mt-framework

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  • Dragon's Dogma takes dragon fighting to new heights

    by 
    Ben Gilbert
    Ben Gilbert
    03.06.2012

    Yes, we do mean that in Dragon's Dogma you fight dragons in the sky -- just in case that wasn't clear. You should probably make things even clearer by watching one such dragon get totally stabbed in mid-air in the trailer above, preparing you for the upcoming undated demo on XBL and PSN.

  • Resident Evil Revelations preview: Drained

    by 
    Ben Gilbert
    Ben Gilbert
    06.13.2011

    My first potential action in Resident Evil: Revelations was simple and nostalgic: drain the bath tub? Well it did appear as if something was in the water -- at least that's what the text box before the question had told me. "Eff it!" I thought, caution to the wind. "Let's drain the bastard." And the murky tub full of liquid drained. Lo and behold, I'd found a screwdriver. Just the screwdriver I needed to unscrew a cover, so I could solve a minigame and finally open a door! Is it just me, or does it suddenly feel suspiciously like 1997? My feelings on Resident Evil: Revelations are succinctly summed up in the scenario described above. The Jill Valentine led other 3DS Resident Evil game is a brand new romp through a very old game world: the world of games like Resident Evil 1 and 2. It's a puzzle-riddled, ammo managing, archaic retreat to a land of gameplay mechanics that may be enticing to some old-school RE fans, but sure didn't get my heart pounding.%Gallery-125699%

  • Mega Man Legends 3 Project uses MT Framework

    by 
    JC Fletcher
    JC Fletcher
    12.14.2010

    In a blog post on the Capcom-Unity Dev Room, Mega Man Legends 3 Project director Eguchi Masakazu revealed one way in which the long-awaited sequel became economical enough to develop: rather than a custom engine, Legends 3 runs on the company's versatile MT Framework. In addition to games like Lost Planet and Dead Rising, the engine also powers Capcom's 3DS Resident Evil games. The use of MT Framework for Mega Man Legends 3 Project fulfills one of the engine's unofficial purposes. In a 1UP interview in 2007, Keiji Inafune mentioned that the lead programmer on Legends, who helped create the engine, told him that the engine was "ready" for a Legends game. "All I need is the 'go' and we can slap Mega Man in there." Eguchi also announced the winner of the Bonne Mecha design contest. "Donner Wels" is a bipedal, fish-tailed thing with an electric whip. "Bear in mind," Eguchi said, "we will do a bit of revising and "recipe-altering" on our end in the interest of quality and what-have-you. So please bear with us and look forward to seeing how this mech ultimately turns out!"

  • DmC: Devil May Cry to utilize Unreal Engine

    by 
    David Hinkle
    David Hinkle
    09.30.2010

    It would seem that DmC: Devil May Cry is really going the distance with the reboot concept -- to the point that Ninja Theory's upcoming stab at the series will employ a completely different game engine than DMC4. The developer confirmed on its forums that Dante's next adventure will be powered by Epic's Unreal Engine (just like it's Enslaved for Namco Bandai) and not Capcom's go-to multiplatform development suite, MT Framework; which has powered many of Capcom's premier titles this console generation, including the last DMC game. To date, only internal Capcom studios have created games with MT Framework, but the company has said it's willing to share with external studios. Earlier this year, Capcom published its first Unreal Engine 3 game in Airtight Games' Dark Void. Ninja Theory's Enslaved, which will be released next week (published by Namco Bandai), is also an Unreal-powered game. [Thanks, original fred]

  • Capcom dishes the dirt on its Nintendo 3DS graphics

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    09.13.2010

    According to a recent Capcom investor Q&A, it looks like the company's upcoming Nintendo 3DS games will be developed using the MT Framework -- the same game engine used for PC, PlayStation 3, Xbox 360, and Wii titles. This means that graphics features like "HDR lighting, real-time color correction, self-shadowing, normal mapping, depth of field and motion blur" will be making their way to your handheld -- whenever it should become available. Hit the source link to see several examples featuring the upcoming Resident Evil: Revelations (or, as it's known in Japan, Biohazard: Revelations) and prepare to enter a virtual wonderworld of machine translated tech details regarding game development. You're welcome.

