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  Devil May Cry: Born Again
by Christian Nutt [Design, Interview]
13 comments Share on Twitter Share on Facebook RSS
 
 
September 7, 2012 Article Start Page 1 of 4 Next
 

Talking to Alex Jones and Motohide Eshiro, producers of the upcoming Devil May Cry game, DmC, gives you an interesting perspective. On one side is the American producer who helped select Ninja Theory, the Cambridge, England-based developer to take on the Japanese series. On the other side is the Japanese producer, based in Osaka, where all previous installments of the game had been developed, and who was relatively new to working with Western studios -- his prior collaboration being the regrettable Bionic Commando, developed by the now-defunct Grin.

The good news is that the new DmC game is a significant step up fron that title -- fast and responsive as the previous games in the series, but with a new attitude born of its UK breeding. Fans who were once horrified by the change of development teams are now receptive, say the pair, as more journalists have gotten to play the game and report back on its quality.



In this interview, the two talk about how Ninja Theory was selected to develop the game, lessons learned by both of Capcom's offices regarding international collaboration, and precisely how and why the developer was allowed to inject its own sensibility into the franchise while maintaining continuity with a franchise which defined the action game genre for years.

Can you talk about working with Ninja Theory, and how the Japanese side approached the collaboration on a Japanese IP like this?

Motohide Eshiro: Initially, the way the whole thing went down, Capcom U.S.A. initially found Ninja Theory, approached them, and began that relationship. Capcom Japan jumped in right at the beginning of production.

The role of Capcom Japan has been to be the vision-holder and the standard-bearer as far as DmC -- the essential Devil May Cry-ishness; what it is that is the heart or the core concept of Devil May Cry, especially with Itsuno-san, who directed some of the previous Devil May Crys.

He's sort of the been the ambassador, if you will, of getting across what these core concepts are -- what it is we need to maintain for consistency's sake between the previous titles. He's spent a lot of time with Ninja Theory explaining these core concepts and elements, and their creative team worked in what we wanted and put their own spin on it.

The relationship with Ninja Theory started at the U.S. office?

Alex Jones: Yeah.

So how did you find them? I mean, I obviously know their previous work, but how did you say, "This is the one we're going to approach for Devil May Cry"?

AJ: Well, we were familiar with what they had done before, and, in fact, our director of product development at the time had worked with them in a previous version of themselves when he was at Microsoft, and knew of them.

So there was already a semi-personal relationship there, but what really sealed it was the fact that we would look at Heavenly Sword and Enslaved; both of those games contain things that are really important for a DMC game to do well -- narrative, cutscenes, and these sorts of things. Then, they had shown just enough capacity for combat that we felt bringing in a booster shot of some of the CJ [Capcom Japan] experience of 25 years of making fighting games would get it over the hurdle completely.

And given the fact that those guys had a reverence for the previous franchise, or previous installments of the game, they were super receptive, very easy to work with, and took direction very well in that regard. Once we had surveyed the landscape, it kind of was a no-brainer; they were one of the few people that we considered.

When Capcom U.S. came to you and said "We have this developer we'd like to propose," how did you go through the process of seeing whether or not "Okay, this is a fit"?

ME: Basically, it was a pretty simple process. When it was first proposed, we pretty much got on a plane and went out to Cambridge, met with those guys personally, took a look at what their capabilities were, met with their key members, and the rest, as they say, was history. It wasn't what I would describe as a difficult decision, given their pedigree.

In particular, combat's very important to Devil May Cry; Western games with melee combat don't tend to feel very much like Japanese games. I was curious specifically about that, and working with the team to create a game that felt consistent, combat-wise, with the original games in the series.

ME: Once again, it was a really close collaboration, with the Capcom Japan guys consulting with Ninja Theory throughout the process. You do hit on something important when you talk about the differences, generally speaking, between Japanese and Western games, when it comes to the control feel in these types of games.

The main difference, if we were to really simplify things, is it seems that Western games tend to focus a lot on realism in animation, so that, if you're walking along and you stop, you should go through a natural and proper stop animation, which tends to look very good. But, when we're talking about something like Devil May Cry, the concept has always been letting the user do what they want when they want -- cancel things in mid-motion and suddenly turn on a dime, this sort of thing. We had to spend a lot of time getting this concept across, and bringing their way of thinking over to the mind space that we were in, and finding that balance between realism and ease of use.

