Dino Crisis 3

Dino Crisis 3

Developer(s) Capcom Production Studio 4
Publisher(s) Capcom
Director(s) Tetsuro Oyama
Hiroyuki Maruhama
Producer(s) Hiroyuki Kobayashi
Artist(s) Futoshi Nagata
Writer(s) Noboru Sugimura
Hiromichi Nakamoto
Shin Yoshida
Hiroaki Kanazawa
Composer(s) Shinichiro Sato
Platform(s) Xbox
Release date(s)
  • JP June 26, 2003
  • NA September 16, 2003
  • EU November 7, 2003
Genre(s) Action-adventure
Mode(s) Single-player
Distribution DVD

Dino Crisis 3 (Japanese: ディノ クライシス3) is a 2003 action-adventure video game for the Xbox. It was developed by Capcom Production Studio 4,[1] and is the fourth and final video game in the Dino Crisis series. Like the previous iterations of the series, gameplay revolves around fighting dinosaur or other reptiles. The action takes place in outer space, on a space station.

Unlike the earlier installments of the Dino Crisis trilogy, the enemies in the game are not real dinosaurs. They are mutations created from DNA extracted from various dinosaur species.

The game was originally planned for both Xbox and PlayStation 2, but the latter version was scrapped early in development.[2]

Gameplay

The number of weapons was reduced to 2 guns with 6 ammo types (one gun and 3 ammo types per playable character), in addition to small machines called "WASPS" that help against dinosaur encounters. The game was played mostly through the character Patrick and only a small section was played as Sonya. There are also three types of body armor available.

Plot

Patrick Tyler, Sonya Hart, Commander Jacob Ranshaw, and McCoy survive the blast. They manage to make it to the Ozymandias and board the ship. Inside the ship proves to be derelict, though there is still power.

When he gets into a room, he spots Caren once again. She's looking at a picture frame of her father, Dr. Migeul Velázquez. He asks her if there's any more survivors. Her answer: loneliness. Patrick learns she's been on her own for 300 years. Jacob asks him about it. Sonya discovers that MTHR is creating the dinosaur-like creatures from the DNA of animals in storage as a replacement for the human crew. Patrick tells them that he's shutting MTHR down for good. This proves to be a mistake, as Caren opens the door and runs away.

When the fight is finished, the creature escapes and the trio runs to the MTHR sector as the core begins to go into meltdown. As the trio arrive at the sector, the MTHR and Engine Sectors detach from the Front Deck, Shaft and Energy Sectors, which are destroyed by the meltdown. The Engines soon activate an emergency system and Warp Jump to Earth.

Patrick meets MTHR and questions her. He then tries to stop MTHR's main computer but she opens another hatch releasing the Miaplacidus a second time. Upon defeating the creature, Patrick tries to stop MTHR sending the dinosaurs to Earth and fights her, eventually destroying her system, which has disastrous effects on the ship, causing it to activate the Self-destruct. MTHR's last words are "I just wanted to complete my mission."

Patrick is reunited with Sonya and Caren as they try to escape the ship via an escape shuttle, but they are attacked by the "Cebalrai", an adult Rigel. The beast jumps onto the platform and chases the trio down to the bottom of the platform. As Patrick runs, the Cebalrai slams its left head into him and tosses him into the wall, making him unable to reach his gun. Caren does the unthinkable: she is luring the abomination to her. Patrick orders her to stop. Caren, however, tells him that she's not human and that she cannot go to the world. Patrick gets to his feet and tries to reach her, but a stomp of the Cebalrai's paw causes the platform Caren and the monster are standing on to collapse. Both Caren and the Cebalrai fall into the abyss - much to Patrick's dismay. After defeating the 4th and last Australis, Patrick and Sonya are able to escape before the ship self-destructs. But the Cebalrai, being able to survive in a vacuum, was able to get on the top of the shuttle. Then Patrick gets on top of the shuttle himself to destroy the "genetic freak", and so the final battle begins.

Midway through the battle, the Cebalrai grows a third head, and Patrick is forced to use a "Final Wasp," which weakens the creature and sends it flying into space.

Characters

Soundtrack

Dino Crisis 3 Original Soundtrack
Soundtrack album
Released Jul 16, 2003
Genre Soundtrack
Length 52:42
Language Japanese
Label Suleputer

Dino Crisis 3 Original Soundtrack is a video game soundtrack that was released on 21 July 2003 on Sony/Columbia records, catalogue number of CPCA-1073. It is composed by Shinichiro Sato.

