IC_Champion
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In the issue of PS3M, the Director of DmC responds to internet theories of how Dante came to be.
UK fans should check this edition on your newsstands and apps.
I know there isn't much here, but its the latest DmC news that there is so far.
If anyone wants to contribute from the magazine with quotes, please do so.
EDIT: Here are some of the quotes from the interview (via Ezekial45)
Responding to a fan complaint - "DMC DOESN'T NEED A FUCKING REBOOT." (exact words)
- PSM3 question - "Much of the argument (about the series needing a reboot) surely rests on whether or not DMC4 was a dead end. Was it?"
- Regarding skepticism about NT's abilities to achieving solid technical performance:
- On comparisons to Bayonetta
- On the philosophy of DMC, and proving NT can do it
- Short feature in the article about Dante's reinvention.
EDIT 2: New Screens (Courtesy of lowhighkang_LHK)
Speaking in a candid interview with PSM3, Antoniades was asked what he thought of online chatter about the reboot. Among the internet sourced drivel was the theory that Dante is modelled on him, which he quickly dismissed after a little self-deprecating humour
Capcom said something which they've said to us often, which is, 'if it was going to be the same as the old DMC, why would we give this project to you guys? The reason is to surprise us, to come up with a reinvention. To create something we couldn't have conceived in Japan.
UK fans should check this edition on your newsstands and apps.
I know there isn't much here, but its the latest DmC news that there is so far.
If anyone wants to contribute from the magazine with quotes, please do so.
EDIT: Here are some of the quotes from the interview (via Ezekial45)
Responding to a fan complaint - "DMC DOESN'T NEED A FUCKING REBOOT." (exact words)
Nothing needs a reboot unless that reboot works. Look at Batman. The parallel to the Batman reboot was Catwoman. Nobody needed that, but when it works it can change the course of a franchise in a positive way. It can make it survive. The decision as to whether DMC needed a reboot or not; it's irrelevant what my opinion is because that decision was Capcom's. They felt it needed something which is why they not only decided to take a bold step and reinvent it, but to give it to a non-Japanese dev. They had their reasons and that was our mandate. They wanted a reinvention - a reinterpretation - that's what we went ahead and did.
- PSM3 question - "Much of the argument (about the series needing a reboot) surely rests on whether or not DMC4 was a dead end. Was it?"
There was a feeling from some of the guys at Capcom that it could continue the way it was, but that there were certain tropes that were being - I don't know how to put this...I think when you compare it to where a lot of games have arrived at - Western games in particular, where levels feel more open and the world feels more grounded - it felt like DMC was a little stuck in its ways. It needed to be let loose. That's what we were told as part of our mandate to reinvent it.
- Regarding skepticism about NT's abilities to achieving solid technical performance:
I think that comes from Heavenly Sword not hitting 30FPS at times. Then we moved on to Unreal and pushed out Enslaved in half the time of Heavenly Sword, if not less. And that one had the some framerate issues we regret; we should have held on and refused to give the build to the publisher until we hit that framerate. On this game, we've got a commitment from all around that we've got to hit it. And we've made sure the game runs at a solid state at all times through development. So I don't think that will be an issue. The people who have been testing the game have said it's very responsive, and these are people who know DMC."
More fan criticism - "They won't have a chance of selling five million units!"
"Usually the worst creative crimes are made when you're trying to make a game for someone else - some perceived demographic that, in all likelihood, doesn't actually exist. From my point of view there's only on way to try and make a successful game, and that's to make the game you want to play. A game that everyone involved is proud of. So from that point of view I don't care if it sells a thousand unites or two million units. I believe the time you spend making something had to be worthwhile. You've got 20 productive years of work in your life; if you're gonna spend ten or 15 percent of it on something, make it worthwhile.
- On comparisons to Bayonetta
We never set out to beat Bayonetta in combat. We're aiming to make this the best DMC in the series. We want out combat to be better than the rest, because we take pride in our work. When Itsuno-San from Capcom and his crew come out, we spend days going over the combat system and things they've added to previous entries you won't find in guides on GameFAQs. But in terms of feel, we're aiming to make this like a movie. Something with rules that make sense; that has characters that feel real, that you emphasize with. For that reason, we're not looking at Bayonetta.
- On the philosophy of DMC, and proving NT can do it
DMC is a hardcore game, that's where it should stay. Itsuno-San said the general philosophy of DMC is that the more you give it, the more you get out of it. In DMC the philosophy is to constantly give you harder modes of play, more depth and experience, and more chances to excel. That doesn't mean you should exclude everyone else. And I think it should have a hardcore story. Every game we've done so far has been Teen-rated, and this one's not. I get frustrated that, despite there being blood and violence in gaming, the stories all so often very safe. Your average novel or play has the prerogative to push boundaries and break ground in some fashion. So that's what I'd love to do with DMC.
- Short feature in the article about Dante's reinvention.
This new Dante is really the latest in a long line of Ninja Theory prototypes which, at first, were much closer to Capcom's original. "It worked across three territories: us in the UK, Capcom Japan, and Capcom America," explains Antoniades. "Our original concepts were very close to the original DMC, taking mixtures of the previous four games and creating a new interpretation, but very much in that space. And Capcom said something which they've said to us often, which is, 'If it was going to be the same as the old DMC, why would we give this project to you guys? The reason is to surprise us, to come up with a reinvention, To create something we couldn't have conceived in Japan.
At one point we were asked to forget about the design of the character and just come up with images about Dante at key moments in his life, from childhood to adulthood. So we've got 100 images of this character at different ages, in different situations, different emotional states. One of the best was of him ripping open this big wound in his chest in front of the mirror, seeing his heart beating and realising he's not human. We did all these really prescient images to define the character, then looped back round to: 'Okay. Now he's cool. Now we know why he doesn't give a shit. We know his history. What does he look like?' "It's a way of designing a character we've never done. And that's when Capcom Japan and American were finally happy with it.
EDIT 2: New Screens (Courtesy of lowhighkang_LHK)