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TVTranscript
00:00It was created by some of the greatest minds in gaming.
00:04Keiji Inafune is best known for his Mega Man series.
00:09He's put in a lot of time and effort into his Mega Man games.
00:13And built upon a genre made famous by evil.
00:17Onimusha really extended the Resident Evil formula or the template.
00:21Its creation rivaled the production of Hollywood movies.
00:25Onimusha's budget was huge.
00:30We actually tried to do something that had never been done before.
00:33I figured this was a game that really needed music on a large scale.
00:40It really needed something powerful.
00:42It looks real when you see it and looks like a Hollywood film.
00:46But the road wasn't always clear.
00:50He wanted a real epic feel to the game and he really didn't think the PlayStation was powerful enough.
00:55But they overcame those obstacles.
00:57And its success was huge.
01:02It's this very cool universal game that most games don't really have.
01:06It was one of the first million selling games on the PS2.
01:10This is how a gaming dynasty was created.
01:12This is the history of Onimusha.
01:39This is the history of Onimusha.
01:42And Sony's PlayStation is the undisputed king of the 32-bit console wars.
01:47Thanks in part to the runaway success of a game called Resident Evil from Capcom.
01:53The Japanese developer decides to build on the budding survival horror genre as an industry veteran steps up to the
01:59plate.
02:00Keiji Inafune is best known for his Mega Man series.
02:05And he's putting a lot of time and effort into his Mega Man games.
02:09Inafune decides to take the gameplay style made famous by the Resident Evil series and steer it in a new
02:16direction.
02:19I've always been a fan of Akira Kurosawa's samurai movies.
02:24Ever since I was a young child, I've always thought they were like super cool.
02:27And if only I could make that kind of a game.
02:33That was what we started with.
02:34Mr. Inafune brought this idea to me and said, listen, I want you to head up a game that's going
02:39to use samurai in some sort of aspect.
02:42I think that'd be very cool.
02:44And a very unique twist is added to the plan.
02:47A famous Japanese actor is cast as the hero.
02:53We wanted a game that would appeal to men and women.
02:56So how we got women to play the game was we used a super cool Japanese actor at that time,
03:02Kaneshiro.
03:02He was probably at the time and could be even still now the most popular male actor in Japan right
03:09now.
03:10And by putting him in the game, we figured we'd get a lot more female gamers that would actually want
03:14to buy the game just because he's in it.
03:17Using Takeshi Kaneshiro's likeness definitely was a big help for Onimusha.
03:23Mainly because they face mapped a Japanese star, which the Japanese public knows already.
03:29And to put him in a game and see him moving in a samurai outfit and everything, it stirred up
03:34quite an excitement in Japan.
03:36But it's not long before the first real battle begins.
03:39Well, Onimusha was first planned for the PlayStation, but Funesan tried it out on the PlayStation.
03:46And in fact, he was using the Mega Man Legends engine for a little bit, which was his previous 3D
03:50game for the PlayStation.
03:52But he found that it was really boring and that the only thing you can do in a PlayStation 3D
03:57setting is to just constantly battle enemies with your sword.
04:00And he wanted more than that.
04:04Yes, actually, we did have a version, a PS1 version.
04:07And although we were actually able to make a character that kind of resembled Kaneshiro, it wasn't enough.
04:15It wasn't to the point where you'd go like, wow, that is him. It was close, but still kind of
04:20a miss.
04:21He wanted a story, he wanted some action, he wanted a real epic feel to the game, and he really
04:26didn't think the PlayStation was powerful enough to present what he really wanted to show.
04:35And as we were developing the game, about halfway through the development, Sony released the specs for the PS2.
04:41And when I heard those, I was like, wow, that's amazing.
04:44If we use these specs, then in fact we can make a character that looks as real as the actual
04:49person.
04:50So you would get kind of the movie-esque feel that we probably couldn't have achieved with any hardware before
04:56that time.
04:59The team is forced to make a very difficult decision.
05:04We'd already come this far with a PlayStation 1 version.
05:07And a lot of the staff said, we want to release it on PlayStation 1.
05:10We've already put all this work into it. We don't have to change everything over to PlayStation 2.
05:14And it was a really difficult decision.
05:16But in the end, I decided we needed to go with PlayStation 2 if we were going to come out
05:21with a new series with a bang.
05:22That decision set the team back months.
05:25Capcom decides that Onimusha Warlords will be big and gives the game a budget to match.
