After 22 years together, what does "Devil May Cry" mean?
ACT games have four major benchmarks: God of War, Devil May Cry, Ninja Dragon Sword Den, and Bayonetta. Known worldwide for their superior action design, fluid combat experience, and engaging story, these games have not only defined the standard of ACT games, but have also been a source of inspiration for countless game developers.
Luis Correa is the Game Director at C2 Game Studios, which is working on the upcoming Aster: Blade of the Monument. Recently, he published an article on GamesIndustry.biz sharing the impact of Devil May Cry on his personal career. For ease of reading, the matrix has compiled and supplemented this.
"Dare to make your dreams great and realize them with style"
Games like The Legend of Zelda, Metroid, Castlevania, Ninja Sword and Two Dragons filled my childhood, and I always had a soft spot for weird worlds and fantasy adventures. On an 8-bit console, the world of these games sparked my imagination, but as a child, I never imagined how far the games would go in the years to come. Fast forward to 2001, and at the age of 22, I had just moved to United States from Colombia and started my game development journey with the dream of entering the Digipen Institute of Technology. It was a time of passion and possibility, but loneliness was always with me. I had just finished a year as an exchange student, and my English had improved, but all my friends had returned to their home countries, leaving me alone in Washington State. Luckily, I got a PlayStation 2 console (which wasn't easy!). So I spend most of my time playing games in my little apartment. It wasn't long before a game called Devil May Cry caught my eye. The name is so peculiar that it fills me with curiosity. Why does the devil cry? Who makes the devil cry? Can the devil really cry? These are all questions I want to know! At first glance, the game reminds me of Resident Evil, especially its constant fixed perspective (which is not surprising to Capcom), and its gothic setting reminds me of Castlevania - which is also one of my favorite games. However, this was only the tip of the iceberg, and I was completely blown away when I saw the white-haired character in the red trench coat throwing enemies into the air and firing them continuously with his twin guns! I've never seen anything like it, it was definitely love at first sight. Just like I did back then, I scoured every game magazine I could find to find more information about the game. I vaguely remember that Devil May Cry was originally made as a Resident Evil game (Resident Evil 4 to be exact), and that the now-iconic "Gun-juggle" was actually a bug. It's funny to think that a beloved legendary IP originated from a bug. This bug inadvertently spawned the modern action-adventure fighting game we know today! Of course, this may only be partially true, or even a bit of a false one, but I still choose to believe this version of the story because it fits perfectly into the way we work in the game development industry. You never know when an accident will turn into a core game mechanic that will change the world of the game forever. As we always say in game development: it's not a bug, it's a feature! When Devil May Cry was released in October of that year, I had already pre-ordered it at my local store to make sure I could get it on release day. I tore open the package and put the disc in my PS2, and my life was never the same again. Capcom has really raised the bar for gaming, and I feel very lucky to be able to live in an era with this masterpiece. The game opens with an animation in which Dante is in his office, and the strange "Devil May Cry" is the name of his demon hunter office. Dante's cynicism comes from the fact that he's not as calm as Belmont in Castlevania or as noble as the silent hero in The Legend of Zelda or Metroid. Dante is a trash-talking, confident, and even somewhat arrogant hero (or anti-hero), and the premise is very appealing. Then you will see some of his powers, and it is clear that he is not an ordinary man, but the son of Sparta, an ancient demon who fell in love with a human and sacrificed everything for his family and humanity. Dante combines the best of both a human and a demon: he is human enough to appear vulnerable; At the same time, he is magical enough to become a crazy and cool ruthless character! Even more impressive than Dante's superpowers is his style. The red leather trench coat and flowing white hair are certainly attractive, but the way he moves is what fascinates me the most. Dante does everything with style, his flashy moves are really impressive, and more importantly, the feeling of actually operating him – fast, precise and agile, every time I defeat a group of enemies with ease, I feel incredibly powerful. It's a bit of a stretch to say "easy" because it's not a difficult game, but as I've gotten to grips with the mechanics and into the rhythm of the battles, I've come to feel just as strong and confident as Dante. Devil May Cry is an unforgettable experience that has stayed with me on my journey to develop games. To say that it had a huge impact on me is also an understatement. When discussing the gaming experience, the "feel of