The same goes for the combat as the studio and Capcom take a closer look at it. The artwork is also a priority as it’s brought up to code. Capcom ‘guiding’ combat gameplay.
Ninja Theory creative director, Tameem Antionades, reveals they don’t have a complete free hand when it comes to DmC, as Capcom are a heavy guiding force as work continues.
A listening phase has been adopted by the team where feedback is taken seriously from those who’ve had hands-on time with the new Devil May Cry. So far only a scythe and sword have been shown in terms of weaponry but more are promised in the final product. Angel and Demon forms also switch up combat styles and available combos.
Capcom are focused on ensuring Dante is as nimble as he can be during the frantic pace of the combat, which is what the series is famous for. The combos which have proved quite hard to grasp for newcomers in the past are presented in an easier way to allow advanced play to emerge if players want to pursue that.
Another area Capcom Japan are looking is animation for Dante, as they advise Ninja Theory on a frame-by-frame basis how he should move to keep him ‘synched’ with his older self from the original games. Antionades also teases they’re working hard to encourage gamers to replay once DmC is completed, although details aren’t given.
Devil May Cry releases on Xbox 360 and PS3 later this year.