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Hideaki Itsuno claims the system architecture made it harder to pull off visual effects…
In a new video interview posted by Bokeh Game Studio, Capcom‘s Hideaki Itsuno has a conversation with Bokeh creative director and Silent Hill creator Keiichiro Toyama.
The pair discuss a number of topics as they look back on their careers in game development, but when the topic of the PS3 is raised, Itsuo expresses his disappointment at the hardware.
Initially discussing the tricks Capcom developers would pull off to make PS1 and PS2 games look better, Itusno recalled: “It was really about learning all the hardware’s specs.
“It was strange with the PlayStation and PlayStation 2 that we could work with so many semi-transparent layers. We could just pile them up to make visual effects.
“On the contrary, we couldn’t do this from the PlayStation 3 onwards. Everybody struggled during that generation. We really felt let down.”
Itsuno explained that he noticed a real difference between the development of Devil May Cry 3 on PS2 and Devil May Cry 4 on PS3, both of which he directed.
“That shift came right in between Devil May Cry 3 and Devil May Cry 4 for me,” he said. “We were told that we couldn’t even replicate what we had done before.
“For five years, all we had done was work with semi-transparent layers to make games look cool on the PlayStation 2. Once on PlayStation 3, we couldn’t even think of that technique. I think [developers] all over the world struggled.”