While we here at NWR will spend the next couple of weekstalking about the greatest games and moments from the GameCube’s era, it’simportant to also address the elephant in the room: the GameCube was, puttingit bluntly, a commercial failure. Sure, there was great software to be playedand the shape of the console along with the handle made it useful in fending offlate-night home invaders, but the system just couldn’t generate sales.
In fact, atthe end of the fiscal year in 2002, roughly six months after launch, theGameCube had sold only 3.8 million units. Compare that figure to those of theNintendo 64 and the Wii, which each sold around 5.8 million units in the sameamount of time, and it is apparent that the GameCube stuttered and stumbled outof the gates at the time of its launch. Worse yet, by the end of the 2002fiscal year, there were about 28 million PlayStation 2s in homes all acrossthe world.
Nintendoneeded something to spur sales, and in November 2002, it appeared that thatsomething was to be Capcom. during a press conference, Capcom announced whatwere to be known as the Capcom Five; five games developed exclusively for theGameCube by Capcom’s Production Studio 4 (with the exception of Killer 7, whichwas developed by Grasshopper Manufacture) and overseen by Resident Evil creatorShinji Mikami. this was a serious and bold endeavor, and it certainly didn’ttake long for the promise of five exclusive GameCube games to be chipped awayat until very little remained.
In January2003, due to pressure to increase revenue, Capcom conceded that not all of thefive announced games would be GameCube exclusive, and that any of them, exceptfor Resident Evil 4, could be ported to another console. Worse yet, just priorto its launch on GameCube, Capcom announced that nine months after ResidentEvil 4 released, it would be ported to the PS2, effectively pulling the carpetout from under the notion that RE4 would help spur GameCube sales, even if theGameCube version would be considered superior to the PS2 port in nearly everyway.
In the end,only one of the fabled Capcom Five would retain GameCube exclusivity, whileanother would end up canceled entirely. I’d like to look at each of theindividual games that made up the Five and discuss not only what happened atthe time of their release, but also the impact they had on the future and how,if at all, it involved Nintendo.

What acoincidence that the only game of the Five to retain GameCube exclusivity justhappened to be the worst reviewed and selling of the bunch. P.N. 03 was afavorite project of Shinji Mikami, and early builds available at differentpress events inspired confidence in the final product. In fact, many outletsconsidered P.N. 03 to be the most promising of the Five.
P.N. 03 was tobe a futuristic shooter focused on quick reflexes and defensive awareness.Rather than create an infallible hero, Mikami wanted to stress defense andreward players for using cover and performing defensive maneuvers effectively.eager to avoid a Resident Evil aesthetic, Mikami and Studio 4 also opted for abright color palette made up mostly of white and large, clean environments.this step outside of the ordinary no doubt had a hand in the press’ generallyfavorable response to P.N. 03 when played at different events.
As notedpreviously, though, increased pressure to generate revenue caused Capcom torelease the game early in order to slip it in before the end of the fiscal yearand, hopefully, buoy profits. Turns out that rushed, somewhat incomplete gamesaren’t good at doing that. Go figure. Mikami himself wished that he had hadmore time to complete the game. instead, the game featured barren andrepetitive environments, stiff controls, and even completely removed thecharacter holding a gun, due to not having enough time to animate it. instead,she shot out of the palms of her hands.
Mikami wouldlater get an opportunity to utilize some elements of P.N. 03 in making a muchmore complete game, Vanquish. While more reliant on shooter tropes than P.N.03, Vanquish still featured the speed and maneuverability of that game’sheroine, Vanessa. from quickly ducking behind cover to rapidly sliding acrossdistances to engage enemies, P.N. 03’s influence is all over Vanquish and itsfuturistic landscapes.

Probably themost recognizable game to come from the Capcom Five outside of Resident Evil 4,Viewtiful Joe is a sight to behold. With the game’s exaggerated, cel-shadedgraphics and an impeccable frame rate, Joe blazes around near-chaotically,pummeling foes with a series of combos, blocks, and special powers. The game iseasily one of the best beat-’em-ups to come out in the past decade.
Viewtiful Joesold enough to be considered a success internally by Team Viewtiful, who hadset out to create a relatively inexpensive game. Capcom, though, expected more,and ported the game to PS2 a year later. It sold even worse there while alsoremoving progressive scan and featuring bouts of slowdown during the busiermoments on screen. Sequels and spin-offs also blossomed from the relativesuccess of the original GameCube game.
Team Viewtifuleventually became Clover Studio, who worked on two notable PS2 games, Okami andGod Hand. Okami took the cel-shaded look of Viewtiful Joe and combined it withthe exploration and action of a Zelda game to create one of the best adventuregames of all time. God Hand, meanwhile, was another beat-’em-up that intended,at least somewhat, to be more realistic and serious than Viewtiful Joe. Whilemost reviews of the game were middling, it has garnered quite the cultfollowing, and even became available on the PlayStation Network recently.
Though bothOkami and God Hand are lauded for their originality, neither sold especiallywell, and Capcom sought to absorb Clover Studio and put them to work on otherprojects. instead, Clover Studio disbanded, with a great deal of the staffgoing on to form Platinum Games, including Shinji Mikami. It was with PlatinumGames that Mikami not only developed the aforementioned Vanquish, but alsodabbled with Nintendo-exclusivity again, creating MadWorld, a dark and violentbeat-’em-up. Despite critical success, MadWorld failed to find its footingcommercially, a disappointing recurrence in the discussion of the Capcom Five.