  • Interview: Marvel vs Capcom 3 producer Ryota Niitsuma

    by 
    David Hinkle
    David Hinkle
    06.24.2010

    During E3, we bent the ear of Marvel vs Capcom 3: Fate of Two Worlds producer Ryota Niitsuma, who in turn gabbed about the new game and previous Vs titles, as well as the possibility of a new arcade stick partnership with Mad Catz. The full interview follows. Joystiq: We've heard different stories about the origin of Marvel vs Capcom 3 -- both that development started as a result of strong sales of the HD re-release of Marvel vs Capcom 2 and that it was in development long before that. Which is it? Ryota Niitsuma: Both games were being developed independently -- one didn't lead to the other, as it were. While we were getting the ball rolling on MvC3, the downloadable version of Marvel vs Capcom 2 was being repackaged and distributed. And then that was really successful, as you know, and because of that, it had kind of an impact on Marvel vs Capcom 3. We thought then that the game would be really big and people would be excited about it, so then we were more hopeful and expectant of what would happen with Marvel vs Capcom 3. %Gallery-91173%

  • Marvel vs. Capcom 3 screens are light on the curleh mustaches

    by 
    David Hinkle
    David Hinkle
    05.27.2010

    Click image to jump into our gallery Capcom has finally released some in-game shots of Marvel vs Capcom 3. The screens are missing HUD elements, but that's fine -- we just wanted to see how the game would "blur the line between 2D and 3D graphics." Frankly, we're surprised it doesn't look more like Super Street Fighter IV. And not a single curleh mustache in sight? How will the fans react? Head into our gallery below to check out the new screens, which feature a Ryu vs Wolverine match-up, Iron Man shooting Morrigan in the face and a trigger-happy Chris Redfield taking on The Hulk. %Gallery-93783%

  • Rumor: Capcom adapting next-gen MT Framework for Wii

    by 
    JC Fletcher
    JC Fletcher
    10.27.2009

    We're marking this as a rumor due to the third-hand nature of it: Andriasang summarized an article on Inside-Games about a Nikkei Industrial article (phew), which states that Capcom is working on bringing an engine designed for PS3 and Xbox 360 to Wii, to save time and money. This is likely the MT Framework that drives the majority of Capcom's works including the Lost Planet series and Resident Evil 5. Nikkei reports that simultaneous development of games across the platforms could cut 1/5 off of Capcom's development costs, and 1/3 off development time. The inclusion of those stats makes it seem like Capcom is eyeing simultaneous development of 360, PS3, and Wii games rather than Wii ports. That approach should end in better results than the "hand the game to TOSE and forget about it" approach.

  • Capcom to provide Lost Planet 2's game engine to its external studios

    by 
    David Hinkle
    David Hinkle
    06.18.2009

    Capcom's practices haven't changed much over the years. The company has been using MT Framework -- an internal engine designed for multiplatform use -- for quite some time now. It's powered many games over the years, including Dead Rising, Devil May Cry 4, and Resident Evil 5. With the release of Lost Planet 2, however, the company is poised to introduce the next evolution of its multiplatform engine, MT Framework 2.0. Capcom has high hopes for 2.0, and is actually going to provide the engine to its external contract studios, RE5 producer Jun Takeuchi told Game Watch. This is a first for the company, which used the first engine as its be-all, end-all means for making games. MT Framework 1 was always designed to be an internal engine; Capcom saw MT Framework 1 as an essential tool of its own to create games. After having great success with the engine over many years, however, folks started asking about using it. So, Capcom kept that in mind when creating the new engine, which the company said won't be outsourced as part of its business (like Epic does with its Unreal Engine, for example), but, again, will be provided to its external contract studios for use. [Via Andriasang]