Turning it around, has anything Ninja Theory wanted to do surprised you and changed your perceptions -- have you ever been like, "Oh! That is a good idea! We should change our thinking about that"?
ME: Yeah, there's lots of things like that.
The first example to come to mind would be the idea that, in previous Devil May Cry games, you were always trapped in a given area and had to kill the enemies before you could move on to the next area. There were those red doors that would pop up, and it was a very video gamey sort of convention.
What Ninja did was come up with the concept of having the world around you actually shift to block you into different areas, and that morphed into the whole Malice system, with the real-time deformation morphing of backgrounds.
It turned from a simple idea -- how do we trap people in an area logically? -- and expanded beyond that to a really cool concept that helps define the world in which the game takes place. That's an idea that they came up with that we hadn't thought of, and perhaps could not have thought of on our own. There's a lot of little examples like that.
Had you previously personally worked with a Western studio on a title?
ME: Yes. I was involved in Bionic Commando, actually.
Is there anything you learned when you were working on Bionic Commando that you were able to take forward, and smooth out things when you were working with Ninja Theory this time?
ME: One important lesson I think we learned was the idea of not forcing our own methodology and our own design sensibilities on the developer but, rather, giving our general concept -- why we think the way we do -- and the sort of results that we're after, communicating that, and letting them find their own solution to the puzzle, so to speak, as opposed to saying, "Hey, do this. Do it exactly like this." Rather than that, saying: "Hey, this is what we're after. This is the problem we're trying to solve for. How would you solve for it? What is your way of tackling that?"
Obviously -- and it seems simple in hindsight now -- that's the much better path to take. That was a lesson we learned. That and, obviously, communication itself -- the importance of that and the frequency of communication becomes a key component in it, as well.
Between Western and Japanese development, there are definitely differences in methodology. Did you have to find new ways to evaluate where the game is at certain points in development? The results -- are they coming along, or are they not coming along?
ME: Yeah, absolutely, and I think if I were to generalize -- and obviously, there are exceptions on both sides -- but if I were to generalize, it seems most Japanese studios will tend to make very gradual, incremental progress in a relatively steady state, whereas, working with a lot of Western developers, what I've noticed is that you get to a certain base level of quality, and the game starts to expand, and then you hit a point where it just takes a huge jump in quality rather than these minor incremental things.
So it can be really difficult to judge how far along the game is when you're looking at a milestone. You do have to be sensitive to that; you do have to squint a little bit here and there because, just once again, the way of doing things is in and of itself different.
A really specific example would be in a Japanese game we might get one level of a game done and just really concentrate on polishing it to a very high degree, so we've got one small portion done to a very high degree, whereas what we see sometimes with Western developers is that they'll have a larger chunk of the game is done but in gray box or blue box, and the whole thing gradually moves along together. As opposed to one area being done-done and another area being done-done. The entire game is done to a degree, and makes gradual steps.
Do you see any advantages in the way that Western developers approach development now that you've had a chance to work on a couple of major projects with them?
ME: One thing that I've noticed, is that it seems like, with a lot of Western developers, it seems more egalitarian, so to speak, in that you have people with knowledge of multiple fields on the teams. Someone could be, for example, a designer, but they might have a degree of programming chops as well, so they can speak to different things, and they can all get together and bounce ideas off each other.
Whereas in Japan, you tend to be much more compartmentalized; if you're a programmer, you're a programmer. You sit with the programmers. You don't talk to the designers so much unless you need to, etcetera. I think we could work on having people with knowledge in multiple fields and in an environment in which they can bounce ideas off one another and communicate. That's certainly a lesson that we could take away from the way Western studios tend to approach things.
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.
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
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.
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.
"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.
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.
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.
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".
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.
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.
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.
The old Dante didnt have to resort to F bombs to get a point. And he wasnt 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".
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