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Interview

Interview
Simultaneous Release On Three Platforms
The Role of Middleware in The SOULCALIBUR II Project.

Platform

PlayStation2 Xbox GAMECUBE

Products Installed

CRI ADX / CRI Sofdec / CRI Clipper

Interviewed on 2003-4-17
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But, when will it be ready.? Sofdec's Dolby Digital compatibility and other recent developments.

Facilitator: Do you have any hopes or requests concerning future middleware?

Yotoriyama: Well, let's see. As far as support is concerned, there isn't anything more we could ask for. Whenever we asked about something we didn't understand, the replies were very quick - I was exceptionally pleased. So, hmm, as far as requests go.Well, it would be great if you could tell us as early as possible about new middleware under development, or new features. It doesn't have to be an official announcement, just something like "We're making something like this right now; you think you could use that for something?" Having 'advanced warning' of new technology would allow us to start considering games to take advantage of it earlier.

Oshimi: Yes, I see. With new technology, you really have to get it out fast - because in the real world there's quite a lag before new concepts can actually be put to use in a game.

We often feel that we ought to be making information available in our planning stages, but there are some inherent problems. We're happy when somebody says "Wow, that's wonderful technology!", but inevitably the next thing they say is "Well, when will it be finished?" And it's hard to answer that. (Laughs.)

Yotoriyama: Is there anything interesting that's been discussed recently?

Oshimi: One of the latest things was making Sofdec Dolby Digital-supported. Now it's even possible to output Dolby Digital data and stereo ADX data at the same time. We'd love to have Namco use this.

Yotoriyama: Oh my, if that had been available a little sooner, we could have implemented that! Well, that's too bad. A lot of new projects are inspired by technological advances. For this latest project, we really haven't gotten full use out of CRI's middleware. So I'd really be happy if you could drop us a line about software you're working on, because with that information, we'll be able to plan projects that will take advantage of it.

Oshimi: In other words, you'll be making frequent visits. (Laughs.)

Obama: I'd like to! Also, it would be great if we could tell you "We'd like this to do such-and-such", and if you could provide implement those requests.

Oshimi: Absolutely. At our company, we don't make a packaged product - we make constant updates to our technology. And our products evolve based on the requests of customers - the actual users. So rather than creating everything all on our own, we prefer to think of it as a group project. It's more engaging and exciting that way! We want to be providers of a variety of tools that are created in collaboration with various companies.

Facilitator: Could you tell us, as much as possible, what uses you envision for middleware in future game titles?

Yotoriyama: Hmm, that's a difficult question! (Laughs.) The one thing that is for sure is that the next title it will be used with is the North American version of SOULCALIBUR II. And then with the European version. In that sense, CRI middleware will be traveling the globe (laughs). And, as you know, SOULCALIBUR is a strong title in North America and Europe, so I think this will also be great PR for CRI.

As far as future titles go, I certainly want to make games that prioritize the use of middleware.

Oshimi: Thank you very much!

* Dolby and the double D insignia are registered trademarks of Dolby Laboratories, Inc.

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