When you gave the Onimusha 3 presentation at Siggraph, you mentioned the Onimusha engine. Did you use the Onimusha engine for Lost Planet?
Takeuchi: The Onimusha engine was created for the PS2. Since then, Capcom has been preparing for the next generation of engines, and has been investing quite a lot of resources in their development. MT Framework is a part of this development series, operating on the Xbox 360 and the PS3. As well as Lost Planet, we used MT Framework for Dead Rising. By the way, although some people say that MT is an abbreviation of "multi-thread", others say it doesn't actually stand for anything! (Laughs)
In the questionnaire at the Onimusha 3 presentation one respondent said: "Now I understand the power of the Onimusha engine!"
Takeuchi: (Laughs) I can see how a game developer might think that. But remember that even if the Onimusha engine or the later MT Framework version is used, the actual data are created with XSI. For example, if someone were to look at an animation scene, they may think mistakenly that the data was recorded with motion capture and imported into a game engine. However, at Capcom we have traditionally added motion to game animation by hand. This work is done individually by each designer, so the support of a tool with flexible animation functions such as XSI is indispensable. Further, MT Framework was designed on the premise of it being used together with XSI, so the compatibility is extremely high.