unit is a first generation model used on space vessels. She is also the ship's main computer system on board the Ozymandias. 300 years have passed since meeting a human being and she has gone mad. She considers the dinosaur-like creatures to be her 'children', due to the fact that she created them. Her last words were: "I just wanted to complete my mission". Development Dino Crisis 3 entered production in mid-2000, in a production led by Hiroyuki Kobayashi, with Shinji Mikami as Executive Producer. The original proposal was for a "human drama" set mostly within an unspecified "facility" in a city under siege from rampaging time-displaced dinosaurs, with the player being able to fight the dinosaurs with AI partners, and in which decisions made by the player could change the course of the story. In reaction to the September 11 attacks in the United States, Capcom Production Studio 4 moved away from the city environment, and it was instead decided the game would be set on board a space ship far into the future. Dino Crisis 3 was always intended as an Xbox-exclusive title when that console was judged to be better at rendering graphics than the PlayStation 2; Hiroyuki Kobayashi considered a PlayStation 2 port of the game to be "impossible" to make. The game's HUD went through considerable development in 2002. Originally the HUD was to be positioned on the bottom-left corner of the screen, and show health and jetpack fuel stats as lines, as well as the number of WASPs available to the player. The weapons system itself was different from earlier games; players would rely on a main weapon with infinite ammunition, with the option to switch to other forms of ammunition for stronger opponents which would be limited and have to be found or bought. The WASPs were designed as a secondary weapon which would fly around the map and provide additional aid to the player during combat. Like in Dino Crisis 2, more focus is given to giving players the fun of shooting dinosaurs than item conservation and avoiding them like in Dino Crisis. A shop feature was created for the game where, like in Dino Crisis 2 the player could purchase supplies based on points accumulated from killing dinosaurs. However, in this game the player could accumulate a finite number, requiring them to return to the shop frequently or they would receive