 
Article Start Page 1 of 4 Next
 
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Comments

Michael Josefsen
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A lot of interesting insights. It really is true that close combat feels very different between western games and japanese games. It is comforting to see that Capcom Japan knew that it was important to discuss the essence of the combat system with Ninja Theory. That gives me faith in the end result.

dario silva
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I love Capcoms style, they have worked together with so many different studios this generation and given them lots of publishing support. Grin had a great chance with the Bionic Commando IP, then Slant Six got to do a Resident Evil game, and that studio in the U.S.A made Dark Void (The same guys who made Crimson Skies on Xbox, their only AAA title previous to Dvoid). Now they are giving Ninja Theory some great support with their DMC series (which Ninja Theory totally deserve imo). For all the bad talk i hear about Capcom on the interwebs they sure do seem to be helping out a lot of emerging/indie game studios. Lest i forget Spark Unlimited, who showed great potential with Legendary (a short and sweet game with lots of good pacing), and now have been given the chance by Capcom to make a Lost Planet sequel. Way to go Capcom :D

Ujn Hunter
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I'm not sure I consider this a good thing. All of the Western Developed Capcom titles have been really bad compared to games that Capcom used to put out. I'm very disappointed in Capcom's direction this gen.

Christian Nutt
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I've heard nothing good about the RE game, Bionic Commando was dreadful, and Dark Void didn't have many fans. But this game plays very, very well, based on the Gamescom demo. I'm quite excited for it. And frankly, DMC4 was nothing special, so the series has a lot of room to go up, IMO.

Kellam Templeton-Smith
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"Then, they had shown just enough capacity for combat that we felt bringing in a booster shot of some of the CJ [Capcom Japan] experience of 25 years of making fighting games would get it over the hurdle completely."

This is the most important line, to me-The thing missing in their previous games was tightly perfected combat (and in most of the WE capcom games), so this really heartens me.

Visually, this one seems like a much more aggressively bizarre experience compared to the increasingly derivative/dull style of the previous DMC games. Something I find problematic with a lot of Japanese games is their bland approach to environments, and overly chaotic/ugly character designs. This looks like it takes from their mindset, but evolves it to a much more appealing level.

Jerry Hall
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The screenshots look ok. Saw the gameplay and I wasn't impressed. Nothing innovative. It copied a lot of main elements from Bayonetta. DMC fans will be disappointed. Lesson here is, don't outsource the cash cows.

Gian Dominguez
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I'm not sold on it yet, at least from a story level it feels like the developers though expletive lace video games=edgy.

The old Dante didnt have to resort to F bombs to get a point. And he wasnt a jerk.

Alan Rimkeit
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He was a jerk on purpose. Dante is supposed to be arrogant. It is a main stay of his personality. "Cocky" is a good term to use. He would not even be Dante if he was not cocky.

Gian Dominguez
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"He wasn't a jerk?"

Cocky and Arrogant, yes. But definitely not a jerk. Original Dante felt like a guy you would like to hang out with, new Dante would make me feel embarrassed to associate with him. Original Dante didnt feel like a guy who would punch someone for bumping into him. And he didnt curse like a sailor.

Also the whole "The establishment is evil. I'm anti establishment that makes me cool" feel ironic considering he is being made by the "establishment".

Christian Nutt
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In DmC, he's 20 -- practically a teenager. He's obnoxious and cocky. It fits.

Alan Rimkeit
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They killed one of my favorite video game characters and replaced him with some Emo punk. The fact that they have to convince people that this is going to even be a "DMC" game is proof enough. To me it akin to replacing Kratos or at least trying to re-invent him. It is just not going to happen for me. I just got the HD collection. That is enough for me. Have fun new fans, it just is not going to be the same. Not at all.

Alan Rimkeit
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I don't think it is hard to make the case at all. Watch this video and you will see why the NT DMC will suck, IMHO.

Because in the end for me it all about "flavor". What does that mean for me? Character flavor is paramount with the DMC series and this video sums up to me. Why NT screwed on Dante as a character and why Capcom utterly failed at DMC in this game.

Its the anti-establishment rebel with a cause crap that actually makes nuDante a far more clichéd character and worse than the original. Trying so hard to be cool, fuk da police, and all that other rubbish that when people find it "cool" you just have to cringe.

What made original Dante feel more of a breath of fresh air in an age of dark and edgy chracters, at least from DMC3-4, was that he was just the class clown. His nigh on invincibility had made him this lazy, laid back, partying joker who was never really affected by anything until it really mattered to him. You could spear the guy with a small museum of barbed weaponry and he'd just laugh it off, while nuDante is punching bouncers in the face because he's not on the guest list.

http://www.youtube.com/watch?v=BuoUfyMUQTc


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