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.
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.
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.
Published: Mar 4, 2011 02:01 pm