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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 Previous Page 4 of 4
 

It's funny: People expect a sort of continuity out of their games. It's hard to satisfy. You see a lot of older franchises that have been around awhile struggling with this. People expect a certain continuity, but they expect it to be as good as the competition that's out right now. I imagine that balance is just really tough.

AJ: Yeah. If you think about it, obviously tone and world and the environment and visuals have changed a great deal, but if you're talking about combat, the iconic elements of the franchise are there: you've got Ebony and Ivory serving relatively the same function as they did in previous DMCs; you've got the rebellion; there are some moves that are very similar to previous DMCs; there's story continuity with Vergil.



We were very mindful of knowing that, while we wanted to revamp a bunch of stuff and hopefully update it in line with a more contemporary taste, you can't throw the baby out with the bathwater.

There was obviously a ton that got Devil May Cry have four instantiations of itself before we got on the scene, and I'd like to think we struck a pretty good balance between those two. That'll largely be in the fans' hands, but I think now that they've seen that the gameplay is going to be fine, that everything else will fall into place.

Did you require the people at Ninja Theory to play the first four games and fully understand them, and did you provide them with any sort of bible or design documents of previous games? Did you say, "I want you to have a basic understanding of what Devil May Cry is"? How did you strike that balance?

ME: We were lucky in the sense that we didn't really need to issue any order like that, because the guys already had a great deal of respect for the series and had played all of the games before and didn't need to be asked to -- especially 3 and 4; there seemed to be a great deal of Devil May Cry 3 and 4 fans and analysts, so to speak, on the Ninja side, so we didn't really share any documentation or specifically ask them to play those games.

We concentrated our feedback and our information-sharing on more of the abstract concepts -- more of what is the essence and the core of the series -- and then allowed those guys to put their own spin on things and have their own take on it.

We talked a little bit about how you're collaborating more with Western studios, but -- and this is for both of you, basically from your own perspectives -- are you collaborating more with your U.S. office as well? It's not just "They take the games we make, or have made, and publish them in the U.S."? Is it more getting their perspective on the audience in that market, and that kind of stuff?

ME: We feel on the Japan side that we obviously have a lot of experience in the Japanese market and creating and marketing games specifically for that audience, but, yeah, absolutely. We use the capacity of our Western branches to explore other avenues as well as kind of a multi-strategy approach. We've still got our stuff going there; we're working more closely with Capcom USA and other branches to find new ways, new avenues, and new methods of doing things at the same time.

AJ: Yeah, in a lot of ways, having us to source the actual dev team for this game, wanting to make it more Western-facing. I can only speak from my own experience; it tends to be very siloed on the publishing side, so it's basically down to who's working with whom, but, as far as this project's gone, yeah, it's been fairly collaborative in nature. I've had insight and made good suggestions into what we should do, and these guys have been listening; they work with our marketing team.

Yeah, normally we've done stuff separately, so this is actually maybe one of the first test cases in working together this closely on one particular project, and it was the first one of that nature, so we're still in the figuring-it-out mode, but this was a pretty successful maiden voyage for this whole deal, so I'm pretty happy with it.

Devil May Cry is still a popular IP in Japan. Are you expecting the Japanese audience to accept the new direction? We talked about how the Western audience has come around, but have you seen how your domestic audience -- which is now the overseas audience for this game -- feels?

ME: It's actually quite similar to what we saw happen in the West. First there was some nervousness and unease about the new direction, but, much like in other territories, with the more gameplay videos that we showed and the more information that we released, people started to sway over into positive territory.

What it's looking like right now is not only are we doing a good job of winning back Devil May Cry fans because it is, of course, a big IP there, but we're also getting a lot of interest from action fans who aren't even necessarily Devil May Cry players. So we're in a pretty good place in the Japanese market now. Once again, much like the West, the more we show and the more we talk about it, the better the reaction has been getting.

 
Article Start Previous Page 4 of 4
 
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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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