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Dino Crisis 3 Wiki

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Another safe room, you'll find a currently inoperable Formation Change terminal and a Formation Change terminal and a.

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)
  • Hiromichi Nakamoto
  • Shin Yoshida
  • Hiroaki Kanazawa
Composer(s)Shinichiro Sato
SeriesDino Crisis
Platform(s)Xbox
Release
  • JP: June 26, 2003
  • NA: September 16, 2003
  • EU: November 7, 2003
Genre(s)Action-adventure
Mode(s)Single-player

Dino Crisis 3[a] is an action-adventurevideo game developed by Capcom Production Studio 4[1] and published by Capcom for the Xbox. Like the previous installments in the Dino Crisis series, the gameplay revolves around fighting dinosaurs or other reptiles, but the enemies in this game are not real dinosaurs. They are mutations created from DNA extracted from various dinosaur species. The game takes place on a space station.

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

Gameplay[edit]

The player can use 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 is played mostly through the character Patrick and only a small section is played as Sonya. There are three types of body armor available.

Plot[edit]

Set in the year 2548, it has been 300 years since Earth lost contact with the colony ship Ozymandias, en route to a2. Somehow, the ship has reappeared near Jupiter. A team called S.O.A.R. (Special Operations And Reconnaissance) is sent aboard the probe ship Seyfert to investigate. As the Seyfert sends out a shuttle to investigate the ship, its weapons suddenly activate. A beam destroys the Seyfert and then the shuttle, killing nearly everyone except for Patrick Tyler, Sonya Hart, Commander Jacob Ranshaw, and McCoy. Patrick and Sonya reunite on the exterior of the ship and gain access. The ship's interior is derelict, although there is still power.

McCoy boards as well but is killed by a large Tyrannosaurus-like creature which chases the team. The T. rex is then attacked, mauled and killed by a swarm of eel-like mutants. After fighting his way through the ship's storage areas, Patrick meets a survivor, a girl named Caren Velázquez. After meeting her, she runs away in fear.

Patrick spots Caren once again, looking at a picture frame of her father, Dr. Miguel Velázquez. Patrick learns she has been on her own for 300 years. Sonya discovers that MTHR - the ship's control system - is creating the dinosaur-like creatures from the DNA of animals in storage as a replacement for the human crew. When Patrick tells them that he is shutting MTHR down, Caren opens the door and runs away.

As Caren and the team hurry out of the experimental laboratory, they are attacked by a mutant Ankylosaurus known as a Regulus. Jacob sacrifices himself to kill the mutant by setting off his grenades at the creature's mouth. At this point, it is revealed that Caren is an android.

Later, the same beast reappears, revealing that Jacob's sacrifice is for naught. With no choice, Patrick has to put the Regulus to rest.

Caren manages to repair the ship, saving Patrick from succumbing to the broken environmental systems. Patrick returns to the Energy Core to restart it, but the room is severely damaged when a mutant Spinosaurus crashes through the wall, filling the area with water coolant.

After fighting off the creature, the team runs to the MTHR sector as the core begins to go into meltdown. As they 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 Spinosaurus the 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 sequence. 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', a two-headed Giganotosaurus. 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 lures the creature toward her. Patrick tries to stop 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 another T. rex, 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. Patrick gets on top of the shuttle himself to destroy the 'genetic freak' in a final battle.

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[edit]