Reception

Reception
Aggregate scores
AggregatorScore
GameRankings56.99%[4]
Metacritic51/100[5]
Review scores
PublicationScore
Edge3/10[6]
Electronic Gaming Monthly6.33/10[7]
Eurogamer3/10[8]
Game Informer6.25/10[9]
GamePro[10]
Game RevolutionD+[11]
GameSpot5.4/10[12]
GameSpy[13]
GameZone6.9/10[14]
IGN6/10[15]
Official Xbox Magazine6.5/10[16]

Dino Crisis 3 received mixed reviews. IGN gave the game a 6.0, describing it as a missed-opportunity to advance the series, having been betrayed by minor, but repetitive faults.[15] GameSpot branded the game with a "Mediocre" 5.4, having found the game more "frustrating than [...] fun" due to its flaws, though finding the game to be enjoyable if ignored.[12]

The most common criticism was the camera system, which was named by IGN as "The Worst Camera Ever". The problem was due to the high speeds that the player can frequently travel at. As with the first two Dino Crisis titles and the early elements of the Resident Evil series, rooms in Dino Crisis 3 are separated into separate, invisible zones where the camera is set to change once the boundary is crossed. Because of the fast-moving jetpack, players would travel between those boundaries rapidly, with multiple camera changes leading to confusion as to where the player is supposed to be going, resulting in them inadvertently turning back. Because of the large size of zones and the long-range auto-aim system, IGN expected that players would spend 80% of their game to be firing at enemies that are out of their view and dodging attacks from off-screen.[15] GameSpot suggested that the game would be a lot more playable had the player been given the opportunity to, at the very least, move the angle of the camera.[12] GamePro was also frustrated by the camera stylization, saying that the "awkward" camera stopped the game from reaching the potential it could have had.[10]

There was some disappointment regarding the variety of the enemies: IGN counted only three non-boss enemies present in the game (Rigel; Regulus and Kornephoros, excluding the camouflaging variant of Regulus), though they did admire their unique designs, particularly for the Kornephoros. There was more support for the boss enemies, though, with IGN citing the key to victory being to avoid attacks rather than to simply shoot.[15] GamePro was disappointed by the enemies' entry into battles, with them literally appearing out of thin air.[10]

IGN was supportive of Capcom's decision to turn the Ozymandias into a giant puzzle, with the ship being able to routinely change formation. This puzzle method was compared to a jigsaw.[15] IGN also admired the uniqueness of the 50+ rooms within the Ozymandias, but questioned the decision to avoid such environments as a cafeteria or a mess hall, which would have made the ship feel more like it actually had a crew to begin with.[15] GameSpot saw little 'uniqueness' in the designs, noting the same shiny metallic look of the ship's interiors being everywhere and, without using the 3D map feature, it would be hard to get lost when moving around (partly because of the camera system).[12] The 3D map, itself, while helpful to some, was also considered to be an "arduous process" to use.[10]

The voice acting was thought to be of reasonable quality, which IGN felt to be 'surprising' for a Japanese game using English-speaking actors. They did note down the presence of "corny" dialogue, though.[15] GameSpot considered it to be a "passable" B-grade, in comparison.[12] Other aspects of the sound design, such as the score and sound effects, were also found to be good or "passable"; they were criticised for being limited and repetitive in rooms, however.[15]

GameTrailers included the game in a "Top Ten Worst Sequels" feature, stating that "[i]t's a good sign you have an abysmal sequel when its developer respectfully declines to follow it up."

References

  1. "Production Studio 4" (in Japanese). Capcom Co., Ltd. Archived from the original on February 6, 2005.
  2. "IGN: Dino Crisis 3". IGN.com. Retrieved 2009-04-06.
  3. 3.0 3.1 3.2 3.3 Official website
  4. "Dino Crisis 3 for Xbox". GameRankings. Retrieved 2010-01-08.
  5. "Dino Crisis 3 for Xbox Reviews". Metacritic. Retrieved 2010-01-08.
  6. Edge staff (September 2003). "Dino Crisis 3". Edge (127).
  7. "Dino Crisis 3". Electronic Gaming Monthly (172): 152. October 2003.
  8. Reed, Kristan (2003-11-04). "Dino Crisis 3 Review". Eurogamer. Retrieved 2010-06-14.
  9. "Dino Crisis 3". Game Informer (126): 135. October 2003.
  10. 10.0 10.1 10.2 10.3 Major Mike (2003-09-16). "Dino Crisis 3 Review for Xbox from GamePro.com". GamePro. Archived from the original on 2005-02-09. Retrieved 2013-12-21.
  11. Ferris, Duke (October 2003). "Dino Crisis 3 Review". Game Revolution. Retrieved 2013-12-21.
  12. 12.0 12.1 12.2 12.3 12.4 Shoemaker, Brad (September 18, 2003). "Dino Crisis 3 Review". GameSpot. Retrieved 2013-12-21.
  13. Meston, Zach (2003-09-20). "GameSpy: Dino Crisis 3". GameSpy. Retrieved 2013-12-21.
  14. Bedigian, Louis (2003-09-28). "Dino Crisis 3 - XB - Review". GameZone. Archived from the original on 2008-10-06. Retrieved 2013-12-21.
  15. 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 Goldstein, Hilary (September 16, 2003). "Dino Crisis 3 Review". IGN. Retrieved 2013-12-21.
  16. "Review: Dino Crisis 3". Official Xbox Magazine: 118. November 2003.

External links