main environment, the Ozymandias, would be capable of transforming, being a long-time fan of mecha.
Such ideas for the setting came from science fiction films, with the Jupiter orbit setting coming from the film, Sayonara Jupiter!, which Higuchi served on as a production assistant.
Several designs for the ship were also made ahead of the Xbox Conference Summer 2002 and, according to producer Hiroyuki Kobayashi, a competition was held within the development team to pick the design to use for the game.
Due to this fascination with mecha, 3CGI paid particular attention to making the cutscenes of Ozymandias' transformation seem more realistic, with moving parts being locked in place.
The characters were also designed based on Japanese science-fiction tropes, and attention was made to the SOAR team uniforms.
For example, a transformation sequence of Patrick's helmet was carefully drawn to show how it could be stored within his suit. Distinct from the space suits of the other cast members, Caren's mini-dress was designed to echo Japanese "race queen" idols, and Shinji Mikami had her purple tights removed to better match that concept. 3DCGI also made sure to put focus in her animations, so that her breast and dress movements would appear more realistic in cutscenes.
The creatures that populate the Ozymandias are revealed in the story to be genetically-engineered human-dinosaur hybrids. As such the creature designers were free to create the creatures how they wanted; this was liberating for the designers, as the Dino Crisis and Dino Crisis 2 teams had problems with making the Therapods unique.
A common theme in the dinosaurs was that they would have exposed skin and could release electricity as a form of attack.
An early story proposal centred on the emergence of dinosaurs in the present day world, possibly the very time distortion Dino Crisis 2 alluded to with the Noah's Ark Plan.
A single image hinting to this storyline was shown by Yoshiki Okamoto when he announced three Capcom games at the May 16 Xbox announcement for E3 2001.
Kobayashi moved the project away from the city proposal and to something else.
With offers from the Flagship team, led by Noboru Sugimura, Hiromichi Nakamoto, Shin Yoshida and Hiroaki Kanazawa, it was agreed the game story be shifted to a futuristic environment in space which would allow for new ideas.
Some fifty minutes of pre-rendered cutscenes were created for the game. Makoto Kamiya, a professional film director, was hired to direct the work so that elements such as camera angles would look movie-like.
Directors:
Tetsuro Oyama
Hiroyuki Maruhama
Producer:
Hiroyuki Kobayashi
Artist:
Futoshi Nagata
Writers:
Noboru Sugimura
Hiromichi Nakamoto
Shin Yoshida
Hiroaki Kanazawa
Composer:
Shinichiro Sato


PotassaGameClub
Mai capito perché tanti snobboni lo bocciarono senza appello. Dio Santo stiamo parlando di un videogioco, ci stanno anche i dinosauri nello spazio sì, perché le trame dei primi due erano più verosimili? Emancipatevi dai giudizi da gregge, LUNGA VITA A CAPCOM
PotassaGameClub
E comunque in un panorama di Remake sterminato manca solo questa serie, che meriterebbe un bel rifacimento, specie il primo capitolo, con la speranza di vedere un quarto episodio. Sognare non costa nulla 😌🤞🫦
Midrex Ahiru GaGotoku
Andrebbe anche bene una remastered alla Onimusha, basta che lo facciano