DmC Devil May Cry: 4 Things You Don’t Know
We chat to Tameem Antoniades, creative director at Ninja Theory, and Alex Jones, producer at Capcom US, to discover the hidden gems beneath DmC’s hood…
It’s been designed for the West
“When we talked to Capcom and worked out what we wanted this game to be, Bayonetta was never mentioned.
We’re trying to create a progression from previous DMCs and Capcom came to us because they want the world to feel more accessible to a Western audience, so we’re treating it like a Western movie.
So the idea of comparing ourselves to Bayonetta just hasn’t come up. We’re trying to make the best DMC combat experience possible, with a Western take on the world.”
The fantasy aspect of old is dead and gone
“It was more a case of re-interpreting the world in a way that makes sense to the man on the street. So it’s more making it like we’re in the real world rather than a fantasy. To explain things like demon doors that block you in the old DMCs, we’ve made the world alive, like a creature, so it makes sense that it traps you and it makes sense that it spawns enemies like white blood cells to attack Dante.”
Ninja theory doesn’t want it to be taken seriously
“[The story] is satire. Because the game is set in the real world, what is the demon presence we can’t see that Dante can? So while in the real world we can’t see the demon dimension, Dante goes across into Limbo and he can see from the other side of the mirror.
So that gives us a great opportunity to make fun of and satirise elements of our world in clever ways. I wouldn’t say criticise, well, maybe it is. This kind of satire… There’s an element of cultural satire, political satire, some things that are a little bit risky.”
Don’t expect to play a Bayonetta clone
“It’s pretty clear tonally, story-wise, atmosphere, and everything else, that we’re not trying to compete with Bayonetta.”