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Developer Voices

Hideaki Itsuno talks his return to DMC with Devil May Cry 4: Special Edition

Jun 18 // Alessandro Fillari
It's been more than seven years since the release of DMC4 back on PS3 and Xbox 360 back in 2008, and things have changed quite a bit. During that time, Itsuno choose to begin work on his passion project, an open-world Action-RPG title for consoles, which eventually became Dragon's Dogma. The sprawling role-playing game was one of Capcom's most intensive projects, and was largely met with acclaim. Though sometime after its release, the opportunity to return to the series presented itself, and Itsuno was keen on giving the series another go. "Once the original DMC4 production was over , I was ready to be done with DMC for awhile, and it was quite good timing," said director Hideaki Itsuno while recalling his work on Dragon's Dogma. "But by that time [after Dragon's Dogma], I felt that I wanted to work on another DMC game, and the topic of the Special Edition came up and it was really good, it came at a great time for me. Also it wasn't too difficult coming back to DMC mentally after awhile. I had actually been working on some mobile titles for awhile before this. It was good to be home with DMC, it was a year and a half project, and and I really enjoyed it all." As the second Special Edition release for the series, many fans have det their expectations high for the return to DMC4. Since its reveal, we've learned much about what the Special Edition will contain, and surprisingly they decided to go further with including the most playable character in a single title that the series has ever seen. While talking about the development of the game, Itsuno recalled what they wanted to focus on when making the Special Edition."Coming off DMC3: Special Edition, including Vergil was a no-brainer really, and it was also something that a lot of fans pretty much expected to happen when you announce another Special Edition," said Itsuno. "The next thing we looked at was bringing it up to speed [...] It's been seven years since the last game, and people may not be as familiar with it as they once were. So even just having tiny things like auto-save, helped bring up to console standards. Then we added Lady and Trish."Right from the beginning of the series, gamers have recognized that DMC is in a class of its own when it comes to combat. After Itsuno took over as director for the series, the combat expanded much further. With experience on titles such as Capcom vs SNK and the Street Fighter series, he used much of his work on honing combat and fighting mechanics and transitioned it over to DMC. With DMC4SE, the developers plan on injecting more of the fighting game mentality into the series with the inclusion of multiple playable characters, as each posses their own unique playstyles.  "You definitely could say I've brought my fighting game experience to bare," said Itsuno while talking about the new playable characters. "Particularly because we got some additional characters and gameplay experiences are quite different for each character, and the gameplay will change for each. It's quite a unique aspect to DMC, compared to other action games where we have this selection of characters, so you're really getting a different gameplay experience with each character. We looked at people's combo play videos for 4 and also 3 Special Edition for Vergil, and we used those as references. But ultimately, we wanted to make sure it was the game you love." During my time with DMC4SE's Vergil, it was clear that he adopted some tricks from DmC Vergil. Ninja Theory's work on the mechanics for Vergil offered some very inventive takes on classic moves and also included some new skills that very clever in their own right. Over the years, DmC: Devil May Cry has been a pretty divisive title among series fans. Many of whom don't tend to view it in the same light as the original series. The director of the series spoke about his work supervising the developers at Ninja Theory, and still holds the game and its developers in high-regard."It was a three year project working on DmC: Devil May Cry with Ninja Theory, and I was going back and forth to Cambridge working on it with them. And I got a lot of great memories, I'm still really great friends with those guys, whenever I see them I'm like 'give me a hug, bro', and even though it was a divisive game, and that was the reaction from fans, obviously -- I still feel it's a well respected game. I don't like thinking of it as this separate other thing from the rest of the other games. My work on that game definitely influenced DMC4SE.As with every upcoming E3, many fans like to hypothesize about what's going to be announced at E3. Just checking on twitter or NeoGAF, you could see massive threads detailing fan theories and speculation about some upcoming news relating to the developers and publishers attending. And though many were convinced that Capcom was going to drop the bomb and announce Devil May Cry 5 at this year's expo, they of course were mistaken. But rest assured, Capcom is totally aware of the enthusiasm for the series. Itsuno had this to say to fans about the current state of Devil May Cry.  "Of course, there was some people rumor and speculating whether or not there'd be a new announcement at E3. Sorry, but there wasn't one this year. But 4SE is something I really wanted the chance to get DMC in the hands of the next-generation console player. It's been that long since the original series, the hardware has changed, standards are different, and I know that people are waiting to play the game again." With the upcoming Special Edition almost upon us, it's going to be a special time for many fans who've longed for the return to the original series. I've spent quite a bit of time with it, and I feel that many long time fans will love what Itsuno and the developers have done to reinvigorate DMC4. The new characters add a whole new level of freshness to the game, and fans who've spend countless hours exploring the nuances of Dante and Nero will love what Vergil, Trish, and Lady bring to the table. Expect our full review from Chris next week.
Devil May Cry photo
This Special Edition goes all in
As you have probably noticed over the last few months, Destructoid has been loaded with articles about the Devil May Cry series and its upcoming titles. The folks at Capcom have been very open with sharing details about the s...