05:31Onimusha's budget was huge.
05:33It's probably Capcom's biggest budget they've ever put on a game.
05:36And in fact it put a lot of pressure on Keiji Inafune to deliver a Class A title.
05:42The pressure is on.
05:44Changing platforms has pushed back the schedule.
05:46And working on a new platform presents its own set of challenges.
05:50But the team at Capcom is committed to making the game a hit.
05:53So what do they do next?
05:55Research.
05:56Research.
06:00Originally the game was designed based on the feudal, the Warring States Japan era and the Samurais that existed then.
06:08That was the start of the game, the base that the game was founded upon.
06:12Those are the roots, I feel, of Onimusha that need to be protected in the future.
06:21So I went to a lot of different castles, a lot of temples.
06:25I visited Kyoto, which is the most traditional city that has probably the most historical artifacts and locations remaining.
06:32And the storyline for Onimusha is fully fleshed out.
06:39It's the story during the Warring Feudal States era in Japan.
06:45And it takes place right before Oda Nobunaga, who is actually a historical figure in Japan,
06:51who tried to unite all of these different Japanese states that were separated.
06:55He came very close to doing it, but died right before he was able to do it.
07:01You're welcome.
07:01So what I did was I took that as the main backdrop for the evil villain of the game.
07:06Oda Nobunaga makes a pact with the devil to come back to life.
07:10And with that power, he tries to finish the job that he started out doing.
07:16In Onimusha, the story really leaves a lot of room for the action of the game. It's really basic.
07:24You're Samanosuke, this really noble warrior. And you're doing what noble warriors do. You're saving a princess.
07:30Princess Yuki!
07:31From an evil demon lord.
07:33Who has brought the undead back to basically slaughter all of Feudal Japan.
07:40You're the last hope, essentially.
07:42The team at Capcom now has a base to build a game on. But the hard part is just beginning.
08:00Onimusha
08:00By late 1999, Onimusha begins taking shape.
08:04Resident Evil fans who have heard early previews for the game are growing more and more excited about Capcom's new
08:11offering.
08:11I was a big fan of survival horror. And then this really cool Feudal Japan world was inserted into that
08:18Resident Evil mold. And that really turned me on.
08:22I guess if I had to sum it up really quickly, the Onimusha-esque nature of the game would have
08:30to be that you can slash very quickly.
08:34It's these quick battles, slashing through the enemies, the quick pace. It all feels really good.
08:40Because you're just slashing through one enemy, then you go to the next one, cut him down, and you just
08:44quickly proceed through the game.
08:47Onimusha really brought, that extended the Resident Evil formula or the template for that game, was the gauntlet where you
08:54could suck demon souls and essentially upgrade and do power-ups.
08:58There was quite a cool system where you could do lots of cool sword slashing moves.
09:05To give Onimusha a truly cinematic feel, Capcom pushes the envelope of game production.
09:14We actually tried to do something that had never been done before. I figured this was a game that really
09:18needed music on a large scale.
09:27It really needed something powerful, something moving, and just your typical normal background music wasn't going to cut it.
09:34So we decided we needed an orchestra, but we didn't want to just stop there.
09:40Onimusha was probably one of the first games to really move the cinema-inspired game into the future.
09:45They were first on PS2, so they had the DVD format to their advantage.
09:49So, ultra crisp picture, obviously.
09:53And this awesome DVD-quality cinema.
10:01Because they went to the masters, they went to people who actually made movies to do this.
10:08And you had the Kurosawa films, the old 1960s, 1970s black and white samurai flicks that really inspired this.
10:15And you combine that with this really cool, visceral action game.
10:21And it makes for, you know, not a really emotional experience, but a dramatic one effect.
10:27Men, fight and die with honor!
10:34We wanted to try something on an even larger scale than what a normal orchestra could do.
10:39So, we had the orchestra upped in people to about 200-person orchestra working on the soundtrack or the opening
10:47for the game.
10:49That has never been done before.
10:50It was quite a task, but in the end, as you can see by the results of the first one,
10:54it was very powerful, very moving music.
11:02The score on Onimusha, it really brought out the cinematic appeal.
11:06It really lent itself to that cinema quality of game.
11:10And the composer they find is every bit as unique as the game they're making.
11:16We actually decided to use a man named Samura Goichi.
11:20Samura Goichi is someone who's actually very established, known, talented in Japan.
11:26He's worked on several movies.
11:28He is a very capable person.