the game" is very subjective. It's hard to pinpoint exactly all the factors that make up this feeling, and if you ask ten people, you might get ten different answers. It's easy to analyze the graphics of a game through screenshots and trailers, but there are many things you can only know when you pick up the controller yourself. You have to play it and feel it for yourself, and for me, Devil May Cry is an experience that has never been experienced before. Remember this was 2001. It's been three years since the reboot of Ninja Dragon Sword, four years since the release of the first God of War, eight years since Bayonetta, and many, many more... You can see and feel the influence of Devil May Cry in these games, and it's no exaggeration to say that it's a pioneer work that was ahead of its time! I've spent over fifteen years honing my craft and assembling a team to try and create a game inspired by these memorable core game mechanics. I'm sure anyone who has played our new game, Astor: Blade of the Monument, will be able to see the impact Devil May Cry has had on us. Our game is set in a beautiful fantasy world full of adventure and exploration, but combat is still the main pillar. I've spent countless hours analyzing the essence of the genre, looking at everything from anticipation, recovery, frame count, critical poses, strike pauses, particle effects, sound, and more. I'm always striving for perfection – even though I know it's a subjective goal. In fact, the feel of the game is made up of a combination of many factors, each of which can be constantly adjusted until it feels just right. I guess I'll never stop fine-tuning, that's the essence of developing these kinds of games. No matter where my game development career takes me, I always remember the first time I played Devil May Cry, and the series will always hold a special place in my heart. Now that I'm 44 years old, I'm no longer the primary audience for new games, but I always buy them and enjoy the elements that these games inherited from Devil May Cry: a fantasy world to explore, full of fun, and most importantly, always feel like a superhero who kills gods with clever controls! I hope that Dante and the entire DMC team will have more epic adventures in the future that will surely inspire others as the original game inspires me: dare to make dreams great and make them happen with style! Today's Devil May Cry is still shining
From the original Devil May Cry in 2001 to "Devil May Cry 5" in 2019, there are not many works that can be recognized by core fans: the first generation of pioneering works, three generations of classics, four generations of pioneering works, and five generations of masterpieces. The Devil May Cry series continues to define the ceiling of action games, raising the aesthetic level of generations of players. Among them, "Devil May Cry 5" has been on sale for nearly five years and is the most successful work in history. By the end of March this year, the game had sold more than 8 million copies, proving its long-term popularity and influence. In China, hot stalks such as "big sick area", "tile throwing", and "hairspray hand" make the game out of the circle, and overseas, "food stall stools" can often be found in players' second creations. So, from the point of view of popularity and sales, "Devil May Cry 5" obviously will not be the last work in this series. However, considering Capcom's fine tradition of fried cold rice, they may be more inclined to release Devil May Cry 3 Remake first to meet the needs of players than to launch Devil May Cry 6 directly. Despite this, there is still no official news about the new work in the Devil May Cry series. It is worth mentioning that "Dragon Dogma 2" is designed by Hideaki Itsuno, the famous producer in charge of the "Devil May Cry" series, and this work has just been released, so the new Devil May Cry work may still be in the stage of creating a new folder. In September last year, Netflix announced the teaser trailer animation of the "Devil May Cry" animated series, and the timeline is likely to be set before "Devil May Cry 5", supplementing the relevant settings. This IP has also entered the animation field again after 2007 and continues to expand its influence. In addition, "Devil May Cry" has also entered the mobile market, and there are two main models that are well-known and have been authorized by Capcom, one is "Devil May Cry 4 Refrain" on the IOS side, which is equivalent to the Devil May Cry 4 Youth Edition, which has greatly reduced the picture, cutscene characteristics, and operation. The other is "Devil May Cry: Battle of the Peak" produced by Yunchang Games, whose action performance is second to none in mobile games, but because the commercial design is too aggressive, it is often compared with terminal games, which can only be said to be "If you want to wear a crown, you must bear its weight". Capcom is still the action celestial, but "Dante", like Luis Correa and many other players, has gradually changed from the crazy boy to the white-haired uncle. Next, I think we still look forward to more surprises from this IP, so that more players can feel the baptism of top ACT games.
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