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Evolution Of CyberConnect 2′s Anime Style Graphics

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CyberConnect2 revised the graphics and models between Naruto: Ultimate Ninja Storm and the sequel published by Namco Bandai Games last year. In 2008, CyberConnect2’s Naruto game had three types of models: low, medium, and high resolution. Distance from the camera determined which model the game loaded.

 

us1

 

  Total Tris* Face (in Tris)
Low 4,000 700
Medium 8,000 1,400
High 16,000 2,400

*Tris are triangular polygons.

 

CyberConnect2 determined the low model was unnecessary for the sequel. Since Naruto Shippuden: Ultimate Ninja Storm 2 is a fighting game characters were usually close together.

 

us2

 

  Total Tris Face (in Tris)
Medium 12,000 1,500
High 20,000 2,500

 

Isao Takeshi mentioned other tricks CyberConnect2 used to make their game feel like an anime. For example, when Naruto punches there is a blur-like effect, which CyberConnect2 added to make the game feel faster. The team did this by pasting an after image with a blurry texture on top of the polygons to create the motion blur.

 

When running with a Rasenshuriken in his hands, it appears Naruto runs fast, but that’s partially an illusion. CyberConnect2 made characters seem faster during special attacks by rotating the background on an axis. Attendees got to see the same attack before and after the effect, which is a notable difference. Rotating the camera and twisting it to create an "Itano Circus" (a blast of missiles from the Macross series) were two other techniques Takeshi utilized for Naruto Shippuden: Ultimate Ninja Storm 2.

Siliconera Staff
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