The DmC Devil May Cry: Definitive Edition changelog is extensive

Mar 10 // Alessandro Fillari
[embed]288866:57701:0[/embed] With Hardcore Mode being the highlight of Definitive Edition, you'll want to enable that as soon as possible, especially if you're quite familiar with the game or are otherwise up for the challenge. Though if you enjoyed DmC before as it was and just want to be able experience it with a new visual fidelity, you can by all means do so. Ninja Theory's Rahni Tucker, who was the combat designer on the original title and now serves as the creative director on Definitive Edition, commented on a number of the upgrades DmC gained. "The point of HCM is to create an experience that [is] still [Ninja Theory's] DmC, but with a bit of a throwback to the classic DMCs in terms of balance," she said. "We didn't make these changes to the default game, because there are a lot of players who enjoy the current balance; and we didn't want to alienate those players. This way everyone has the option to play the game with the difficulty/balance that suits them. The hardest felt changes in this mode are those to the style system. Getting a SSS, and keeping it, is a lot more difficult in Hardcore Mode. Devil Trigger also throws-back to original DMCs with HCM active, so the player will need to stay on their toes after activating it." Here are a few examples of what's been altered for Hardcore Mode. General Toggle-able on all difficulty levels, for both Dante and Vergil. Does not affect mission unlocking Unique style pars and leaderboards for Hardcore Mode on every difficulty Style Rank Style Rank System re-balanced for HCM Style Rank decay rate on hardcore mode increased further. On hardcore mode, penalties on the Style Rank gain for repeating the same move multiple times is significantly increased. Balance No auto-parry from prop/shredder. Only the 1st strike in an attack can perform a parry. + 5% damage for all enemies. Dreamrunners can parry the Arbiter Flush projectile 3 times on DMD.  One of the biggest changes in Hardcore Mode that I'm sure many will appreciate are the infamous color enemies. With the modifier enabled, players can use whatever weapon they want against these specific enemies, however the like-element weapon is still best for the situation. Red/Blue enemies Frost/Hell Knights can be struck with any weapon. They take reduced damage, and do not react, when hit by weapons that do not match their color (unless Devil Trigger is active)  Ghost/Hell Rages can be struck with any weapon. They take reduced damage, and do not react, when hit by weapons that do not match their color (unless Devil Trigger is active). They are still partially invisible unless in the correct mode.  Hell Rages have 10% less health to accommodate use of any weapon against them. "This was always a controversial point," said Tucker. "On the one hand, DMC is all about variety and being able to creatively mix combos, and the red/blue enemies deflecting Dante's attacks went against that; however, we found during focus testing that players were confused about which weapons to use, so for clarity and feedback purposes the deflection was much better. In the end, after seeing fan feedback, we've changed it for DE so you can hit any guy with any weapon. Using the correct weapon causes hit reactions (they don't get interrupted by the wrong weapon) and still deals more damage." And that's just the tip of the iceberg. You can find more info about the changelog on Capcom-Unity's blog, featuring details about parry windows, Vergil gameplay, and the finer benefits of having an increased frame rate to work with. After reading through the changes, and getting a sense of the developer's view on DMC, I have an even greater appreciation for the game. It's not often we got a detailed look like this with developer commentary, so it's definitely something I respect Ninja Theory for. Also, the launch trailer is excellent. '80s gothic rock from The Lost Boys is such a great fit for DmC.DmC Devil May Cry: Definitive Edition - Change Log [Capcom-Unity]
DmC Devil May Cry DE photo
Sans fedora and color keys
With DmC Devil May Cry: Definitive Edition out now, fans of the series have another title to keep them satiated till the next one is ready. As you've likely read, Chris gave his impressions of the game earlier. He was im...

