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Capcom talks importance of 3DS development |
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What are the most important aspects in developing for 3DS? Capcom's Masachika Kawata explains.
"Well, obviously, the thing that we had to pay the most attention to, and think about, was the 3D effects on the 3DS. We definitely had to think about making the game comfortable to play for a long time, without making the player's eyes get too tired -- but at the same using that 3D effect to create a real sense of presence, and to help the player get a really good sense of the space that they're in. It's really good for that," Kawata said.
"Also, for the 3DS, there's another title that already came out: Mercenaries 3D. The controls of Revelations are very, very similar to what we have in Mercenaries, so that kind of is a common point, in terms of making the controls of a Resident Evil game for this new hardware. If you play Mercenaries before you play Revelations, you'll get an idea of where we're going," he continued.
Resident Evil: Revelations is set to release in North America on February 7, 2012.
"Other than that, we didn't really do anything different because it's a portable game. We're basically making a normal, full-scoped Resident Evil game for the 3DS, so it's not any different from a full game you would see on a home console," Kawata said. "Of course, the big difference between this and the most recent big Resident Evil game, Resident Evil 5, is the fact that this is much, much more focused on horror and a scary atmosphere."
via Gamasutra
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Comments
For example, create a 2D game (for the most part) but have the HUD be more in front of the game. Keep it simple at first then start chipping away further and further into the screen.
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But that 2D idea is great. How about some sprite based games with 3D effect?
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That would kick ass!
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It would also defeat the point of 3D.
The best option is and always has been, leave it up to the user.
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