  • Patrick Tyler (Michael Yurchak) - A member of S.O.A.R., Patrick Tyler's strong sense of duty and natural charisma make him an asset to any operation. Trusted by the entire team, he boosts troop morale.[3]
  • Sonya Hart (Vanessa Marshall) - Another member of S.O.A.R., Sonya's cool and flawless actions make her appealing. Her single goal is completing missions.[3]
  • McCoy (Wally Wingert) - Not much is known of him. Patrick and Sonya find him running towards them, asking about the other team member's whereabouts. After he realizes he has been drooled on, an Australis pulls McCoy into the air and throws him into the wall, killing him. His last words, 'What is this?', are heard before the beast creeps up on him.
  • Cmndr. Jacob Ranshaw (Kevin Killebrew) - Jacob Ranshaw leads S.O.A.R.; His directness and bold decision-making abilities are critical to the operation. He is a fanatic about the safety of his troops. He is inevitably killed by Regulus, after its fight with Patrick. Jacob sacrifices himself, using a grenade to kill Regulus, though it fails.[3]
  • Caren (Karen) Velázquez - Voice by (Shanelle Workman) - Apparently the sole survivor of the mysterious dinosaur outbreak. She also worked as a patrol officer in one of the ship's control hangars. Caren's appearance is shrouded in mystery throughout the game. She is first found by Patrick and is later discovered to be an android, with several other copies made by the M.T.H.R. 248. During a battle against the Cebalrai, she sacrifices herself to save Patrick, by making it fall on a loose platform.[3]
  • Captain Satoko Evans (Jasmin Paul) - The Captain of the Ozymandias. After the Ozymandias is affected with cosmic rays, the crew members began to die. During her last days she and the surviving crew members searched for animal DNA, and mixed it with their own. This was all by the captain's orders to M.T.H.R. 248, who then conducted a cloning process.
  • M.T.H.R. 248: The main antagonist of the game. This M.T.H.R. (voiced by Jasmin Paul) unit is a first generation model used on space vessels. She is also the ship's main computer system on board the Ozymandias. 300 years have passed since meeting a human being and she has gone mad. She considers the dinosaur-like creatures to be her 'children', due to the fact that she created them. Her last words were: 'I just wanted to complete my mission.'

Development[edit]

Dino Crisis 3 entered production in mid-2000, in a production led by Hiroyuki Kobayashi, with Shinji Mikami as Executive Producer. The original proposal was for a 'human drama' set mostly within an unspecified 'facility' in a city under siege from rampaging time-displaced dinosaurs, with the player being able to fight the dinosaurs with AI partners, and in which decisions made by the player could change the course of the story.[4] Capcom Production Studio 4 later moved away from the city environment, and it was instead decided the game would be set on board a space ship far into the future.[5] Dino Crisis 3 was always intended as an Xbox-exclusive title when that console was judged to be better at rendering graphics than the PlayStation 2; Hiroyuki Kobayashi considered a PlayStation 2 port of the game to be 'impossible' to make.[5][6]

The game's HUD went through considerable development in 2002. Originally the HUD was to be positioned on the bottom-left corner of the screen, and show health and jetpack fuel stats as lines, as well as the number of WASPs available to the player.[7] The weapons system itself was different from earlier games; players would rely on a main weapon with infinite ammunition, with the option to switch to other forms of ammunition for stronger opponents which would be limited and have to be found or bought. The WASPs were designed as a secondary weapon which would fly around the map and provide additional aid to the player during combat.[6] Like in Dino Crisis 2, more focus is given to giving players the fun of shooting dinosaurs than item conservation and avoiding them like in Dino Crisis. A shop feature was created for the game where, like in Dino Crisis 2 the player could purchase supplies based on points accumulated from killing dinosaurs. However, in this game the player could accumulate a finite number, requiring them to return to the shop frequently or they would receive no further points.[6] In developing the camera, the team decided to take full advantage of the Xbox's power and make it 3D rather than using 2D pre-rendered backgrounds like Dino Crisis 2 had done. In a similar manner to Studio 1's contemporaneous Resident Evil Outbreak, rooms were divided into zones where a camera would follow the player, then cut to another camera when they leave the area.[6]

