CAPCOM TIES KNOT
WITH CIRCLE STUDIO
Copyright 2005 Capcom Press Release
[ February 4th 2005 ]
Capcom
today announced a global publishing agreement
with UK developer CiRCLE Studio, a development
house founded by the creators of the world renowned
Tomb Raider series. Capcom will publish the studio's
first title, Without Warning, for the PlayStation
2 computer entertainment system and the Xbox video
game system from Microsoft. Without Warning is
a highly charged action shooter set against the
backdrop of a brutal terrorist siege of a U.S.
based chemical plant. The story takes place over
a 12 hour period, during which players will experience
the events from the vantage point of six characters
that are caught up in the crisis situation. Capcom
plans to release the game across all PAL territories
this autumn.
"We are
delighted to be working with Capcom on the release
of such a significant title," commented Jeremy
Heath-Smith, managing director of CiRCLE Studio.
"Without Warning is CiRCLE Studio's flagship product
and partnering with such a respected publisher
will be invaluable toward its success."
CiRCLE
Studio Ltd is an independent UK games developer
that was founded in 2003 by Jeremy Heath-Smith
and Adrian Smith. The Smith brothers share more
than 39 years of collective experience in the
gaming industry. They are the original founders
of Core Design and responsible for numerous software
hits, including the Tomb Raider series and one
of the world's most successful video game icons,
Lara Croft. The development studio is largely
comprised of former Core Design staff.
"This
global deal marks the first time Capcom has published
a title from a European developer," said Hiroshi
Tobisawa, president of Capcom Entertainment, Inc.
and president, CE Europe. "As CiRCLE Studio's
first title, Without Warning is momentous for
both parties and compliments Capcom's own internally
developed product line. The staff at CiRCLE Studio
has a successful track record and will deliver
again with a new title that provides an innovative
and intense gameplay experience."
In Without
Warning, a radical terrorist group has targeted
and seized the Peterson-Daniels Chemical Facility,
a vulnerable location that jeopardizes millions
of people from the devastating ecological hazard
it imposes if destroyed. Pleas are useless and
any direct military assault would be too great
a risk. As terrified hostages fear for their lives,
their only hope lies with a covert operations
team, whose goal is to infiltrate the plant and
eliminate the merciless enemy.
The harrowing
events unfold over a 12 hour period, featuring
a unique gameplay dynamic which enables the six
central characters to experience events across
the same timeline but from their own distinct
viewpoints. The player controls each character
individually, with the focus automatically shifting
to a new character at key moments which are unfolded
through cut scenes. By switching between the characters,
their individual tales are woven together to create
an overall picture of the events that happened
during the crisis. The player will also retrospectively
view events through the eyes of another character
and is therefore not only a participant in the
events, but a spectator as well. Furthermore,
actions performed as one character affect the
progress of others and players must successfully
utilize the strengths of each in order to advance.
CiRCLE Studio microsite
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