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When asked what makes SOFTIMAGE|XSI such a powerful tool overall, Matsuura is quick to reply with an extensive list: “Character rigging, motion modification and editing, as well as rendering, to name a few.” Further, Matsuura points out that it is the combinations of tools that make SOFTIMAGE|XSI so complete. SOFTIMAGE|XSI was used for background, modeling, lighting and rendering on this project. “We knew it would be difficult to convert the data in the time we had,” Matsuura explains, “so we used SOFTIMAGE|XSI for the independent scenes since we had already completed the character setup in SOFTIMAGE|3D.” To bring Shinobi into 3-D, OverWorks used the characters setups done in SOFTIMAGE|3D and imported them into SOFTIMAGE|XSI. This design feature encourages speed and destruction, which ultimately satisfies all those gruesome urges that take us to video games in the first place. This means that players must constantly seek out and destroy their enemies. To accomplish this, Hotsuma wields the Akujiki Sword, a sword that feeds on the evil souls it destroys, or failing that, will feed on the soul of the one who carries it. So in order to lay his slain clansmen to rest, Hotsuma must destroy them. And as if this weren’t enough, Hiruko has raised the Oboro Clan from the dead and is now using them for his sinister plan. The Clan members have all been slaughtered by the evil sorcerer Hiruko who has also destroyed the city of Tokyo for good measure. In the newly released Shinobi, players take on the roll of Hotsuma, the leader of the Oboro Clan. Not incidentally, this also means that you can work up some serious kicking and sword brandishing combinations. This, in turn, means that the focus of the game is now face-to-face rather than ranged attacks. Bringing the Shinobi world into three dimensions means that both attacking and defending happens on all sides. These days, things are a lot more complicated.
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Two decades ago, when Shinobi was experienced in 2-D, the main combat element was throwing the shuriken, which is a small knife or star.
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The series showed off Sega’s ability to take advantage of its own hardware–both in the arcades and on its home consoles–through three memorable games. The Shinobi series was one of Sega’s pillars in the late ’80s when the company began making its move into the home console market. And, to get the job done, we adopted SOFTIMAGE|XSI.” HistoryĪlthough the history of Sega’s Shinobi is not quite as long as the real Shinobi Ninja, which dates back about eight centuries, this Shinobi does have a rich and deep past. Takeshi Matsuura, a CG Director at OverWorks explains that, “with the amount of work to be done in a specific amount of time, we knew we had to work efficiently. To help with this massive undertaking OverWorks switched to SOFTIMAGE|XSI. Turning up the kick-ass, however, is no easy task it requires a lot of work and volumes of data. Maybe it was really about giving a kick-ass game more kick-ass.
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So it is not surprising that Japan’s OverWorks, a division of Sega, decided to update Shinobi, the classic 80’s game, to reflect the more complicated nature of ninja culture. Ninjas, for example, were masters of espionage as well as lethal combat.
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In the tradition of the great ninja warrior, things are not always what they appear to be on the surface. When OverWorks, a division of Sega, decided to update the classic 80’s game Shinobi, they turned to SOFTIMAGE|XSI to help them deal with a massive volume of data efficiently in a short period of time.