the staff's work was not enough to appeal to Western gamers. Capcom VP of Strategic Planning and Business Development Christian Svensson referred to Onimusha 3 and Onimusha: Dawn of Dreams as less successful games than the first two Onimusha. As of May 2008, Onimusha 3 sold 1.5 million copies worldwide. The game achieved highly positive critical reception with both GameRankings and Metacritic rating it 85 out of 100. Critics commonly focused on the improved controls that allow players to use the joystick's left analogue in order to move rather than the d-pad improving the flow of the combat. Another common praise is the use of the 3D engine which gives the players a better view of the game's areas. On the other hand, Eurogamer criticized the lack of innovation to the franchise and the quality from the voice acting which resulted in inconsistency with Jacques' character. Jeremy Dunhan from IGN praised the story and the game's lasting appeal provided by its additional content. GameSpot's Greg Kasavin shared a similar view based on its "strong" but criticized some subplots such as Jacques' relationship with his family or Ako's role as one of the plot's biggest flaws. Although Eurogamer noted that there are times the camera does not show an enemy, the lock on function can remedy it by attacking enemies offscreen. The graphics also were well received by writers although Kasavin expected a bigger interaction with the areas. Dunhan found the game's audio appealing thanks its English cast but missed the original Japanese audio. The PC port of the game received considerably lower scores than the original PS2 game leading to lower averages in GameRankings and Metacritic. Although Kasavin found the port to retain all the elements from the PS2 game, he still noted it "looks and feels like an older PlayStation 2 game quickly ported to the PC". The Computer and Video Games staff acknowledged multiple issues such as low framerate and a lack of sound effects which resulted in the game being called a "halfarsed PC conversion". Legacy In the making of Resident Evil 4 game designer Shinji Mikami was inspired by Demon Siege. Mikami felt the game could have been better with a different camera angle from behind the player character, inspiring the over-the-shoulder camera of Resident Evil 4. According to Capcom's Yoshinori Ono, the 3D engine "pushed the PS2 hardware to its limits" resulting in Capcom's desire