The storyboard editor, Shinji Higuchi, made the decision that the main environment, the Ozymandias, would be capable of transforming, being a long-time fan of mecha. Such ideas for the setting came from science fiction films, with the Jupiter orbit setting coming from the film, 'Sayonara Jupiter!',[8] which Higuchi served on as a production assistant. Several designs for the ship were also made ahead of the Xbox Conference Summer 2002 and, according to producer Hiroyuki Kobayashi, a competition was held within the development team to pick the design to use for the game.[8] Due to this fascination with mecha, 3CGI paid particular attention to making the cutscenes of Ozymandias' transformation seem more realistic, with moving parts being locked in place.[8] The characters were also designed based on Japanese science-fiction tropes, and attention was made to the SOAR team uniforms. For example, a transformation sequence of Patrick's helmet was carefully drawn to show how it could be stored within his suit. Distinct from the space suits of the other cast members, Caren's mini-dress was designed to echo Japanese 'race queen' idols, and Shinji Mikami had her purple tights removed to better match that concept. 3DCGI also made sure to put focus in her animations, so that her breast and dress movements would appear more realistic in cutscenes.[8] The creatures that populate the Ozymandias are revealed in the story to be genetically-engineered human-dinosaur hybrids. As such the creature designers were free to create the creatures how they wanted; this was liberating for the designers, as the Dino Crisis and Dino Crisis 2 teams had problems with making the Therapods unique. A common theme in the dinosaurs was that they would have exposed skin and could release electricity as a form of attack.

An early story proposal centred on the emergence of dinosaurs in the present day world, possibly the very time distortion Dino Crisis 2 alluded to with the Noah's Ark Plan. A single image hinting to this storyline was shown by Yoshiki Okamoto when he announced three Capcom games at the May 16 Xbox announcement for E3 2001. Kobayashi moved the project away from the city proposal and to something else. With offers from the Flagship team, led by Noboru Sugimura; Hiromichi Nakamoto; Shin Yoshida and Hiroaki Kanazawa, it was agreed the game story be shifted to a futuristic environment in space which would allow for new ideas. Some fifty minutes of pre-rendered cutscenes were created for the game. Makoto Kamiya, a professional film director, was hired to direct the work so that elements such as camera angles would look movie-like.[6]

Reception[edit]

Reception
Aggregate score
AggregatorScore
Metacritic51/100[9]
Review scores
PublicationScore
Edge3/10[10]
EGM6.33/10[11]
Eurogamer3/10[12]
Game Informer6.25/10[13]
GamePro[14]
GameRevolutionD+[15]
GameSpot5.4/10[16]
GameSpy[17]
GameZone6.9/10[18]
IGN6/10[19]
OXM (US)6.5/10[20]

Dino Crisis 3 received 'mixed' reviews, according to review aggregatorMetacritic.[9] 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.[19] 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.[16]

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.[19] 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.[16]GamePro was also frustrated by the camera stylization, saying that the 'awkward' camera stopped the game from reaching the potential it could have had.[14]

There was some disappointment regarding the variety of the enemies: IGN counted only three non-boss enemies present in the game, but admired their unique designs, particularly for the 'simian-esque' dinosaurs. 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.[19]GamePro was disappointed by the enemies' entry into battles, with them literally appearing out of thin air.[14]

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.[19] 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.[19] 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).[16] The 3D map, itself, while helpful to some, was also considered to be an 'arduous process' to use.[14]

The voice acting was thought to be of reasonable quality, which IGN felt to be 'surprising' for a Japanese game using English-speaking actors. IGN did mention the presence of 'corny' dialogue, though.[19] GameSpot considered it to be a 'passable' B-grade, in comparison.[16] 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.[19]

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.'[21]

Notes[edit]

References[edit]

