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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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"I can't believe such a support system exists!" Tech support - but not as we know it.

Onda: I was mainly in charge of movie production, but at the same time I was handling several other tasks. Normally, I would have preferred to be in closer communication with your company, asking about this or that, but for this project, that was not really possible, which is something I regret.

But part of the reason for this was that before we had specific requests, Yabuno had already responded to problems both large and small, before we even realized there was a problem. Sheesh, I think Yabuno should be on 'our' payroll! (laughs)

Yabuno: Well, it's all part of the service!

Onda: As far as support went, I was always thinking "I feel bad, having them do so much!" And this includes technical support, of course, on the one hand, but also includes support person-to-person interaction. I was greatly impressed by CRI's emphasis on the human side of support services -call it "the human touch".

Yabuno: My goodness, I almost feel bad receiving such high praise.

Onda: In addition to encoding, CRI pointed out a variety of other problems to us. And a lot of these were things that we should have noticed ourselves - CRI went beyond the call of duty in this respect (laughs). The fact that they went beyond encoding and pointed out these things helped us make a better product, and for this we are very grateful. I thought, "I can't believe such a support system exists!"

Oshimi: Surely it wasn't that unusual!

Onda: No, it really was. No exaggeration at all - I really thought so! The support offered was really at a grass-roots level. And thanks to CRI, a lot of my own personal mistakes were compensated for. Of course, I wasn't able to admit that until now...

Yotoriyama: .(smiles wryly)

Oshimi: But in fact, Namco helped us out as well. Remember when you told us that "the [Sofdec] color is a little different than the original images"? Well, we thoroughly examined the reasons for that, and we discovered problems that we had not previously been aware of. The final result was an improvement in the quality of Sofdec. I'm remember now how incredible you guys are when you picked up on that color difference. In the end, we redid all the encoding just in time for the final deadline, and delivered the product on time.

Onda: I had forgotten all about that! (laughs) I'm happy that we were able to contribute to the quality improvement of Sofdec.

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