11:29He is hard of hearing, and to come up with such an epic score like that for Onimusha is just
11:37unfathomable.
11:40Onimusha Warlords comes out on March 14, 2001, and Capcom gets the blockbuster it wants.
11:46It becomes the first PlayStation 2 game to sell over one million copies, and hits two million copies in a
11:52year.
11:52And critics are ecstatic.
11:56Yes, it was one of the first million selling games on the PS2.
12:00This way, sir.
12:02And it is absolutely incredible.
12:03I mean, it looks real when you see it, and it looks like a Hollywood film when you see it.
12:08You follow them through the other way.
12:10Understand.
12:11It had the fixed backgrounds, obviously, so you're running around in the same world where it was a very grim,
12:17very sinister universe.
12:21But then it added a lot more action to it.
12:25You weren't really limited in your bullets because you had a sword, and you could slice up demons.
12:33So it made it a lot more visceral, a lot more fun.
12:36Onimusha was just pure exhilarating fun.
12:44In 2002, an enhanced Xbox version is released, called Genma Onimusha.
12:54I was also the producer on Genma Onimusha, and with that, one of the things that the game got criticized
13:00for was being too hard.
13:01Samanosuke, what is this?
13:03We didn't mean to be mean to the players. We didn't mean to frustrate the different players that had bought
13:08our game.
13:09But we did want to challenge them.
13:11Whenever we make a game, we try and have fun with it, make it an enjoyable experience.
13:15But whenever we challenge the player, we want to have fun with that, too.
13:21But the next move will be a full sequel.
13:23The name of this new game will be Onimusha 2, Samurai's Destiny.
13:29The game will be a game.
13:30Usually, the sequel should be better than the original, although often they aren't.
13:34But with Onimusha 2, we had to maintain the Onimusha-esque nature of the game.
13:39Yet at the same time, have something there that would make the fans really say,
13:43wow, this is even better than the first one.
13:45Trying to get that in the right combination, sometimes it's quite difficult.
14:03And once again, a famous movie star is used as the main character.
14:08But this time, the choice of actor presents a unique challenge.
14:13Actually, with Onimusha 2, the main character was based on a famous Japanese actor named Yusaku Matsuda.
14:21Unfortunately, he passed away due to cancer quite a while ago,
14:24so we couldn't actually have him wear the motion capture suits and actually film him walking.
14:30Actually, his last movie that he did was Black Rain with Michael Douglas.
14:35And after he did that movie, he passed away and he was a huge star in Japan.
14:43So we used someone who had kind of a similar build.
14:46We used them in the motion capture and then animated the rest around those images.
14:50And to facemap him and to put him in a recent modern game, it was just unheard of.
14:55It was both controversial and exciting at the same time.
14:59But when people saw the final result, there was definitely, it was a formula that worked.
15:06But while a new hero and new story are added, the basic gameplay remains pretty much the same.
15:12Onimusha 2 was more just a bare-bones sequel.
15:17It didn't really step forward too much. It was just continuing the franchise.
15:21You know, Onimusha 2 was really closed. It was all fixed backgrounds, pre-rendered.
15:27So, yeah, Onimusha 2, just typical sequel, I would say.
15:30You know, a couple additions here and there to appease the fans, but that's pretty much it.
15:35Onimusha 2 is released in March 2002. The game is another hit.
15:40In Japan, it sells one million copies in only three weeks.
15:43But some gamers aren't totally satisfied.
15:46Unfortunately, it used pre-rendered backgrounds, which are famous in the Resident Evil series as well.
15:52A lot of Americans didn't like it because America is a country where you need to have full 3D polygons
15:57in order to hit it big with an action game.
15:59Game Synth or Movie Synth?
16:01Work begins right away on Onimusha 3, but this time Capcom plans to make some serious changes.
16:18By 2003, Onimusha and Onimusha 2 are both hits, but critics aren't happy with what they consider to be a
16:24lack of innovation in the series.
16:29Capcom decides to tackle those complaints head-on and make Part 3 the biggest of them all.
16:35This is the graphic department.
16:37One of the first changes made is a shift to a fully 3D world.
16:42This is the background effects.
16:44We're going to make good on the mistakes we had with the first one, and that is the pre-rendered
16:47backgrounds are now gone and have been replaced with full 3D polygons.
16:53In Onimusha 3, you have a 3D environment. You have a 3D camera that works more like a movie camera
16:59than it does a typical 3D platformer camera, where it trails the character to give it more of a cinematic
17:06quality.