  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. ^ abcdOfficial websiteArchived 2008-12-29 at the Wayback Machine
  4. ^Xbox 2001 conference summary (Japanese).
  5. ^ abChristian, Nutt (September 19, 2003). 'Hiroyuki Kobayashi on Dino Crisis 3 - Page 1'. GameSpy. Archived from the original on 24 June 2013. Retrieved 2013-03-02.
  6. ^ abcde'Dino Crisis 3 Interview'. IGN. September 17, 2003. Retrieved 2014-03-19.
  7. ^IGN - 'XBOX CONFERENCE SUMMER '02'.
  8. ^ abcdDINO CRISIS 3 PREMIUM FACT FILE.
  9. ^ ab'Dino Crisis 3 for Xbox Reviews'. Metacritic. Retrieved 2010-01-08.
  10. ^Edge staff (September 2003). 'Dino Crisis 3'. Edge (127).
  11. ^'Dino Crisis 3'. Electronic Gaming Monthly (172): 152. October 2003.
  12. ^Reed, Kristan (2003-11-04). 'Dino Crisis 3 Review'. Eurogamer. Retrieved 2010-06-14.
  13. ^'Dino Crisis 3'. Game Informer (126): 135. October 2003.
  14. ^ abcdMajor 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.
  15. ^Ferris, Duke (October 2003). 'Dino Crisis 3 Review'. Game Revolution. Retrieved 2013-12-21.
  16. ^ abcdeShoemaker, Brad (September 18, 2003). 'Dino Crisis 3 Review'. GameSpot. Retrieved 2013-12-21.
  17. ^Meston, Zach (2003-09-20). 'GameSpy: Dino Crisis 3'. GameSpy. Retrieved 2013-12-21.
  18. ^Bedigian, Louis (2003-09-28). 'Dino Crisis 3 - XB - Review'. GameZone. Archived from the original on 2008-10-06. Retrieved 2013-12-21.
  19. ^ abcdefghGoldstein, Hilary (September 16, 2003). 'Dino Crisis 3 Review'. IGN. Retrieved 2013-12-21.
  20. ^'Review: Dino Crisis 3'. Official Xbox Magazine: 118. November 2003.
  21. ^'GT Countdown: Top 10 Worst Sequels'.

External links[edit]

  • Official website(in Japanese)
  • Dino Crisis 3 at MobyGames
  • Dino Crisis 3 on IMDb
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Dino_Crisis_3&oldid=948004419'

Hangar Deck Accessway/Starboard Space. Your final frontier. This is the voyage of you and a few of your hommies who've stumbled onto something sinister in the vast black sea of stars. You've docked on the Ozymandias, a giant derelict ship whose crew mysteriously vanished. You begin in the Hangar Deck with one of your Special Ops partners, Sonya.

You've read the Basics and Dinos section, but spend a minute or two getting used to the controls. Jump and hover, fire your gun, get comfortable with the camera. Once you're ready for action, lock and load and read on.Before opening the shutters (and fighting your first sets of dinos) head down the right side of the room (towards the camera). There's a Large Recovery Kit waiting for you. Head back past Sonya over the crates. There's a Red Switch on the wall.

Zip to it and hit A to activate the switch. A second switch on the shutters near the crates is now active. Hit A to open the shutters and begin your exploration of the Ozymandias.Hangar Deck/StarboardOh, and now the fit is hitting the shan. You and your pal Sonya are surrounded by Rigel.

And after your buddy just got eaten no less. Take out the swarm and then take some time to scour the stairs for some Tactical Credits. There's also a new gun, the Wide Shot, on top of the small dropship in the back of the room.

When you're done scouring (you can always come back) meet up with Sonya at the door with the Green Seal. Go through into the next room.Hangar Deck Accessway/Starboard Algol red-flashing blocks Limit Breaker red-flashing blocksOh boy, an electrified floor. Jump and hover, pushing right as you pas the floor.

There's a small square of non-electrified floor you can land on. From there you need to get over the railing. Use your first-person view to see where you need to jump. There's also some Tactical Credit behind you that you can grab. If you happen to land on the grid, jump immediately to minimize damage. Drop down to the area below, where you'll go toe-to-scale with a few more Algols.

Take the door into the next room.Deck-to-Deck Accessway/StarboardThere are no enemies in here (yay!), but there is a sweet goodie. Grab the Tempest Wasp near the front of the Accessway and you will have yourself a powerful weapon against the Dinos of the Ozymandias. Don't forget to equip it!

Head down the hall and through the next door.Front Deck Accessway/Starboard Algols Tactical CreditsFront Deck Entrance TerminalNote the blue glowing Floor Pad in the next section of the room. Stand on it and the door opens up. However, the Door stays up only as long as you're standing on the floor pad. What to do, what to do. Use your dash to get under the open door before it shuts.Take the catwalk and grab the Tempest ammo. Enter first-person view and fire a couple of shots at the Red Target on the wall. The wall opens up revealing the rest of the room.

