[4] Due to increased manufacturing costs and severely limited cartridge memory capacity, many third parties—Capcom included—moved to the PlayStation to start new series, such as Resident Evil.[1][4] On this new platform, developers could create bigger games while avoiding the restriction of ordering expensive proprietary cartridges through Nintendo, which could lead to under- or overstocking inventory that might eat into profits.With the GameCube, Nintendo tried to reclaim third-party developers and catch up to Sony's PlayStation 2 by featuring disc-based media and powerful system hardware.[7] In this climate of flagging sales, Capcom held a surprise press conference in Japan in November 2002, announcing five new titles for the GameCube: P.N.03, Viewtiful Joe, Dead Phoenix, Resident Evil 4, and Killer7.[27][28] Producer Atsushi Inaba considered the game a success, achieving his goals of training staff, keeping a small budget, and selling well.[29][30] This version sold 46,000 copies with a slightly lower Metacritic score of 90 owing to the lack of progressive scan and frame rate slowdown generated by the porting process.[36] IGN speculated that the game may have been retooled as a new Kid Icarus title, based on Nintendo's trend in the early 2000s of licensing properties to third parties.[40][41] Taking over directorial duties, Mikami made the fifth and final version very different compared to previous Resident Evil games, with an over-the-shoulder camera perspective and an increased emphasis on action and combat.[42] Resident Evil 4 was the only game of the five to remain confirmed as a GameCube exclusive; Mikami claimed that he would "cut his own head off" (a Japanese colloquialism for quitting his job) if it were to be released on another platform.[53] This back-loading of development resulted in several delays, the last of which was due to an artistic desire to release the game on July 7 (7/7) in North America.Some reviewers praised the game for its complex noir plot involving a political conflict between Japan and the US, while others panned it as confusing and incomprehensible.[1] Luke Plunkett of Kotaku noted that despite best intentions, Capcom's five even at their full potential could not have made up for the GameCube's failings in that generation's console wars.[64] The separation was in part due to Resident Evil 4's PlayStation 2 release, which caused significant tensions between Capcom and Mikami, who had touted the game's console exclusivity.[43][46] However, the studio only produced two new IPs before Capcom closed it in late 2006, following the resignations of Atsushi Inaba, Hideki Kamiya, and Shinji Mikami.[66] The former Clover developers charged that Capcom's corporate management was reluctant or actively opposed to risky new ideas, a complaint shared by Inafune.[67] In 2008, they announced the "Platinum Three", referring to MadWorld, Infinite Space, and Bayonetta, which would attempt to carry on the Capcom Five's ambitious and creative original spirit.[16] Reviewers have also called P.N.03's "combat...with stylish dance-inspired movements" and "flashy, energetic, intense" gameplay and character design a spiritual predecessor to Bayonetta.[76] On the other hand, Adam Sorice of Nintendojo suggested that the commercial failure of the game which so prominently featured a female lead character made Capcom reluctant to attempt it again for a number of years.[81] Following Resident Evil 4's lead, many "horror" games in the next few years would shift toward more combat-focused gameplay, including Silent Hill: Homecoming and Alone in the Dark.[88][89] Super Smash Bros. Brawl was released in 2008, featuring third party characters like Solid Snake from Konami and Sonic the Hedgehog from Sega as a selling point.Kotaku reported on a rumor that Nintendo refused to include a character from Capcom as a direct result of Resident Evil 4's multi-platform release.
A winged man fights a large demon in one of the few screenshots of
Dead Phoenix
.
Shinji Mikami left Capcom in 2006 after the company closed Clover Studio, which developed
Viewtiful Joe 2
.