17:07It's this very cool quality that still has the presence of what Onimusha 1 and 2 are about.
17:13And using another famous actor for the lead role is now standard procedure.
17:17The Onimusha series has always been famous for having a famous actor in some way shape or form.
17:24It's kind of a symbol of the series, and even if I didn't want to put a famous actor in,
17:28I would still have to. The upper management would make me.
17:31But this time around, they need someone with worldwide appeal.
17:35With 3, we wanted to go more international.
17:39We needed somebody who was famous in Europe, America, and Japan.
17:45There are very few people that fit that mold.
17:47Also, the game being set in Paris, we decided we wanted a French actor that actually made their way to
17:53Japan and that are famous in America.
17:56Very few. Matter of fact, there's only one.
17:59That is John Reno. That is why we decided to use him.
18:02Using John Reno's likeness in the game was a big surprise.
18:07Not just to the Japanese gamers, but to American gamers who have seen him in stuff like The Professional and
18:13stuff like that.
18:13And to see an actor that you recognize, because these other two Japanese characters, not many Americans would know, but
18:19with John Reno, you're definitely appealing to a wider audience.
18:22And it was a big shock to everybody.
18:25Using John Reno is just like any director in a movie, using Star.
18:33We want him to place emphasis on the character he is being.
18:37John Reno is maybe a hook, a selling point, something that can get people to buy the game, and initially
18:42when they play the game, they realize, hey, I'm being John Reno.
18:46But that's only for about the first five minutes, and later we want them to actually get into the story
18:50as this character, Jacques Braun.
18:53In part three, Jacques Braun teams up with Samanosuke from the first Onimusha to bring an end to the threat
18:59of Nobunaga once and for all.
19:02Three takes place using the same character that was in number one, Samanosuke.
19:07And Samanosuke follows Oda Nobunaga all the way to Honnoji Temple.
19:13He tries to finish this long climactic battle.
19:20So number three wraps it all up as Samanosuke fights Nobunaga for the final time.
19:29To bring these two heroes together, a little bit of science fiction is brought into play.
19:34You have this little time travel element.
19:41You have all these really awkward-looking modern weapons set against Samanosuke's steel sword.
19:49It's kind of a cool element, bullets versus steel, old versus new.
19:53You have the whole French angle and then the feudal Japan angle, modern-day settings.
19:58It's this very cool universal game that most games don't really have.
20:03But this, this is really dynamic.
20:05The Onimusha franchise has worldwide appeal.
20:09There's that stigma with Onimusha where it transcends language barriers.
20:15And the fact that they use this famous Japanese actor who happened to be dead really made it hit home
20:22with Japanese audiences.
20:23And like maybe that didn't really matter to American audiences who were playing the game.
20:29Capcom capitalizes by introducing more games like Onimusha Tactics and Blade Warriors, a 2D fighting game.
20:39Then you have the Onimusha, you know, license, which is going to be made into a movie, supposedly, in the
20:44next couple years.
20:45While they say Onimusha 3 is the last true sequel to the franchise, it seems like something that will keep
20:52going on and on and on.
20:53It's Capcom. They'll figure out a way to keep it going, even if they say this is the last game.
20:57And Onimusha's influence lives on. Its gameplay is copied by other developers.
21:03Actually, one of the features that we are kind of proud of in the game, we have the little sub
21:08-quest in the game called the Makukukan.
21:10Won't you go to the Dark Realm?
21:12If you're going to translate that, it would be something like Magic World or Underworld.
21:17As you proceed through the game, you're given the option to go down in these little sub-quests, but you
21:22don't have to.
21:23I hope you come back alive.
21:28Giving the users a chance to either do that or not provides a little more variety of the game we
21:34have seen with some other games that have come out quite recently, even including the new Zelda.
21:40And actually, we are very surprised that that section of the game would influence so many other different games in
21:46the way that it has.
21:51Most of the artists, the sound designers, and most of the people that come to Capcom are all people that
21:56have a lot of pride in their work.
21:58They have a specific image that they want to go by, that they want to create, and they're not going
22:03to stop until it's perfect.
22:08These people are in charge of designing the motion for all the characters.
22:14Most people would think that motion designers are always men, but as you can see, here's a female motion designer
22:20right here. She's actually very good.
22:24This is where they make the effects for the game.
22:27And as you can see, there are two beautiful women right next to me that are working.
22:35And here's another beautiful woman.
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