Beingcancelled and all, Dead Phoenix remains the most mysterious of the Capcom Five.The game was to feature a winged man flying around large environments, shootingand attacking waves of enemies, both big and small. While compared to PanzerDragoon at the time, the game also bears some resemblance to the PS3’s Lair, inthat the player wouldn’t be stuck on-rails and would have the opportunity tofreely fly around levels.
Dead Phoenixwas intended to be released in the summer of 2003, but when informationsurrounding the game grew scarce, some assumed that it had been cancelled.Before 2003’s E3, Capcom went on to assure everyone that it was still indevelopment. A few short months later, Capcom finally announced that the gamehad indeed been cancelled.
Perhaps themost interesting thing to come from Dead Phoenix and its cancellation is theorigin of the return of Kid Icarus, as posited time and time again by IGN.While the game hung in limbo, IGN posted an article questioning if its suddendisappearance might mean that it was being reworked to become a new Kid Icarusgame, as both shared undeniable similarities. this, of course, would prove tobe untrue, but it was the first of several instances where IGN would put forththe idea of a studio working on a new Kid Icarus game. Only now is there a realKid Icarus game on its way out, being developed internally by Nintendo’s ownProject Sora.

Easily themost successful and renowned member of the Capcom Five, Resident Evil 4 was thegame that was meant to change all preconceptions about Nintendo and itsGameCube. Here, a challenging, bloody, gorgeous game was going to illustratethe potential of the hardware and shed the kiddie image of the purple lunchbox. Capcom had also made it a point to stressthat Resident Evil 4 would remain a GameCube exclusive despite what may happento other members of the Capcom Five, with Shinji Mikami even going so far as tosay that he would commit harakiri (a form of suicide) if the game was ported toanother system.
Just a sidenote to developers: don’t announce that you’ll kill yourself if something youhave no control over happens.
As notedpreviously, a PS2 port of Resident Evil 4 was announced two months prior to itsrelease on GameCube, and even though it wouldn’t be released until nine monthsafter the GameCube version, patient PS2 owners could now wait rather than goout of their way to buy new hardware. The PS2 version of the game went on tosell more units than the GameCube’s.
The mistakewith Resident Evil 4 wasn’t releasing it on two different consoles, it wasannouncing and then reaffirming that it would only be released on one. WhyCapcom ever thought to limit the availability of one of its flagship franchisesto a single system is befuddling. It just can’t be argued that Resident Evil 4would have been anywhere near the commercial success it was if released solelyon the GameCube, much as it may sting to admit it. If anything, ‘Cube ownersshould have been happy knowing that their version was the definitive build andthat they, in the very least, could play it on their console of choice. Thathasn’t been a luxury afforded in this current generation.
While ResidentEvil 5 saw release on non-Nintendo consoles, the Wii was treated to twoexclusive (at least up until a couple of weeks ago) Resident Evil games thatwere each basically an on-rails tour through Resident Evil’s greatest hits.Interestingly, Capcom is now close to releasing a 3DS-exclusive Resident Evilgame that is going to fit in canonically with the series as a whole. KnowingCapcom’s history to this point, as well as considering that Resident Evil:Revelations will be the most expensive 3DS game on the market at $50, it’s nothard to envision a likely scenario in which this game winds up being ported toanother system.

Killer 7 was the final Five release, and by this timeCapcom had fully given up on any console exclusivity, releasing both theGameCube and PS2 versions at the same time. without a doubt the most bizarreand divisive game of the lot, Killer 7 was stylistic, violent, and a whollyunique game unlike anything on either platform. The game even went on to drawire from the once menacingly notable Jack Thompson, who purported that the gamefeatured “full-blown sex sequences.” for more about Killer 7 and its ups anddowns, check out Radio Free Nintendo’s excellent recent RetroActive, where theydiscuss the game at length.
While Killer 7 may have been a cross-platform release,its critical success and unparalleled style put Grasshopper Manufacture and CEOSuda51 squarely on the map, allowing them to create several notableNintendo-exclusives. The first of those was Contact, a quirky RPG released forthe Nintendo DS in 2007. of course, the best known Grasshopper Manufacturereleases are No more Heroes and No more Heroes 2: Desperate Struggle. In thevein of Killer 7, the No more Heroes games are violent, genre-melding affairswith no shortage of wit and sarcastic nods to video game tropes.
Though No more Heroes has been ported to the Xbox 360 andPS3, and Grasshopper Manufacture has turned their attention to those consolesfor recent and upcoming releases like Shadows of the Damned and LollipopChainsaw, Suda51 has expressed interest in exploring what the Wii U has tooffer, and perhaps creating a third No more Heroes game for the console. out ofall the Capcom Five contributors, he seems the most interested and invested inutilizing Nintendo’s hardware.
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In the end,even though all but one of the Capcom Five were released on other platforms,most remain synonymous with GameCube, either through the limited exclusivitythey did possess or the generally better technical performance they had on the‘Cube. The Capcom Five only suffer because of Capcom’s own mismanagement, fromrushing P.N. 03 out the door to stifling momentum by constantly contradictingthemselves.
With the Wii Ucoming next year, it will be interesting to see how Nintendo can again currythe favor of third party developers in creating games that, most importantly,take full advantage of the hardware. that, and not exclusivity, will be the keyto the Wii U’s third party successes.