Bloodforge armor eso ArmorItem IDBoots003E9B6Cuirass180003E9B7Greaves110003E9B8Helmet008B88DRobe010000066A39:This piece will be called a Dremora Kynmarcher Helmet but will have the listed stats.Dremora Valkynaz RobeSince there is no equivalent Daedric Robe, the Valkynaz mages wear the following Dremora Valkynaz Robe:Armor TypeBase ValueWeightHealthMax.

Drop down and nix the Algols, then make your way to the exit.Front Deck/StarboardYou're about to hit your first Save Point, so don't fret. As you reach the end of the hall, Lasers appear and trap you. Turn around quickly and destroy the Laser behind you, then shoot the rest. No more enemies in here, so breathe out and relax. Check out the pretty Energy Core (shoot all you like, you can't damage it) and then grab the Tactical Credits above the archway. To the right is the Save Point. Beyond the Core you'll find your first Formation Change, but take care of upgrades and ammo first.In the Save Point, there are several things to do.

Check out the Basics section for tips on upgrading Patrick. Be sure to read through the new files as they offer hints on the location of vital items.Once you're restocked, head up the steps and access the Formation Chance computer. Change the formation because A) You need to and B) You get a cool cut-scene. Though some Formation Change terminals let you toggle your ship change, this one puckers out and is of no use to anyone ever again, least of all you. Head back to the Front Deck Accessway.Front Deck AccesswayRemember those Tactical Credits you couldn't reach last time? Well, now they're yours for the taking thanks to the Formation Change. Hop onto the platform above the door (which didn't even exist before the Change) and then jump up to the Tactical Credits.

There are, of course, some Algols to deal with. You won't be able to enter the Locked Door yet, so ignore it and head to the end of the room. Take either of the doors as they both lead to the same room.Deck-to-Deck Accessway Lasers Hangar Deck Accessway/PortsideHangar Deck Accessway/Portside Blue-Lit door Tempest WaspsHangar Deck Tactical Credits computer terminal Rigel Hangar Deck Accessway/StarboardHangar Deck Accessway/Starboard Algols flashing crates red door Security Pass Level 1 green doorHangar Deck computer terminal maintenance catwalk Security Pass Level 1Go grab it and head for the door to the Hangar Deck Accessway/Starboard. Before you can exit, though, the door locks. You're trapped until you kill off the Algols who storm the room. This is a hefty task, but remember that you have your Tempest Wasp at your disposal.

Do not be afraid to use them all over the course of this battle. Get to high ground. Fight from the catwalks, not the main floor, because there you are far too open to attack.Once the Algols are toast, head through the door and into the Hangar Deck Accessway/Starboard, where you can use the Pass to gain entry into the Airlock Accessway/Starboard.Airlock Accessway/StarboardFight off the Algols and head up the ramp. Hop the barrier and take the nearby door labeled Power Station Front.Power Station Accessway/Starboard Wasp Security doorFollow the path and you'll hit a dead end with a terminal and a Save Point. Activate the Power Supply switch (which opens the wall ahead of you and turns off the electrified floors), then dance to the Save Point for some upgrades. Once you're restocked, continue on the path and make your way to the Eva Supply Room.Eva Supply RoomGoodies await the moment you enter this room.

To the right you'll see some flashing red blocks. Blow 'em ta high heaven for a bevy of Tactical Credits. Head to the back right of the room and through the tiny corridor into the Crane Control area. Access the elevator and ride down to a special room where Uncle Bill takes his 'special' friends.

Kill the Rigel that appear then access the computer terminal to power the cranes in the room above.Return from whence ye came and you'll find that the cranes are moving now friendly moving platforms that can be used to grab some Tactical Credits. You'll also need to hop from the first crane to the second to get to a platform that allows you to drop behind an annoying protective grate ( see screen above).Behind the grate you'll find some Tempest ammo and a computer terminal.

Access the terminal and unlock the door to the Airlock 1. Take this door and watch a touching reunion between two friends. Oh, and then thrill to the perilous peril that befalls our dear Patrick.