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Swery's 2014 games that I haven't completed, but think are amazing

Jan 07 // Steven Hansen
4: Dark Souls II Even though the previous game broke me, the addictive nature of the game drew me to buy this sequel. Obviously, this game created a lot of waves, and I decided that I had to play it simply to experience that cycle of bitter aftertaste, frustration, and then catharsis one more time. Hardcore users say this game was easier compared to the original, but it was still enough to break me again. Getting killed by a player who invades especially makes me want to throw my controller. This is unrelated, but while I've never met the director, Miyazaki Hidetaka, his personal name is the same as mine (Hidetaka), so I feel a sense of closeness to him. Why I quit playing: The frustration from the game crept into my real life. 3: Destiny It may not be too much to say that this was the year's most talked-about title. I was too busy with development to take part in the beta test, but I bought the Xbox One version on the day it came out. Unfortunately, though, it wasn't localized into Japanese. When someone asked me "Why did you buy it if you weren't sure," I didn't really have an excuse, but that's what happened. Of course, not only the story, but the menu was also in English as well, so I had trouble understanding the system. I was really behind compared to my friends who had already bought the PS4 version, and became a bit of a Destiny dunce. Then I got busy with D4's release and PR, so there was no way I was going to finish it. Why I quit playing: My friends made fun of me so much that I lost all my confidence. 2: Dragon Age: Inquisition I added this game only after preparing myself to get yelled at. Why? Because I haven't played it. Right after I bought it, I suddenly got bombarded with things I had to take care of, and then there was an update to the consumer version of Minecraft, and I became desperate just to play that. Then, I went on a trip overseas without even getting to play it. I'm still on that trip now as I write this list. So, if I haven't played it, how can I say it's amazing? Well... just by using my intuition. Or, my sense of smell, should I say? I'm not a writer or a critic. I'm just a creator, so I have the right to self-righteously purchase and play games how I want to. Simple, right? Why I quit playing: My first vacation in four years. 1: Drakengard 3 The continuation of the famous series that Access Games developed. In this game, the action and graphics were renewed, essentially reviving the series. Ally NPCs and dragon growth were added, and you don't need to know the entire series to be able to enjoy the game. However, the story wasn't any good. It's really unfortunate, but it's the truth. And the graphics could have been a bit better, I think. If we get another chance, I'd like to use what we learned here to make an even better game. Why I quit playing: Self-hatred and self-defense. Runner-Up: Kirby: Triple Deluxe The world will wash your heart clean. The characters were just so cute, I couldn't not buy it. But the game was too beautiful for my heart. It ended up blinding me. It was hard for me to keep staring at the vibrant Kirby as he ran all around. It makes me wish that I could make a game someday like this, but at the same time, it also fills me with despair. That's all. Thanks to everyone who read this, and thanks to everyone at Destructoid for giving me the chance to write this! I apologize to anyone who was offended by anything I wrote. This is a list filled with personal taste and bias, but regardless of how it appears, I think it's very important for people to organize their thoughts as words, which is why I wrote this. I'm hoping from the bottom of my heart that 2015 will be a big step forward for the game industry. I Love You All!! SWERY
SWERY's 2014 GotY photo
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[Swery is the man behind Deadly Premonition and D4. The latter has kept him busy over the last year, so he hasn't been able to finish every game he loves. But love is not finite, finished, and with an eyebrow game this o...

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